// AvHNetworkMessages // // This shared file contains utility calls to send and recieve // messages between an NS server and an NS client. Centralizing // message content and function calls here will allow for future // bandwidth optimizations and security enhancements to be handled // at a global level without peppering the code. // // Both client and server code are stored here side by side so // that revisions are more likely to be applied to both correctly. // // Many of the NS signals are multi-purpose; I've divided the server // side calls by purpose where appropriate because the input changes // depending on which version of the signal is meant to be in use. // // I haven't added tempentity signals because the client-side // interpretation of those signals is entirely black box, making // any encryption or optimization impossible. // // KGP 10/01/04 #ifndef AVH_NETWORK_MESSAGES #define AVH_NETWORK_MESSAGES //TYPE DEFINITIONS #include "AvHConstants.h" #include "AvHSpecials.h" #include "AvHSharedTypes.h" #include "AvHParticleTemplate.h" #include "AvHTechNode.h" #include "AvHOrder.h" #include "AvHTechSlotManager.h" #include "AvHVisibleBlipList.h" #include "AvHEntityHierarchy.h" #include "..\engine\shake.h" #include "..\common\weaponinfo.h" //FUNCTION PROTOTYPES #ifdef AVH_SERVER //SERVER MESSAGE TRANSMISSION void Net_InitializeMessages(void); void NetMsg_AmmoPickup( entvars_t* const pev, const int index, const int count ); void NetMsg_AmmoX( entvars_t *pev, const int index, const int count ); void NetMsg_Battery( entvars_t* const pev, const int armor_amount ); void NetMsg_CurWeapon( entvars_t* const pev, const int state, const int id, const int clip ); void NetMsg_Damage( entvars_t* const pev, const int dmg_save, const int dmg_take, const long bits, const float* origin ); void NetMsg_Fade( entvars_t* const pev, const ScreenFade& fade ); void NetMsg_Flashlight( entvars_t* const pev, const int is_on, const int flash_battery ); void NetMsg_GeigerRange( entvars_t* const pev, const int range ); void NetMsg_Health( entvars_t* const pev, const int health ); void NetMsg_HideWeapon( entvars_t* const pev, const int hide ); void NetMsg_HudText( entvars_t* const pev, const string& text ); void NetMsg_HudText2( entvars_t* const pev, const string& text, const int flags ); void NetMsg_InitHUD( entvars_t* const pev ); void NetMsg_ItemPickup( entvars_t* const pev, const string& item_name ); void NetMsg_MOTD( entvars_t* const pev, const bool is_finished, const string& MOTD ); void NetMsg_ResetHUD( entvars_t* const pev ); void NetMsg_SayText( entvars_t* const pev, const int entity_index, const string& text, const string& location ); void NetMsg_ServerName( entvars_t* const pev, const string& name ); void NetMsg_SetFOV( entvars_t* const pev, const int fov ); void NetMsg_Shake( entvars_t* const pev, const ScreenShake& shake ); void NetMsg_ShowGameTitle( entvars_t* const pev ); void NetMsg_ShowMenu( entvars_t* const pev, const int valid_slots, const int display_time, const int flags, const string& content ); void NetMsg_StatusText( entvars_t* const pev, const int location, const string& content ); void NetMsg_StatusValue( entvars_t* const pev, const int location, const int state ); void NetMsg_TeamInfo( entvars_t* const pev, const int player_index, const string& team_id ); void NetMsg_TeamNames( entvars_t* const pev, const vector& team_names ); void NetMsg_TeamScore( entvars_t* const pev, const string& team_name, const int score, const int deaths ); void NetMsg_TextMsg( entvars_t* const pev, const int destination, const vector& message ); void NetMsg_Train( entvars_t* const pev, const int state ); void NetMsg_WeaponList( entvars_t* const pev, const WeaponList& weapon ); void NetMsg_WeapPickup( entvars_t* const pev , const int weapon_id ); void NetMsg_AlienInfo_Upgrades( entvars_t* const pev, const AvHAlienUpgradeListType& upgrades ); void NetMsg_AlienInfo_Hives( entvars_t* const pev, const HiveInfoListType& hives, const HiveInfoListType& client_hives ); void NetMsg_BalanceVarChangesPending( entvars_t* const pev, const bool pending ); void NetMsg_BalanceVarInsertFloat( entvars_t* const pev, const string& name, const float data ); void NetMsg_BalanceVarInsertInt( entvars_t* const pev, const string& name, const int data ); void NetMsg_BalanceVarInsertString( entvars_t* const pev, const string& name, const string& data ); void NetMsg_BalanceVarRemove( entvars_t* const pev, const string& name ); void NetMsg_BalanceVarClear( entvars_t* const pev ); void NetMsg_BlipList( entvars_t* const pev, const bool friendly_blips, const AvHVisibleBlipList& list ); void