hexen2/H2MP/code/PROTOCOL.H

361 lines
10 KiB
C

// 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 // <see code>
#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 // <shortbits + data>
#define svc_stopsound 16 // <see code>
#define svc_updatecolors 17 // [byte] [byte]
#define svc_particle 18 // [vec3] <variable>
#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] <variable>
#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
*/