/* 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 PEXT_SETVIEW 0x00000001 #define PEXT_SCALE 0x00000002 #define PEXT_LIGHTSTYLECOL 0x00000004 #define PEXT_TRANS 0x00000008 #ifdef SIDEVIEWS #define PEXT_VIEW2 0x00000010 #endif #define PEXT_BULLETENS 0x00000020 #ifdef AVAIL_ZLIB // #define PEXT_ZLIBDL 0x00000040 #endif //#define PEXT_LIGHTUPDATES 0x00000080 //send progs/zap.mdl in the same mannor as a nail. #define PEXT_FATNESS 0x00000100 //GL only (or servers) #define PEXT_HLBSP 0x00000200 #define PEXT_TE_BULLET 0x00000400 #define PEXT_HULLSIZE 0x00000800 #define PEXT_MODELDBL 0x00001000 #define PEXT_ENTITYDBL 0x00002000 //max of 1024 ents instead of 512 #define PEXT_ENTITYDBL2 0x00004000 //max of 1024 ents instead of 512 #define PEXT_FLOATCOORDS 0x00008000 //supports floating point origins. #define PEXT_VWEAP 0x00010000 //cause an extra qbyte to be sent, and an extra list of models for vweaps. #ifdef Q2BSPS #define PEXT_Q2BSP 0x00020000 #endif #ifdef Q3BSPS #define PEXT_Q3BSP 0x00040000 #endif //#define PEXT_SEEF1 0x00080000 #define PEXT_SPLITSCREEN 0x00100000 #define PEXT_HEXEN2 0x00200000 //more stats and working particle builtin. #define PEXT_SPAWNSTATIC2 0x00400000 //Sends an entity delta instead of a baseline. #define PEXT_CUSTOMTEMPEFFECTS 0x00800000 //supports custom temp ents. #define PEXT_256PACKETENTITIES 0x01000000 //Client can recieve 256 packet entities. //#define PEXT_64PLAYERS 0x02000000 //Client is able to cope with 64 players. Wow. #define PEXT_SHOWPIC 0x04000000 #define PEXT_SETATTACHMENT 0x08000000 //md3 tags (needs networking, they need to lerp). //#define PEXT_PK3DOWNLOADS 0x10000000 //retrieve a list of pk3s/pk3s/paks for downloading (with optional URL and crcs) #define PEXT_CHUNKEDDOWNLOADS 0x20000000 //alternate file download method. Hopefully it'll give quadroupled download speed, especially on higher pings. #ifdef CSQC_DAT #define PEXT_CSQC 0x40000000 //csqc additions #endif #define PEXT_DPFLAGS 0x80000000 //extra flags for viewmodel/externalmodel and possible other persistant style flags. //ZQuake transparent protocol extensions. #define Z_EXT_PM_TYPE (1<<0) // basic PM_TYPE functionality (reliable jump_held) #define Z_EXT_PM_TYPE_NEW (1<<1) // adds PM_FLY, PM_SPECTATOR #define Z_EXT_VIEWHEIGHT (1<<2) // STAT_VIEWHEIGHT #define Z_EXT_SERVERTIME (1<<3) // STAT_TIME #define Z_EXT_PITCHLIMITS (1<<4) // serverinfo maxpitch & minpitch #define Z_EXT_JOIN_OBSERVE (1<<5) // server: "join" and "observe" commands are supported // client: on-the-fly spectator <-> player switching supported #define SUPPORTED_Z_EXTENSIONS (Z_EXT_PM_TYPE|Z_EXT_PM_TYPE_NEW|Z_EXT_VIEWHEIGHT|Z_EXT_SERVERTIME|Z_EXT_PITCHLIMITS|Z_EXT_JOIN_OBSERVE) #define PROTOCOL_VERSION_FTE (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24)) //fte extensions. #define PROTOCOL_VERSION_HUFFMAN (('H'<<0) + ('U'<<8) + ('F'<<16) + ('F' << 24)) //packet compression #define PROTOCOL_VERSION 28 #define PROTOCOL_VERSION_Q2_MIN 31 #define PROTOCOL_VERSION_Q2 34 //========================================= #define PORT_CLIENT 27001 #define PORT_MASTER 27000 #define PORT_SERVER 27500 #define Q2PORT_CLIENT 27901 #define Q2PORT_SERVER 27910 //========================================= // out of band message id bytes // M = master, S = server, C = client, A = any // the second character will allways be \n if the message isn't a single // qbyte long (?? not true anymore?) #define S2C_CHALLENGE 'c' #define S2C_CONNECTION 'j' #define A2A_PING 'k' // respond with an A2A_ACK #define A2A_ACK 'l' // general acknowledgement without info #define A2A_NACK 'm' // [+ comment] general failure #define A2A_ECHO 'e' // for echoing #define A2C_PRINT 'n' // print a message on client #define S2M_HEARTBEAT 'a' // + serverinfo + userlist + fraglist #define A2C_CLIENT_COMMAND 'B' // + command line #define S2M_SHUTDOWN 'C' #define M2C_MASTER_REPLY 'd' // + \n + qw server port list //================== // 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 // [qbyte] [qbyte] #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 // [qbyte] id [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_serverdata 11 // [long] protocol ... #define svc_lightstyle 12 // [qbyte] [string] #define svc_updatename 13 // [qbyte] [string] #define svc_updatefrags 14 // [qbyte] [short] #define svc_clientdata 15 // #define svc_stopsound 16 // #define svc_updatecolors 17 // [qbyte] [qbyte] [qbyte] #define svc_particle 18 // [vec3] #define svc_damage 19 #define svc_spawnstatic 20 #define svc_spawnstatic2 21 #define svc_spawnbaseline 22 #define svc_temp_entity 23 // variable #define svc_setpause 24 // [qbyte] on / off #define svc_signonnum 25 // [qbyte] 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] [qbyte] samp [qbyte] vol [qbyte] aten #define svc_intermission 30 // [vec3_t] origin [vec3_t] angle #define svc_finale 31 // [string] text #define svc_cdtrack 32 // [qbyte] track #define svc_sellscreen 33 #define svc_cutscene 34 //hmm... nq only... added after qw tree splitt? #define svc_smallkick 34 // set client punchangle to 2 #define svc_bigkick 35 // set client punchangle to 4 #define svc_updateping 36 // [qbyte] [short] #define svc_updateentertime 37 // [qbyte] [float] #define svc_updatestatlong 38 // [qbyte] [long] #define svc_muzzleflash 39 // [short] entity #define svc_updateuserinfo 40 // [qbyte] slot [long] uid // [string] userinfo #define svc_download 41 // [short] size [size bytes] #define svc_playerinfo 42 // variable #define svc_nails 43 // [qbyte] num [48 bits] xyzpy 12 12 12 4 8 #define svc_chokecount 44 // [qbyte] packets choked #define svc_modellist 45 // [strings] #define svc_soundlist 46 // [strings] #define svc_packetentities 47 // [...] #define svc_deltapacketentities 48 // [...] #define svc_maxspeed 49 // maxspeed change, for prediction #define svc_entgravity 50 // gravity change, for prediction #define svc_setinfo 51 // setinfo on a client #define svc_serverinfo 52 // serverinfo #define svcnq_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate #define svcnq_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate #define svc_updatepl 53 // [qbyte] [qbyte] #define svcdp_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex #define svc_nails2 54 //qwe - [qbyte] num [52 bits] nxyzpy 8 12 12 12 4 8 #define svcdp_spawnbaseline2 55 #ifdef PEXT_VIEW2 #define svc_view2 56 #endif #ifdef PEXT_LIGHTSTYLECOL #define svc_lightstylecol 57 #endif #define svcdp_entities 57 #ifdef PEXT_BULLETENS #define svc_bulletentext 58 #endif #ifdef PEXT_LIGHTUPDATES #define svc_lightnings 59 #endif #ifdef PEXT_MODELDBL #define svc_modellistshort 60 // [strings] #endif #define svc_ftesetclientpersist 61 //ushort DATA #define svc_setportalstate 62 #define svc_particle2 63 #define svc_particle3 64 #define svc_particle4 65 #define svc_spawnbaseline2 66 #define svc_customtempent 67 #define svc_choosesplitclient 68 #define svc_showpic 69 #define svc_hidepic 70 #define svc_movepic 71 #define svc_updatepic 72 #define svcqw_effect 74 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate #define svcqw_effect2 75 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate #ifdef PEXT_CSQC #define svc_csqcentities 76 //entity lump for csqc #endif #define svc_precache 77 #define svc_invalid 256 enum svcq2_ops_e { svcq2_bad, //0 // these ops are known to the game dll svcq2_muzzleflash, //1 svcq2_muzzleflash2, //2 svcq2_temp_entity, //3 svcq2_layout, //4 svcq2_inventory, //5 // the rest are private to the client and server svcq2_nop, //6 svcq2_disconnect, //7 svcq2_reconnect, //8 svcq2_sound, //9 // svcq2_print, //10 // [qbyte] id [string] null terminated string svcq2_stufftext, //11 // [string] stuffed into client's console buffer, should be \n terminated svcq2_serverdata, //12 // [long] protocol ... svcq2_configstring, //13 // [short] [string] svcq2_spawnbaseline,//14 svcq2_centerprint, //15 // [string] to put in center of the screen svcq2_download, //16 // [short] size [size bytes] svcq2_playerinfo, //17 // variable svcq2_packetentities,//18 // [...] svcq2_deltapacketentities,//19 // [...] svcq2_frame //20 (the bastard to implement.) }; enum clcq2_ops_e { clcq2_bad, clcq2_nop, clcq2_move, // [[usercmd_t] clcq2_userinfo, // [[userinfo string] clcq2_stringcmd // [string] message }; //============================================== // // client to server // #define clc_bad 0 #define clc_nop 1 #define clc_disconnect 2 //nq only #define clc_move 3 // [[usercmd_t] #define clc_stringcmd 4 // [string] message #define clc_delta 5 // [qbyte] sequence number, requests delta compression of message #define clc_tmove 6 // teleport request, spectator only #define clc_upload 7 // teleport request, spectator only //============================================== // playerinfo flags from server // playerinfo allways sends: playernum, flags, origin[] and framenumber #define PF_MSEC (1<<0) #define PF_COMMAND (1<<1) #define PF_VELOCITY1 (1<<2) #define PF_VELOCITY2 (1<<3) #define PF_VELOCITY3 (1<<4) #define PF_MODEL (1<<5) #define PF_SKINNUM (1<<6) #define PF_EFFECTS (1<<7) #define PF_WEAPONFRAME (1<<8) // only sent for view player #define PF_DEAD (1<<9) // don't block movement any more #define PF_GIB (1<<10) // offset the view height differently //ZQuake. #define PF_PMC_MASK ((1<<11) +\ (1<<12) +\ (1<<13)) #define PF_EXTRA_PFS (1<<15) //FIXME: Resolve this. // bits 11..13 are player move type bits #ifdef PEXT_SCALE #define PF_SCALE_Z (1<<16) #endif #ifdef PEXT_TRANS #define PF_TRANS_Z (1<<17) #endif #ifdef PEXT_FATNESS #define PF_FATNESS_Z (1<<18) #endif #ifdef PEXT_HULLSIZE #define PF_HULLSIZE_Z (1<<14) #endif //#define PF_ORIGINDBL (1<<19) #define PF_PMC_SHIFT 11 // player move types #define PMC_NORMAL 0 // normal ground movement #define PMC_NORMAL_JUMP_HELD 1 // normal ground novement + jump_held #define PMC_OLD_SPECTATOR 2 // fly through walls (QW compatibility mode) #define PMC_SPECTATOR 3 // fly through walls #define PMC_FLY 4 // fly, bump into walls #define PMC_NONE 5 // can't move (client had better lerp the origin...) #define PMC_FREEZE 6 // TODO: lerp movement and viewangles #define PMC_EXTRA3 7 // future extension //any more will require a different protocol message. //============================================== // if the high bit of the client to server qbyte is set, the low bits are // client move cmd bits // ms and angle2 are allways sent, the others are optional #define CM_ANGLE1 (1<<0) #define CM_ANGLE3 (1<<1) #define CM_FORWARD (1<<2) #define CM_SIDE (1<<3) #define CM_UP (1<<4) #define CM_BUTTONS (1<<5) #define CM_IMPULSE (1<<6) #define CM_ANGLE2 (1<<7) //sigh... #define Q2CM_ANGLE1 (1<<0) #define Q2CM_ANGLE2 (1<<1) #define Q2CM_ANGLE3 (1<<2) #define Q2CM_FORWARD (1<<3) #define Q2CM_SIDE (1<<4) #define Q2CM_UP (1<<5) #define Q2CM_BUTTONS (1<<6) #define Q2CM_IMPULSE (1<<7) //============================================== // the first 16 bits of a packetentities update holds 9 bits // of entity number and 7 bits of flags #define U_ORIGIN1 (1<<9) #define U_ORIGIN2 (1<<10) #define U_ORIGIN3 (1<<11) #define U_ANGLE2 (1<<12) #define U_FRAME (1<<13) #define U_REMOVE (1<<14) // REMOVE this entity, don't add it #define U_MOREBITS (1<<15) // if MOREBITS is set, these additional flags are read in next #define U_ANGLE1 (1<<0) #define U_ANGLE3 (1<<1) #define U_MODEL (1<<2) #define U_COLORMAP (1<<3) #define U_SKIN (1<<4) #define U_EFFECTS (1<<5) #define U_SOLID (1<<6) // the entity should be solid for prediction #ifdef PROTOCOLEXTENSIONS #define U_EVENMORE (1<<7) //extension info follows //fte extensions //EVENMORE flags #ifdef PEXT_SCALE #define U_SCALE (1<<0) //scaler of alias models #endif #ifdef PEXT_TRANS #define U_TRANS (1<<1) //transparency value #endif #ifdef PEXT_FATNESS #define U_FATNESS (1<<2) //qbyte describing how fat an alias model should be. (moves verticies along normals). Useful for vacuum chambers... #endif #ifdef PEXT_MODELDBL #define U_MODELDBL (1<<3) //extra bit for modelindexes #endif //FIXME: IMPLEMENT #ifdef PEXT_ENTITYDBL #define U_ENTITYDBL (1<<5) //use an extra qbyte for origin parts, cos one of them is off #endif #ifdef PEXT_ENTITYDBL2 #define U_ENTITYDBL2 (1<<6) //use an extra qbyte for origin parts, cos one of them is off #endif #define U_YETMORE (1<<7) //even more extension info stuff. #define U_DRAWFLAGS (1<<8) //use an extra qbyte for origin parts, cos one of them is off #define U_ABSLIGHT (1<<9) //Force a lightlevel #ifdef PEXT_BIGORIGINS #define U_ORIGINDBL (1<<10) //use an extra qbyte for origin parts, cos one of them is off #endif #define U_DPFLAGS (1<<11) #define U_TAGINFO (1<<12) #define U_FARMORE (1<<15) #endif #define Q2U_ORIGIN1 (1<<0) #define Q2U_ORIGIN2 (1<<1) #define Q2U_ANGLE2 (1<<2) #define Q2U_ANGLE3 (1<<3) #define Q2U_FRAME8 (1<<4) // frame is a qbyte #define Q2U_EVENT (1<<5) #define Q2U_REMOVE (1<<6) // REMOVE this entity, don't add it #define Q2U_MOREBITS1 (1<<7) // read one additional qbyte // second qbyte #define Q2U_NUMBER16 (1<<8) // NUMBER8 is implicit if not set #define Q2U_ORIGIN3 (1<<9) #define Q2U_ANGLE1 (1<<10) #define Q2U_MODEL (1<<11) #define Q2U_RENDERFX8 (1<<12) // fullbright, etc #define Q2U_EFFECTS8 (1<<14) // autorotate, trails, etc #define Q2U_MOREBITS2 (1<<15) // read one additional qbyte // third qbyte #define Q2U_SKIN8 (1<<16) #define Q2U_FRAME16 (1<<17) // frame is a short #define Q2U_RENDERFX16 (1<<18) // 8 + 16 = 32 #define Q2U_EFFECTS16 (1<<19) // 8 + 16 = 32 #define Q2U_MODEL2 (1<<20) // weapons, flags, etc #define Q2U_MODEL3 (1<<21) #define Q2U_MODEL4 (1<<22) #define Q2U_MOREBITS3 (1<<23) // read one additional qbyte // fourth qbyte #define Q2U_OLDORIGIN (1<<24) // FIXME: get rid of this #define Q2U_SKIN16 (1<<25) #define Q2U_SOUND (1<<26) #define Q2U_SOLID (1<<27) //============================================== // a sound with no channel is a local only sound // the sound field has bits 0-2: channel, 3-12: entity #define SND_VOLUME (1<<15) // a qbyte #define SND_ATTENUATION (1<<14) // a qbyte #define DEFAULT_SOUND_PACKET_VOLUME 255 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 #define DEFAULT_VIEWHEIGHT 22 // svc_print messages have an id, so messages can be filtered #define PRINT_LOW 0 #define PRINT_MEDIUM 1 #define PRINT_HIGH 2 #define PRINT_CHAT 3 // also go to chat buffer // // temp entity events // enum { TE_SPIKE = 0, TE_SUPERSPIKE = 1, TE_GUNSHOT = 2, TE_EXPLOSION = 3, TE_TAREXPLOSION = 4, TE_LIGHTNING1 = 5, TE_LIGHTNING2 = 6, TE_WIZSPIKE = 7, TE_KNIGHTSPIKE = 8, TE_LIGHTNING3 = 9, TE_LAVASPLASH = 10, TE_TELEPORT = 11, TE_BLOOD = 12, TE_LIGHTNINGBLOOD = 13, #ifdef PEXT_TE_BULLET TE_BULLET = 14, TE_SUPERBULLET = 15, #endif TE_RAILTRAIL = 17, // hexen 2 TE_STREAM_CHAIN = 25, TE_STREAM_SUNSTAFF1 = 26, TE_STREAM_SUNSTAFF2 = 27, TE_STREAM_LIGHTNING = 28, TE_STREAM_COLORBEAM = 29, TE_STREAM_ICECHUNKS = 30, TE_STREAM_GAZE = 31, TE_STREAM_FAMINE = 32, TE_BIGGRENADE = 33, TE_CHUNK = 34, TE_HWBONEPOWER = 35, TE_HWBONEPOWER2 = 36, TE_METEORHIT = 37, TE_HWRAVENDIE = 38, TE_HWRAVENEXPLODE = 39, TE_XBOWHIT = 40, TE_CHUNK2 = 41, TE_ICEHIT = 42, TE_ICESTORM = 43, TE_HWMISSILEFLASH = 44, TE_SUNSTAFF_CHEAP = 45, TE_LIGHTNING_HAMMER = 46, TE_DRILLA_EXPLODE = 47, TE_DRILLA_DRILL = 48, TE_HWTELEPORT = 49, TE_SWORD_EXPLOSION = 50, TE_AXE_BOUNCE = 51, TE_AXE_EXPLODE = 52, TE_TIME_BOMB = 53, TE_FIREBALL = 54, TE_SUNSTAFF_POWER = 55, TE_PURIFY2_EXPLODE = 56, TE_PLAYER_DEATH = 57, TE_PURIFY1_EFFECT = 58, TE_TELEPORT_LINGER = 59, TE_LINE_EXPLOSION = 60, TE_METEOR_CRUSH = 61, //MISSION PACK TE_STREAM_LIGHTNING_SMALL = 62, TE_ACIDBALL = 63, TE_ACIDBLOB = 64, TE_FIREWALL = 65, TE_FIREWALL_IMPACT = 66, TE_HWBONERIC = 67, TE_POWERFLAME = 68, TE_BLOODRAIN = 69, TE_AXE = 70, TE_PURIFY2_MISSILE = 71, TE_SWORD_SHOT = 72, TE_ICESHOT = 73, TE_METEOR = 74, TE_LIGHTNINGBALL = 75, TE_MEGAMETEOR = 76, TE_CUBEBEAM = 77, TE_LIGHTNINGEXPLODE = 78, TE_ACID_BALL_FLY = 79, TE_ACID_BLOB_FLY = 80, TE_CHAINLIGHTNING = 81 }; #define NQTE_EXPLOSION2 12 #define NQTE_BEAM 13 #define DPTE_BLOOD 50 #define DPTE_SPARK 51 #define DPTE_BLOODSHOWER 52 #define DPTE_EXPLOSIONRGB 53 #define DPTE_PARTICLECUBE 54 #define DPTE_GUNSHOTQUAD 57 // [vector] origin #define DPTE_SPIKEQUAD 58 // [vector] origin #define DPTE_SUPERSPIKEQUAD 59 // [vector] origin #define DPTE_EXPLOSIONQUAD 70 // [vector] origin #define DPTE_SMALLFLASH 72 // [vector] origin #define DPTE_CUSTOMFLASH 73 #define DPTE_FLAMEJET 74 #define DPTE_PLASMABURN 75 #define DPTE_TEI_G3 76 #define DPTE_SMOKE 77 #define DPTE_TEI_BIGEXPLOSION 78 #define DPTE_TEI_PLASMAHIT 79 #define TE_SEEF_BRIGHTFIELD 200 #define TE_SEEF_DARKLIGHT 201 #define TE_SEEF_DARKFIELD 202 #define TE_SEEF_LIGHT 203 //FTE's version of TEI_SHOWLMP2 #define SL_ORG_NW 0 #define SL_ORG_NE 1 #define SL_ORG_SW 2 #define SL_ORG_SE 3 #define SL_ORG_CC 4 #define SL_ORG_CN 5 #define SL_ORG_CS 6 #define SL_ORG_CW 7 #define SL_ORG_CE 8 /* ========================================================== ELEMENTS COMMUNICATED ACROSS THE NET ========================================================== */ #define MAX_CLIENTS 32 #define UPDATE_BACKUP 64 // copies of entity_state_t to keep buffered // must be power of two #define UPDATE_MASK (UPDATE_BACKUP-1) #define Q2UPDATE_BACKUP 16 // copies of entity_state_t to keep buffered // must be power of two #define Q2UPDATE_MASK (Q2UPDATE_BACKUP-1) #define Q3UPDATE_BACKUP 32 // copies of entity_state_t to keep buffered // must be power of two #define Q3UPDATE_MASK (Q3UPDATE_BACKUP-1) // entity_state_t is the information conveyed from the server // in an update message typedef struct entity_state_s { unsigned short number; // edict index unsigned short modelindex; int bitmask; // for dp ents, so lost state can be repeated in replacement packets. int flags; // nolerp, etc vec3_t origin; vec3_t old_origin; //q2 vec3_t angles; unsigned short modelindex2; //q2 qbyte modelindex3; //q2 qbyte modelindex4; //q2 unsigned short frame; unsigned short colormap; unsigned short skinnum; int effects; int renderfx; //q2 qbyte sound; //q2 qbyte event; //q2 qbyte glowsize; qbyte glowcolour; qbyte scale; qbyte trans; char fatness; qbyte hexen2flags; qbyte abslight; qbyte dpflags; qbyte solid; unsigned short tagentity; unsigned short tagindex; } entity_state_t; #define MAX_EXTENDED_PACKET_ENTITIES 256 //sanity limit. #define MAX_STANDARD_PACKET_ENTITIES 64 // doesn't count nails #define MAX_MVDPACKET_ENTITIES 196 // doesn't count nails typedef struct { int num_entities; int max_entities; entity_state_t *entities; } packet_entities_t; typedef struct usercmd_s { //the first members of this structure MUST match the q2 version qbyte msec; qbyte buttons; short angles[3]; short forwardmove, sidemove, upmove; qbyte impulse; qbyte lightlevel; qbyte weapon; int servertime; } usercmd_t; typedef struct q2usercmd_s { qbyte msec; qbyte buttons; short angles[3]; short forwardmove, sidemove, upmove; qbyte impulse; qbyte lightlevel; } q2usercmd_t; typedef struct q1usercmd_s { qbyte msec; vec3_t angles; short forwardmove, sidemove, upmove; qbyte buttons; qbyte impulse; } q1usercmd_t; #define SHORT2ANGLE(x) (x) * (360.0/65536) // // per-level limits // #define Q2MAX_CLIENTS 256 // absolute limit #define Q2MAX_EDICTS 1024 // must change protocol to increase more #define Q2MAX_LIGHTSTYLES 256 #define Q2MAX_MODELS 256 // these are sent over the net as bytes #define Q2MAX_SOUNDS 256 // so they cannot be blindly increased #define Q2MAX_IMAGES 256 #define Q2MAX_ITEMS 256 #define Q2MAX_GENERAL (Q2MAX_CLIENTS*2) // general config strings #define Q2CS_NAME 0 #define Q2CS_CDTRACK 1 #define Q2CS_SKY 2 #define Q2CS_SKYAXIS 3 // %f %f %f format #define Q2CS_SKYROTATE 4 #define Q2CS_STATUSBAR 5 // display program string #define Q2CS_AIRACCEL 29 // air acceleration control #define Q2CS_MAXCLIENTS 30 #define Q2CS_MAPCHECKSUM 31 // for catching cheater maps #define Q2CS_MODELS 32 #define Q2CS_SOUNDS (Q2CS_MODELS +Q2MAX_MODELS) #define Q2CS_IMAGES (Q2CS_SOUNDS +Q2MAX_SOUNDS) #define Q2CS_LIGHTS (Q2CS_IMAGES +Q2MAX_IMAGES) #define Q2CS_ITEMS (Q2CS_LIGHTS +Q2MAX_LIGHTSTYLES) #define Q2CS_PLAYERSKINS (Q2CS_ITEMS +Q2MAX_ITEMS) #define Q2CS_GENERAL (Q2CS_PLAYERSKINS +Q2MAX_CLIENTS) #define Q2MAX_CONFIGSTRINGS (Q2CS_GENERAL +Q2MAX_GENERAL) // player_state->stats[] indexes #define Q2STAT_HEALTH_ICON 0 #define Q2STAT_HEALTH 1 #define Q2STAT_AMMO_ICON 2 #define Q2STAT_AMMO 3 #define Q2STAT_ARMOR_ICON 4 #define Q2STAT_ARMOR 5 #define Q2STAT_SELECTED_ICON 6 #define Q2STAT_PICKUP_ICON 7 #define Q2STAT_PICKUP_STRING 8 #define Q2STAT_TIMER_ICON 9 #define Q2STAT_TIMER 10 #define Q2STAT_HELPICON 11 #define Q2STAT_SELECTED_ITEM 12 #define Q2STAT_LAYOUTS 13 #define Q2STAT_FRAGS 14 #define Q2STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor #define Q2STAT_CHASE 16 #define Q2STAT_SPECTATOR 17 #define Q2MAX_STATS 32 //for the local player #define Q2PS_M_TYPE (1<<0) #define Q2PS_M_ORIGIN (1<<1) #define Q2PS_M_VELOCITY (1<<2) #define Q2PS_M_TIME (1<<3) #define Q2PS_M_FLAGS (1<<4) #define Q2PS_M_GRAVITY (1<<5) #define Q2PS_M_DELTA_ANGLES (1<<6) #define Q2PS_VIEWOFFSET (1<<7) #define Q2PS_VIEWANGLES (1<<8) #define Q2PS_KICKANGLES (1<<9) #define Q2PS_BLEND (1<<10) #define Q2PS_FOV (1<<11) #define Q2PS_WEAPONINDEX (1<<12) #define Q2PS_WEAPONFRAME (1<<13) #define Q2PS_RDFLAGS (1<<14) // entity_state_t->renderfx flags #define Q2RF_MINLIGHT 1 // allways have some light (viewmodel) #define Q2RF_EXTERNALMODEL 2 // don't draw through eyes, only mirrors #define Q2RF_WEAPONMODEL 4 // only draw through eyes #define Q2RF_FULLBRIGHT 8 // allways draw full intensity #define Q2RF_DEPTHHACK 16 // for view weapon Z crunching #define Q2RF_TRANSLUCENT 32 #define Q2RF_FRAMELERP 64 #define Q2RF_BEAM 128 #define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache #define Q2RF_GLOW 512 // pulse lighting for bonus items #define Q2RF_SHELL_RED 1024 #define Q2RF_SHELL_GREEN 2048 #define Q2RF_SHELL_BLUE 4096 //ROGUE #define Q2RF_IR_VISIBLE 0x00008000 // 32768 #define Q2RF_SHELL_DOUBLE 0x00010000 // 65536 #define Q2RF_SHELL_HALF_DAM 0x00020000 #define Q2RF_USE_DISGUISE 0x00040000 //ROGUE #define Q2RF_ADDATIVE 0x00080000 // player_state_t->refdef flags #define Q2RDF_UNDERWATER 1 // warp the screen as apropriate #define Q2RDF_NOWORLDMODEL 2 // used for player configuration screen //ROGUE #define Q2RDF_IRGOGGLES 4 #define Q2RDF_UVGOGGLES 8 //ROGUE #define Q2SND_VOLUME (1<<0) // a qbyte #define Q2SND_ATTENUATION (1<<1) // a qbyte #define Q2SND_POS (1<<2) // three coordinates #define Q2SND_ENT (1<<3) // a short 0-2: channel, 3-12: entity #define Q2SND_OFFSET (1<<4) // a qbyte, msec offset from frame start #define Q2DEFAULT_SOUND_PACKET_VOLUME 1.0 #define Q2DEFAULT_SOUND_PACKET_ATTENUATION 1.0 #define ATTN_NONE 0 #define ATTN_NORM 1 #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 #define Q2MZ_BLASTER 0 #define Q2MZ_MACHINEGUN 1 #define Q2MZ_SHOTGUN 2 #define Q2MZ_CHAINGUN1 3 #define Q2MZ_CHAINGUN2 4 #define Q2MZ_CHAINGUN3 5 #define Q2MZ_RAILGUN 6 #define Q2MZ_ROCKET 7 #define Q2MZ_GRENADE 8 #define Q2MZ_LOGIN 9 #define Q2MZ_LOGOUT 10 #define Q2MZ_RESPAWN 11 #define Q2MZ_BFG 12 #define Q2MZ_SSHOTGUN 13 #define Q2MZ_HYPERBLASTER 14 #define Q2MZ_ITEMRESPAWN 15 // RAFAEL #define Q2MZ_IONRIPPER 16 #define Q2MZ_BLUEHYPERBLASTER 17 #define Q2MZ_PHALANX 18 #define Q2MZ_SILENCED 128 // bit flag ORed with one of the above numbers //ROGUE #define Q2MZ_ETF_RIFLE 30 #define Q2MZ_UNUSED 31 #define Q2MZ_SHOTGUN2 32 #define Q2MZ_HEATBEAM 33 #define Q2MZ_BLASTER2 34 #define Q2MZ_TRACKER 35 #define Q2MZ_NUKE1 36 #define Q2MZ_NUKE2 37 #define Q2MZ_NUKE4 38 #define Q2MZ_NUKE8 39 //ROGUE // // monster muzzle flashes // #define Q2MZ2_TANK_BLASTER_1 1 #define Q2MZ2_TANK_BLASTER_2 2 #define Q2MZ2_TANK_BLASTER_3 3 #define Q2MZ2_TANK_MACHINEGUN_1 4 #define Q2MZ2_TANK_MACHINEGUN_2 5 #define Q2MZ2_TANK_MACHINEGUN_3 6 #define Q2MZ2_TANK_MACHINEGUN_4 7 #define Q2MZ2_TANK_MACHINEGUN_5 8 #define Q2MZ2_TANK_MACHINEGUN_6 9 #define Q2MZ2_TANK_MACHINEGUN_7 10 #define Q2MZ2_TANK_MACHINEGUN_8 