NetMsg_BuildMiniMap_Initialize( entvars_t* const pev, const string& name, const int num_samples, const int width, const int height ); void NetMsg_BuildMiniMap_Update( entvars_t* const pev, const int num_samples, const uint8* const samples ); void NetMsg_BuildMiniMap_Complete( entvars_t* const pev ); void NetMsg_ClientScripts( entvars_t* const pev, const StringList& script_names ); void NetMsg_DebugCSP( entvars_t* const pev, const weapon_data_t& weapon_data, const float next_attack ); void NetMsg_EditPS( entvars_t* const pev, const int particle_index ); void NetMsg_Fog( entvars_t* const pev, const bool enabled, const int R, const int G, const int B, const float start, const float end ); void NetMsg_GameStatus_State( entvars_t* const pev, const int status_code, const int map_mode ); void NetMsg_GameStatus_UnspentLevels( entvars_t* const pev, const int status_code, const int map_mode, const int unspent_levels ); void NetMsg_ListPS( entvars_t* const pev, const string& system_name ); void NetMsg_PlayHUDNotification( entvars_t* const pev, const int flags, const int sound, const float location_x, const float location_y ); void NetMsg_ProgressBar( entvars_t* const pev, const int entity_number, const int progress ); void NetMsg_ServerVar( entvars_t* const pev, const string& name, const string& value ); void NetMsg_SetGammaRamp( entvars_t* const pev, const float gamma ); void NetMsg_SetOrder( entvars_t* const pev, const AvHOrder& order ); void NetMsg_SetParticleTemplate( entvars_t* const pev, const AvHParticleTemplate& particle_template ); void NetMsg_SetRequest( entvars_t* pev, const int request_type, const int request_count ); void NetMsg_SetSelect( entvars_t* const pev, Selection& selection ); void NetMsg_SetSoundNames( entvars_t* pev, const bool reset, const string& sound_name ); void NetMsg_SetTechNode( entvars_t* pev, const AvHTechNode* node ); void NetMsg_SetTechSlots( entvars_t* pev, const AvHTechSlots& tech_slots ); void NetMsg_SetTopDown_Position( entvars_t* const pev, const bool is_top_down, const float* const position ); void NetMsg_SetTopDown_TechSlots( entvars_t* const pev, const int tech_slots ); void NetMsg_SetupMap_Extents( entvars_t* const pev, const string& name, const float* const min_extents, const float* const max_extents, const bool draw_background ); void NetMsg_SetupMap_Location( entvars_t* const pev, const string& name, const float* const min_extents, const float* const max_extents ); void NetMsg_UpdateEntityHierarchy( entvars_t* const pev, const MapEntityMap& NewItems, const EntityListType& OldItems ); //BROADCAST MESSAGE TRANSMISSION void NetMsg_DeathMsg( const int killer_index, const int victim_index, string& weapon_name ); void NetMsg_GameStatus_State( const int status_code, const int map_mode ); void NetMsg_GameStatus_Time( const int status_code, const int map_mode, const int game_time, const int timelimit, const int attacking_team_number, const bool is_reliable ); void NetMsg_SayText( const int entity_index, const string& text, const string& location ); void NetMsg_TeamInfo( const int player_index, const string& team_id ); void NetMsg_TeamScore( const string& team_name, const int score, const int deaths ); void NetMsg_TextMsg( const int destination, const vector& message ); void NetMsg_ScoreInfo( const ScoreInfo& info ); void NetMsg_UpdateCountdown( const int countdown ); //SPECTATOR MESSAGE TRANSMISSION void NetMsgSpec_TeamInfo( const int player_index, const string& team_id ); void NetMsgSpec_TextMsg( const int destination, const vector& message ); void NetMsgSpec_SetGammaRamp( const float gamma ); #else //!AVH_SERVER //CLIENT MESSAGE RECEPTION - LIMIT 64 void NetMsg_AmmoPickup( void* const buffer, const int size, int& index, int& count ); void NetMsg_AmmoX( void* const buffer, const int size, int& index, int& count ); void NetMsg_Battery( void* const buffer, const int size, int& armor_amount ); void NetMsg_CurWeapon( void* const buffer, const int size, int& state, int& id, int& clip ); void NetMsg_Damage( void* const buffer, const int size, int& dmg_save, int& dmg_take, long& bits, float* origin ); //5 void NetMsg_DeathMsg( void* const buffer, const int size, int& killer_index, int& victim_index, string& weapon_name ); void NetMsg_Fade( void* const buffer, const int size, ScreenFade& fade ); void NetMsg_Flashlight( void* const buffer, const int size, int& is_on, int& flash_battery ); void NetMsg_GeigerRange( void* const buffer, const int size, int& range ); void NetMsg_Health( void* const buffer, const int size, int& health ); //10 void NetMsg_HideWeapon( void* const buffer, const int size, int& hide ); void NetMsg_HudText( void* const