/* Copyright (C) 1996-1997 Id Software, Inc. 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. */ // protocol.h -- communications protocols #ifndef __PROTOCOL_H__ #define __PROTOCOL_H__ #define PROTOCOL_VERSION 28 //========================================= // fte protocol extensions. #define PROTOCOL_VERSION_FTE (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24)) //fte extensions. #define PROTOCOL_VERSION_FTE2 (('F'<<0) + ('T'<<8) + ('E'<<16) + ('2' << 24)) //fte extensions. #define PROTOCOL_VERSION_MVD1 (('M'<<0) + ('V'<<8) + ('D'<<16) + ('1' << 24)) //mvdsv extensions #ifdef PROTOCOL_VERSION_FTE # define FTE_PEXT_TRANS 0x00000008 // .alpha support //#define FTE_PEXT_ACCURATETIMINGS 0x00000040 // qqshka: not actually used in ezquake. // // I added it to ezquake in hope that someone made some // // rockets(enitities) smoothing code... # define FTE_PEXT_HLBSP 0x00000200 // stops fte servers from complaining # define FTE_PEXT_MODELDBL 0x00001000 // # define FTE_PEXT_ENTITYDBL 0x00002000 // max of 1024 ents instead of 512 # define FTE_PEXT_ENTITYDBL2 0x00004000 // max of 1024 ents instead of 512 # define FTE_PEXT_FLOATCOORDS 0x00008000 // supports floating point origins. # define FTE_PEXT_SPAWNSTATIC2 0x00400000 // Sends an entity delta instead of a baseline. # define FTE_PEXT_256PACKETENTITIES 0x01000000 // Client can recieve 256 packet entities. # define FTE_PEXT_CHUNKEDDOWNLOADS 0x20000000 // alternate file download method. Hopefully it'll give // quadroupled download speed, especially on higher pings. #endif // PROTOCOL_VERSION_FTE #ifdef PROTOCOL_VERSION_FTE2 # ifdef WITH_SPEEX # include # ifdef USE_SDL_VOICE # undef USE_SDL_VOICE # endif // USE_SDL_VOICE # if SDL_VERSION_ATLEAST(2,0,5) # define FTE_PEXT2_VOICECHAT 0x00000002 # endif // SDL_VERSION_ATLEAST(2,0,5) # endif // WITH_SPEEX #endif // PROTOCOL_VERSION_FTE2 #ifdef PROTOCOL_VERSION_MVD1 # define MVD_PEXT1_FLOATCOORDS (1 << 0) // FTE_PEXT_FLOATCOORDS but for entity/player coords only # define MVD_PEXT1_HIGHLAGTELEPORT (1 << 1) // Adjust movement direction for frames following teleport //# define MVD_PEXT1_SERVERSIDEWEAPON (1 << 2) // Server-side weapon selection. Can be defined in a project Makefile # define MVD_PEXT1_DEBUG_WEAPON (1 << 3) // Send weapon-choice explanation to server for logging # define MVD_PEXT1_DEBUG_ANTILAG (1 << 4) // Send predicted positions to server (compare to antilagged positions) # define MVD_PEXT1_HIDDEN_MESSAGES (1 << 5) // dem_multiple(0) packets are in format ( + )* //# define MVD_PEXT1_SERVERSIDEWEAPON2 (1 << 6) // Server-side weapon selection supports clc_mvd_weapon_full_impulse. // Can be defined in a project Makefile # if defined(MVD_PEXT1_DEBUG_ANTILAG) || defined(MVD_PEXT1_DEBUG_WEAPON) # define MVD_PEXT1_DEBUG # define MVD_PEXT1_ANTILAG_CLIENTPOS 128 // flag set on the playernum if the client positions are also included # define clc_mvd_debug 201 # define clc_mvd_debug_type_antilag 1 # define clc_mvd_debug_type_weapon 2 # endif // defined(MVD_PEXT1_DEBUG_ANTILAG) || defined(MVD_PEXT1_DEBUG_WEAPON) # define MVD_PEXT1_INCLUDEINMVD (MVD_PEXT1_HIDDEN_MESSAGES) #endif // PROTOCOL_VERSION_MVD1 //========================================= // ZQuake protocol extensions (*z_ext serverinfo key) #define Z_EXT_PM_TYPE (1<<0) // basic PM_TYPE functionality (reliable jump_held) #define Z_EXT_PM_TYPE_NEW (1<<1) // adds PM_FLY, PM_SPECTATOR #define Z_EXT_VIEWHEIGHT (1<<2) // STAT_VIEWHEIGHT #define Z_EXT_SERVERTIME (1<<3) // STAT_TIME #define Z_EXT_PITCHLIMITS (1<<4) // serverinfo maxpitch & minpitch #define Z_EXT_JOIN_OBSERVE (1<<5) // server: "join" and "observe" commands are supported // client: on-the-fly spectator <-> player switching supported #define Z_EXT_PF_ONGROUND (1<<6) // server: PF_ONGROUND is valid for all svc_playerinfo #define Z_EXT_VWEP (1<<7) // ZQ_VWEP extension #define Z_EXT_PF_SOLID (1<<8) // what our client supports #define CLIENT_EXTENSIONS ( \ Z_EXT_PM_TYPE | \ Z_EXT_PM_TYPE_NEW | \ Z_EXT_VIEWHEIGHT | \ Z_EXT_SERVERTIME | \ Z_EXT_PITCHLIMITS | \ Z_EXT_JOIN_OBSERVE | \ Z_EXT_PF_ONGROUND | \ Z_EXT_VWEP | \ Z_EXT_PF_SOLID \ ) // what our server supports #define SERVER_EXTENSIONS ( \ Z_EXT_PM_TYPE | \ Z_EXT_PM_TYPE_NEW | \ Z_EXT_VIEWHEIGHT | \ Z_EXT_SERVERTIME | \ Z_EXT_PITCHLIMITS | \ Z_EXT_JOIN_OBSERVE | \ Z_EXT_PF_ONGROUND | \ Z_EXT_VWEP | \ Z_EXT_PF_SOLID \ ) //========================================= #define PORT_MASTER 27000 #define PORT_CLIENT 27001 #define PORT_SERVER 27500 #define PORT_QUAKETV 27900 //========================================= // out of band message id bytes // M = master, S = server, C = client, A = any // the second character will always 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 nq_svc_version 4 // [long] server version #define nq_svc_setview 5 // [short] entity number #define svc_sound 6 // #define nq_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 nq_svc_updatename 13 // [byte] [string] #define svc_updatefrags 14 // [byte] [short] #define nq_svc_clientdata 15 // #define svc_stopsound 16 // #define nq_svc_updatecolors 17 // [byte] [byte] [byte] #define nq_svc_particle 18 // [vec3] #define svc_damage 19 #define svc_spawnstatic 20 #define svc_fte_spawnstatic2 21 // @!@!@! #define svc_spawnbaseline 22 #define svc_temp_entity 23 // variable #define svc_setpause 24 // [byte] on / off #define nq_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 nq_svc_cutscene 34 // same as svc_smallkick #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] #define svc_nails2 54 // [byte] num [52 bits] nxyzpy 8 12 12 12 4 8 // mvdsv extended svcs (for mvd playback) #ifdef FTE_PEXT_MODELDBL # define svc_fte_modellistshort 60 // [strings] #endif // FTE_PEXT_MODELDBL #define svc_fte_spawnbaseline2 66 #define svc_qizmovoice 83 #ifdef FTE_PEXT2_VOICECHAT # define svc_fte_voicechat 84 #endif // FTE_PEXT2_VOICECHAT //============================================== // 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 #ifdef FTE_PEXT2_VOICECHAT #define clc_voicechat 83 // FTE voice chat. #endif // FTE_PEXT2_VOICECHAT #ifdef MVD_PEXT1_SERVERSIDEWEAPON #define clc_mvd_weapon 200 // server-side weapon selection #endif // MVD_PEXT1_SERVERSIDEWEAPON // these are used in mvd parsing of debug info, even if client doesn't support protocol itself // selection options #define clc_mvd_weapon_mode_presel 1 // preselect (don't send impulses until -attack/+attack) #define clc_mvd_weapon_mode_iffiring 2 // don't wait for -attack before pre-selecting weapon #define clc_mvd_weapon_forget_ranking 4 // forget priority list after initial selection (requires extra byte for age) // hide options #define clc_mvd_weapon_hide_axe 8 // on subsequent -attack, hide weapon and switch to axe #define clc_mvd_weapon_hide_sg 16 // on subsequent -attack, hide weapon and switch to sg #define clc_mvd_weapon_reset_on_death 32 // on death, go back to 2 1 #define clc_mvd_weapon_switching 64 // if not set, disable all server-side weapon switching // others #define clc_mvd_weapon_full_impulse 128 // if set, each weapon set as a byte, rather than packing two into one //============================================== // playerinfo flags from server // playerinfo always 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 // bits 11..13 are player move type bits (ZQuake extension) #define PF_PMC_SHIFT 11 #define PF_PMC_MASK 7 #define PF_ONGROUND (1<<14) // ZQuake extension #define PF_SOLID (1<<15) // ZQuake extension // encoded player move types #define PMC_NORMAL 