11 #define Q2MZ2_TANK_MACHINEGUN_9 12 #define Q2MZ2_TANK_MACHINEGUN_10 13 #define Q2MZ2_TANK_MACHINEGUN_11 14 #define Q2MZ2_TANK_MACHINEGUN_12 15 #define Q2MZ2_TANK_MACHINEGUN_13 16 #define Q2MZ2_TANK_MACHINEGUN_14 17 #define Q2MZ2_TANK_MACHINEGUN_15 18 #define Q2MZ2_TANK_MACHINEGUN_16 19 #define Q2MZ2_TANK_MACHINEGUN_17 20 #define Q2MZ2_TANK_MACHINEGUN_18 21 #define Q2MZ2_TANK_MACHINEGUN_19 22 #define Q2MZ2_TANK_ROCKET_1 23 #define Q2MZ2_TANK_ROCKET_2 24 #define Q2MZ2_TANK_ROCKET_3 25 #define Q2MZ2_INFANTRY_MACHINEGUN_1 26 #define Q2MZ2_INFANTRY_MACHINEGUN_2 27 #define Q2MZ2_INFANTRY_MACHINEGUN_3 28 #define Q2MZ2_INFANTRY_MACHINEGUN_4 29 #define Q2MZ2_INFANTRY_MACHINEGUN_5 30 #define Q2MZ2_INFANTRY_MACHINEGUN_6 31 #define Q2MZ2_INFANTRY_MACHINEGUN_7 32 #define Q2MZ2_INFANTRY_MACHINEGUN_8 33 #define Q2MZ2_INFANTRY_MACHINEGUN_9 34 #define Q2MZ2_INFANTRY_MACHINEGUN_10 35 #define Q2MZ2_INFANTRY_MACHINEGUN_11 36 #define Q2MZ2_INFANTRY_MACHINEGUN_12 37 #define Q2MZ2_INFANTRY_MACHINEGUN_13 38 #define Q2MZ2_SOLDIER_BLASTER_1 39 #define Q2MZ2_SOLDIER_BLASTER_2 40 #define Q2MZ2_SOLDIER_SHOTGUN_1 41 #define Q2MZ2_SOLDIER_SHOTGUN_2 42 #define Q2MZ2_SOLDIER_MACHINEGUN_1 43 #define Q2MZ2_SOLDIER_MACHINEGUN_2 44 #define Q2MZ2_GUNNER_MACHINEGUN_1 45 #define Q2MZ2_GUNNER_MACHINEGUN_2 46 #define Q2MZ2_GUNNER_MACHINEGUN_3 47 #define Q2MZ2_GUNNER_MACHINEGUN_4 48 #define Q2MZ2_GUNNER_MACHINEGUN_5 49 #define Q2MZ2_GUNNER_MACHINEGUN_6 50 #define Q2MZ2_GUNNER_MACHINEGUN_7 51 #define Q2MZ2_GUNNER_MACHINEGUN_8 52 #define Q2MZ2_GUNNER_GRENADE_1 53 #define Q2MZ2_GUNNER_GRENADE_2 54 #define Q2MZ2_GUNNER_GRENADE_3 55 #define Q2MZ2_GUNNER_GRENADE_4 56 #define Q2MZ2_CHICK_ROCKET_1 57 #define Q2MZ2_FLYER_BLASTER_1 58 #define Q2MZ2_FLYER_BLASTER_2 59 #define Q2MZ2_MEDIC_BLASTER_1 60 #define Q2MZ2_GLADIATOR_RAILGUN_1 61 #define Q2MZ2_HOVER_BLASTER_1 62 #define Q2MZ2_ACTOR_MACHINEGUN_1 63 #define Q2MZ2_SUPERTANK_MACHINEGUN_1 64 #define Q2MZ2_SUPERTANK_MACHINEGUN_2 65 #define Q2MZ2_SUPERTANK_MACHINEGUN_3 66 #define Q2MZ2_SUPERTANK_MACHINEGUN_4 67 #define Q2MZ2_SUPERTANK_MACHINEGUN_5 68 #define Q2MZ2_SUPERTANK_MACHINEGUN_6 69 #define Q2MZ2_SUPERTANK_ROCKET_1 70 #define Q2MZ2_SUPERTANK_ROCKET_2 71 #define Q2MZ2_SUPERTANK_ROCKET_3 72 #define Q2MZ2_BOSS2_MACHINEGUN_L1 73 #define Q2MZ2_BOSS2_MACHINEGUN_L2 74 #define Q2MZ2_BOSS2_MACHINEGUN_L3 75 #define Q2MZ2_BOSS2_MACHINEGUN_L4 76 #define Q2MZ2_BOSS2_MACHINEGUN_L5 77 #define Q2MZ2_BOSS2_ROCKET_1 78 #define Q2MZ2_BOSS2_ROCKET_2 79 #define Q2MZ2_BOSS2_ROCKET_3 80 #define Q2MZ2_BOSS2_ROCKET_4 81 #define Q2MZ2_FLOAT_BLASTER_1 82 #define Q2MZ2_SOLDIER_BLASTER_3 83 #define Q2MZ2_SOLDIER_SHOTGUN_3 84 #define Q2MZ2_SOLDIER_MACHINEGUN_3 85 #define Q2MZ2_SOLDIER_BLASTER_4 86 #define Q2MZ2_SOLDIER_SHOTGUN_4 87 #define Q2MZ2_SOLDIER_MACHINEGUN_4 88 #define Q2MZ2_SOLDIER_BLASTER_5 89 #define Q2MZ2_SOLDIER_SHOTGUN_5 90 #define Q2MZ2_SOLDIER_MACHINEGUN_5 91 #define Q2MZ2_SOLDIER_BLASTER_6 92 #define Q2MZ2_SOLDIER_SHOTGUN_6 93 #define Q2MZ2_SOLDIER_MACHINEGUN_6 94 #define Q2MZ2_SOLDIER_BLASTER_7 95 #define Q2MZ2_SOLDIER_SHOTGUN_7 96 #define Q2MZ2_SOLDIER_MACHINEGUN_7 97 #define Q2MZ2_SOLDIER_BLASTER_8 98 #define Q2MZ2_SOLDIER_SHOTGUN_8 99 #define Q2MZ2_SOLDIER_MACHINEGUN_8 100 // --- Xian shit below --- #define Q2MZ2_MAKRON_BFG 101 #define Q2MZ2_MAKRON_BLASTER_1 102 #define Q2MZ2_MAKRON_BLASTER_2 103 #define Q2MZ2_MAKRON_BLASTER_3 104 #define Q2MZ2_MAKRON_BLASTER_4 105 #define Q2MZ2_MAKRON_BLASTER_5 106 #define Q2MZ2_MAKRON_BLASTER_6 107 #define Q2MZ2_MAKRON_BLASTER_7 108 #define Q2MZ2_MAKRON_BLASTER_8 109 #define Q2MZ2_MAKRON_BLASTER_9 110 #define Q2MZ2_MAKRON_BLASTER_10 111 #define Q2MZ2_MAKRON_BLASTER_11 112 #define Q2MZ2_MAKRON_BLASTER_12 113 #define Q2MZ2_MAKRON_BLASTER_13 114 #define Q2MZ2_MAKRON_BLASTER_14 115 #define Q2MZ2_MAKRON_BLASTER_15 116 #define Q2MZ2_MAKRON_BLASTER_16 117 #define Q2MZ2_MAKRON_BLASTER_17 118 #define Q2MZ2_MAKRON_RAILGUN_1 119 #define Q2MZ2_JORG_MACHINEGUN_L1 120 #define