gzdoom-gles/src/d_protocol.h
Christoph Oelckers da83d9e2bd - converted player serializer and everything it needs.
This means that everything belonging to the level snapshot will be generated in the JSON output.
2016-09-21 01:18:29 +02:00

248 lines
8 KiB
C

/*
** d_protocol.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __D_PROTOCOL_H__
#define __D_PROTOCOL_H__
#include "doomtype.h"
// The IFF routines here all work with big-endian IDs, even if the host
// system is little-endian.
#define BIGE_ID(a,b,c,d) ((d)|((c)<<8)|((b)<<16)|((a)<<24))
#define FORM_ID BIGE_ID('F','O','R','M')
#define ZDEM_ID BIGE_ID('Z','D','E','M')
#define ZDHD_ID BIGE_ID('Z','D','H','D')
#define VARS_ID BIGE_ID('V','A','R','S')
#define UINF_ID BIGE_ID('U','I','N','F')
#define COMP_ID BIGE_ID('C','O','M','P')
#define BODY_ID BIGE_ID('B','O','D','Y')
#define NETD_ID BIGE_ID('N','E','T','D')
#define WEAP_ID BIGE_ID('W','E','A','P')
struct zdemoheader_s {
BYTE demovermajor;
BYTE demoverminor;
BYTE minvermajor;
BYTE minverminor;
BYTE map[8];
unsigned int rngseed;
BYTE consoleplayer;
};
struct usercmd_t
{
DWORD buttons;
short pitch; // up/down
short yaw; // left/right
short roll; // "tilt"
short forwardmove;
short sidemove;
short upmove;
};
// When transmitted, the above message is preceded by a byte
// indicating which fields are actually present in the message.
enum
{
UCMDF_BUTTONS = 0x01,
UCMDF_PITCH = 0x02,
UCMDF_YAW = 0x04,
UCMDF_FORWARDMOVE = 0x08,
UCMDF_SIDEMOVE = 0x10,
UCMDF_UPMOVE = 0x20,
UCMDF_ROLL = 0x40,
};
// When changing the following enum, be sure to update Net_SkipCommand()
// and Net_DoCommand() in d_net.cpp.
enum EDemoCommand
{
DEM_BAD, // 0 Bad command
DEM_USERCMD, // 1 Player movement
DEM_EMPTYUSERCMD, // 2 Equivalent to [DEM_USERCMD, 0]
DEM_UNDONE2, // 3
DEM_MUSICCHANGE, // 4 Followed by name of new music
DEM_PRINT, // 5 Print string to console
DEM_CENTERPRINT, // 6 Print string to middle of screen
DEM_STOP, // 7 End of demo
DEM_UINFCHANGED, // 8 User info changed
DEM_SINFCHANGED, // 9 Server/Host info changed
DEM_GENERICCHEAT, // 10 Next byte is cheat to apply (see next enum)
DEM_GIVECHEAT, // 11 String: item to give, Word: quantity
DEM_SAY, // 12 Byte: who to talk to, String: message to display
DEM_DROPPLAYER, // 13 Not implemented, takes a byte
DEM_CHANGEMAP, // 14 Name of map to change to
DEM_SUICIDE, // 15 Player wants to die
DEM_ADDBOT, // 16 Byte: botshift, String: userinfo for bot, 4 Bytes: skill (aiming, perfection, reaction, isp)
DEM_KILLBOTS, // 17 Remove all bots from the world
DEM_INVUSEALL, // 18 Use every item (panic!)
DEM_INVUSE, // 19 4 bytes: ID of item to use
DEM_PAUSE, // 20 Pause game
DEM_SAVEGAME, // 21 String: Filename, String: Description
DEM_UNDONE3, // 22
DEM_UNDONE4, // 23
DEM_UNDONE5, // 24
DEM_UNDONE6, // 25
DEM_SUMMON, // 26 String: Thing to fabricate
DEM_FOV, // 27 Byte: New FOV for all players
DEM_MYFOV, // 28 Byte: New FOV for this player
DEM_CHANGEMAP2, // 29 Byte: Position in new map, String: name of new map
DEM_UNDONE7, // 30
DEM_UNDONE8, // 31
DEM_RUNSCRIPT, // 32 Word: Script#, Byte: # of args; each arg is a 4-byte int
DEM_SINFCHANGEDXOR, // 33 Like DEM_SINFCHANGED, but data is a byte indicating how to set a bit
DEM_INVDROP, // 34 4 bytes: ID of item to drop
DEM_WARPCHEAT, // 35 4 bytes: 2 for x, 2 for y
DEM_CENTERVIEW, // 36
DEM_SUMMONFRIEND, // 37 String: Thing to fabricate
DEM_SPRAY, // 38 String: The decal to spray
DEM_CROUCH, // 39
DEM_RUNSCRIPT2, // 40 Same as DEM_RUNSCRIPT, but always executes
DEM_CHECKAUTOSAVE, // 41 Check if the user has autosaves enabled. Ignored for demoplayback.
