quakeforge/include/qw/protocol.h
Bill Currie 66ef8e16c1 Fix the ghost entities in demo playback.
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00

350 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
*/
// 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
#define DEFAULT_VIEWHEIGHT 22
// 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)
#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 {
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