mirror of
https://github.com/nzp-team/quakespasm.git
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286 lines
10 KiB
C
286 lines
10 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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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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#ifndef _QUAKE_PROTOCOL_H
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#define _QUAKE_PROTOCOL_H
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// protocol.h -- communications protocols
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#define PROTOCOL_NETQUAKE 15 //johnfitz -- standard quake protocol
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#define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitzquake 0.85
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#define PROTOCOL_RMQ 999
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// PROTOCOL_RMQ protocol flags
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#define PRFL_SHORTANGLE (1 << 1)
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#define PRFL_FLOATANGLE (1 << 2)
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#define PRFL_24BITCOORD (1 << 3)
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#define PRFL_FLOATCOORD (1 << 4)
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#define PRFL_EDICTSCALE (1 << 5)
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#define PRFL_ALPHASANITY (1 << 6) // cleanup insanity with alpha
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#define PRFL_INT32COORD (1 << 7)
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#define PRFL_MOREFLAGS (1 << 31) // not supported
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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_STEP (1<<5) //johnfitz -- was U_NOLERP, renamed since it's only used for MOVETYPE_STEP
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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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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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#define U_EXTEND1 (1<<15)
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#define U_ALPHA (1<<16) // 1 byte, uses ENTALPHA_ENCODE, not sent if equal to baseline
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#define U_FRAME2 (1<<17) // 1 byte, this is .frame & 0xFF00 (second byte)
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#define U_MODEL2 (1<<18) // 1 byte, this is .modelindex & 0xFF00 (second byte)
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#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
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#define U_SCALE (1<<20) // 1 byte, for PROTOCOL_RMQ PRFL_EDICTSCALE, currently read but ignored
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#define U_UNUSED21 (1<<21)
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#define U_UNUSED22 (1<<22)
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#define U_EXTEND2 (1<<23) // another byte to follow, future expansion
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//johnfitz
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//johnfitz -- PROTOCOL_NEHAHRA transparency
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#define U_TRANS (1<<15)
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//johnfitz
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// NZP START
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#define U_LIGHTLEVEL (1<<24)
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// NZP END
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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_WEAPONSKIN (1<<8)
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#define SU_PERKS (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_GRENADES (1<<13)
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#define SU_WEAPON (1<<14)
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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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#define SU_EXTEND1 (1<<15) // another byte to follow
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#define SU_WEAPON2 (1<<16) // 1 byte, this is .weaponmodel & 0xFF00 (second byte)
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#define SU_AMMO2 (1<<18) // 1 byte, this is .currentammo & 0xFF00 (second byte)
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#define SU_SHELLS2 (1<<19) // 1 byte, this is .ammo_shells & 0xFF00 (second byte)
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#define SU_NAILS2 (1<<20) // 1 byte, this is .ammo_nails & 0xFF00 (second byte)
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#define SU_ROCKETS2 (1<<21) // 1 byte, this is .ammo_rockets & 0xFF00 (second byte)
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#define SU_CELLS2 (1<<22) // 1 byte, this is .ammo_cells & 0xFF00 (second byte)
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#define SU_EXTEND2 (1<<23) // another byte to follow
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#define SU_WEAPONFRAME2 (1<<24) // 1 byte, this is .weaponframe & 0xFF00 (second byte)
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#define SU_WEAPONALPHA (1<<25) // 1 byte, this is alpha for weaponmodel, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
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#define SU_MAXSPEED (1<<26)
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#define SU_FACINGENEMY (1<<27)
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#define SU_TOUCHNAME (1<<28)
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#define SU_UNUSED30 (1<<29)
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#define SU_EXTEND3 (1<<30) // another byte to follow, future expansion
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//johnfitz
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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_LOOPING (1<<2) // a long
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#define DEFAULT_SOUND_PACKET_VOLUME 255
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#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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#define SND_LARGEENTITY (1<<3) // a short + byte (instead of just a short)
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#define SND_LARGESOUND (1<<4) // a short soundindex (instead of a byte)
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//johnfitz
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//johnfitz -- PROTOCOL_FITZQUAKE -- flags for entity baseline messages