0 // normal ground movement #define PMC_NORMAL_JUMP_HELD 1 // normal ground novement + jump_held #define PMC_OLD_SPECTATOR 2 // fly through walls (QW compatibility mode) #define PMC_SPECTATOR 3 // fly through walls #define PMC_FLY 4 // fly, bump into walls #define PMC_NONE 5 // can't move (client had better lerp the origin...) #define PMC_LOCK 6 // server controls view angles #define PMC_EXTRA3 7 // future extension //============================================== // if the high bit of the client to server byte is set, the low bits are // client move cmd bits // ms and angle2 are always 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) //============================================== // Player flags in mvd demos. // Should be in server.h but unfortunately shared with cl_demo.c. #define DF_ORIGIN 1 #define DF_ANGLES (1 << 3) #define DF_EFFECTS (1 << 6) #define DF_SKINNUM (1 << 7) #define DF_DEAD (1 << 8) #define DF_GIB (1 << 9) #define DF_WEAPONFRAME (1 << 10) #define DF_MODEL (1 << 11) //============================================== // the first 16 bits of a packetentities update holds 9 bits of entity number and 7 bits of flags // 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 #define U_CHECKMOREBITS ((1<<9) - 1) /* MVDSV compatibility */ //fte extensions #ifdef PROTOCOL_VERSION_FTE # define U_FTE_EVENMORE (1<<7) //extension info follows # ifdef FTE_PEXT_SCALE # define U_FTE_SCALE (1<<0) //scaler of alias models # endif // FTE_PEXT_SCALE # ifdef FTE_PEXT_TRANS # define U_FTE_TRANS (1<<1) //transparency value # define PF_TRANS_Z (1<<17) # endif // FTE_PEXT_TRANS # ifdef FTE_PEXT_FATNESS # define U_FTE_FATNESS (1<<2) //byte describing how fat an alias model should be. //moves verticies along normals // Useful for vacuum chambers... # endif // FTE_PEXT_FATNESS # ifdef FTE_PEXT_MODELDBL # define U_FTE_MODELDBL (1<<3) //extra bit for modelindexes # endif // FTE_PEXT_MODELDBL # define U_FTE_UNUSED1 (1<<4) # ifdef FTE_PEXT_ENTITYDBL # define U_FTE_ENTITYDBL (1<<5) //use an extra byte for origin parts, cos one of them is off # endif // FTE_PEXT_ENTITYDBL # ifdef FTE_PEXT_ENTITYDBL2 # define U_FTE_ENTITYDBL2 (1<<6) //use an extra byte for origin parts, cos one of them is off # endif // FTE_PEXT_ENTITYDBL2 # define U_FTE_YETMORE (1<<7) //even more extension info stuff. # define U_FTE_DRAWFLAGS (1<<8) //use an extra qbyte for origin parts, cos one of them is off # define U_FTE_ABSLIGHT (1<<9) //Force a lightlevel # define U_FTE_COLOURMOD (1<<10) //rgb # define U_FTE_DPFLAGS (1<<11) # define U_FTE_TAGINFO (1<<12) # define U_FTE_LIGHT (1<<13) # define U_FTE_EFFECTS16 (1<<14) # define U_FTE_FARMORE (1<<15) #endif // PROTOCOL_VERSION_FTE //============================================== // 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 //============================================== #define NQ_TE_EXPLOSION2 12 #define NQ_TE_BEAM 13 //============================================== #define DEFAULT_VIEWHEIGHT 22 //============================================== /* ========================================================== 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 entity_state_s { int number; // edict index int flags; // nolerp, etc vec3_t origin; vec3_t angles; int modelindex; int frame; int colormap; int skinnum; int effects; byte trans; } entity_state_t; #define MAX_PACKET_ENTITIES 64 // doesn't include nails #define MAX_PEXT256_PACKET_ENTITIES 256 // up to 256 ents, look FTE_PEXT_256PACKETENTITIES #define MAX_MVD_PACKET_ENTITIES 300 // !!! MUST not be less than any of above values!!! typedef struct packet_entities_s { int num_entities; entity_state_t entities[MAX_MVD_PACKET_ENTITIES]; } packet_entities_t; typedef struct usercmd_s { byte msec; vec3_t angles; short forwardmove; short sidemove; short upmove; byte buttons; byte impulse; } usercmd_t; //============================================== // usercmd button bits #define BUTTON_ATTACK (1 << 0) #define BUTTON_JUMP (1 << 1) #define BUTTON_USE (1 << 2) #define BUTTON_ATTACK2 (1 << 3) //============================================== // demo recording // TODO: Make into an enum. #define dem_cmd 0 // A user cmd movement message. #define dem_read 1 // A net message. #define dem_set 2 // Appears only once at the beginning of a demo, // contains the outgoing / incoming sequence numbers at demo start. #define dem_multiple 3 // MVD ONLY. This message is directed to several clients. #define dem_single 4 // MVD ONLY. This message is directed to a single client. #define dem_stats 5 // MVD ONLY. Stats update for a player. #define dem_all 6 // MVD ONLY. This message is directed to all clients. //============================================== // // Used for saving a temporary list of temp entities. #ifndef SERVERONLY # define MAX_TEMP_ENTITIES 32 typedef struct temp_entity_s { vec3_t pos; // Position of temp entity. float time; // Time of temp entity. int type; // Type of temp entity. } temp_entity_t; typedef struct temp_entity_list_s { temp_entity_t list[MAX_TEMP_ENTITIES]; int count; } temp_entity_list_t; #endif // !SERVERONLY //============================================== #ifdef MVD_PEXT1_HIDDEN_MESSAGES // hidden messages inserted into .mvd files // embedded in dem_multiple(0) - should be safely skipped in clients // format is * where is duplicated if 0xFFFF. is length of the data packet, not the header enum { mvdhidden_antilag_position = 0x0000, // mvdhidden_antilag_position_header_t mvdhidden_antilag_position_t* mvdhidden_usercmd = 0x0001, // mvdhidden_usercmd_weapons = 0x0002, // mvdhidden_demoinfo = 0x0003, // mvdhidden_commentary_track = 0x0004, // [todo... ?] mvdhidden_commentary_data = 0x0005, // [todo... format-specific] mvdhidden_commentary_text_segment = 0x0006, // [todo... ] mvdhidden_dmgdone = 0x0007, // mvdhidden_usercmd_weapons_ss = 0x0008, // (same format as mvdhidden_usercmd_weapons) mvdhidden_usercmd_weapon_instruction = 0x0009, // mvdhidden_paused_duration = 0x000A, // ... actual time elapsed, not gametime (can be used to keep stream running) ... expected to be QTV only mvdhidden_extended = 0xFFFF // doubt we'll ever get here: read next short... }; #define sizeof_mvdhidden_block_header_t_usercmd (1 + 1 + 1 + 3 * 4 + 3 * 2 + 1 + 1) #define sizeof_mvdhidden_usercmd_weapon_instruction (1 + 1 + 4 + 4 + 10) typedef struct { int length; // this is the number of bytes in the packet, not including this header unsigned short type_id; // If 0xFFFF, read again to extend range } mvdhidden_block_header_t; #define sizeof_mvdhidden_block_header_t_range0 (4 + 2) typedef struct { byte playernum; byte players; unsigned int incoming_seq; float server_time; float target_time; } mvdhidden_antilag_position_header_t; #define sizeof_mvdhidden_antilag_position_header_t (1 + 1 + 4 + 4 + 4) typedef struct { float clientpos[3]; float pos[3]; byte playernum; byte msec; byte predmodel; } mvdhidden_antilag_position_t; #define sizeof_mvdhidden_antilag_position_t (12 + 12 + 1 + 1 + 1) #define MVDHIDDEN_DMGDONE_SPLASHDAMAGE (1 << 15) // mvdhidden_usercmd_weapon_instruction #define MVDHIDDEN_SSWEAPON_PENDING 1 #define MVDHIDDEN_SSWEAPON_HIDE_AXE 2 #define MVDHIDDEN_SSWEAPON_HIDE_SG 4 #define MVDHIDDEN_SSWEAPON_HIDEONDEATH 8 #define MVDHIDDEN_SSWEAPON_WASFIRING 16 #define MVDHIDDEN_SSWEAPON_ENABLED 32 #define MVDHIDDEN_SSWEAPON_FORGETORDER 64 #endif // MVD_PEXT1_HIDDEN_MESSAGES //============================================== #define MAX_SCOREBOARDNAME 16 #define MAX_INFO_STRING 1024 #endif // __PROTOCOL_H__