// protocol.h -- communications protocols #define OLD_PROTOCOL_VERSION 24 #define PROTOCOL_VERSION 25 //========================================= #define PORT_CLIENT 26901 //27001 #define PORT_MASTER 26900 //27000 #define PORT_SERVER 26950 //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 A2S_ECHO 'g' // echo back a message #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 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 // #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 // #define svc_stopsound 16 // //define svc_updatecolors 17 // [byte] [byte] [byte] #define svc_particle 18 // [vec3] #define svc_damage 19 #define svc_spawnstatic 20 // svc_spawnbinary 21 #define svc_spawnbaseline 22 #define svc_temp_entity 23 // variable // 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 // Hexen2 specifics #define svc_plaque 51 #define svc_particle_explosion 52 #define svc_set_view_tint 53 #define svc_start_effect 54 #define svc_end_effect 55 #define svc_set_view_flags 56 #define svc_clear_view_flags 57 #define svc_update_inv 58 #define svc_particle2 59 #define svc_particle3 60 #define svc_particle4 61 #define svc_turn_effect 62 #define svc_update_effect 63 #define svc_multieffect 64 #define svc_midi_name 65 #define svc_raineffect 66 #define svc_packmissile 67 //[byte] num [40 bits] xyz type 12 12 12 4 #define svc_indexed_print 68 //same as svc_print, but sends an index in strings.txt instead of string #define svc_targetupdate 69 // [byte] angle [byte] pitch [byte] dist/4 - Hey, I got number 69! Woo hoo! #define svc_name_print 70 // print player's name #define svc_sound_update_pos 71 //[short] ent+channel [coord3] pos #define svc_update_piv 72 // update players in view #define svc_player_sound 73 // sends weapon sound for invisible player #define svc_updatepclass 74 // [byte] [byte] #define svc_updatedminfo 75 // [byte] [short] [byte] #define svc_updatesiegeinfo 76 // [byte] [byte] #define svc_updatesiegeteam 77 // [byte] [byte] #define svc_updatesiegelosses 78 // [byte] [byte] #define svc_haskey 79 // [byte] [byte] #define svc_nonehaskey 80 // [byte] [byte] #define svc_isdoc 81 // [byte] [byte] #define svc_nodoc 82 // [byte] [byte] #define svc_playerskipped 83 // [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_inv_select 7 #define clc_get_effect 8 //[byte] effect id //============================================== // 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_CROUCH (1<<10) // offset the view height differently //#define PF_NOGRAV (1<<11) // don't apply gravity for prediction #define PF_EFFECTS2 (1<<11) // player has high byte of effects set... #define PF_DRAWFLAGS (1<<12) #define PF_SCALE (1<<13) #define PF_ABSLIGHT (1<<14) #define PF_SOUND (1<<15) //play a sound in the weapon channel //============================================== // 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_MSEC (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_SCALE (1<<2) #define U_COLORMAP (1<<3) #define U_SKIN (1<<4) #define U_EFFECTS (1<<5) #define U_MODEL16 (1<<6) #define U_MOREBITS2 (1<<7) //if MOREBITS2 is set, then send the 3rd byte #define U_MODEL (1<<16) #define U_SOUND (1<<17) #define U_DRAWFLAGS (1<<18) #define U_ABSLIGHT (1<<19) //============================================== // Bits to help send server info about the client's edict variables #define SC1_HEALTH (1<<0) // changes stat bar #define SC1_LEVEL (1<<1) // changes stat bar #define SC1_INTELLIGENCE (1<<2) // changes stat bar #define SC1_WISDOM (1<<3) // changes stat bar #define SC1_STRENGTH (1<<4) // changes stat bar #define SC1_DEXTERITY (1<<5) // changes stat bar //#define SC1_WEAPON (1<<6) // changes stat bar #define SC1_TELEPORT_TIME (1<<6) // can't airmove for 2 seconds #define SC1_BLUEMANA (1<<7) // changes stat bar #define SC1_GREENMANA (1<<8) // changes stat bar #define SC1_EXPERIENCE (1<<9) // changes stat bar #define SC1_CNT_TORCH (1<<10) // changes stat bar #define SC1_CNT_H_BOOST (1<<11) // changes stat bar #define SC1_CNT_SH_BOOST (1<<12) // changes stat bar #define SC1_CNT_MANA_BOOST (1<<13) // changes stat bar #define SC1_CNT_TELEPORT (1<<14) // changes stat bar #define SC1_CNT_TOME (1<<15) // changes stat bar #define SC1_CNT_SUMMON (1<<16) // changes stat bar #define SC1_CNT_INVISIBILITY (1<<17) // changes stat bar #define SC1_CNT_GLYPH (1<<18) // changes stat bar #define SC1_CNT_HASTE (1<<19) // changes stat bar #define SC1_CNT_BLAST (1<<20) // changes stat bar #define SC1_CNT_POLYMORPH (1<<21) // changes stat bar #define SC1_CNT_FLIGHT (1<<22) // changes stat bar #define SC1_CNT_CUBEOFFORCE (1<<23) // changes stat bar #define SC1_CNT_INVINCIBILITY (1<<24) // changes stat bar #define SC1_ARTIFACT_ACTIVE (1<<25) #define SC1_ARTIFACT_LOW (1<<26) #define SC1_MOVETYPE (1<<27) #define SC1_CAMERAMODE (1<<28) #define SC1_HASTED (1<<29) #define SC1_INVENTORY (1<<30) #define SC1_RINGS_ACTIVE (1<<31) #define SC2_RINGS_LOW (1<<0) #define SC2_AMULET (1<<1) #define SC2_BRACER (1<<2) #define SC2_BREASTPLATE (1<<3) #define SC2_HELMET (1<<4) #define SC2_FLIGHT_T (1<<5) #define SC2_WATER_T (1<<6) #define SC2_TURNING_T (1<<7) #define SC2_REGEN_T (1<<8) #define SC2_HASTE_T (1<<9) #define SC2_TOME_T (1<<10) #define SC2_PUZZLE1 (1<<11) #define SC2_PUZZLE2 (1<<12) #define SC2_PUZZLE3 (1<<13) #define SC2_PUZZLE4 (1<<14) #define SC2_PUZZLE5 (1<<15) #define SC2_PUZZLE6 (1<<16) #define SC2_PUZZLE7 (1<<17) #define SC2_PUZZLE8 (1<<18) #define SC2_MAXHEALTH (1<<19) #define SC2_MAXMANA (1<<20) #define SC2_FLAGS (1<<21) // This is to mask out those items that need to generate a stat bar change #define SC1_STAT_BAR 0x01ffffff #define SC2_STAT_BAR 0x0 // This is to mask out those items in the inventory (for inventory changes) #define SC1_INV 0x01fffc00 #define SC2_INV 0x00000000 //============================================== // 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 #define PRINT_LOW 0 #define PRINT_MEDIUM 1 #define PRINT_HIGH 2 #define PRINT_CHAT 3 // 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 // hexen 2 #define TE_STREAM_CHAIN 25 #define TE_STREAM_SUNSTAFF1 26 #define TE_STREAM_SUNSTAFF2 27 #define TE_STREAM_LIGHTNING 28 #define TE_STREAM_COLORBEAM 29 #define TE_STREAM_ICECHUNKS 30 #define TE_STREAM_GAZE 31 #define TE_STREAM_FAMINE 32 #define TE_BIGGRENADE 33 #define TE_CHUNK 34 #define TE_HWBONEPOWER 35 #define TE_HWBONEPOWER2 36 #define TE_METEORHIT 37 #define TE_HWRAVENDIE 38 #define TE_HWRAVENEXPLODE 39 #define TE_XBOWHIT 40 #define TE_CHUNK2 41 #define TE_ICEHIT 42 #define TE_ICESTORM 43 #define TE_HWMISSILEFLASH 44 #define TE_SUNSTAFF_CHEAP 45 #define TE_LIGHTNING_HAMMER 46 #define TE_DRILLA_EXPLODE 47 #define TE_DRILLA_DRILL 48 #define TE_HWTELEPORT 49 #define TE_SWORD_EXPLOSION 50 #define TE_AXE_BOUNCE 51 #define TE_AXE_EXPLODE 52 #define TE_TIME_BOMB 53 #define TE_FIREBALL 54 #define TE_SUNSTAFF_POWER 55 #define TE_PURIFY2_EXPLODE 56 #define TE_PLAYER_DEATH 57 #define TE_PURIFY1_EFFECT 58 #define TE_TELEPORT_LINGER 59 #define TE_LINE_EXPLOSION 60 #define TE_METEOR_CRUSH 61 //MISSION PACK #define TE_STREAM_LIGHTNING_SMALL 62 #define TE_ACIDBALL 63 #define TE_ACIDBLOB 64 #define TE_FIREWALL 65 #define TE_FIREWALL_IMPACT 66 #define TE_HWBONERIC 67 #define TE_POWERFLAME 68 #define TE_BLOODRAIN 69 #define TE_AXE 70 #define TE_PURIFY2_MISSILE 71 #define TE_SWORD_SHOT 72 #define TE_ICESHOT 73 #define TE_METEOR 74 #define TE_LIGHTNINGBALL 75 #define TE_MEGAMETEOR 76 #define TE_CUBEBEAM 77 #define TE_LIGHTNINGEXPLODE 78 #define TE_ACID_BALL_FLY 79 #define TE_ACID_BLOB_FLY 80 #define TE_CHAINLIGHTNING 81 /* ========================================================== 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; int scale; // for Alias models int drawflags; // for Alias models int abslight; // for Alias models int wpn_sound; // for cheap playing of sounds } 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; byte light_level; } usercmd_t;