2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // protocol.h -- communications protocols
22 #define PROTOCOL_VERSION 15
23 #define DPPROTOCOL_VERSION 96
26 #define EF_ROCKET 1 // leave a trail
27 #define EF_GRENADE 2 // leave a trail
28 #define EF_GIB 4 // leave a trail
29 #define EF_ROTATE 8 // rotate (bonus items)
30 #define EF_TRACER 16 // green split trail
31 #define EF_ZOMGIB 32 // small blood trail
32 #define EF_TRACER2 64 // orange split trail + rotate
33 #define EF_TRACER3 128 // purple trail
35 #define EF_BRIGHTFIELD 1
36 #define EF_MUZZLEFLASH 2
37 #define EF_BRIGHTLIGHT 4
40 #define EF_ADDITIVE 32
43 #define EF_DELTA 8388608 // LordHavoc: entity is delta compressed to save network bandwidth
44 // effects/model (can be used as model flags or entity effects)
45 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :)
46 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
47 #define EF_FLAME 1024 // LordHavoc: on fire
49 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
51 // if the high bit of the servercmd is set, the low bits are fast update flags:
52 #define U_MOREBITS (1<<0)
53 #define U_ORIGIN1 (1<<1)
54 #define U_ORIGIN2 (1<<2)
55 #define U_ORIGIN3 (1<<3)
56 #define U_ANGLE2 (1<<4)
57 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
59 #define U_FRAME (1<<6)
60 // just differentiates from other updates
61 #define U_SIGNAL (1<<7)
63 #define U_ANGLE1 (1<<8)
64 #define U_ANGLE3 (1<<9)
65 #define U_MODEL (1<<10)
66 #define U_COLORMAP (1<<11)
67 #define U_SKIN (1<<12)
68 #define U_EFFECTS (1<<13)
69 #define U_LONGENTITY (1<<14)
71 // LordHavoc: protocol extension
72 #define U_EXTEND1 (1<<15)
73 // LordHavoc: first extend byte
74 #define U_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
75 #define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
76 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
77 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
78 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
79 #define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
80 #define U_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
81 #define U_EXTEND2 (1<<23) // another byte to follow
82 // LordHavoc: second extend byte
83 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
84 #define U_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
85 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
86 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
87 #define U_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
88 #define U_UNUSED29 (1<<29) // future expansion
89 #define U_UNUSED30 (1<<30) // future expansion
90 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
92 #define SU_VIEWHEIGHT (1<<0)
93 #define SU_IDEALPITCH (1<<1)
94 #define SU_PUNCH1 (1<<2)
95 #define SU_PUNCH2 (1<<3)
96 #define SU_PUNCH3 (1<<4)
97 #define SU_VELOCITY1 (1<<5)
98 #define SU_VELOCITY2 (1<<6)
99 #define SU_VELOCITY3 (1<<7)
100 //define SU_AIMENT (1<<8) AVAILABLE BIT
101 #define SU_ITEMS (1<<9)
102 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
103 #define SU_INWATER (1<<11) // no data follows, the bit is it
104 #define SU_WEAPONFRAME (1<<12)
105 #define SU_ARMOR (1<<13)
106 #define SU_WEAPON (1<<14)
107 #define SU_EXTEND1 (1<<15)
109 #define SU_PUNCHVEC1 (1<<16)
110 #define SU_PUNCHVEC2 (1<<17)
111 #define SU_PUNCHVEC3 (1<<18)
112 #define SU_UNUSED19 (1<<19)
113 #define SU_UNUSED20 (1<<20)
114 #define SU_UNUSED21 (1<<21)
115 #define SU_UNUSED22 (1<<22)
116 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
117 // second extend byte
118 #define SU_UNUSED24 (1<<24)
119 #define SU_UNUSED25 (1<<25)
120 #define SU_UNUSED26 (1<<26)
121 #define SU_UNUSED27 (1<<27)
122 #define SU_UNUSED28 (1<<28)
123 #define SU_UNUSED29 (1<<29)
124 #define SU_UNUSED30 (1<<30)
125 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
127 // a sound with no channel is a local only sound
128 #define SND_VOLUME (1<<0) // a byte
129 #define SND_ATTENUATION (1<<1) // a byte
130 #define SND_LOOPING (1<<2) // a long
133 // defaults for clientinfo messages
134 #define DEFAULT_VIEWHEIGHT 22
137 // game types sent by serverinfo
138 // these determine which intermission screen plays
140 #define GAME_DEATHMATCH 1
143 // note that there are some defs.qc that mirror to these numbers
144 // also related to svc_strings[] in cl_parse
152 #define svc_disconnect 2
153 #define svc_updatestat 3 // [byte] [long]
154 #define svc_version 4 // [long] server version
155 #define svc_setview 5 // [short] entity number
156 #define svc_sound 6 // <see code>
157 #define svc_time 7 // [float] server time
158 #define svc_print 8 // [string] null terminated string
159 #define svc_stufftext 9 // [string] stuffed into client's console buffer
160 // the string should be \n terminated
161 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
163 #define svc_serverinfo 11 // [long] version
164 // [string] signon string
165 // [string]..[0]model cache
166 // [string]...[0]sounds cache
167 #define svc_lightstyle 12 // [byte] [string]
168 #define svc_updatename 13 // [byte] [string]
169 #define svc_updatefrags 14 // [byte] [short]
170 #define svc_clientdata 15 // <shortbits + data>
171 #define svc_stopsound 16 // <see code>
172 #define svc_updatecolors 17 // [byte] [byte]
173 #define svc_particle 18 // [vec3] <variable>
174 #define svc_damage 19
176 #define svc_spawnstatic 20
177 // svc_spawnbinary 21
178 #define svc_spawnbaseline 22
180 #define svc_temp_entity 23
182 #define svc_setpause 24 // [byte] on / off
183 #define svc_signonnum 25 // [byte] used for the signon sequence
185 #define svc_centerprint 26 // [string] to put in center of the screen
187 #define svc_killedmonster 27
188 #define svc_foundsecret 28
190 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
192 #define svc_intermission 30 // [string] music
193 #define svc_finale 31 // [string] music [string] text
195 #define svc_cdtrack 32 // [byte] track [byte] looptrack
196 #define svc_sellscreen 33
198 #define svc_cutscene 34
200 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
201 #define svc_hidelmp 36 // [string] slotname
202 #define svc_skybox 37 // [string] skyname
204 #define svc_unusedlh1
205 #define svc_fog 51 // unfinished
206 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
207 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
208 #define svc_sound2 54 // short soundindex instead of byte
209 #define svc_spawnbaseline2 55 // short modelindex instead of byte
210 #define svc_spawnstatic2 56 // short modelindex instead of byte
211 #define svc_unusedlh2 57
212 #define svc_unusedlh3 58
213 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
220 #define clc_disconnect 2
221 #define clc_move 3 // [usercmd_t]
222 #define clc_stringcmd 4 // [string] message
226 // temp entity events
228 #define TE_SPIKE 0 // [vector] origin
229 #define TE_SUPERSPIKE 1 // [vector] origin
230 #define TE_GUNSHOT 2 // [vector] origin
231 #define TE_EXPLOSION 3 // [vector] origin
232 #define TE_TAREXPLOSION 4 // [vector] origin
233 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
234 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
235 #define TE_WIZSPIKE 7 // [vector] origin
236 #define TE_KNIGHTSPIKE 8 // [vector] origin
237 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
238 #define TE_LAVASPLASH 10 // [vector] origin
239 #define TE_TELEPORT 11 // [vector] origin
240 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
243 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
246 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
247 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
248 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
250 // LordHavoc: added some TE_ codes (block1 - 50-60)
251 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
252 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
253 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
254 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
255 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
256 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
257 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
258 #define TE_GUNSHOTQUAD 57 // [vector] origin
259 #define TE_SPIKEQUAD 58 // [vector] origin
260 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
261 // LordHavoc: block2 - 70-80
262 #define TE_EXPLOSIONQUAD 70 // [vector] origin
263 #define TE_BLOOD2 71 // [vector] origin
264 #define TE_SMALLFLASH 72 // [vector] origin
265 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
266 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
268 #define RENDER_STEP 1
269 #define RENDER_GLOWTRAIL 2
270 #define RENDER_VIEWMODEL 4
271 #define RENDER_EXTERIORMODEL 8
273 // LordHavoc: made this more compact, and added some more fields
276 double time; // time this state was updated
277 unsigned short active;
278 unsigned short modelindex;
279 unsigned short frame;
280 unsigned short effects;
293 void ClearStateToDefault(entity_state_t *s);