266 lines
10 KiB
C
266 lines
10 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// protocol.h -- communications protocols
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#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:
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#define U_MOREBITS (1<<0)
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#define U_ORIGIN1 (1<<1)
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#define U_ORIGIN2 (1<<2)
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#define U_ORIGIN3 (1<<3)
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#define U_ANGLE2 (1<<4)
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#define U_NOLERP (1<<5) // don't interpolate movement
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#define U_FRAME (1<<6)
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#define U_SIGNAL (1<<7) // just differentiates from other updates
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// svc_update can pass all of the fast update bits, plus more
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#define U_ANGLE1 (1<<8)
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#define U_ANGLE3 (1<<9)
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#define U_MODEL (1<<10)
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#define U_COLORMAP (1<<11)
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#define U_SKIN (1<<12)
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#define U_EFFECTS (1<<13)
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#define U_LONGENTITY (1<<14)
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// LordHavoc: protocol extension
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#define U_EXTEND1 (1<<15)
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// LordHavoc: first extend byte
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#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)
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#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)
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#define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
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#define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
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#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
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#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)
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#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...
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#define U_EXTEND2 (1<<23) // another byte to follow
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// LordHavoc: second extend byte
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#define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
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#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
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#define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
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#define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
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#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)
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#define U_UNUSED29 (1<<29)
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#define U_UNUSED30 (1<<30)
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#define U_EXTEND3 (1<<31)
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#define SU_VIEWHEIGHT (1<<0)
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#define SU_IDEALPITCH (1<<1)
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#define SU_PUNCH1 (1<<2)
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#define SU_PUNCH2 (1<<3)
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#define SU_PUNCH3 (1<<4)
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#define SU_VELOCITY1 (1<<5)
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#define SU_VELOCITY2 (1<<6)
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#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)
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#define SU_ONGROUND (1<<10) // no data follows, the bit is it
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#define SU_INWATER (1<<11) // no data follows, the bit is it
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#define SU_WEAPONFRAME (1<<12)
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#define SU_ARMOR (1<<13)
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#define SU_WEAPON (1<<14)
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// a sound with no channel is a local only sound
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#define SND_VOLUME (1<<0) // a byte
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#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
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// defaults for clientinfo messages
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#define DEFAULT_VIEWHEIGHT 22
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// game types sent by serverinfo
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// these determine which intermission screen plays
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#define GAME_COOP 0
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#define GAME_DEATHMATCH 1
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//==================
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// note that there are some defs.qc that mirror to these numbers
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// also related to svc_strings[] in cl_parse
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//==================
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//
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// server to client
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//
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#define svc_bad 0
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#define svc_nop 1
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#define svc_disconnect 2
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#define svc_updatestat 3 // [byte] [long]
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#define svc_version 4 // [long] server version
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#define svc_setview 5 // [short] entity number
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#define svc_sound 6 // <see code>
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#define svc_time 7 // [float] server time
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#define svc_print 8 // [string] null terminated string
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#define svc_stufftext 9 // [string] stuffed into client's console buffer
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// the string should be \n terminated
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#define svc_setangle 10 // [angle3] set the view angle to this absolute value
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#define svc_serverinfo 11 // [long] version
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// [string] signon string
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// [string]..[0]model cache
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// [string]...[0]sounds cache
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#define svc_lightstyle 12 // [byte] [string]
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#define svc_updatename 13 // [byte] [string]
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#define svc_updatefrags 14 // [byte] [short]
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#define svc_clientdata 15 // <shortbits + data>
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#define svc_stopsound 16 // <see code>
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#define svc_updatecolors 17 // [byte] [byte]
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#define svc_particle 18 // [vec3] <variable>
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#define svc_damage 19
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#define svc_spawnstatic 20
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// svc_spawnbinary 21
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#define svc_spawnbaseline 22
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#define svc_temp_entity 23
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#define svc_setpause 24 // [byte] on / off
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#define svc_signonnum 25 // [byte] used for the signon sequence
