/* 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 #define DPPROTOCOL_VERSION 96 // 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) // 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) #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) //#define SU_AIMENT (1<<8) // AVAILABLE BIT // (This was taken out of qtest, pretty much what aimangle is) #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 #define SND_PITCH (1<<1) // a byte // LEILEI sound pitch zing #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 // #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 // #define svc_stopsound 16 // #define svc_updatecolors 17 // [byte] [byte] #define svc_particle 18 // [vec3] #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 // 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 #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 // -------------------------------- // // 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 // 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