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  1. // ----------------------------------------------------------------------- //
  2. //
  3. // MODULE : MsgIDs.h
  4. //
  5. // PURPOSE : Message ids
  6. //
  7. // CREATED : 9/22/97
  8. //
  9. // (c) 1997-2002 Monolith Productions, Inc. All Rights Reserved
  10. //
  11. // ----------------------------------------------------------------------- //
  12.  
  13. #ifndef __MSG_IDS_H__
  14. #define __MSG_IDS_H__
  15.  
  16. #include "SFXMsgIds.h" // Special fx message ids
  17.  
  18. // General Client <-> Server messages
  19.  
  20. #define MID_PLAYER_UPDATE 100
  21. #define MID_PLAYER_SKILLS 101 // Both ways
  22. #define MID_PLAYER_SUMMARY 102
  23. #define MID_PLAYER_INFOCHANGE 103 // Both ways
  24. #define MID_PLAYER_SCORE 104
  25. #define MID_PLAYER_STATE_CHANGE 105
  26. #define MID_PLAYER_MESSAGE 106
  27. #define MID_PLAYER_CHEAT 107
  28.  
  29. #define MID_PLAYER_ORIENTATION 108 // Server to client
  30. // Orientation sub-messages
  31. #define MID_ORIENTATION_ALL 0 // Pitch, Yaw, Roll
  32. #define MID_ORIENTATION_YAW 1 // Yaw only! (Pitch amd Roll preserved on client)
  33.  
  34. #define MID_PLAYER_INFO 109
  35. //player info sub-messages
  36. #define MID_PI_JOIN 0 // this player is joining
  37. #define MID_PI_EXIST 1 // this is info about an existing player sent to someone joining
  38. #define MID_PI_UPDATE 2 // this is an update of existing players
  39.  
  40. #define MID_PLAYER_REMOVED 110
  41. #define MID_PLAYER_SCORED 111
  42. #define MID_PLAYER_RESPAWN 112
  43. #define MID_PLAYER_CANCELREVIVE 113
  44. #define MID_PLAYER_MULTIPLAYER_INIT 114
  45. #define MID_PLAYER_SINGLEPLAYER_INIT 115
  46. #define MID_PLAYER_LOADCLIENT 116
  47. #define MID_PLAYER_DAMAGE 117
  48. #define MID_PLAYER_ACTIVATE 118
  49. //Activation sub-messages
  50. #define MID_ACTIVATE_NORMAL 0
  51. #define MID_ACTIVATE_SEARCH 1
  52. #define MID_ACTIVATE_MOVE 2
  53. #define MID_ACTIVATE_REVIVE 3
  54. #define MID_ACTIVATE_WAKEUP 4
  55.  
  56. #define MID_PLAYER_CLIENTMSG 119 // Client to server
  57. #define MID_PLAYER_OVERLAY 120 // Server to client
  58. #define MID_PLAYER_TELEPORT 121 // Client to server
  59.  
  60. #define MID_PLAYER_TRANSMISSION 123 // Server to client
  61. #define MID_PLAYER_CHATMODE 124 // Client to server
  62. #define MID_PLAYER_GHOSTMESSAGE 125
  63. #define MID_PLAYER_CREDITS 126
  64. #define MID_PLAYER_TEAM 127
  65. #define MID_PLAYER_CONNECTED 128
  66.  
  67. #define MID_WEAPON_CHANGE 130 // Both ways
  68. #define MID_WEAPON_SOUND 131
  69. #define MID_WEAPON_SOUND_LOOP 132
  70. #define MID_WEAPON_FIRE 133
  71. #define MID_WEAPON_RELOAD 134
  72.  
  73.  
  74. #define MID_COMPILE 135 // Client to Server (ratings update)
  75.  
  76. #define MWEAPFIRE_VECTOR 0
  77. #define MWEAPFIRE_PROJECTILE 1
  78. #define MWEAPFIRE_DISC 2
  79.  
  80. ///////////////////////////////////////////
  81. // Light cycle messages for TRON
  82. #define MID_LIGHT_CYCLE_INFO 136 // Client <-> Server
  83.  
  84. #define LCI_ADD_CYCLIST 1
  85. #define LCI_REMOVE_CYCLIST 2
  86. #define LCI_DEREZ_CYCLIST 3
  87. ///////////////////////////////////////////
  88.  
  89. #define MID_PERFORMANCE 137
  90.  
  91.  
  92. // Messages regarding projectiles
  93. #define MID_PROJECTILE 138
  94. #define MPROJ_UPDATE_POINT_TARGET 0 // Client to Server- give a projectile a new point target
  95. #define MPROJ_UPDATE_OBJECT_TARGET 1
  96. #define MPROJ_UPDATE_CONTROL_LINE 2 // Client to server- give a projectile a new control line
  97. #define MPROJ_RETURN 3 // Client to Server- return the projectile to the owner, if applicable
  98. #define MPROJ_RETURNING 4 // Server to Client- weapon is returning
  99. #define MPROJ_RETURNING_DISTANCE_THRESHOLD 5 // Server to Client- sent to an AI owner when returning disc is a certain distance from that owner
  100. #define MPROJ_RETURNED 6 // Server to Client- weapon has returned, unlock it
  101. #define MPROJ_START_SENDING_MESSAGES 7
  102. #define MPROJ_STOP_SENDING_MESSAGES 8
  103. #define MPROJ_BLOCKED 9 // Server to Client- player has successfully blocked the disc
  104. #define MPROJ_START_SWAT_BLOCK 10
  105. #define MPROJ_START_HOLD_BLOCK 11
  106. #define MPROJ_END_HOLD_BLOCK 12
  107. #define MPROJ_START_ARM_BLOCK 13
  108. // types of Disc tracking
  109. #define MPROJ_DISC_TRACKING_HOMING 100
  110. #define MPROJ_DISC_TRACKING_STEADY 101
  111. #define MPROJ_DISC_TRACKING_POINT_GUIDED 102
  112. #define MPROJ_DISC_TRACKING_CONTROL_LINE 103
  113.  
  114. #define MID_CLIENT_LOADED 139
  115. #define MID_SWITCHINGWORLDSSTATE 140
  116. enum SwitchingWorldsState
  117. {
  118. eSwitchingWorldsStateNone,
  119. eSwitchingWorldsStatePlayerHookup,
  120. eSwitchingWorldsStateAutoSave,
  121. eSwitchingWorldsStateWaitForClient,
  122. eSwitchingWorldsStateFinished,
  123. };
  124.  
  125. #define MID_CLIENT_READY_FOR_AUTOLOAD 141 // Client to Server- Lets server know the client is ready to begin an automatic load.
  126.  
  127. // Info on doomsday objects...
  128. #define MID_DOOMSDAY_MESSAGE 142 // Server -> Client
  129. #define MID_DOOMSDAY_PIECE_PICKEDUP 0
  130. #define MID_DOOMSDAY_PIECE_DROPPED 1
  131. #define MID_DOOMSDAY_PIECE_PLACED 2
  132. #define MID_DOOMSDAY_PIECE_STOLEN 3
  133. #define MID_DOOMSDAY_DEVICE_COMPLETED 4
  134. #define MID_DOOMSDAY_PIECE_RESPAWNED 5
  135.  
  136. #define MID_PLAYER_TAUNT 146
  137. #define MID_MULTIPLAYER_UPDATE 147
  138. #define MID_MULTIPLAYER_OPTIONS 148
  139. #define MID_TEAM_INFO 149
  140. #define MTEAM_FULL 0
  141. #define MTEAM_SCORE 1
  142. #define MID_TEAM_ADD 150
  143.  
  144. #define MID_MUSIC 153
  145.  
  146. #define MID_START_ENERGY_TRANSFER 155 // Server to Client
  147. #define MID_STOP_ENERGY_TRANSFER 156 // Client to Server
  148. #define MID_ENERGY_TRANSFER_COMPLETE 157 // Client to Server
  149.  
  150. #define MID_QUERY_TARGET_PROPERTIES 158 // Client <-> Server
  151. // Target Property ID's:
  152. #define TARGET_PROP_ENERGY_REQUIRED 1
  153. #define TARGET_PROP_HEALTH 2
  154.  
  155. #define MID_OBJECT_MESSAGE 159 // Client -> Server
  156.  
  157. #define MID_GAME_PAUSE 160
  158. #define MID_GAME_UNPAUSE 161
  159.  
  160. #define MID_GEAR_PICKEDUP 170
  161. #define MID_INTEL_PICKEDUP 171
  162.  
  163. #define MID_SUBROUTINE_OBTAINED 172
  164. #define MID_ADDITIVE_OBTAINED 173
  165. #define MID_PROCEDURAL_OBTAINED 174
  166. #define MID_PRIMITIVE_OBTAINED 175
  167.  
