shithub: qk1

ref: 3a83bca01f54db3fdbde78658787664968b04aab
dir: /qw/protocol.h/

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// protocol.h -- communications protocols

#define	PROTOCOL_VERSION	28

#define QW_CHECK_HASH 0x5157

//=========================================

#define	PORT_SERVER	27500

//=========================================

// out of band message id bytes

// M = master, S = server, C = client, A = any
// the second character will allways 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'


//==================
// 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_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	// [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_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] [byte]
//define	svc_particle		18	// [vec3] <variable>
#define	svc_damage			19
	
#define	svc_spawnstatic		20
//	svc_spawnbinary		21
#define	svc_spawnbaseline	22
	
#define	svc_temp_entity		23	// variable
#define	svc_setpause		24	// [byte] on / off
//	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		// [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]


//==============================================

//
// 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


//==============================================

// playerinfo flags from server
// playerinfo allways 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)		// only sent for 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

//==============================================

// if the high bit of the client to server byte is set, the low bits are
// client move cmd bits
// ms and angle2 are allways 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

//==============================================

// 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
enum{
	PRINT_LOW	= 0,	/* pickup messages */
	PRINT_MEDIUM	= 1,	/* death messages */
	PRINT_HIGH	= 2,	/* critical messages */
	PRINT_CHAT	= 3	/* char messages, 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


/*
==========================================================

  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)

// entity_state_t is the information conveyed from the server
// in an update message
typedef struct
{
	int		number;			// edict index

	int		flags;			// nolerp, etc
	vec3_t	origin;
	vec3_t	angles;
	int		modelindex;
	int		frame;
	int		colormap;
	int		skinnum;
	int		effects;
} entity_state_t;


#define	MAX_PACKET_ENTITIES	64	// doesn't count nails
typedef struct
{
	int		num_entities;
	entity_state_t	entities[MAX_PACKET_ENTITIES];
} packet_entities_t;

typedef struct usercmd_s
{
	byte	msec;
	vec3_t	angles;
	short	forwardmove, sidemove, upmove;
	byte	buttons;
	byte	impulse;
} usercmd_t;