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#define B_LARGEMODEL (1<<0) // modelindex is short instead of byte
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#define B_LARGEFRAME (1<<1) // frame is short instead of byte
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#define B_ALPHA (1<<2) // 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
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//johnfitz
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// NZP START
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#define B_LIGHTLEVEL (1<<3)
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// NZP END
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//johnfitz -- PROTOCOL_FITZQUAKE -- alpha encoding
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#define ENTALPHA_DEFAULT 0 //entity's alpha is "default" (i.e. water obeys r_wateralpha) -- must be zero so zeroed out memory works
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#define ENTALPHA_ZERO 1 //entity is invisible (lowest possible alpha)
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#define ENTALPHA_ONE 255 //entity is fully opaque (highest possible alpha)
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#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
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#define ENTALPHA_DECODE(a) (((a)==ENTALPHA_DEFAULT)?1.0f:((float)(a)-1)/(254)) //client convert to float for rendering
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#define ENTALPHA_TOSAVE(a) (((a)==ENTALPHA_DEFAULT)?0.0f:(((a)==ENTALPHA_ZERO)?-1.0f:((float)(a)-1)/(254))) //server convert to float for savegame
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//johnfitz
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#define ENTSCALE_DEFAULT 16 // Equivalent to float 1.0f due to byte packing.
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#define ENTSCALE_ENCODE(a) ((a) ? ((a) * ENTSCALE_DEFAULT) : ENTSCALE_DEFAULT) // Convert to byte
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#define ENTSCALE_DECODE(a) ((float)(a) / ENTSCALE_DEFAULT) // Convert to float for rendering
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// defaults for clientinfo messages
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#define DEFAULT_VIEWHEIGHT 32
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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_updatepoints 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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//#define 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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//johnfitz -- PROTOCOL_FITZQUAKE -- new server messages
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#define svc_weaponfire 35
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#define svc_hitmark 36
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#define svc_skybox 37 // [string] name
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#define svc_useprint 38
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#define svc_bf 40
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#define svc_fog 41 // [byte] density [byte] red [byte] green [byte] blue [float] time
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#define svc_spawnbaseline2 42 // support for large modelindex, large framenum, alpha, using flags
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#define svc_spawnstatic2 43 // support for large modelindex, large framenum, alpha, using flags
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#define svc_spawnstaticsound2 44 // [coord3] [short] samp [byte] vol [byte] aten
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//johnfitz
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#define svc_songegg 45 // 45
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#define svc_maxammo 46 // 46
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#define svc_pulse 47 // 47
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#define svc_bettyprompt 48 // 48
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#define svc_playername 49 // 49
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#define svc_doubletap 50 // 50
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#define svc_limbupdate 51
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#define svc_achievement 52 // [string] name [byte] decal_size [coords] pos
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#define svc_updatekills 53 // [string] to put in center of the screen
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#define svc_screenflash 54 // [byte] color [byte] duration [byte] type
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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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// PGM 01/21/97
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#define TE_BEAM 13
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// PGM 01/21/97
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#define TE_RAYSPLASHGREEN 14
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#define TE_RAYSPLASHRED 15
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typedef struct
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{
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vec3_t origin;
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vec3_t angles;
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unsigned short modelindex; //johnfitz -- was int
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unsigned short frame; //johnfitz -- was int
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unsigned char colormap; //johnfitz -- was int
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unsigned char skin; //johnfitz -- was int
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unsigned char alpha; //johnfitz -- added
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unsigned char light_lev;
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int effects;
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} entity_state_t;
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typedef struct
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{
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vec3_t viewangles;
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// intended velocities
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float forwardmove;
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float sidemove;
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float upmove;
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} usercmd_t;
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#endif /* _QUAKE_PROTOCOL_H */
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