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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 .
*/
// protocol.h -- communications protocols
# define PROTOCOL_VERSION 15
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# define DPPROTOCOL_VERSION 96
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// if the high bit of the servercmd is set, the low bits are fast update flags:
# define U_MOREBITS (1<<0)
# define U_ORIGIN1 (1<<1)
# define U_ORIGIN2 (1<<2)
# define U_ORIGIN3 (1<<3)
# define U_ANGLE2 (1<<4)
# define U_NOLERP (1<<5) // don't interpolate movement
# define U_FRAME (1<<6)
# define U_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
# define U_ANGLE1 (1<<8)
# define U_ANGLE3 (1<<9)
# define U_MODEL (1<<10)
# define U_COLORMAP (1<<11)
# define U_SKIN (1<<12)
# define U_EFFECTS (1<<13)
# define U_LONGENTITY (1<<14)
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// LordHavoc: protocol extension
# define U_EXTEND1 (1<<15)
// LordHavoc: first extend byte
# define U_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
# define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
# define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
# define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
# define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
# define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
# define U_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
# define U_EXTEND2 (1<<23) // another byte to follow
// LordHavoc: second extend byte
# define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
# define U_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
# define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
# define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
# define U_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
# define U_UNUSED29 (1<<29)
# define U_UNUSED30 (1<<30)
# define U_EXTEND3 (1<<31)
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# define SU_VIEWHEIGHT (1<<0)
# define SU_IDEALPITCH (1<<1)
# define SU_PUNCH1 (1<<2)
# define SU_PUNCH2 (1<<3)
# define SU_PUNCH3 (1<<4)
# define SU_VELOCITY1 (1<<5)
# define SU_VELOCITY2 (1<<6)
# define SU_VELOCITY3 (1<<7)
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//#define SU_AIMENT (1<<8) // AVAILABLE BIT // (This was taken out of qtest, pretty much what aimangle is)
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# define SU_ITEMS (1<<9)
# define SU_ONGROUND (1<<10) // no data follows, the bit is it
# define SU_INWATER (1<<11) // no data follows, the bit is it
# define SU_WEAPONFRAME (1<<12)
# define SU_ARMOR (1<<13)
# define SU_WEAPON (1<<14)
// a sound with no channel is a local only sound
# define SND_VOLUME (1<<0) // a byte
# define SND_ATTENUATION (1<<1) // a byte
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# define SND_PITCH (1<<1) // a byte // LEILEI sound pitch zing
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# define SND_LOOPING (1<<2) // a long
// defaults for clientinfo messages
# define DEFAULT_VIEWHEIGHT 22
// game types sent by serverinfo
// these determine which intermission screen plays
# define GAME_COOP 0
# define GAME_DEATHMATCH 1
//==================
// note that there are some defs.qc that mirror to these numbers
// also related to svc_strings[] in cl_parse
//==================
//
// server to client
//
# define svc_bad 0
# define svc_nop 1
# define svc_disconnect 2
# define svc_updatestat 3 // [byte] [long]
# define svc_version 4 // [long] server version
# define svc_setview 5 // [short] entity number
# define svc_sound 6 // <see code>
# define svc_time 7 // [float] server time
# define svc_print 8 // [string] null terminated string
# define svc_stufftext 9 // [string] stuffed into client's console buffer
// the string should be \n terminated
# define svc_setangle 10 // [angle3] set the view angle to this absolute value
# define svc_serverinfo 11 // [long] version
// [string] signon string
// [string]..[0]model cache
// [string]...[0]sounds cache
# define svc_lightstyle 12 // [byte] [string]
# define svc_updatename 13 // [byte] [string]
# define svc_updatefrags 14 // [byte] [short]
# define svc_clientdata 15 // <shortbits + data>
# define svc_stopsound 16 // <see code>
# define svc_updatecolors 17 // [byte] [byte]
# define svc_particle 18 // [vec3] <variable>
# define svc_damage 19
# define svc_spawnstatic 20
// svc_spawnbinary 21
