quakeforge/include/qw/protocol.h
Bill Currie 4d66fc175a Avoid processing skins every frame.
Processing skins every frame would slow things down unnecessarily, so call
the skin functions only when something changes.
2012-01-24 10:28:07 +09:00

370 lines
11 KiB
C

/*
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
$Id$
*/
// protocol.h -- communications protocols
#ifndef __qw_protocol_h
#define __qw_protocol_h
#include "QF/mathlib.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 // <see code>
#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 // <see code>
#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
// 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)
// entity_state_t is the information conveyed from the server
// in an update message
typedef struct {
int number; // edict index
unsigned int flags; // nolerp, etc
vec3_t origin;
vec3_t angles;
unsigned short modelindex;
unsigned short frame;
int effects;
byte colormap;
byte skinnum;
struct skin_s *skin;
// QSG 2
byte alpha;
byte scale;
byte glow_size;
byte glow_color;
byte colormod;
} 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;
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 {
int number;
unsigned int flags;
vec3_t origin;
usercmd_t cmd;
vec3_t velocity;
int modelindex;
int frame;
int skinnum;
int effects;
int weaponframe;
byte msec;
// QSG 2
byte alpha;
byte scale;
byte glow_size;
byte glow_color;
byte colormod;
} plent_state_t;
typedef struct {
int num_players;
plent_state_t *players;
} packet_players_t;
#endif//__qw_protocol_h