// server.h #define QW_SERVER #define MAX_MASTERS 8 // max recipients for heartbeat packets #define MAX_SIGNON_BUFFERS 8 typedef enum { ss_dead, // no map loaded ss_loading, // spawning level edicts ss_active // actively running } server_state_t; // some qc commands are only valid before the server has finished // initializing (precache commands, static sounds / objects, etc) typedef struct { qboolean active; // false when server is going down server_state_t state; // precache commands are only valid during load double time; int lastcheck; // used by PF_checkclient double lastchecktime; // for monster ai double next_PIV_time; // Last Player In View time char name[64]; // map name char midi_name[128]; // midi file name byte cd_track; // cd track number int current_skill; char startspot[64]; char modelname[MAX_QPATH]; // maps/.bsp, for model_precache[0] struct model_s *worldmodel; char *model_precache[MAX_MODELS]; // NULL terminated char *sound_precache[MAX_SOUNDS]; // NULL terminated char *lightstyles[MAX_LIGHTSTYLES]; struct model_s *models[MAX_MODELS]; struct EffectT Effects[MAX_EFFECTS]; int num_edicts; // increases towards 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 byte *pvs, *phs; // fully expanded and decompressed // added to every client's unreliable buffer each frame, then cleared sizebuf_t datagram; byte datagram_buf[MAX_DATAGRAM]; // added to every client's reliable buffer each frame, then cleared sizebuf_t reliable_datagram; byte reliable_datagram_buf[MAX_MSGLEN]; // the multicast buffer is used to send a message to a set of clients sizebuf_t multicast; byte multicast_buf[MAX_MSGLEN]; // the master buffer is used for building log packets sizebuf_t master; byte master_buf[MAX_DATAGRAM]; // the signon buffer will be sent to each client as they connect // includes the entity baselines, the static entities, etc // large levels will have >MAX_DATAGRAM sized signons, so // multiple signon messages are kept sizebuf_t signon; int num_signon_buffers; int signon_buffer_size[MAX_SIGNON_BUFFERS]; byte signon_buffers[MAX_SIGNON_BUFFERS][MAX_DATAGRAM]; } server_t; #define NUM_SPAWN_PARMS 16 typedef enum { cs_free, // can be reused for a new connection cs_zombie, // client has been disconnected, but don't reuse // connection for a couple seconds cs_connected, // has been assigned to a client_t, but not in game yet cs_spawned // client is fully in game } client_state_t; typedef struct { // received from client // reply double senttime; float ping_time; packet_entities_t entities; } client_frame_t; typedef struct client_s { client_state_t state; int spectator; // non-interactive qboolean sendinfo; // at end of frame, send info to all // this prevents malicious multiple broadcasts qboolean portals; // They have portals mission pack installed int userid; // identifying number char userinfo[MAX_INFO_STRING]; // infostring usercmd_t lastcmd; // for filling in big drops and partial predictions double localtime; // of last message int oldbuttons; float maxspeed; // localized maxspeed float entgravity; // localized ent gravity edict_t *edict; // EDICT_NUM(clientnum+1) char name[32]; // for printing to other people // extracted from userinfo int playerclass; int siege_team; int next_playerclass; int messagelevel; // for filtering printed messages // the datagram is written to after every frame, but only cleared // when it is sent out to the client. overflow is tolerated. sizebuf_t datagram; byte datagram_buf[MAX_DATAGRAM]; double connection_started; // or time of disconnect for zombies qboolean send_message; // set on frames a datagram arived on // spawn parms are carried from level to level float spawn_parms[NUM_SPAWN_PARMS]; // client known data for deltas int old_frags; int stats[MAX_CL_STATS]; client_frame_t frames[UPDATE_BACKUP]; // updates can be deltad from here FILE *download; // file being downloaded int downloadsize; // total bytes int downloadcount; // bytes sent int spec_track; // entnum of player tracking double whensaid[10]; // JACK: For floodprots int whensaidhead; // Head value for floodprots double lockedtill; //===== NETWORK ============ int chokecount; int delta_sequence; // -1 = no compression netchan_t netchan; entvars_t old_v; qboolean send_all_v; unsigned PIV, LastPIV; // people in view qboolean skipsend; // Skip sending this frame, guaranteed to send next frame } client_t; // a client can leave the server in one of four ways: // dropping properly by quiting or disconnecting // timing out if no valid messages are received for timeout.value seconds // getting kicked off by the server operator // a program error, like an overflowed reliable buffer //============================================================================= #define STATFRAMES 100 typedef struct { double active; double idle; int count; int packets; double latched_active; double latched_idle; int