/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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. */ #ifndef _QUAKE_PROTOCOL_H #define _QUAKE_PROTOCOL_H // protocol.h -- communications protocols #define PROTOCOL_NETQUAKE 15 //johnfitz -- standard quake protocol #define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitzquake 0.85 #define PROTOCOL_RMQ 999 // PROTOCOL_RMQ protocol flags #define PRFL_SHORTANGLE (1 << 1) #define PRFL_FLOATANGLE (1 << 2) #define PRFL_24BITCOORD (1 << 3) #define PRFL_FLOATCOORD (1 << 4) #define PRFL_EDICTSCALE (1 << 5) #define PRFL_ALPHASANITY (1 << 6) // cleanup insanity with alpha #define PRFL_INT32COORD (1 << 7) #define PRFL_MOREFLAGS (1 << 31) // not supported // 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_STEP (1<<5) //johnfitz -- was U_NOLERP, renamed since it's only used for MOVETYPE_STEP #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) //johnfitz -- PROTOCOL_FITZQUAKE -- new bits #define U_EXTEND1 (1<<15) #define U_ALPHA (1<<16) // 1 byte, uses ENTALPHA_ENCODE, not sent if equal to baseline #define U_FRAME2 (1<<17) // 1 byte, this is .frame & 0xFF00 (second byte) #define U_MODEL2 (1<<18) // 1 byte, this is .modelindex & 0xFF00 (second byte) #define U_LERPFINISH (1<<19) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 0.1, this is ent->v.nextthink - sv.time, used for lerping #define U_SCALE (1<<20) // 1 byte, for PROTOCOL_RMQ PRFL_EDICTSCALE, currently read but ignored #define U_UNUSED21 (1<<21) #define U_UNUSED22 (1<<22) #define U_EXTEND2 (1<<23) // another byte to follow, future expansion //johnfitz //johnfitz -- PROTOCOL_NEHAHRA transparency #define U_TRANS (1<<15) //johnfitz // NZP START #define U_LIGHTLEVEL (1<<24) // NZP END #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_WEAPONSKIN (1<<8) #define SU_PERKS (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_GRENADES (1<<13) #define SU_WEAPON (1<<14) //johnfitz -- PROTOCOL_FITZQUAKE -- new bits #define SU_EXTEND1 (1<<15) // another byte to follow #define SU_WEAPON2 (1<<16) // 1 byte, this is .weaponmodel & 0xFF00 (second byte) #define SU_ARMOR2 (1<<17) // 1 byte, this is .armorvalue & 0xFF00 (second byte) #define SU_AMMO2 (1<<18) // 1 byte, this is .currentammo & 0xFF00 (second byte) #define SU_SHELLS2 (1<<19) // 1 byte, this is .ammo_shells & 0xFF00 (second byte) #define SU_NAILS2 (1<<20) // 1 byte, this is .ammo_nails & 0xFF00 (second byte) #define SU_ROCKETS2 (1<<21) // 1 byte, this is .ammo_rockets & 0xFF00 (second byte) #define SU_CELLS2 (1<<22) // 1 byte, this is .ammo_cells & 0xFF00 (second byte) #define SU_EXTEND2 (1<<23) // another byte to follow #define SU_WEAPONFRAME2 (1<<24) // 1 byte, this is .weaponframe & 0xFF00 (second byte) #define SU_WEAPONALPHA (1<<25) // 1 byte, this is alpha for weaponmodel, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT #define SU_UNUSED26 (1<<26) #define SU_UNUSED27 (1<<27) #define SU_UNUSED28 (1<<28) #define SU_UNUSED29 (1<<29) #define SU_UNUSED30 (1<<30) #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion //johnfitz // 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_LOOPING (1<<2) // a long #define DEFAULT_SOUND_PACKET_VOLUME 255 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 //johnfitz -- PROTOCOL_FITZQUAKE -- new bits #define SND_LARGEENTITY (1<<3) // a short + byte (instead of just a short) #define SND_LARGESOUND (1<<4) // a short soundindex (instead of a byte) //johnfitz //johnfitz -- PROTOCOL_FITZQUAKE -- flags for entity baseline messages #define B_LARGEMODEL (1<<0) // modelindex is short instead of byte #define B_LARGEFRAME (1<<1) // frame is short instead of byte #define B_ALPHA (1<<2) // 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT //johnfitz // NZP START #define B_LIGHTLEVEL (1<<3) // NZP END //johnfitz -- PROTOCOL_FITZQUAKE -- alpha encoding #define ENTALPHA_DEFAULT 0 //entity's alpha is "default" (i.e. water obeys r_wateralpha) -- must be zero so zeroed out memory works #define ENTALPHA_ZERO 1 //entity is invisible (lowest possible alpha) #define ENTALPHA_ONE 255 //entity is fully opaque (highest possible alpha) #define ENTALPHA_ENCODE(a) (((a)==0)?ENTALPHA_DEFAULT:Q_rint(CLAMP(1,(a)*254.0f+1,255))) //server convert to byte to send to client #define ENTALPHA_DECODE(a) (((a)==ENTALPHA_DEFAULT)?1.0f:((float)(a)-1)/(254)) //client convert to float for rendering #define ENTALPHA_TOSAVE(a) (((a)==ENTALPHA_DEFAULT)?0.0f:(((a)==ENTALPHA_ZERO)?-1.0f:((float)(a)-1)/(254))) //server convert to float for savegame //johnfitz // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 32 // 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_updatepoints 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 //#define 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 //johnfitz -- PROTOCOL_FITZQUAKE -- new server messages #define svc_weaponfire 35 #define svc_hitmark 36 #define svc_skybox 37 // [string] name #define svc_useprint 38 #define svc_bf 40 #define svc_fog 41 // [byte] density [byte] red [byte] green [byte] blue [float] time #define svc_spawnbaseline2 42 // support for large modelindex, large framenum, alpha, using flags #define svc_spawnstatic2 43 // support for large modelindex, large framenum, alpha, using flags #define svc_spawnstaticsound2 44 // [coord3] [short] samp [byte] vol [byte] aten //johnfitz #define svc_limbupdate 51 #define svc_updatekills 53 // [string] to put in center of the screen // // 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 // PGM 01/21/97 #define TE_BEAM 13 // PGM 01/21/97 typedef struct { vec3_t origin; vec3_t angles; unsigned short modelindex; //johnfitz -- was int unsigned short frame; //johnfitz -- was int unsigned char colormap; //johnfitz -- was int unsigned char skin; //johnfitz -- was int unsigned char alpha; //johnfitz -- added unsigned char light_lev; int effects; } entity_state_t; typedef struct { vec3_t viewangles; // intended velocities float forwardmove; float sidemove; float upmove; } usercmd_t; #endif /* _QUAKE_PROTOCOL_H */