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
48 // if the high bit of the servercmd is set, the low bits are fast update flags:
49 #define U_MOREBITS (1<<0)
50 #define U_ORIGIN1 (1<<1)
51 #define U_ORIGIN2 (1<<2)
52 #define U_ORIGIN3 (1<<3)
53 #define U_ANGLE2 (1<<4)
54 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
56 #define U_FRAME (1<<6)
57 // just differentiates from other updates
58 #define U_SIGNAL (1<<7)
60 // svc_update can pass all of the fast update bits, plus more
61 #define U_ANGLE1 (1<<8)
62 #define U_ANGLE3 (1<<9)
63 #define U_MODEL (1<<10)
64 #define U_COLORMAP (1<<11)
65 #define U_SKIN (1<<12)
66 #define U_EFFECTS (1<<13)
67 #define U_LONGENTITY (1<<14)
69 // LordHavoc: protocol extension
70 #define U_EXTEND1 (1<<15)
71 // LordHavoc: first extend byte
72 #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)
73 #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)
74 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
75 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
76 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
77 #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)
78 #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...
79 #define U_EXTEND2 (1<<23) // another byte to follow
80 // LordHavoc: second extend byte
81 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
82 #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
83 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
84 #define U_UNUSED27 (1<<27) // future expansion
85 #define U_UNUSED28 (1<<28) // future expansion
86 #define U_UNUSED29 (1<<29) // future expansion
87 #define U_UNUSED30 (1<<30) // future expansion
88 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
90 #define SU_VIEWHEIGHT (1<<0)
91 #define SU_IDEALPITCH (1<<1)
92 #define SU_PUNCH1 (1<<2)
93 #define SU_PUNCH2 (1<<3)
94 #define SU_PUNCH3 (1<<4)
95 #define SU_VELOCITY1 (1<<5)
96 #define SU_VELOCITY2 (1<<6)
97 #define SU_VELOCITY3 (1<<7)
98 //define SU_AIMENT (1<<8) AVAILABLE BIT
99 #define SU_ITEMS (1<<9)
100 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
101 #define SU_INWATER (1<<11) // no data follows, the bit is it
102 #define SU_WEAPONFRAME (1<<12)
103 #define SU_ARMOR (1<<13)
104 #define SU_WEAPON (1<<14)
106 // a sound with no channel is a local only sound
107 #define SND_VOLUME (1<<0) // a byte
108 #define SND_ATTENUATION (1<<1) // a byte
109 #define SND_LOOPING (1<<2) // a long
112 // defaults for clientinfo messages
113 #define DEFAULT_VIEWHEIGHT 22
116 // game types sent by serverinfo
117 // these determine which intermission screen plays
119 #define GAME_DEATHMATCH 1
122 // note that there are some defs.qc that mirror to these numbers
123 // also related to svc_strings[] in cl_parse
131 #define svc_disconnect 2
132 #define svc_updatestat 3 // [byte] [long]
133 #define svc_version 4 // [long] server version
134 #define svc_setview 5 // [short] entity number
135 #define svc_sound 6 // <see code>
136 #define svc_time 7 // [float] server time
137 #define svc_print 8 // [string] null terminated string
138 #define svc_stufftext 9 // [string] stuffed into client's console buffer
139 // the string should be \n terminated
140 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
142 #define svc_serverinfo 11 // [long] version
143 // [string] signon string
144 // [string]..[0]model cache
145 // [string]...[0]sounds cache
146 #define svc_lightstyle 12 // [byte] [string]
147 #define svc_updatename 13 // [byte] [string]
148 #define svc_updatefrags 14 // [byte] [short]
149 #define svc_clientdata 15 // <shortbits + data>
150 #define svc_stopsound 16 // <see code>
151 #define svc_updatecolors 17 // [byte] [byte]
152 #define svc_particle 18 // [vec3] <variable>
153 #define svc_damage 19
155 #define svc_spawnstatic 20
156 // svc_spawnbinary 21
157 #define svc_spawnbaseline 22
159 #define svc_temp_entity 23
161 #define svc_setpause 24 // [byte] on / off
162 #define svc_signonnum 25 // [byte] used for the signon sequence
164 #define svc_centerprint 26 // [string] to put in center of the screen
166 #define svc_killedmonster 27
167 #define svc_foundsecret 28
169 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
171 #define svc_intermission 30 // [string] music
172 #define svc_finale 31 // [string] music [string] text
174 #define svc_cdtrack 32 // [byte] track [byte] looptrack
175 #define svc_sellscreen 33
177 #define svc_cutscene 34
179 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [coord] x [coord] y
180 #define svc_hidelmp 36 // [string] slotname
181 #define svc_skybox 37 // [string] skyname
183 #define svc_farclip 50 // [coord] size (default is 6144)
184 #define svc_fog 51 // [byte] enable <optional past this point, only included if enable is true> [float] density [byte] red [byte] green [byte] blue
185 #define svc_playerposition 52 // only used in dpprotocol mode
192 #define clc_disconnect 2
193 #define clc_move 3 // [usercmd_t]
194 #define clc_stringcmd 4 // [string] message
198 // temp entity events
200 #define TE_SPIKE 0 // [vector] origin
201 #define TE_SUPERSPIKE 1 // [vector] origin
202 #define TE_GUNSHOT 2 // [vector] origin
203 #define TE_EXPLOSION 3 // [vector] origin
204 #define TE_TAREXPLOSION 4 // [vector] origin
205 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
206 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
207 #define TE_WIZSPIKE 7 // [vector] origin
208 #define TE_KNIGHTSPIKE 8 // [vector] origin
209 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
210 #define TE_LAVASPLASH 10 // [vector] origin
211 #define TE_TELEPORT 11 // [vector] origin
212 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
215 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
218 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
219 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
220 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
222 // LordHavoc: added some TE_ codes (block1 - 50-60)
223 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
224 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
225 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
226 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
227 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
228 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
229 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
230 #define TE_GUNSHOTQUAD 57 // [vector] origin
231 #define TE_SPIKEQUAD 58 // [vector] origin
232 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
233 // LordHavoc: block2 - 70-80
234 #define TE_EXPLOSIONQUAD 70 // [vector] origin