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https://git.code.sf.net/p/quake/quakeforge
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4d66fc175a
Processing skins every frame would slow things down unnecessarily, so call the skin functions only when something changes.
370 lines
11 KiB
C
370 lines
11 KiB
C
/*
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protocol.h
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(description)
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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// protocol.h -- communications protocols
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#ifndef __qw_protocol_h
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#define __qw_protocol_h
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#include "QF/mathlib.h"
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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 always 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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#define M2C_MASTER_REPLY 'd' // + \n + qw server port list
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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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// server to client ===========================================================
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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] [byte]
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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_print 8 // [byte] id [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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#define svc_serverdata 11 // [long] protocol ...
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#define svc_lightstyle 12 // [byte] [string]
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#define svc_updatefrags 14 // [byte] [short]
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#define svc_stopsound 16 // <see code>
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#define svc_damage 19
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#define svc_spawnstatic 20
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#define svc_spawnbaseline 22
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#define svc_temp_entity 23 // variable
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#define svc_setpause 24 // [byte] on / off
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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 // [vec3_t] origin [vec3_t] angle
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#define svc_finale 31 // [string] text
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#define svc_cdtrack 32 // [byte] track
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#define svc_sellscreen 33
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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 [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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#define svc_serverinfo 52 // serverinfo
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#define svc_updatepl 53 // [byte] [byte]
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#define svc_nails2 54 // FIXME: from qwex. for interpolation, stores edict num
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#define DL_NOFILE -1
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#define DL_RENAME -2
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#define DL_HTTP -3
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// client to server ===========================================================
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#define clc_bad 0
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#define clc_nop 1
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//define clc_doublemove 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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// qtv ========================================================================
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#define qtv_bad 0
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#define qtv_nop 1
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#define qtv_stringcmd 2 // [string] message
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#define qtv_delta 3 // [byte] sequence number, requests delta
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// compression of message
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#define qtv_packet 4 // [short] len/type encoding followed by len
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// bytes of packet data
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#define qtv_disconnect 5
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#define qtv_p_signon 0x0000
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#define qtv_p_print 0x1000
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#define qtv_p_reliable 0x2000 // data would have been sent reliably
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#define qtv_p_unreliable 0x3000 // data would have been sent unreliably
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// demo recording
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#define dem_cmd 0
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#define dem_read 1
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#define dem_set 2
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#define dem_multiple 3
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#define dem_single 4
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#define dem_stats 5
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#define dem_all 6
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#define DF_ORIGIN 1
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#define DF_ANGLES (1<<3)
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#define DF_EFFECTS (1<<6)
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#define DF_SKINNUM (1<<7)
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#define DF_DEAD (1<<8)
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#define DF_GIB (1<<9)
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#define DF_WEAPONFRAME (1<<10)
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#define DF_MODEL (1<<11)
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// ==============================================
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// playerinfo flags from server
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// playerinfo always 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) // sent for only 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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#define PF_QF (1<<12) // QF QSG extension bits for players
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#define PF_ALPHA (1<<0)
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#define PF_SCALE (1<<1)
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#define PF_EFFECTS2 (1<<2)
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#define PF_GLOWSIZE (1<<3)
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#define PF_GLOWCOLOR (1<<4)
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#define PF_COLORMOD (1<<5)
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#define PF_FRAME2 (1<<6)
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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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// msec is always 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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// 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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// QSG Protocol Extensions (Version 2) ========================================
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// Network definitions for the engine
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#define U_EXTEND1 (1<<7)
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// LordHavoc: would be U_DELTA here (as in DarkPlaces), but in QW everything is delta compressed...
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#define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 = 0-255 (Unsent if 1)
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#define U_SCALE (1<<18) // 1 byte, scale / 16 positive, (Unsent if 1)
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#define U_EFFECTS2 (1<<19) // 1 byte, .effects & 0xFF00
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#define U_GLOWSIZE (1<<20) // 1 byte, float/8.0, signed. Unsent if 1
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#define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default, 254.
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#define U_COLORMOD (1<<22) // 1 byte, rrrgggbb. Model tinting
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#define U_EXTEND2 (1<<23) // Another byte to follow
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#define U_GLOWTRAIL (1<<24) // Leave U_GLOW* trail
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#define U_VIEWMODEL (1<<25) // Attach model to view (relative). Owner only
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#define U_FRAME2 (1<<26) // 1 byte .frame & 0xFF00 (second byte)
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#define U_UNUSED27 (1<<27) // future expansion
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#define U_UNUSED28 (1<<28) // future expansion
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#define U_UNUSED29 (1<<29) // future expansion
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#define U_UNUSED30 (1<<30) // future expansion
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#define U_EXTEND3 (1<<31) // another byte to follow, future expansion
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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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// temp entity events =========================================================
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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_BLOOD 12
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#define TE_LIGHTNINGBLOOD 13
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#define TE_EXPLOSION2 16
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#define TE_BEAM 17 // PGM 01/21/97
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// ELEMENTS COMMUNICATED ACROSS THE NET =======================================
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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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// entity_state_t is the information conveyed from the server
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// in an update message
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typedef struct {
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int number; // edict index
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unsigned int flags; // nolerp, etc
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vec3_t origin;
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vec3_t angles;
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unsigned short modelindex;
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unsigned short frame;
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int effects;
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byte colormap;
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byte skinnum;
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struct skin_s *skin;
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// QSG 2
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byte alpha;
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byte scale;
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byte glow_size;
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byte glow_color;
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byte colormod;
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} entity_state_t;
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#define MAX_PACKET_ENTITIES 64 // doesn't count nails
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#define MAX_DEMO_PACKET_ENTITIES 196 // doesn't count nails
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typedef struct {
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int num_entities;
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entity_state_t *entities;
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} packet_entities_t;
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typedef struct usercmd_s {
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byte msec;
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byte padding[3]; // make sure non-aligning compilers get it right
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vec3_t angles;
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short forwardmove, sidemove, upmove;
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byte buttons;
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byte impulse;
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} usercmd_t;
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typedef struct plent_state_s {
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int number;
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unsigned int flags;
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vec3_t origin;
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usercmd_t cmd;
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vec3_t velocity;
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int modelindex;
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int frame;
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int skinnum;
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int effects;
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int weaponframe;
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byte msec;
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// QSG 2
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byte alpha;
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byte scale;
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byte glow_size;
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byte glow_color;
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byte colormod;
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} plent_state_t;
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typedef struct {
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int num_players;
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plent_state_t *players;
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} packet_players_t;
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#endif//__qw_protocol_h
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