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server.h
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// server.h
typedef struct
{
int maxclients;
int maxclientslimit;
struct client_s *clients; // [maxclients]
int serverflags; // episode completion information
qboolean changelevel_issued; // cleared when at SV_SpawnServer
} server_static_t;
//=============================================================================
typedef enum {ss_loading, ss_active} server_state_t;
typedef struct
{
qboolean active; // false if only a net client
qboolean paused;
qboolean loadgame; // handle connections specially
double time;
int lastcheck; // used by PF_checkclient
double lastchecktime;
char name[64]; // map name
char midi_name[128]; // midi file name
byte cd_track; // cd track number
char startspot[64];
char modelname[64]; // maps/<name>.bsp, for model_precache[0]
struct model_s *worldmodel;
char *model_precache[MAX_MODELS]; // NULL terminated
struct model_s *models[MAX_MODELS];
char *sound_precache[MAX_SOUNDS]; // NULL terminated
char *lightstyles[MAX_LIGHTSTYLES];
struct EffectT Effects[MAX_EFFECTS];
client_state2_t *states;
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;
byte datagram_buf[MAX_DATAGRAM]; // was NET_MAXMESSAGE
sizebuf_t reliable_datagram; // copied to all clients at end of frame
byte reliable_datagram_buf[MAX_DATAGRAM]; // was NET_MAXMESSAGE
sizebuf_t signon;
byte signon_buf[MAX_MSGLEN-2]; // was NET_MAXMESSAGE
int signondiff; // Track extra bytes due to >256 model support, kludge
int Protocol;
} server_t;
#define NUM_PING_TIMES 16
#define NUM_SPAWN_PARMS 16
typedef struct client_s
{
qboolean active; // false = client is free
qboolean spawned; // false = don't send datagrams
qboolean dropasap; // has been told to go to another level
qboolean 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
byte msgbuf[MAX_MSGLEN];
sizebuf_t datagram;
byte datagram_buf[MAX_DATAGRAM]; // was NET_MAXMESSAGE
edict_t *edict; // EDICT_NUM(clientnum+1)
char name[32]; // for printing to other people
int colors;
float playerclass;
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;
entvars_t old_v;
qboolean send_all_v;
byte current_frame, last_frame;
byte current_sequence, last_sequence;
// mission pack, objectives strings
unsigned int info_mask, info_mask2;
} client_t;
//=============================================================================
// edict->movetype values
#define MOVETYPE_NONE 0 // never moves
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // gravity
#define MOVETYPE_STEP 4 // gravity, special edge handling
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
#define MOVETYPE_PUSHPULL 13 // pushable/pullable object
#define MOVETYPE_SWIM 14 // should keep the object in water
// edict->solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
#define SOLID_PHASE 5 // won't slow down when hitting entities flagged as FL_MONSTER
// edict->deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DAMAGE_NO 0 // Cannot be damaged
#define DAMAGE_YES 1 // Can be damaged
#define DAMAGE_NO_GRENADE 2 // Will not set off grenades
// edict->flags
#define FL_FLY 1
#define FL_SWIM 2
//#define FL_GLIMPSE 4
#define FL_CONVEYOR 4
#define FL_CLIENT 8
#define FL_INWATER 16
#define FL_MONSTER 32
#define FL_GODMODE 64
#define FL_NOTARGET 128
#define FL_ITEM 256
#define FL_ONGROUND 512
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_JUMPRELEASED 4096 // for jump debouncing
#define FL_FLASHLIGHT 8192
#define FL_ARCHIVE_OVERRIDE 1048576
#define FL_ARTIFACTUSED 16384
#define FL_MOVECHAIN_ANGLE 32768 // when in a move chain, will update the angle
#define FL_HUNTFACE 65536 //Makes monster go for enemy view_ofs thwn moving
#define FL_NOZ 131072 //Monster will not automove on Z if flying or swimming
