/* protocol.h (description) 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ // protocol.h -- communications protocols #ifndef __qw_protocol_h #define __qw_protocol_h #include "QF/mathlib.h" #include "gamedefs.h" #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' #define M2C_MASTER_REPLY 'd' // + \n + qw server port list //================== // 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] [byte] #define svc_setview 5 // [short] entity number #define svc_sound 6 // #define svc_print 8 // [byte] id [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_serverdata 11 // [long] protocol ... #define svc_lightstyle 12 // [byte] [string] #define svc_updatefrags 14 // [byte] [short] #define svc_stopsound 16 // #define svc_damage 19 #define svc_spawnstatic 20 #define svc_spawnbaseline 22 #define svc_temp_entity 23 // variable #define svc_setpause 24 // [byte] on / off #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 // [vec3_t] origin [vec3_t] angle #define svc_finale 31 // [string] text #define svc_cdtrack 32 // [byte] track #define svc_sellscreen 33 #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_serverinfo 52 // serverinfo #define svc_updatepl 53 // [byte] [byte] #define svc_nails2 54 // FIXME: from qwex. for interpolation, stores edict num #define DL_NOFILE -1 #define DL_RENAME -2 #define DL_HTTP -3 // client to server =========================================================== #define clc_bad 0 #define clc_nop 1 //define clc_doublemove 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 // qtv ======================================================================== #define qtv_bad 0 #define qtv_nop 1 #define qtv_stringcmd 2 // [string] message #define qtv_delta 3 // [byte] sequence number, requests delta // compression of message #define qtv_packet 4 // [short] len/type encoding followed by len // bytes of packet data #define qtv_disconnect 5 #define qtv_p_signon 0x0000 #define qtv_p_print 0x1000 #define qtv_p_reliable 0x2000 // data would have been sent reliably #define qtv_p_unreliable 0x3000 // data would have been sent unreliably // demo recording #define dem_cmd 0 #define dem_read 1 #define dem_set 2 #define dem_multiple 3 #define dem_single 4 #define dem_stats 5 #define dem_all 6 #define DF_ORIGIN 1 #define DF_ANGLES (1<<3) #define DF_EFFECTS (1<<6) #define DF_SKINNUM (1<<7) #define DF_DEAD (1<<8) #define DF_GIB (1<<9) #define DF_WEAPONFRAME (1<<10) #define DF_MODEL (1<<11) // ============================================== // 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) // sent for only 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 #define PF_QF (1<<12) // QF QSG extension bits for players #define PF_ALPHA (1<<0) #define PF_SCALE (1<<1) #define PF_EFFECTS2 (1<<2) #define PF_GLOWSIZE (1<<3) #define PF_GLOWCOLOR (1<<4) #define PF_COLORMOD (1<<5) #define PF_FRAME2 (1<<6) // ============================================== // if the high bit of the client to server byte is set, the low bits are // client move cmd bits // msec is 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) // ============================================== // 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 // QSG Protocol Extensions (Version 2) ======================================== // Network definitions for the engine #define U_EXTEND1 (1<<7) // LordHavoc: would be U_DELTA here (as in DarkPlaces), but in QW everything is delta compressed... #define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 = 0-255 (Unsent if 1) #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, (Unsent if 1) #define U_EFFECTS2 (1<<19) // 1 byte, .effects & 0xFF00 #define U_GLOWSIZE (1<<20) // 1 byte, float/8.0, signed. Unsent if 1 #define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default, 254. #define U_COLORMOD (1<<22) // 1 byte, rrrgggbb. Model tinting #define U_EXTEND2 (1<<23) // Another byte to follow #define U_GLOWTRAIL (1<<24) // Leave U_GLOW* trail #define U_VIEWMODEL (1<<25) // Attach model to view (relative). Owner only #define U_FRAME2 (1<<26) // 1 byte .frame & 0xFF00 (second byte) #define U_UNUSED27 (1<<27) // future expansion #define U_UNUSED28 (1<<28) // future expansion #define U_UNUSED29 (1<<29) // future expansion #define U_UNUSED30 (1<<30) // future expansion #define U_EXTEND3 (1<<31) // another byte to follow, future expansion // ============================================================================ // 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 // 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_BLOOD 12 #define TE_LIGHTNINGBLOOD 13 #define TE_EXPLOSION2 16 #define TE_BEAM 17 // PGM 01/21/97 #define DEFAULT_VIEWHEIGHT 22 // ELEMENTS COMMUNICATED ACROSS THE NET ======================================= #define MAX_CLIENTS MAX_PLAYERS #define UPDATE_BACKUP 64 // copies of entity_state_t to keep buffered // must be power of two #define UPDATE_MASK (UPDATE_BACKUP-1) #include "client/entities.h" // for entity_state_t #define MAX_PACKET_ENTITIES 64 // doesn't count nails #define MAX_DEMO_PACKET_ENTITIES 196 // doesn't count nails typedef struct { int num_entities; int ent_nums[MAX_DEMO_PACKET_ENTITIES]; entity_state_t *entities; } packet_entities_t; typedef struct usercmd_s { byte msec; byte padding[3]; // make sure non-aligning compilers get it right vec3_t angles; short forwardmove, sidemove, upmove; byte buttons; byte impulse; } usercmd_t; typedef struct plent_state_s { entity_state_t es; usercmd_t cmd; byte msec; } plent_state_t; typedef struct { int num_players; plent_state_t *players; } packet_players_t; #endif//__qw_protocol_h