quakeforge/include/QF/net_protocol.h
Adam Olsen 7f10b0f237 - split net_clc.h into net_clc.h and net_clc_qw.h
- move clc_t into net_clc.h from net_protocol.h
- split packet processing stuff from net.h into net_packet.h
- add a is_server arg to Log_{Incoming,Outgoing}_Packet, so libs/net is
  oblivious to if we're running a server or not (except with the arg,
  obviously)
- remove the long obsolete (even in original quake) svc_spawnbinary
  stuff
- make nq use QF/net_svc.h
- make nq link to libQFnet too
- make qw's cl_parse.c use net_svc_qw_any_t instead of net_svc_any_t
2001-11-18 11:39:12 +00:00

257 lines
7.4 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 PROTOCOL_H
#define 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
//==================
//==============================================
// 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)
//==============================================
// 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
#define U_GROUP_ORIG (U_ORIGIN1 | U_ORIGIN2 | U_ORIGIN3 | \
U_ANGLE2 | U_FRAME | U_REMOVE | U_MOREBITS)
#define U_GROUP_MOREBITS (U_ANGLE1 | U_ANGLE3 | U_MODEL | \
U_COLORMAP | U_SKIN | U_EFFECTS | \
U_SOLID | U_EXTEND1)
#define U_GROUP_EXTEND1 (U_ALPHA | U_SCALE | U_EFFECTS2 | \
U_GLOWSIZE | U_GLOWCOLOR | U_COLORMOD | \
U_EXTEND2)
#define U_GROUP_EXTEND2 (U_GLOWTRAIL | U_VIEWMODEL | U_FRAME2)
// I skip the UNUSED and EXTEND3 bits because although they exist in
// QSG2, they're not usable
#define U_VERSION_ID ((U_GROUP_ORIG | U_GROUP_MOREBITS) & ~U_EXTEND1)
#define U_VERSION_QSG2 (U_VERSION_ID | U_EXTEND1 | U_GROUP_EXTEND1 | \
U_GROUP_EFFECTS2)
//==============================================
// 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
// svc_qwprint 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
// PGM 01/21/97
#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
int flags; // nolerp, etc
vec3_t origin;
vec3_t angles;
int modelindex;
int frame;
int colormap;
int skinnum;
int effects;
// LordHavoc: Endy neglected to mark this as a QSG version 2 thingy...
byte alpha;
byte scale;
byte glow_size;
byte glow_color;
byte colormod;
} entity_state_t;
#define MAX_PACKET_ENTITIES 64 // doesn't count nails
typedef struct
{
int num_entities;
entity_state_t entities[MAX_PACKET_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;
#endif // PROTOCOL_H