ref: 79050578c7fb0a2efc4c4d9c04ba63738fb5f660
dir: /server.h/
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; char *model_precache[MAX_MODELS]; // NULL terminated struct model_s *models[MAX_MODELS]; char *sound_precache[MAX_SOUNDS]; // NULL terminated 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; #define NUM_PING_TIMES 16 enum { SIGNON_INIT, SIGNON_SENDING, SIGNON_DONE, SIGNON_KICK, }; 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; //============================================================================= 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, // 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, 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_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, 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); #pragma varargck argpos SV_ClientPrintf 1 void SV_ClientPrintf (char *fmt, ...); #pragma varargck argpos SV_BroadcastPrintf 1 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_CheckForNewClients (void); void SV_RunClients (void); void SV_SaveSpawnparms (void); void SV_SpawnServer (char *server); bool SV_StepDirection (edict_t *ent, float yaw, float dist); void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist);