quakeforge-old/common/common_protocol.h
Maddes Buecher 06224a998f + UQuake says now "UQuake" and not "QuakeWorld" in title bar of windowed Windows game
+ Demoplayback check in UQuake's M_Main_Key() of MENU.C now similar to QW
+ typos
  "allways" instead of "always"
  "allready" instead of "already"
2000-08-12 01:01:30 +00:00

210 lines
6 KiB
C

/*
common_protocol.h
communications protocol (common elements)
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifndef __common_protocol_h
#define __common_protocol_h
/*
#if !(defined(QUAKEWORLD) || defined(UQUAKE))
#error This is NOT safe to include for common items.
#endif
*/
// 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 // <see code>
#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_lightstyle 12 // [byte] [string]
#define svc_updatename 13 // [byte] [string]
#define svc_updatefrags 14 // [byte] [short]
#define svc_clientdata 15 // <shortbits + data>
#define svc_stopsound 16 // <see code>
#define svc_updatecolors 17 // [byte] [byte]
#define svc_particle 18 // [vec3] <variable>
#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
#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 always 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 always 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
// 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