buffer, const int size, string& text ); void NetMsg_HudText2( void* const buffer, const int size, string& text, int& flags ); void NetMsg_InitHUD( void* const buffer, const int size ); void NetMsg_ItemPickup( void* const buffer, const int size, string& item_name ); //15 void NetMsg_MOTD( void* const buffer, const int size, bool& is_finished, string& MOTD ); void NetMsg_ResetHUD( void* const buffer, const int size ); void NetMsg_SayText( void* const buffer, const int size, int& entity_index, string& text, string& location ); void NetMsg_ScoreInfo( void* const buffer, const int size, ScoreInfo& info ); void NetMsg_ServerName( void* const buffer, const int size, string& name ); //20 void NetMsg_SetFOV( void* const buffer, const int size, int& fov ); void NetMsg_Shake( void* const buffer, const int size, ScreenShake& shake ); void NetMsg_ShowGameTitle( void* const buffer, const int size ); void NetMsg_ShowMenu( void* const buffer, const int size, int& valid_slots, int& display_time, int& flags, string& content ); void NetMsg_StatusText( void* const buffer, const int size, int& location, string& content ); //25 void NetMsg_StatusValue( void* const buffer, const int size, int& location, int& state ); void NetMsg_TeamInfo( void* const buffer, const int size, int& player_index, string& team_id ); void NetMsg_TeamNames( void* const buffer, const int size, vector& team_names ); void NetMsg_TeamScore( void* const buffer, const int size, string& team_name, int& score, int& deaths ); void NetMsg_TextMsg( void* const buffer, const int size, int& destination, vector& message ); //30 void NetMsg_Train( void* const buffer, const int size, int& state ); void NetMsg_WeaponList( void* const buffer, const int size, WeaponList& weapon ); void NetMsg_WeapPickup( void* const buffer, const int size, int& weapon_id ); void NetMsg_AlienInfo( void* const buffer, const int size, bool& was_hive_info, AvHAlienUpgradeListType& upgrades, HiveInfoListType& hives ); void NetMsg_BalanceVar( void* const buffer, const int size, string& name, BalanceMessageAction& action, int& ivalue, float& fvalue, string& svalue ); //35 void NetMsg_BlipList( void* const buffer, const int size, bool& friendly_blips, AvHVisibleBlipList& list ); void NetMsg_BuildMiniMap( void* const buffer, const int size, string& name, int& num_samples, int& processed_samples, int& width, int& height, uint8** map, bool& finished ); void NetMsg_ClientScripts( void* const buffer, const int size, StringList& script_names ); void NetMsg_DebugCSP( void* const buffer, const int size, weapon_data_t& weapon_data, float& next_attack ); void NetMsg_EditPS( void* const buffer, const int size, int& particle_index ); //40 void NetMsg_Fog( void* const buffer, const int size, bool& enabled, int& R, int& G, int& B, float& start, float& end ); void NetMsg_GameStatus( void* const buffer, const int size, int& status_code, AvHMapMode& map_mode, int& game_time, int& timelimit, int& misc_data ); void NetMsg_ListPS( void* const buffer, const int size, string& system_name ); void NetMsg_PlayHUDNotification( void* const buffer, const int size, int& flags, int& sound, float& location_x, float& location_y ); void NetMsg_ProgressBar( void* const buffer, const int size, int& entity_number, int& progress ); //45 void NetMsg_ServerVar( void* const buffer, const int size, string& name, string& value ); void NetMsg_SetGammaRamp( void* const buffer, const int size, float& gamma ); void NetMsg_SetOrder( void* const buffer, const int size, AvHOrder& order ); void NetMsg_SetParticleTemplate( void* const buffer, const int size, AvHParticleTemplate& particle_template ); void NetMsg_SetRequest( void* const buffer, const int size, int& request_type, int& request_count ); //50 void NetMsg_SetSelect( void* const buffer, const int size, Selection& selection ); void NetMsg_SetSoundNames( void* const buffer, const int size, bool& reset, string& sound_name ); void NetMsg_SetTechNode( void* const buffer, const int size, AvHTechNode*& node ); void NetMsg_SetTechSlots( void* const buffer, const int size, AvHTechSlots& tech_slots ); void NetMsg_SetTopDown( void* const buffer, const int size, bool& is_menu_tech, bool& is_top_down, float* position, int& tech_slots ); //55 void NetMsg_SetupMap( void* const buffer, const int size, bool& is_location, string& name, float* min_extents, float* max_extents, bool& draw_background ); void NetMsg_UpdateCountdown( void* const buffer, const int size, int& countdown ); void NetMsg_UpdateEntityHierarchy( void* const buffer, const int size, MapEntityMap& NewItems, EntityListType& OldItems ); #endif //AVH_SERVER #endif