quakeforge-old/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

177 lines
4.8 KiB
C

/*
protocol.h
communications protocol (quake1)
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 __protocol_h
#define __protocol_h
#include <common_protocol.h>
#if !(defined(QUAKEWORLD) || defined(UQUAKE))
#error This is NOT safe to include for common items.
#endif
#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 always 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
#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
#ifdef QUAKEWORLD
#define svc_serverinfo 52 // serverinfo
#endif
#ifdef QUAKE2
#define TE_IMPLOSION 14
#define TE_RAILTRAIL 15
#endif
#endif