/*
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

#define	PROTOCOL_NETQUAKE	15 //johnfitz -- standard quake protocol
#define PROTOCOL_FITZQUAKE	666 //johnfitz -- added new protocol for fitzquake 0.85

// if the high bit of the servercmd is set, the low bits are fast update flags:
#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

// svc_update can pass all of the fast update bits, plus more
#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)
//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
#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)
#define U_LERPFINISH	(1<<19) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 0.1, this is ent->v.nextthink - sv.time, used for lerping
#define U_UNUSED20		(1<<20)
#define U_UNUSED21		(1<<21)
#define U_UNUSED22		(1<<22)
#define U_EXTEND2		(1<<23) // another byte to follow, future expansion
//johnfitz

//johnfitz -- PROTOCOL_NEHAHRA transparency
#define U_TRANS			(1<<15)
//johnfitz

#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)
//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
#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
//johnfitz

// a sound with no channel is a local only sound
#define	SND_VOLUME		(1<<0)	// a byte
#define	SND_ATTENUATION	(1<<1)	// a byte
#define	SND_LOOPING		(1<<2)	// a long
//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
#define	SND_LARGEENTITY	(1<<3)	// a short + byte (instead of just a short)
#define	SND_LARGESOUND	(1<<4)	// a short soundindex (instead of a byte)
//johnfitz

//johnfitz -- PROTOCOL_FITZQUAKE -- flags for entity baseline messages
#define B_LARGEMODEL	(1<<0)	// modelindex is short instead of byte
#define B_LARGEFRAME	(1<<1)	// frame is short instead of byte
#define B_ALPHA			(1<<2)	// 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
//johnfitz

//johnfitz -- PROTOCOL_FITZQUAKE -- alpha encoding
#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
//johnfitz

// defaults for clientinfo messages
#define	DEFAULT_VIEWHEIGHT	22


// game types sent by serverinfo
// these determine which intermission screen plays
#define	GAME_COOP			0
#define	GAME_DEATHMATCH		1

//==================
// 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] [long]
#define	svc_version			4	// [long] server version
#define	svc_setview			5	// [short] 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] [short]
#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
//	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

//johnfitz -- PROTOCOL_FITZQUAKE -- new server messages
#define svc_showlmp				35
#define svc_hidelmp				36
#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] [short] samp [byte] vol [byte] aten
//johnfitz

//
// client to server
//
#define	clc_bad			0
#define	clc_nop 		1
#define	clc_disconnect	2
#define	clc_move		3			// [usercmd_t]
#define	clc_stringcmd	4		// [string] message


//
// 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_EXPLOSION2		12

// PGM 01/21/97 
#define TE_BEAM				13
// PGM 01/21/97 
// Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
#define	TE_EXPLOSION3		16 // [vector] origin [coord] red [coord] green [coord] blue
#define TE_LIGHTNING4NEH	17 // [string] model [entity] entity [vector] start [vector] end
