typedef struct{ int maxclients; int maxclientslimit; struct client_s *clients; // [maxclients] int serverflags; // episode completion information bool changelevel_issued; // cleared when at SV_SpawnServer} server_static_t; //============================================================================= typedef enum {ss_loading, ss_active} server_state_t; typedef struct{ bool active; // false if only a net client bool paused; bool loadgame; // handle connections specially double time; int lastcheck; // used by PF_checkclient double lastchecktime; char name[64]; // map name char modelname[64]; // maps/<name>.bsp, for model_precache[0] struct model_s *worldmodel; struct model_s **models; int num_models; char **sounds; int num_sounds; char *lightstyles[MAX_LIGHTSTYLES]; int num_edicts; int max_edicts; edict_t *edicts; // can NOT be array indexed, because // edict_t is variable sized, but can // be used to reference the world ent server_state_t state; // some actions are only valid during load sizebuf_t datagram; uint8_t datagram_buf[MAX_DATAGRAM]; sizebuf_t reliable_datagram; // copied to all clients at end of frame uint8_t reliable_datagram_buf[MAX_DATAGRAM]; sizebuf_t signon; uint8_t signon_buf[8192];} server_t; #define NUM_PING_TIMES 16#define NUM_SPAWN_PARMS 16 typedef struct client_s{ bool active; // false = client is free bool spawned; // false = don't send datagrams bool dropasap; // has been told to go to another level bool privileged; // can execute any host command bool sendsignon; // only valid before spawned double last_message; // reliable messages must be sent // periodically struct qsocket_s *netconnection; // communications handle usercmd_t cmd; // movement vec3_t wishdir; // intended motion calced from cmd sizebuf_t message; // can be added to at any time, // copied and clear once per frame uint8_t msgbuf[MAX_MSGLEN]; edict_t *edict; // EDICT_NUM(clientnum+1) char name[32]; // for printing to other people int colors; float ping_times[NUM_PING_TIMES]; int num_pings; // ping_times[num_pings%NUM_PING_TIMES] // spawn parms are carried from level to level float spawn_parms[NUM_SPAWN_PARMS]; // client known data for deltas int old_frags;} client_t; //============================================================================= // edict->movetype valuesenum { MOVETYPE_NONE, // never moves MOVETYPE_ANGLENOCLIP, MOVETYPE_ANGLECLIP, MOVETYPE_WALK, // gravity MOVETYPE_STEP, // gravity, special edge handling MOVETYPE_FLY, MOVETYPE_TOSS, // gravity MOVETYPE_PUSH, // no clip to world, push and crush MOVETYPE_NOCLIP, MOVETYPE_FLYMISSILE, // extra size to monsters MOVETYPE_BOUNCE,}; // edict->solid valuesenum { SOLID_NOT, // no interaction with other objects SOLID_TRIGGER, // touch on edge, but not blocking SOLID_BBOX, // touch on edge, block SOLID_SLIDEBOX, // touch on edge, but not an onground SOLID_BSP, // bsp clip, touch on edge, block}; // edict->deadflag valuesenum { DEAD_NO, DEAD_DYING, DEAD_DEAD,}; enum { DAMAGE_NO, DAMAGE_YES, DAMAGE_AIM,}; // edict->flagsenum { FL_FLY = 1<<0, FL_SWIM = 1<<1, FL_CONVEYOR = 1<<2, FL_CLIENT = 1<<3, FL_INWATER = 1<<4, FL_MONSTER = 1<<5, FL_GODMODE = 1<<6, FL_NOTARGET = 1<<7, FL_ITEM = 1<<8, FL_ONGROUND = 1<<9, FL_PARTIALGROUND = 1<<10, // not all corners are valid FL_WATERJUMP = 1<<11, // player jumping out of water FL_JUMPRELEASED = 1<<12, // for jump debouncing}; // entity effectsenum { EF_BRIGHTFIELD = 1<<0, EF_MUZZLEFLASH = 1<<1, EF_BRIGHTLIGHT = 1<<2, EF_DIMLIGHT = 1<<3,}; enum { SPAWNFLAG_NOT_EASY = 1<<8, SPAWNFLAG_NOT_MEDIUM = 1<<9, SPAWNFLAG_NOT_HARD = 1<<10, SPAWNFLAG_NOT_DEATHMATCH = 1<<11,}; //============================================================================ extern cvar_t teamplay;extern cvar_t skill;extern cvar_t deathmatch;extern cvar_t coop;extern cvar_t fraglimit;extern cvar_t timelimit; extern server_static_t svs; // persistant server infoextern server_t sv; // local server extern client_t *host_client; extern jmp_buf host_abortserver; extern double host_time; extern edict_t *sv_player; //=========================================================== void SV_Init (void); void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation); void SV_DropClient (bool crash); void SV_SendClientMessages (void);void SV_ClearDatagram (void); int SV_ModelIndex (char *name); void SV_SetIdealPitch (void); void SV_AddUpdates (void); void SV_ClientThink (void);void SV_AddClientToServer (struct qsocket_s *ret); void SV_ClientPrintf (char *fmt, ...);void SV_BroadcastPrintf (char *fmt, ...); void SV_Physics (void); bool SV_CheckBottom (edict_t *ent);bool SV_movestep (edict_t *ent, vec3_t move, bool relink); void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg); void SV_MoveToGoal (void); void SV_CheckForNewClients (void);void SV_RunClients (void);void SV_SaveSpawnparms ();void SV_SpawnServer (char *server);