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#define svc_centerprint 26 // [string] to put in center of the screen
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#define svc_killedmonster 27
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#define svc_foundsecret 28
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#define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
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#define svc_intermission 30 // [string] music
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#define svc_finale 31 // [string] music [string] text
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#define svc_cdtrack 32 // [byte] track [byte] looptrack
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#define svc_sellscreen 33
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#define svc_cutscene 34
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// LH Range is 50-69
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#define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
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#define svc_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
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#define svc_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
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// leilei's crappy svc builtins
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#define svc_sound3 81
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#define svc_limit 126 // 2001-09-20 Configurable limits by Maddes
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#define svc_extra_version 127 // 2000-04-30 NVS HANDSHAKE SRV<->CL by Maddes
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//max SVC number is 127 as byte's sign bit marks fast updates, so you should use submessages like SVC_TEMPENTITY does
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//
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// client to server
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//
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#define clc_bad 0
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#define clc_nop 1
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#define clc_disconnect 2
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#define clc_move 3 // [usercmd_t]
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#define clc_stringcmd 4 // [string] message
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//
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// temp entity events
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//
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#define TE_SPIKE 0
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#define TE_SUPERSPIKE 1
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#define TE_GUNSHOT 2
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#define TE_EXPLOSION 3
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#define TE_TAREXPLOSION 4
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#define TE_LIGHTNING1 5
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#define TE_LIGHTNING2 6
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#define TE_WIZSPIKE 7
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#define TE_KNIGHTSPIKE 8
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#define TE_LIGHTNING3 9
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#define TE_LAVASPLASH 10
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#define TE_TELEPORT 11
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#define TE_EXPLOSION2 12
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#define TE_BEAM 13
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// --------------------------------
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//
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// TomazQuake
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//
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// --------------------------------
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#define TE_SNOW 14
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#define TE_RAIN 15
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#define TE_PLASMA 16
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#define TE_RAILTRAIL 17
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// --------------------------------
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// Hexen II Inheritance
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// Doesn't conflict with the DP te_'s, so why not?
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// --------------------------------
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#define TE_STREAM_LIGHTNING_SMALL 24
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#define TE_STREAM_CHAIN 25
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#define TE_STREAM_SUNSTAFF1 26
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#define TE_STREAM_SUNSTAFF2 27
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#define TE_STREAM_LIGHTNING 28
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#define TE_STREAM_COLORBEAM 29
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#define TE_STREAM_ICECHUNKS 30
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#define TE_STREAM_GAZE 31
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#define TE_STREAM_FAMINE 32
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#define TE_BLOOD 50
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#define TE_BLOODSHOWER 52
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// Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
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//#define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
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//#define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
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// LordHavoc: added some TE_ codes (block1 - 50-60)
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//#define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
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//#define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
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//#define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
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//#define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
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//#define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
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#define TE_GUNSHOTQUAD 57 // [vector] origin
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#define TE_SPIKEQUAD 58 // [vector] origin
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#define TE_SUPERSPIKEQUAD 59 // [vector] origin
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// LordHavoc: block2 - 70-80
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#define TE_EXPLOSIONQUAD 70 // [vector] origin
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//#define TE_UNUSED1 71 // unused
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//#define TE_SMALLFLASH 72 // [vector] origin
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//#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
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//#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
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#define TE_PLASMABURN 75 // [vector] origin
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// LordHavoc: Tei grabbed these codes
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#define TE_TEI_G3 76 // [vector] start [vector] end [vector] color (WAS ANGLES but there's no 'use' for angles.in dp actually)
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#define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
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#define TE_TEI_BIGEXPLOSION 78 // [vector] origin
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#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
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#define VERSION_NVS 1
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// 2000-04-30 NVS HANDSHAKE SRV<->CL by Maddes start
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// 2001-09-20 Configurable limits by Maddes start
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#define LIM_ENTITIES 1 // 2001-09-20 Configurable entity limits by Maddes
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// 2001-09-20 Configurable limits by Maddes end
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