DEM_DOAUTOSAVE, // 42 An autosave should be made
DEM_MORPHEX, // 43 String: The class to morph to.
DEM_SUMMONFOE, // 44 String: Thing to fabricate
DEM_UNDONE9, // 45
DEM_UNDONE10, // 46
DEM_TAKECHEAT, // 47 String: item to take, Word: quantity
DEM_ADDCONTROLLER, // 48 Player to add to the controller list.
DEM_DELCONTROLLER, // 49 Player to remove from the controller list.
DEM_KILLCLASSCHEAT, // 50 String: Class to kill.
DEM_UNDONE11, // 51
DEM_SUMMON2, // 52 String: Thing to fabricate, WORD: angle offset
DEM_SUMMONFRIEND2, // 53
DEM_SUMMONFOE2, // 54
DEM_ADDSLOTDEFAULT, // 55
DEM_ADDSLOT, // 56
DEM_SETSLOT, // 57
DEM_SUMMONMBF, // 58
DEM_CONVREPLY, // 59 Word: Dialogue node, Byte: Reply number
DEM_CONVCLOSE, // 60
DEM_CONVNULL, // 61
DEM_RUNSPECIAL, // 62 Word: Special number, Byte: Arg count, Ints: Args
DEM_SETPITCHLIMIT, // 63 Byte: Up limit, Byte: Down limit (in degrees)
DEM_ADVANCEINTER, // 64 Advance intermission screen state
DEM_RUNNAMEDSCRIPT, // 65 String: Script name, Byte: Arg count + Always flag; each arg is a 4-byte int
DEM_REVERTCAMERA, // 66
DEM_SETSLOTPNUM, // 67 Byte: player number, the rest is the same as DEM_SETSLOT
DEM_REMOVE, // 68
DEM_FINISHGAME, // 69
};
// The following are implemented by cht_DoCheat in m_cheat.cpp
enum ECheatCommand
{
CHT_GOD,
CHT_NOCLIP,
CHT_NOTARGET,
CHT_CHAINSAW,
CHT_IDKFA,
CHT_IDFA,
CHT_BEHOLDV,
CHT_BEHOLDS,
CHT_BEHOLDI,
CHT_BEHOLDR,
CHT_BEHOLDA,
CHT_BEHOLDL,
CHT_PUMPUPI,
CHT_PUMPUPM,
CHT_PUMPUPT,
CHT_PUMPUPH,
CHT_PUMPUPP,
CHT_PUMPUPS,
CHT_IDDQD, // Same as CHT_GOD, but sets health
CHT_MASSACRE,
CHT_CHASECAM,
CHT_FLY,
CHT_MORPH,
CHT_POWER,
CHT_HEALTH,
CHT_KEYS,
CHT_TAKEWEAPS,
CHT_NOWUDIE,
CHT_ALLARTI,
CHT_PUZZLE,
CHT_MDK, // Kill actor player is aiming at
CHT_ANUBIS,
CHT_NOVELOCITY,
CHT_DONNYTRUMP,
CHT_LEGO,
CHT_RESSURECT, // [GRB]
CHT_CLEARFROZENPROPS,
CHT_FREEZE,
CHT_GIMMIEA,
CHT_GIMMIEB,
CHT_GIMMIEC,
CHT_GIMMIED,
CHT_GIMMIEE,
CHT_GIMMIEF,
CHT_GIMMIEG,
CHT_GIMMIEH,
CHT_GIMMIEI,
CHT_GIMMIEJ,
CHT_GIMMIEZ,
CHT_BUDDHA,
CHT_NOCLIP2,
CHT_BUDDHA2,
CHT_GOD2
};
void StartChunk (int id, BYTE **stream);
void FinishChunk (BYTE **stream);
void SkipChunk (BYTE **stream);
int UnpackUserCmd (usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream);
int PackUserCmd (const usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream);
int WriteUserCmdMessage (usercmd_t *ucmd, const usercmd_t *basis, BYTE **stream);
struct ticcmd_t;
int SkipTicCmd (BYTE **stream, int count);
void ReadTicCmd (BYTE **stream, int player, int tic);
void RunNetSpecs (int player, int buf);
int ReadByte (BYTE **stream);
int ReadWord (BYTE **stream);
int ReadLong (BYTE **stream);
float ReadFloat (BYTE **stream);
char *ReadString (BYTE **stream);
const char *ReadStringConst(BYTE **stream);
void WriteByte (BYTE val, BYTE **stream);
void WriteWord (short val, BYTE **stream);
void WriteLong (int val, BYTE **stream);
void WriteFloat (float val, BYTE **stream);
void WriteString (const char *string, BYTE **stream);
#endif //__D_PROTOCOL_H__