// protocol.h -- communications protocols /* * $Header: /H2 Mission Pack/PROTOCOL.H 12 3/16/98 5:33p Jweier $ */ #define PROTOCOL_VERSION 19 #if RJNET // if the high bit of the servercmd is set, the low bits are fast update flags: #define U_MOREBITS (1<<0) #define U_ORIGIN1 (1<<1) #define U_ORIGIN2 (1<<2) #define U_ORIGIN3 (1<<3) #define U_ANGLE2 (1<<4) #define U_NOLERP (1<<5) // don't interpolate movement #define U_FRAME (1<<6) #define U_SIGNAL (1<<7) // just differentiates from other updates // svc_update can pass all of the fast update bits, plus more #define U_ANGLE1 (1<<8) #define U_ANGLE3 (1<<9) #define U_MODEL (1<<10) #define U_CLEAR_ENT (1<<11) #define U_ENT_OFF (1<<13) #define U_LONGENTITY (1<<14) #define U_MOREBITS2 (1<<15) #define U_SKIN (1<<16) #define U_EFFECTS (1<<17) #define U_SCALE (1<<18) #define U_COLORMAP (1<<19) #define BE_ON (1<<0) #else #define U_MOREBITS (1<<0) #define U_ORIGIN1 (1<<1) #define U_ORIGIN2 (1<<2) #define U_ORIGIN3 (1<<3) #define U_ANGLE2 (1<<4) #define U_NOLERP (1<<5) // don't interpolate movement #define U_FRAME (1<<6) #define U_SIGNAL (1<<7) // just differentiates from other updates // svc_update can pass all of the fast update bits, plus more #define U_ANGLE1 (1<<8) #define U_ANGLE3 (1<<9) #define U_MODEL (1<<10) #define U_COLORMAP (1<<11) #define U_SKIN (1<<12) #define U_EFFECTS (1<<13) #define U_LONGENTITY (1<<14) #define U_SCALE (1<<15) #endif #define SU_VIEWHEIGHT (1<<0) #define SU_IDEALPITCH (1<<1) #define SU_PUNCH1 (1<<2) #define SU_PUNCH2 (1<<3) #define SU_PUNCH3 (1<<4) #define SU_VELOCITY1 (1<<5) #define SU_VELOCITY2 (1<<6) #define SU_VELOCITY3 (1<<7) //define SU_AIMENT (1<<8) AVAILABLE BIT #define SU_IDEALROLL (1<<8) // I'll take that available bit #define SU_SC1 (1<<9) #define SU_ONGROUND (1<<10) // no data follows, the bit is it #define SU_INWATER (1<<11) // no data follows, the bit is it #define SU_WEAPONFRAME (1<<12) #define SU_ARMOR (1<<13) #define SU_WEAPON (1<<14) #define SU_SC2 (1<<15) // a sound with no channel is a local only sound #define SND_VOLUME (1<<0) // a byte #define SND_ATTENUATION (1<<1) // a byte #define SND_OVERFLOW (1<<2) // add 255 to snd num //gonna use the rest of the bits to pack the ent+channel // Bits to help send server info about the client's edict variables #define SC1_HEALTH (1<<0) // changes stat bar #define SC1_LEVEL (1<<1) // changes stat bar #define SC1_INTELLIGENCE (1<<2) // changes stat bar #define SC1_WISDOM (1<<3) // changes stat bar #define SC1_STRENGTH (1<<4) // changes stat bar #define SC1_DEXTERITY (1<<5) // changes stat bar #define SC1_WEAPON (1<<6) // changes stat bar #define SC1_BLUEMANA (1<<7) // changes stat bar #define SC1_GREENMANA (1<<8) // changes stat bar #define SC1_EXPERIENCE (1<<9) // changes stat bar #define SC1_CNT_TORCH (1<<10) // changes stat bar #define SC1_CNT_H_BOOST (1<<11) // changes stat bar #define SC1_CNT_SH_BOOST (1<<12) // changes stat bar #define SC1_CNT_MANA_BOOST (1<<13) // changes stat bar #define SC1_CNT_TELEPORT (1<<14) // changes stat bar #define SC1_CNT_TOME (1<<15) // changes stat bar #define SC1_CNT_SUMMON (1<<16) // changes stat bar #define SC1_CNT_INVISIBILITY (1<<17) // changes stat bar #define SC1_CNT_GLYPH (1<<18) // changes stat bar #define SC1_CNT_HASTE (1<<19) // changes stat bar #define SC1_CNT_BLAST (1<<20) // changes stat bar #define SC1_CNT_POLYMORPH (1<<21) // changes stat bar #define SC1_CNT_FLIGHT (1<<22) // changes stat bar #define SC1_CNT_CUBEOFFORCE (1<<23) // changes stat bar #define SC1_CNT_INVINCIBILITY (1<<24) // changes stat bar #define SC1_ARTIFACT_ACTIVE (1<<25) #define SC1_ARTIFACT_LOW (1<<26) #define SC1_MOVETYPE (1<<27) #define SC1_CAMERAMODE (1<<28) #define SC1_HASTED (1<<29) #define SC1_INVENTORY (1<<30) #define SC1_RINGS_ACTIVE (1<<31) #define SC2_RINGS_LOW (1<<0) #define SC2_AMULET (1<<1) #define SC2_BRACER (1<<2) #define SC2_BREASTPLATE (1<<3) #define SC2_HELMET (1<<4) #define SC2_FLIGHT_T (1<<5) #define SC2_WATER_T (1<<6) #define SC2_TURNING_T (1<<7) #define SC2_REGEN_T (1<<8) #define SC2_HASTE_T (1<<9) #define SC2_TOME_T (1<<10) #define SC2_PUZZLE1 (1<<11) #define SC2_PUZZLE2 (1<<12) #define SC2_PUZZLE3 (1<<13) #define SC2_PUZZLE4 (1<<14) #define SC2_PUZZLE5 (1<<15) #define SC2_PUZZLE6 (1<<16) #define SC2_PUZZLE7 (1<<17) #define SC2_PUZZLE8 (1<<18) #define SC2_MAXHEALTH (1<<19) #define SC2_MAXMANA (1<<20) #define SC2_FLAGS (1<<21) #define SC2_OBJ (1<<22) #define SC2_OBJ2 (1<<23) // This is to mask out those items that need to generate a stat bar change #define