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/*
Copyright ( C ) 1996 - 2001 Id Software , Inc .
Copyright ( C ) 2002 - 2009 John Fitzgibbons and others
Copyright ( C ) 2010 - 2014 QuakeSpasm developers
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 the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
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# ifndef spingle__protocol_h
# define spingle__protocol_h
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# define PROTOCOL_NETQUAKE 15 //johnfitz -- standard protocol
# define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitz 0.85
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# define PROTOCOL_RMQ 999
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// PROTOCOL_RMQ protocol flags
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# define PRFL_SHORTANGLE (1 << 1)
# define PRFL_FLOATANGLE (1 << 2)
# define PRFL_24BITCOORD (1 << 3)
# define PRFL_FLOATCOORD (1 << 4)
# define PRFL_EDICTSCALE (1 << 5)
# define PRFL_ALPHASANITY (1 << 6) // cleanup insanity with alpha
# define PRFL_INT32COORD (1 << 7)
# define PRFL_MOREFLAGS (1 << 31) // not supported
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// if the high bit of the servercmd is set, the low bits are fast update flags:
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# 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_STEP (1<<5) //johnfitz -- was U_NOLERP, renamed since it's only used for MOVETYPE_STEP
# define U_FRAME (1<<6)
# define U_SIGNAL (1<<7) // just differentiates from other updates
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// svc_update can pass all of the fast update bits, plus more
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# 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)
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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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# define U_EXTEND1 (1<<15)
# define U_ALPHA (1<<16) // 1 byte, uses ENTALPHA_ENCODE, not sent if equal to baseline
# define U_FRAME2 (1<<17) // 1 byte, this is .frame & 0xFF00 (second byte)
# define U_MODEL2 (1<<18) // 1 byte, this is .modelindex & 0xFF00 (second byte)
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# define U_LERPFINISH (1<<19) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 0.1, this is ED_Float(ent, ED_nextthink) - sv.time, used for lerping
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# define U_SCALE (1<<20) // 1 byte, for PROTOCOL_RMQ PRFL_EDICTSCALE, currently read but ignored
# define U_UNUSED21 (1<<21)
# define U_UNUSED22 (1<<22)
# define U_EXTEND2 (1<<23) // another byte to follow, future expansion
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//johnfitz
//johnfitz -- PROTOCOL_NEHAHRA transparency
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# define U_TRANS (1<<15)
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//johnfitz
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# 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_UNUSED8 (1<<8) //AVAILABLE BIT
# define SU_ITEMS (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)
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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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# define SU_EXTEND1 (1<<15) // another byte to follow
# define SU_WEAPON2 (1<<16) // 1 byte, this is .weaponmodel & 0xFF00 (second byte)
# define SU_ARMOR2 (1<<17) // 1 byte, this is .armorvalue & 0xFF00 (second byte)
# define SU_AMMO2 (1<<18) // 1 byte, this is .currentammo & 0xFF00 (second byte)
# define SU_SHELLS2 (1<<19) // 1 byte, this is .ammo_shells & 0xFF00 (second byte)
# define SU_NAILS2 (1<<20) // 1 byte, this is .ammo_nails & 0xFF00 (second byte)
# define SU_ROCKETS2 (1<<21) // 1 byte, this is .ammo_rockets & 0xFF00 (second byte)
# define SU_CELLS2 (1<<22) // 1 byte, this is .ammo_cells & 0xFF00 (second byte)
# define SU_EXTEND2 (1<<23) // another byte to follow
# define SU_WEAPONFRAME2 (1<<24) // 1 byte, this is .weaponframe & 0xFF00 (second byte)
# define SU_WEAPONALPHA (1<<25) // 1 byte, this is alpha for weaponmodel, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
# define SU_UNUSED26 (1<<26)
# define SU_UNUSED27 (1<<27)
# define SU_UNUSED28 (1<<28)
# define SU_UNUSED29 (1<<29)
# define SU_UNUSED30 (1<<30)
# define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
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//johnfitz
// a sound with no channel is a local only sound
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# define SND_VOLUME (1<<0) // a byte