# define svc_spawnbaseline 22
# define svc_temp_entity 23
# define svc_setpause 24 // [byte] on / off
# define svc_signonnum 25 // [byte] used for the signon sequence
# define svc_centerprint 26 // [string] to put in center of the screen
# define svc_killedmonster 27
# define svc_foundsecret 28
# define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
# define svc_intermission 30 // [string] music
# define svc_finale 31 // [string] music [string] text
# define svc_cdtrack 32 // [byte] track [byte] looptrack
# define svc_sellscreen 33
# define svc_cutscene 34
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// LH Range is 50-69
# define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
# define svc_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
# define svc_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
// leilei's crappy svc builtins
# define svc_sound3 81
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# define svc_limit 126 // 2001-09-20 Configurable limits by Maddes
# define svc_extra_version 127 // 2000-04-30 NVS HANDSHAKE SRV<->CL by Maddes
//max SVC number is 127 as byte's sign bit marks fast updates, so you should use submessages like SVC_TEMPENTITY does
//
// client to server
//
# define clc_bad 0
# define clc_nop 1
# define clc_disconnect 2
# define clc_move 3 // [usercmd_t]
# define clc_stringcmd 4 // [string] message
//
// temp entity events
//
# define TE_SPIKE 0
# define TE_SUPERSPIKE 1
# define TE_GUNSHOT 2
# define TE_EXPLOSION 3
# define TE_TAREXPLOSION 4
# define TE_LIGHTNING1 5
# define TE_LIGHTNING2 6
# define TE_WIZSPIKE 7
# define TE_KNIGHTSPIKE 8
# define TE_LIGHTNING3 9
# define TE_LAVASPLASH 10
# define TE_TELEPORT 11
# define TE_EXPLOSION2 12
# define TE_BEAM 13
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// --------------------------------
//
// TomazQuake
//
// --------------------------------
# define TE_SNOW 14
# define TE_RAIN 15
# define TE_PLASMA 16
# define TE_RAILTRAIL 17
// --------------------------------
// Hexen II Inheritance
// Doesn't conflict with the DP te_'s, so why not?
// --------------------------------
# define TE_STREAM_LIGHTNING_SMALL 24
# define TE_STREAM_CHAIN 25
# define TE_STREAM_SUNSTAFF1 26
# define TE_STREAM_SUNSTAFF2 27
# define TE_STREAM_LIGHTNING 28
# define TE_STREAM_COLORBEAM 29
# define TE_STREAM_ICECHUNKS 30
# define TE_STREAM_GAZE 31
# define TE_STREAM_FAMINE 32
# define TE_BLOOD 50
# define TE_BLOODSHOWER 52
// Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
//#define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
//#define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
// LordHavoc: added some TE_ codes (block1 - 50-60)
//#define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
//#define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
//#define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
//#define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
//#define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
# define TE_GUNSHOTQUAD 57 // [vector] origin
# define TE_SPIKEQUAD 58 // [vector] origin
# define TE_SUPERSPIKEQUAD 59 // [vector] origin
// LordHavoc: block2 - 70-80
# define TE_EXPLOSIONQUAD 70 // [vector] origin
//#define TE_UNUSED1 71 // unused
//#define TE_SMALLFLASH 72 // [vector] origin
//#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
//#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
# define TE_PLASMABURN 75 // [vector] origin
// LordHavoc: Tei grabbed these codes
# define TE_TEI_G3 76 // [vector] start [vector] end [vector] color (WAS ANGLES but there's no 'use' for angles.in dp actually)
# define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
# define TE_TEI_BIGEXPLOSION 78 // [vector] origin
# define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
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// 2000-04-30 NVS HANDSHAKE SRV<->CL by Maddes start
# define VERSION_NVS 1
// 2000-04-30 NVS HANDSHAKE SRV<->CL by Maddes start
// 2001-09-20 Configurable limits by Maddes start
# define LIM_ENTITIES 1 // 2001-09-20 Configurable entity limits by Maddes
// 2001-09-20 Configurable limits by Maddes end