#define FL_SET_TRACE 262144 //Trace will always be set for this monster (pentacles)
#define FL_CLASS_DEPENDENT 2097152 // model will appear different to each player
#define FL_SPECIAL_ABILITY1 4194304 // has 1st special ability
#define FL_SPECIAL_ABILITY2 8388608 // has 2nd special ability
#define FL2_CROUCHED 4096
// edict->drawflags
#define MLS_MASKIN 7 // MLS: Model Light Style
#define MLS_MASKOUT 248
#define MLS_NONE 0
#define MLS_FULLBRIGHT 1
#define MLS_POWERMODE 2
#define MLS_TORCH 3
#define MLS_TOTALDARK 4
#define MLS_ABSLIGHT 7
#define SCALE_TYPE_MASKIN 24
#define SCALE_TYPE_MASKOUT 231
#define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z
#define SCALE_TYPE_XYONLY 8 // Scale X and Y
#define SCALE_TYPE_ZONLY 16 // Scale Z
#define SCALE_ORIGIN_MASKIN 96
#define SCALE_ORIGIN_MASKOUT 159
#define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center
#define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom
#define SCALE_ORIGIN_TOP 64 // Scaling origin at object top
#define DRF_TRANSLUCENT 128
#define DRF_ANIMATEONCE 256
//
// entity effects
//
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_DARKLIGHT 16
#define EF_DARKFIELD 32
#define EF_LIGHT 64
#define EF_NODRAW 128
//
// Player Classes
//
#define CLASS_PALADIN 1
#define CLASS_CLERIC 2
#define CLASS_CRUSADER CLASS_CLERIC // alias, the progs actually use this one
#define CLASS_NECROMANCER 3
#define CLASS_THEIF 4
#define CLASS_THIEF CLASS_THEIF // for those who type correctly ;)
#define CLASS_ASSASSIN CLASS_THEIF // another alias, progs actually use this one
#define CLASS_DEMON 5
#define CLASS_SUCCUBUS CLASS_DEMON // alias, the h2w progs actually use this one
// Built-in Spawn Flags
#define SPAWNFLAG_NOT_PALADIN 0x00000100
#define SPAWNFLAG_NOT_CLERIC 0x00000200
#define SPAWNFLAG_NOT_NECROMANCER 0x00000400
#define SPAWNFLAG_NOT_THEIF 0x00000800
#define SPAWNFLAG_NOT_EASY 0x00001000
#define SPAWNFLAG_NOT_MEDIUM 0x00002000
#define SPAWNFLAG_NOT_HARD 0x00004000
#define SPAWNFLAG_NOT_DEATHMATCH 0x00008000
#define SPAWNFLAG_NOT_COOP 0x00010000
#define SPAWNFLAG_NOT_SINGLE 0x00020000
#define SPAWNFLAG_NOT_DEMON 0x00040000
// server flags
#define SFL_EPISODE_1 1
#define SFL_EPISODE_2 2
#define SFL_EPISODE_3 4
#define SFL_EPISODE_4 8
#define SFL_NEW_UNIT 16
#define SFL_NEW_EPISODE 32
#define SFL_CROSS_TRIGGERS 65280
//============================================================================
extern cvar_t sv_maxvelocity;
extern cvar_t sv_gravity;
extern cvar_t sv_nostep;
extern cvar_t sv_friction;
extern cvar_t sv_edgefriction;
extern cvar_t sv_stopspeed;
extern cvar_t sv_maxspeed;
extern cvar_t sv_accelerate;
extern cvar_t sv_idealpitchscale;
extern cvar_t sv_idealrollscale;
extern cvar_t sv_aim;
extern cvar_t sv_walkpitch;
extern cvar_t sv_flypitch;
extern cvar_t teamplay;
extern cvar_t skill;
extern cvar_t deathmatch;
extern cvar_t randomclass;
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_StartParticle2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count);
void SV_StartParticle3 (vec3_t org, vec3_t box, int color, int effect, int count);
void SV_StartParticle4 (vec3_t org, float radius, int color, int effect, int count);
void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation);
void SV_StopSound (edict_t *entity, int channel);
void SV_UpdateSoundPos (edict_t *entity, int channel);
void SV_DropClient (qboolean crash);
void SV_SendClientMessages (void);
void SV_ClearDatagram (void);
byte *SV_FatPVS (vec3_t org, struct model_s *worldmodel);
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);
void SV_Edicts(char *Name);
qboolean SV_CheckBottom (edict_t *ent);
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean set_trace);
void SV_WriteClientdataToMessage (client_t *client, 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, char *startspot);