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21416b0b94
add #include "net.h" uquake/Makefile.in: put cl_ents.c back it. might as well make a commitment :) merge qw_common/protocol.h and uquake/protocol.h into common/protocol.h
330 lines
9.5 KiB
C
330 lines
9.5 KiB
C
/*
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protocol.h - communications protocol (quake1)
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Copyright (C) 1996-1997 Id Software, Inc.
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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 __protocol_h
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#define __protocol_h
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#ifdef UQUAKE
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#define PROTOCOL_VERSION 15
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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_NOLERP (1<<5) // don't interpolate movement
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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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#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_AIMENT (1<<8) AVAILABLE BIT
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#define SU_ITEMS (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_ARMOR (1<<13)
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#define SU_WEAPON (1<<14)
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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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// defaults for clientinfo messages
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#define DEFAULT_VIEWHEIGHT 22
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#endif // UQUAKE
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#ifdef QUAKEWORLD
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#define PROTOCOL_VERSION 28
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#define QW_CHECK_HASH 0x5157
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//=========================================
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#define PORT_CLIENT 27001
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#define PORT_MASTER 27000
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#define PORT_SERVER 27500
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//=========================================
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// out of band message id bytes
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// M = master, S = server, C = client, A = any
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// the second character will allways be \n if the message isn't a single
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// byte long (?? not true anymore?)
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#define S2C_CHALLENGE 'c'
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#define S2C_CONNECTION 'j'
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#define A2A_PING 'k' // respond with an A2A_ACK
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#define A2A_ACK 'l' // general acknowledgement without info
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#define A2A_NACK 'm' // [+ comment] general failure
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#define A2A_ECHO 'e' // for echoing
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#define A2C_PRINT 'n' // print a message on client
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#define S2M_HEARTBEAT 'a' // + serverinfo + userlist + fraglist
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#define A2C_CLIENT_COMMAND 'B' // + command line
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#define S2M_SHUTDOWN 'C'
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//==============================================
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// the first 16 bits of a packetentities update holds 9 bits
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// of entity number and 7 bits of flags
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#define U_ORIGIN1 (1<<9)
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#define U_ORIGIN2 (1<<10)
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#define U_ORIGIN3 (1<<11)
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#define U_ANGLE2 (1<<12)
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#define U_FRAME (1<<13)
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#define U_REMOVE (1<<14) // REMOVE this entity, don't add it
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#define U_MOREBITS (1<<15)
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// if MOREBITS is set, these additional flags are read in next
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#define U_ANGLE1 (1<<0)
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#define U_ANGLE3 (1<<1)
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#define U_MODEL (1<<2)
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#define U_COLORMAP (1<<3)
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#define U_SKIN (1<<4)
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#define U_EFFECTS (1<<5)
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#define U_SOLID (1<<6) // the entity should be solid for prediction
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//==============================================
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// a sound with no channel is a local only sound
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// the sound field has bits 0-2: channel, 3-12: entity
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#define SND_VOLUME (1<<15) // a byte
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#define SND_ATTENUATION (1<<14) // a byte
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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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// svc_print messages have an id, so messages can be filtered
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#define PRINT_LOW 0
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#define PRINT_MEDIUM 1
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#define PRINT_HIGH 2
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#define PRINT_CHAT 3 // also go to chat buffer
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#endif // QUAKEWORLD
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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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#ifdef UQUAKE
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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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#else
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#define svc_serverdata 11 // [long] protocol ...
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#endif
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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_updatefrags 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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// 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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// QUAKEWORLD
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#define svc_smallkick 34 // set client punchangle to 2
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#define svc_bigkick 35 // set client punchangle to 4
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#define svc_updateping 36 // [byte] [short]
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#define svc_updateentertime 37 // [byte] [float]
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#define svc_updatestatlong 38 // [byte] [long]
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#define svc_muzzleflash 39 // [short] entity
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#define svc_updateuserinfo 40 // [byte] slot [long] uid
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// [string] userinfo
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#define svc_download 41 // [short] size [size bytes]
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#define svc_playerinfo 42 // variable
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#define svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
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#define svc_chokecount 44 // [byte] packets choked
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#define svc_modellist 45 // [strings]
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#define svc_soundlist 46 // [strings]
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#define svc_packetentities 47 // [...]
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#define svc_deltapacketentities 48 // [...]
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#define svc_maxspeed 49 // maxspeed change, for prediction
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#define svc_entgravity 50 // gravity change, for prediction
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#define svc_setinfo 51 // setinfo on a client
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#ifdef QUAKEWORLD
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#define svc_serverinfo 52 // serverinfo
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#endif
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#define svc_updatepl 53 // [byte] [byte]
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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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#define clc_delta 5 // [byte] sequence number, requests delta compression of message
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#define clc_tmove 6 // teleport request, spectator only
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#define clc_upload 7 // teleport request, spectator only
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//==============================================
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// playerinfo flags from server
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// playerinfo allways sends: playernum, flags, origin[] and framenumber
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#define PF_MSEC (1<<0)
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#define PF_COMMAND (1<<1)
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#define PF_VELOCITY1 (1<<2)
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#define PF_VELOCITY2 (1<<3)
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#define PF_VELOCITY3 (1<<4)
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#define PF_MODEL (1<<5)
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#define PF_SKINNUM (1<<6)
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#define PF_EFFECTS (1<<7)
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#define PF_WEAPONFRAME (1<<8) // only sent for view player
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#define PF_DEAD (1<<9) // don't block movement any more
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#define PF_GIB (1<<10) // offset the view height differently
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#define PF_NOGRAV (1<<11) // don't apply gravity for prediction
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//==============================================
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// if the high bit of the client to server byte is set, the low bits are
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// client move cmd bits
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// ms and angle2 are allways sent, the others are optional
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#define CM_ANGLE1 (1<<0)
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#define CM_ANGLE3 (1<<1)
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#define CM_FORWARD (1<<2)
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#define CM_SIDE (1<<3)
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#define CM_UP (1<<4)
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#define CM_BUTTONS (1<<5)
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#define CM_IMPULSE (1<<6)
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#define CM_ANGLE2 (1<<7)
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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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#ifdef QUAKE2
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#define TE_IMPLOSION 14
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#define TE_RAILTRAIL 15
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#endif
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// QUAKEWORLD
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#define TE_BLOOD 12
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#define TE_LIGHTNINGBLOOD 13
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/*
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==========================================================
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ELEMENTS COMMUNICATED ACROSS THE NET
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==========================================================
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*/
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#define MAX_CLIENTS 32
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#define UPDATE_BACKUP 64 // copies of entity_state_t to keep buffered
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// must be power of two
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#define UPDATE_MASK (UPDATE_BACKUP-1)
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#endif
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