SC1_STAT_BAR 0x01ffffff #define SC2_STAT_BAR 0x0 // This is to mask out those items in the inventory (for inventory changes) #define SC1_INV 0x01fffc00 #define SC2_INV 0x00000000 // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 22 #define DEFAULT_ITEMS 16385 // game types sent by serverinfo // these determine which intermission screen plays #define GAME_COOP 0 #define GAME_DEATHMATCH 1 //================== // 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] [long] #define svc_version 4 // [long] server version #define svc_setview 5 // [short] entity number #define svc_sound 6 // #define svc_time 7 // [float] server time #define svc_print 8 // [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_serverinfo 11 // [long] version // [string] signon string // [string]..[0]model cache // [string]...[0]sounds cache #define svc_lightstyle 12 // [byte] [string] #define svc_updatename 13 // [byte] [string] #define svc_updatefrags 14 // [byte] [short] #define svc_clientdata 15 // #define svc_stopsound 16 // #define svc_updatecolors 17 // [byte] [byte] #define svc_particle 18 // [vec3] #define svc_damage 19 #define svc_spawnstatic 20 #define svc_raineffect 21 #define svc_spawnbaseline 22 #define svc_temp_entity 23 #define svc_setpause 24 // [byte] on / off #define svc_signonnum 25 // [byte] used for the signon sequence #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 // [string] music #define svc_finale 31 // [string] music [string] text #define svc_cdtrack 32 // [byte] track [byte] looptrack #define svc_sellscreen 33 #define svc_particle2 34 // [vec3] #define svc_cutscene 35 #define svc_midi_name 36 // [string] name #define svc_updateclass 37 // [byte] [byte] #define svc_particle3 38 #define svc_particle4 39 #define svc_set_view_flags 40 #define svc_clear_view_flags 41 #define svc_start_effect 42 #define svc_end_effect 43 #define svc_plaque 44 #define svc_particle_explosion 45 #define svc_set_view_tint 46 #define svc_reference 47 #define svc_clear_edicts 48 #define svc_update_inv 49 #define svc_setangle_interpolate 50 #define svc_update_kingofhill 51 #define svc_toggle_statbar 52 #define svc_sound_update_pos 53 //[short] ent+channel [coord3] pos // // client to server // #define clc_bad 0 #define clc_nop 1 #define clc_disconnect 2 #define clc_move 3 // [usercmd_t] #define clc_stringcmd 4 // [string] message #define clc_inv_select 5 #define clc_frame 6 // // temp entity events // /* * $Log: /H2 Mission Pack/PROTOCOL.H $ * * 12 3/16/98 5:33p Jweier * * 11 3/16/98 12:01a Jweier * * 10 3/13/98 2:41a Jmonroe * added updatesoundPos and stopsound builtins * * 9 3/09/98 2:17p Jweier * * 8 3/06/98 4:55p Mgummelt * * 7 3/05/98 7:02p Jmonroe * * 6 3/03/98 12:45p Jmonroe * increased protocol version, we are not compatible anymore because of * the new startsound msg size * * 5 3/02/98 11:04p Jmonroe * changed start sound back to byte, added stopsound, put in a hack fix * for touchtriggers area getting removed * * 4 3/02/98 8:37p Jweier * added new msg type for interp angles * * 3 2/27/98 11:53p Jweier * * 2 1/18/98 8:06p Jmonroe * all of rick's patch code is in now * * 29 9/25/97 11:57p Rjohnson * Protocol version update * * 28 9/23/97 8:56p Rjohnson * Updates * * 27 9/04/97 4:44p Rjohnson * Updates * * 26 8/29/97 2:49p Rjohnson * Network updates * * 25 8/26/97 8:17a Rjohnson * Just a few changes * * 24 8/08/97 4:56p Rjohnson * Setting the tint of the view model * * 23 7/21/97 11:48a Rjohnson * Fixed for particleexplosion (network friendly) and spawn_temp * * 22 7/20/97 5:25p Rjohnson * Improved networking * * 21 7/19/97 2:31a Bgokey * * 20 7/15/97 1:58p Bgokey * * 19 7/11/97 5:21p Rjohnson * RJNET Updates * * 18 6/26/97 11:40a Bgokey * * 17 6/25/97 8:36p Rjohnson * Made the plaque network friendly * * 16 6/25/97 8:28a Rlove * Added ring of turning * * 15 6/13/97 11:56a Bgokey * * 14 5/19/97 2:54p Rjohnson * Added new client effects * * 13 5/18/97 4:45p Rjohnson * Added two net commands to set/clear weapon draw flags * * 12 5/10/97 1:09p Bgokey * * 11 4/22/97 3:50p Rjohnson * Added some more particle commands to cut back on the networking * * 10 4/20/97 5:05p Rjohnson * Networking Update * * 9 4/09/97 2:34p Rjohnson * Revised inventory * * 8 4/04/97 3:06p Rjohnson * Networking updates and corrections * * 7 3/31/97 7:24p Rjohnson * Added a playerclass field and made sure the server/clients handle it * properly * * 6 2/27/97 4:10p Rjohnson * Added a midi play network command/service * * 5 2/19/97 11:37a Rjohnson * Id Updates */