#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/.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);