# define SND_ATTENUATION (1<<1) // a byte
# define SND_LOOPING (1<<2) // a long
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# define DEFAULT_SOUND_PACKET_VOLUME 255
# define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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# define SND_LARGEENTITY (1<<3) // a int16_t + byte (instead of just a int16_t)
# define SND_LARGESOUND (1<<4) // a int16_t soundindex (instead of a byte)
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//johnfitz
//johnfitz -- PROTOCOL_FITZQUAKE -- flags for entity baseline messages
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# define B_LARGEMODEL (1<<0) // modelindex is int16_t instead of byte
# define B_LARGEFRAME (1<<1) // frame is int16_t instead of byte
# define B_ALPHA (1<<2) // 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
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//johnfitz
//johnfitz -- PROTOCOL_FITZQUAKE -- alpha encoding
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# define ENTALPHA_DEFAULT 0 //entity's alpha is "default" (i.e. water obeys r_wateralpha) -- must be zero so zeroed out memory works
# define ENTALPHA_ZERO 1 //entity is invisible (lowest possible alpha)
# define ENTALPHA_ONE 255 //entity is fully opaque (highest possible alpha)
# define ENTALPHA_ENCODE(a) (((a)==0)?ENTALPHA_DEFAULT:Q_rint(CLAMP(1,(a)*254.0f+1,255))) //server convert to byte to send to client
# define ENTALPHA_DECODE(a) (((a)==ENTALPHA_DEFAULT)?1.0f:((float)(a)-1) / (254)) //client convert to float for rendering
# define ENTALPHA_TOSAVE(a) (((a)==ENTALPHA_DEFAULT)?0.0f:(((a)==ENTALPHA_ZERO)?-1.0f:((float)(a)-1) / (254))) //server convert to float for savegame
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//johnfitz
// defaults for clientinfo messages
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# define DEFAULT_VIEWHEIGHT 22
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// game types sent by serverinfo
// these determine which intermission screen plays
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# define GAME_COOP 0
# define GAME_DEATHMATCH 1
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//==================
// note that there are some defs.qc that mirror to these numbers
// also related to svc_strings[] in cl_parse
//==================
//
// server to client
//
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# 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 // [int16_t] 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] [int16_t]
# 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_spawnbinary 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_cutscene 34
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//johnfitz -- PROTOCOL_FITZQUAKE -- new server messages
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# define svc_skybox 37 // [string] name
# define svc_bf 40
# define svc_fog 41 // [byte] density [byte] red [byte] green [byte] blue [float] time
# define svc_spawnbaseline2 42 // support for large modelindex, large framenum, alpha, using flags
# define svc_spawnstatic2 43 // support for large modelindex, large framenum, alpha, using flags
# define svc_spawnstaticsound2 44 // [coord3] [int16_t] samp [byte] vol [byte] aten
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//johnfitz
//
// client to server
//
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# define clc_bad 0
# define clc_nop 1
# define clc_disconnect 2
# define clc_move 3 // [usercmd_t]
# define clc_stringcmd 4 // [string] message
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//
// temp entity events
//
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# 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_EXPLOSION2 12
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// PGM 01/21/97
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# define TE_BEAM 13
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// PGM 01/21/97
typedef struct
{
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vec3_t origin ;
vec3_t angles ;
uint16_t modelindex ; //johnfitz -- was int32_t
uint16_t frame ; //johnfitz -- was int32_t
uint8_t colormap ; //johnfitz -- was int32_t
uint8_t skin ; //johnfitz -- was int32_t
uint8_t alpha ; //johnfitz -- added
int32_t effects ;
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} entity_state_t ;
typedef struct
{
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vec3_t viewangles ;
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// intended velocities
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float forwardmove ;
float sidemove ;
float upmove ;
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} usercmd_t ;
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# endif