Q2MZ2_JORG_MACHINEGUN_L2 121 #define Q2MZ2_JORG_MACHINEGUN_L3 122 #define Q2MZ2_JORG_MACHINEGUN_L4 123 #define Q2MZ2_JORG_MACHINEGUN_L5 124 #define Q2MZ2_JORG_MACHINEGUN_L6 125 #define Q2MZ2_JORG_MACHINEGUN_R1 126 #define Q2MZ2_JORG_MACHINEGUN_R2 127 #define Q2MZ2_JORG_MACHINEGUN_R3 128 #define Q2MZ2_JORG_MACHINEGUN_R4 129 #define Q2MZ2_JORG_MACHINEGUN_R5 130 #define Q2MZ2_JORG_MACHINEGUN_R6 131 #define Q2MZ2_JORG_BFG_1 132 #define Q2MZ2_BOSS2_MACHINEGUN_R1 133 #define Q2MZ2_BOSS2_MACHINEGUN_R2 134 #define Q2MZ2_BOSS2_MACHINEGUN_R3 135 #define Q2MZ2_BOSS2_MACHINEGUN_R4 136 #define Q2MZ2_BOSS2_MACHINEGUN_R5 137 //ROGUE #define Q2MZ2_CARRIER_MACHINEGUN_L1 138 #define Q2MZ2_CARRIER_MACHINEGUN_R1 139 #define Q2MZ2_CARRIER_GRENADE 140 #define Q2MZ2_TURRET_MACHINEGUN 141 #define Q2MZ2_TURRET_ROCKET 142 #define Q2MZ2_TURRET_BLASTER 143 #define Q2MZ2_STALKER_BLASTER 144 #define Q2MZ2_DAEDALUS_BLASTER 145 #define Q2MZ2_MEDIC_BLASTER_2 146 #define Q2MZ2_CARRIER_RAILGUN 147 #define Q2MZ2_WIDOW_DISRUPTOR 148 #define Q2MZ2_WIDOW_BLASTER 149 #define Q2MZ2_WIDOW_RAIL 150 #define Q2MZ2_WIDOW_PLASMABEAM 151 // PMM - not used #define Q2MZ2_CARRIER_MACHINEGUN_L2 152 #define Q2MZ2_CARRIER_MACHINEGUN_R2 153 #define Q2MZ2_WIDOW_RAIL_LEFT 154 #define Q2MZ2_WIDOW_RAIL_RIGHT 155 #define Q2MZ2_WIDOW_BLASTER_SWEEP1 156 #define Q2MZ2_WIDOW_BLASTER_SWEEP2 157 #define Q2MZ2_WIDOW_BLASTER_SWEEP3 158 #define Q2MZ2_WIDOW_BLASTER_SWEEP4 159 #define Q2MZ2_WIDOW_BLASTER_SWEEP5 160 #define Q2MZ2_WIDOW_BLASTER_SWEEP6 161 #define Q2MZ2_WIDOW_BLASTER_SWEEP7 162 #define Q2MZ2_WIDOW_BLASTER_SWEEP8 163 #define Q2MZ2_WIDOW_BLASTER_SWEEP9 164 #define Q2MZ2_WIDOW_BLASTER_100 165 #define Q2MZ2_WIDOW_BLASTER_90 166 #define Q2MZ2_WIDOW_BLASTER_80 167 #define Q2MZ2_WIDOW_BLASTER_70 168 #define Q2MZ2_WIDOW_BLASTER_60 169 #define Q2MZ2_WIDOW_BLASTER_50 170 #define Q2MZ2_WIDOW_BLASTER_40 171 #define Q2MZ2_WIDOW_BLASTER_30 172 #define Q2MZ2_WIDOW_BLASTER_20 173 #define Q2MZ2_WIDOW_BLASTER_10 174 #define Q2MZ2_WIDOW_BLASTER_0 175 #define Q2MZ2_WIDOW_BLASTER_10L 176 #define Q2MZ2_WIDOW_BLASTER_20L 177 #define Q2MZ2_WIDOW_BLASTER_30L 178 #define Q2MZ2_WIDOW_BLASTER_40L 179 #define Q2MZ2_WIDOW_BLASTER_50L 180 #define Q2MZ2_WIDOW_BLASTER_60L 181 #define Q2MZ2_WIDOW_BLASTER_70L 182 #define Q2MZ2_WIDOW_RUN_1 183 #define Q2MZ2_WIDOW_RUN_2 184 #define Q2MZ2_WIDOW_RUN_3 185 #define Q2MZ2_WIDOW_RUN_4 186 #define Q2MZ2_WIDOW_RUN_5 187 #define Q2MZ2_WIDOW_RUN_6 188 #define Q2MZ2_WIDOW_RUN_7 189 #define Q2MZ2_WIDOW_RUN_8 190 #define Q2MZ2_CARRIER_ROCKET_1 191 #define Q2MZ2_CARRIER_ROCKET_2 192 #define Q2MZ2_CARRIER_ROCKET_3 193 #define Q2MZ2_CARRIER_ROCKET_4 194 #define Q2MZ2_WIDOW2_BEAMER_1 195 #define Q2MZ2_WIDOW2_BEAMER_2 196 #define Q2MZ2_WIDOW2_BEAMER_3 197 #define Q2MZ2_WIDOW2_BEAMER_4 198 #define Q2MZ2_WIDOW2_BEAMER_5 199 #define Q2MZ2_WIDOW2_BEAM_SWEEP_1 200 #define Q2MZ2_WIDOW2_BEAM_SWEEP_2 201 #define Q2MZ2_WIDOW2_BEAM_SWEEP_3 202 #define Q2MZ2_WIDOW2_BEAM_SWEEP_4 203 #define Q2MZ2_WIDOW2_BEAM_SWEEP_5 204 #define Q2MZ2_WIDOW2_BEAM_SWEEP_6 205 #define Q2MZ2_WIDOW2_BEAM_SWEEP_7 206 #define Q2MZ2_WIDOW2_BEAM_SWEEP_8 207 #define Q2MZ2_WIDOW2_BEAM_SWEEP_9 208 #define Q2MZ2_WIDOW2_BEAM_SWEEP_10 209 #define Q2MZ2_WIDOW2_BEAM_SWEEP_11 210 #define MAX_MAP_AREA_BYTES 32 // edict->drawflags (hexen2 stuff) #define MLS_MASKIN 7 // Model Light Style #define MLS_MASKOUT 248 #define MLS_NONE 0 #define MLS_FULLBRIGHT 1 #define MLS_POWERMODE 2 #define MLS_TORCH 3 #define MLS_TOTALDARK 4 #define MLS_ABSLIGHT 7 #define SCALE_TYPE_MASKIN 24 #define SCALE_TYPE_MASKOUT 231 #define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z #define SCALE_TYPE_XYONLY 8 // Scale X and Y #define SCALE_TYPE_ZONLY 16 // Scale Z #define SCALE_ORIGIN_MASKIN 96 #define SCALE_ORIGIN_MASKOUT 159 #define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center #define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom #define SCALE_ORIGIN_TOP 64 // Scaling origin at object top #define DRF_TRANSLUCENT 128