latched_packets; } svstats_t; typedef struct { int spawncount; // number of servers spawned since start, // used to check late spawns client_t clients[MAX_CLIENTS]; int serverflags; // episode completion information qboolean changelevel_issued; // cleared when at SV_SpawnServer double last_heartbeat; int heartbeat_sequence; svstats_t stats; char info[MAX_SERVERINFO_STRING]; // log messages are used so that fraglog processes can get stats int logsequence; // the message currently being filled double logtime; // time of last swap sizebuf_t log[2]; byte log_buf[2][MAX_DATAGRAM]; } server_static_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 //#ifdef QUAKE2 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity #define MOVETYPE_FOLLOW 12 // track movement of aiment //#endif #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 #define DAMAGE_YES 1 #define DAMAGE_AIM 2 // edict->flags #define FL_FLY 1 #define FL_SWIM 2 #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_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 // Built-in Spawn Flags #define SPAWNFLAG_NOT_PALADIN 256 #define SPAWNFLAG_NOT_CLERIC 512 #define SPAWNFLAG_NOT_NECROMANCER 1024 #define SPAWNFLAG_NOT_THEIF 2048 #define SPAWNFLAG_NOT_EASY 4096 #define SPAWNFLAG_NOT_MEDIUM 8192 #define SPAWNFLAG_NOT_HARD 16384 #define SPAWNFLAG_NOT_DEATHMATCH 32768 #define SPAWNFLAG_NOT_COOP 65536 #define SPAWNFLAG_NOT_SINGLE 131072 #ifdef QUAKE2RJ // 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 #endif #define MULTICAST_ALL 0 #define MULTICAST_PHS 1 #define MULTICAST_PVS 2 #define MULTICAST_ALL_R 3 #define MULTICAST_PHS_R 4 #define MULTICAST_PVS_R 5 //============================================================================ extern cvar_t sv_mintic, sv_maxtic; extern cvar_t sv_maxspeed; extern netadr_t master_adr[MAX_MASTERS]; // address of the master server extern cvar_t spawn; extern cvar_t teamplay; extern cvar_t skill; extern cvar_t deathmatch; extern cvar_t coop; extern cvar_t maxclients; extern cvar_t randomclass; extern cvar_t damageScale; extern cvar_t meleeDamScale; extern cvar_t shyRespawn; extern cvar_t spartanPrint; extern cvar_t manaScale; extern cvar_t tomeMode; extern cvar_t tomeRespawn; extern cvar_t w2Respawn; extern cvar_t altRespawn; extern cvar_t fixedLevel; extern cvar_t autoItems; extern cvar_t dmMode; extern cvar_t easyFourth; extern cvar_t patternRunner; extern cvar_t fraglimit; extern cvar_t timelimit; extern cvar_t noexit; extern server_static_t svs; // persistant server info extern server_t sv; // local server extern client_t *host_client; extern edict_t *sv_player; extern char localmodels[MAX_MODELS][5]; // inline model names for precache extern char localinfo[MAX_LOCALINFO_STRING+1]; extern int host_hunklevel; extern FILE *sv_logfile; extern FILE *sv_fraglogfile; //=========================================================== // // sv_main.c // void SV_Shutdown (void); void SV_Frame (float time); void SV_FinalMessage (char *message); void SV_DropClient (client_t *drop); int SV_CalcPing (client_t *cl); void SV_FullClientUpdate (client_t *client, sizebuf_t *buf); int SV_ModelIndex (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, sizebuf_t *msg); void SV_MoveToGoal (void); void SV_SaveSpawnparms (void); void SV_Physics_Client (edict_t *ent); void SV_ExecuteUserCommand (char *s); void SV_InitOperatorCommands (void); void SV_SendServerinfo (client_t *client); void SV_ExtractFromUserinfo (client_t *cl); void Master_Heartbeat (void); void Master_Packet (void); // // sv_init.c // void SV_SpawnServer (char *server, char *startspot); // // sv_phys.c // void SV_ProgStartFrame (void); void SV_Physics (void); void SV_CheckVelocity (edict_t *ent); void SV_AddGravity (edict_t *ent, float scale); qboolean SV_RunThink (edict_t *ent); void SV_Physics_Toss (edict_t *ent); void SV_RunNewmis (void); void SV_Impact (edict_t *e1, edict_t *e2); // // sv_send.c // extern unsigned clients_multicast; void SV_SendClientMessages (void); void SV_Multicast (vec3_t origin, int to); void SV_MulticastSpecific (unsigned clients, qboolean reliable); void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation); 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_StartRainEffect (vec3_t org, vec3_t e_size, int x_dir, int y_dir, int color, int count); void SV_ClientPrintf (client_t *cl, int level, char *fmt, ...); void SV_BroadcastPrintf (int level, char *fmt, ...); void SV_BroadcastCommand (char *fmt, ...); void SV_SendMessagesToAll (void); void SV_FindModelNumbers (void); // // sv_user.c // void SV_ExecuteClientMessage (client_t *cl); void SV_UserInit (void); // // svonly.c // typedef enum {RD_NONE, RD_CLIENT, RD_PACKET} redirect_t; void SV_BeginRedirect (redirect_t rd); void SV_EndRedirect (void); // // sv_ccmds.c // void SV_Status_f (void); // // sv_ents.c // void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg);