/* protocol.h - communications protocol (quake1) 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. */ #ifndef __protocol_h #define __protocol_h #ifdef UQUAKE #define PROTOCOL_VERSION 15 // 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) #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 #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_LOOPING (1<<2) // a long // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 22 #endif // UQUAKE #ifdef QUAKEWORLD #define PROTOCOL_VERSION 28 #define QW_CHECK_HASH 0x5157 //========================================= #define PORT_CLIENT 27001 #define PORT_MASTER 27000 #define PORT_SERVER 27500 //========================================= // 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 // byte 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' //============================================== // 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 //============================================== // 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 byte #define SND_ATTENUATION (1<<14) // a byte #define DEFAULT_SOUND_PACKET_VOLUME 255 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 // 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 #endif // QUAKEWORLD // 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 #ifdef UQUAKE #define svc_serverinfo 11 // [long] version // [string] signon string // [string]..[0]model cache // [string]...[0]sounds cache #else #define svc_serverdata 11 // [long] protocol ... #endif #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 // QUAKEWORLD #define svc_smallkick 34 // set client punchangle to 2 #define svc_bigkick 35 // set client punchangle to 4 #define svc_updateping 36 // [byte] [short] #define svc_updateentertime 37 // [byte] [float] #define svc_updatestatlong 38 // [byte] [long] #define svc_muzzleflash 39 // [short] entity #define svc_updateuserinfo 40 // [byte] slot [long] uid // [string] userinfo #define svc_download 41 // [short] size [size bytes] #define svc_playerinfo 42 // variable #define svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8 #define svc_chokecount 44 // [byte] 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 #ifdef QUAKEWORLD #define svc_serverinfo 52 // serverinfo #endif #define svc_updatepl 53 // [byte] [byte] // // 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 #define clc_delta 5 // [byte] 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 #define PF_NOGRAV (1<<11) // don't apply gravity for prediction //============================================== // if the high bit of the client to server byte 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) // // 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 #ifdef QUAKE2 #define TE_IMPLOSION 14 #define TE_RAILTRAIL 15 #endif // QUAKEWORLD #define TE_BLOOD 12 #define TE_LIGHTNINGBLOOD 13 /* ========================================================== 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) #endif