#pragma once enum { // edict->movetype values 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, MOVETYPE_GIB, MOVETYPE_FOLLOW, // track movement of aiment SIGNON_INIT = 0, SIGNON_SENDING, SIGNON_DONE, SIGNON_KICK, NUM_PING_TIMES = 16, // edict->solid values SOLID_NOT = 0, // 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 DEAD_NO = 0, DEAD_DYING, DEAD_DEAD, DAMAGE_NO = 0, DAMAGE_YES, DAMAGE_AIM, // edict->flags 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 EF_BRIGHTFIELD = 1 << 0, EF_MUZZLEFLASH = 1 << 1, EF_BRIGHTLIGHT = 1 << 2, EF_DIMLIGHT = 1 << 3, EF_NODRAW = 1 << 4, EF_ADDITIVE = 1 << 5, EF_BLUE = 1 << 6, EF_RED = 1 << 7, SPAWNFLAG_NOT_EASY = 1 << 8, SPAWNFLAG_NOT_MEDIUM = 1 << 9, SPAWNFLAG_NOT_HARD = 1 << 10, SPAWNFLAG_NOT_DEATHMATCH = 1 << 11,}; 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 protocol_t *protocol; 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; const char *model_precache[MAX_MODELS]; struct model_s *models[MAX_MODELS]; const char *sound_precache[MAX_SOUNDS]; const char *lightstyles[Nlights]; server_state_t state; // some actions are only valid during load sizebuf_t datagram; byte datagram_buf[MAX_DATAGRAM]; sizebuf_t reliable_datagram; // copied to all clients at end of frame byte reliable_datagram_buf[MAX_DATAGRAM]; sizebuf_t *signon; int signon_frame; sizebuf_t *signons[256]; int numsignons; pr_t *pr;} server_t; 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 struct { int state; int id; } signon; 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 byte msgbuf[NET_MAXMESSAGE]; 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[Nparms]; // client known data for deltas int old_frags;} client_t; 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 serverextern client_t *host_client;extern jmp_buf host_abortserver;extern double host_time;extern edict_t *sv_player; #pragma varargck argpos SV_ClientPrintf 1void SV_ClientPrintf(const char *fmt, ...) format_printf(1, 2);#pragma varargck argpos SV_BroadcastPrintf 1void SV_BroadcastPrintf(const char *fmt, ...) format_printf(1, 2); void SV_SignonFrame(void);void SV_Init(void);void SV_StartParticle(vec3_t org, vec3_t dir, int color, int count);voidSV_StartSound(edict_t *entity, int channel, const char *sample, int volume, float attenuation);void SV_DropClient(bool crash);void SV_SendClientMessages(void);void SV_ClearDatagram(void);int SV_ModelIndex(const char *name);void SV_SetIdealPitch(void);void SV_AddUpdates(void);void SV_ClientThink(void);void SV_AddClientToServer(struct qsocket_s *ret);void SV_Physics(pr_t *pr);bool SV_CheckBottom(pr_t *pr, edict_t *ent);bool SV_movestep(pr_t *pr, edict_t *ent, vec3_t move, bool relink);void SV_WriteClientdataToMessage(edict_t *ent, sizebuf_t *msg);void SV_CheckForNewClients(void);void SV_RunClients(void);void SV_SaveSpawnparms(void);void SV_SpawnServer(char *server);bool SV_StepDirection(pr_t *pr, edict_t *ent, float yaw, float dist);void SV_NewChaseDir(pr_t *pr, edict_t *actor, edict_t *enemy, float dist);
#pragma once
enum {
// edict->movetype values
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,
MOVETYPE_GIB,
MOVETYPE_FOLLOW, // track movement of aiment
SIGNON_INIT = 0,
SIGNON_SENDING,
SIGNON_DONE,
SIGNON_KICK,
NUM_PING_TIMES = 16,
// edict->solid values
SOLID_NOT = 0, // 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
DEAD_NO = 0,
DEAD_DYING,
DEAD_DEAD,
DAMAGE_NO = 0,
DAMAGE_YES,
DAMAGE_AIM,
// edict->flags
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
EF_BRIGHTFIELD = 1 << 0,
EF_MUZZLEFLASH = 1 << 1,
EF_BRIGHTLIGHT = 1 << 2,
EF_DIMLIGHT = 1 << 3,
EF_NODRAW = 1 << 4,
EF_ADDITIVE = 1 << 5,
EF_BLUE = 1 << 6,
EF_RED = 1 << 7,
SPAWNFLAG_NOT_EASY = 1 << 8,
SPAWNFLAG_NOT_MEDIUM = 1 << 9,
SPAWNFLAG_NOT_HARD = 1 << 10,
SPAWNFLAG_NOT_DEATHMATCH = 1 << 11,
};
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
protocol_t *protocol;
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;
const char *model_precache[MAX_MODELS];
struct model_s *models[MAX_MODELS];
const char *sound_precache[MAX_SOUNDS];
const char *lightstyles[Nlights];
server_state_t state; // some actions are only valid during load
sizebuf_t datagram;
byte datagram_buf[MAX_DATAGRAM];
sizebuf_t reliable_datagram; // copied to all clients at end of frame
byte reliable_datagram_buf[MAX_DATAGRAM];
sizebuf_t *signon;
int signon_frame;
sizebuf_t *signons[256];
int numsignons;
pr_t *pr;
} server_t;
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
struct {
int state;
int id;
} signon;
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
byte msgbuf[NET_MAXMESSAGE];
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[Nparms];
// client known data for deltas
int old_frags;
} client_t;
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;
#pragma varargck argpos SV_ClientPrintf 1
void SV_ClientPrintf(const char *fmt, ...) format_printf(1, 2);
#pragma varargck argpos SV_BroadcastPrintf 1
void SV_BroadcastPrintf(const char *fmt, ...) format_printf(1, 2);
void SV_SignonFrame(void);
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, const char *sample, int volume, float attenuation);
void SV_DropClient(bool crash);
void SV_SendClientMessages(void);
void SV_ClearDatagram(void);
int SV_ModelIndex(const char *name);
void SV_SetIdealPitch(void);
void SV_AddUpdates(void);
void SV_ClientThink(void);
void SV_AddClientToServer(struct qsocket_s *ret);
void SV_Physics(pr_t *pr);
bool SV_CheckBottom(pr_t *pr, edict_t *ent);
bool SV_movestep(pr_t *pr, edict_t *ent, vec3_t move, bool relink);
void SV_WriteClientdataToMessage(edict_t *ent, sizebuf_t *msg);
void SV_CheckForNewClients(void);
void SV_RunClients(void);
void SV_SaveSpawnparms(void);
void SV_SpawnServer(char *server);
bool SV_StepDirection(pr_t *pr, edict_t *ent, float yaw, float dist);
void SV_NewChaseDir(pr_t *pr, edict_t *actor, edict_t *enemy, float dist);