typedef struct
{
int maxclients;
int maxclientslimit;
struct client_s *clients; // [maxclients]
int serverflags; // episode completion information
bool changelevel_issued; // cleared when at SV_SpawnServer
} server_static_t;
//=============================================================================
typedef enum {ss_loading, ss_active} server_state_t;
typedef struct
{
bool active; // false if only a net client
bool paused;
bool loadgame; // handle connections specially
double time;
int lastcheck; // used by PF_checkclient
double lastchecktime;
char name[64]; // map name
char modelname[64]; // maps/<name>.bsp, for model_precache[0]
struct model_s *worldmodel;
struct model_s **models;
int num_models;
char **sounds;
int num_sounds;
char *lightstyles[MAX_LIGHTSTYLES];
int num_edicts;
int max_edicts;
edict_t *edicts; // can NOT be array indexed, because
// edict_t is variable sized, but can
// be used to reference the world ent
server_state_t state; // some actions are only valid during load
sizebuf_t datagram;
uint8_t datagram_buf[MAX_DATAGRAM];
sizebuf_t reliable_datagram; // copied to all clients at end of frame
uint8_t reliable_datagram_buf[MAX_DATAGRAM];
sizebuf_t signon;
uint8_t signon_buf[8192];
} server_t;
#define NUM_PING_TIMES 16
#define NUM_SPAWN_PARMS 16
typedef struct client_s
{
bool active; // false = client is free
bool spawned; // false = don't send datagrams
bool dropasap; // has been told to go to another level
bool privileged; // can execute any host command
bool sendsignon; // only valid before spawned
double last_message; // reliable messages must be sent
// periodically
struct qsocket_s *netconnection; // communications handle
usercmd_t cmd; // movement
vec3_t wishdir; // intended motion calced from cmd
sizebuf_t message; // can be added to at any time,
// copied and clear once per frame
uint8_t msgbuf[MAX_MSGLEN];
edict_t *edict; // EDICT_NUM(clientnum+1)
char name[32]; // for printing to other people
int colors;
float ping_times[NUM_PING_TIMES];
int num_pings; // ping_times[num_pings%NUM_PING_TIMES]
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
// client known data for deltas
int old_frags;
} client_t;
//=============================================================================
// edict->movetype values
enum {
MOVETYPE_NONE, // never moves
MOVETYPE_ANGLENOCLIP,
MOVETYPE_ANGLECLIP,
MOVETYPE_WALK, // gravity
MOVETYPE_STEP, // gravity, special edge handling
MOVETYPE_FLY,
MOVETYPE_TOSS, // gravity
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP,
MOVETYPE_FLYMISSILE, // extra size to monsters
MOVETYPE_BOUNCE,
};
// edict->solid values
enum {
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // touch on edge, but not blocking
SOLID_BBOX, // touch on edge, block
SOLID_SLIDEBOX, // touch on edge, but not an onground
SOLID_BSP, // bsp clip, touch on edge, block
};
// edict->deadflag values
enum {
DEAD_NO,
DEAD_DYING,
DEAD_DEAD,
};
enum {
DAMAGE_NO,
DAMAGE_YES,
DAMAGE_AIM,
};
// edict->flags
enum {
FL_FLY = 1<<0,
FL_SWIM = 1<<1,
FL_CONVEYOR = 1<<2,
FL_CLIENT = 1<<3,
FL_INWATER = 1<<4,
FL_MONSTER = 1<<5,
FL_GODMODE = 1<<6,
FL_NOTARGET = 1<<7,
FL_ITEM = 1<<8,
FL_ONGROUND = 1<<9,
FL_PARTIALGROUND = 1<<10, // not all corners are valid
FL_WATERJUMP = 1<<11, // player jumping out of water
FL_JUMPRELEASED = 1<<12, // for jump debouncing
};
// entity effects
enum {
EF_BRIGHTFIELD = 1<<0,
EF_MUZZLEFLASH = 1<<1,
EF_BRIGHTLIGHT = 1<<2,
EF_DIMLIGHT = 1<<3,
};
enum {
SPAWNFLAG_NOT_EASY = 1<<8,
SPAWNFLAG_NOT_MEDIUM = 1<<9,
SPAWNFLAG_NOT_HARD = 1<<10,
SPAWNFLAG_NOT_DEATHMATCH = 1<<11,
};
//============================================================================
extern cvar_t teamplay;
extern cvar_t skill;
extern cvar_t deathmatch;
extern cvar_t coop;
extern cvar_t fraglimit;
extern cvar_t timelimit;
extern server_static_t svs; // persistant server info
extern server_t sv; // local server
extern client_t *host_client;
extern jmp_buf host_abortserver;
extern double host_time;
extern edict_t *sv_player;
//===========================================================
void SV_Init (void);
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
float attenuation);
void SV_DropClient (bool crash);
void SV_SendClientMessages (void);
void SV_ClearDatagram (void);
int SV_ModelIndex (char *name);
void SV_SetIdealPitch (void);
void SV_AddUpdates (void);
void SV_ClientThink (void);
void SV_AddClientToServer (struct qsocket_s *ret);
void SV_ClientPrintf (char *fmt, ...);
void SV_BroadcastPrintf (char *fmt, ...);
void SV_Physics (void);
bool SV_CheckBottom (edict_t *ent);
bool SV_movestep (edict_t *ent, vec3_t move, bool relink);
void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
void SV_MoveToGoal (void);
void SV_CheckForNewClients (void);
void SV_RunClients (void);
void SV_SaveSpawnparms ();
void SV_SpawnServer (char *server);