  168. #define MID_SAVE_GAME 181
  169.  
  170. #define MID_LOAD_GAME 182
  171. enum LoadGameType
  172. {
  173. kLoadGameTypeSlot,
  174. kLoadGameTypeQuick,
  175. kLoadGameTypeReload,
  176. kLoadGameTypeContinue,
  177. };
  178.  
  179. // First message sent from client to server to start the game.
  180. #define MID_START_GAME 183
  181.  
  182. // Sent when the game is over.
  183. #define MID_END_GAME 184
  184.  
  185. // Tell server to load a level from scratch.
  186. #define MID_START_LEVEL 185
  187.  
  188. #define MID_EXIT_LEVEL 186
  189.  
  190. #define MID_SAVE_DATA 187
  191.  
  192. #define MID_SERVER_ERROR 190
  193. #define MID_LOAD_FAILED 191
  194. #define MID_OBJECTIVES_DATA 192
  195. #define MID_SCMD 193
  196.  
  197. #define MID_MULTIPLAYER_DATA 202
  198. #define MID_MULTIPLAYER_SERVERDIR 203 // server directory message
  199.  
  200. #define MID_CLIENT_PLAYER_UPDATE 212 // Server to client
  201. #define MID_FRAG_SELF 213 // Client to server
  202. #define MID_PINGTIMES 214 // Server to client
  203. #define MID_SHAKE_SCREEN 215 // Client to server
  204. #define MID_CHANGE_WORLDPROPERTIES 216 // Server to client
  205.  
  206. #define MID_CLIENTFX_CREATE 230 // Server to client
  207. #define MID_SFX_MESSAGE 231 // Server to client
  208.  
  209. #define MID_CONSOLE_TRIGGER 235 // Client to server
  210. #define MID_CONSOLE_COMMAND 236 // Client to server
  211. #define MID_CONSOLE_CLIENTFX 237 // Client to server
  212.  
  213. #define MID_DECISION 239 // Both ways
  214. #define MID_DIFFICULTY 240 // Client to server
  215. #define MID_GAMETEXMGR 241 // Server to client
  216. #define MID_DISPLAY_METER 243 // Server to client
  217.  
  218. #define MID_HANDSHAKE 245 // Both ways, handshake negotiation
  219. // Handshake sub-messages
  220. #define MID_HANDSHAKE_HELLO 0 // Hello! (version verification) Both ways
  221. #define MID_HANDSHAKE_PASSWORD 1 // Wassa password? Server to client
  222. #define MID_HANDSHAKE_LETMEIN 2 // What, this password? Client to server
  223. #define MID_HANDSHAKE_DONE 3 // You'll do just fine. Server to client
  224. #define MID_HANDSHAKE_WRONGPASS 4 // Wrong password. Server to client
  225. // Handshake version state
  226.  
  227. #define MID_GADGETTARGET 246 // Both ways, handling of a gadget target
  228. #define MID_CLEAR_PROGRESSIVE_DAMAGE 247 // Client to server
  229. #define MID_SEARCH 248 // Both ways, handling of searching
  230. #define MID_ADD_PUSHER 249 // Server to client
  231.  
  232. // AI message IDs 250 - 255
  233. #define MID_STIMULUS 250 // Client to server
  234. #define MID_RENDER_STIMULUS 251 // Client to server
  235. #define MID_ADD_GOAL 252 // Client to server
  236. #define MID_REMOVE_GOAL 253 // Client to server
  237. #define MID_OBJECT_ALPHA 254 // Client to server
  238.  
  239.  
  240. // Object <-> Object messages...
  241.  
  242.  
  243. // Interface Change ids shared between client and server...These are
  244. // used with above MID_PLAYER_INFOCHANGE
  245.  
  246. #define IC_AMMO_ID 1
  247. #define IC_HEALTH_ID 2
  248. #define IC_ARMOR_ID 3
  249. #define IC_DEFAULTWEAPON_ID 4
  250. #define IC_WEAPON_PICKUP_ID 5
  251. #define IC_AIRLEVEL_ID 6
  252. #define IC_ROCKETLOCK_ID 7
  253. #define IC_OUTOFAMMO_ID 8
  254. #define IC_OBJECTIVE_ID 9
  255. #define IC_MOD_PICKUP_ID 10
  256. #define IC_FADE_SCREEN_ID 11
  257. #define IC_RESET_INVENTORY_ID 12
  258. #define IC_MISSION_TEXT_ID 13
  259. #define IC_MISSION_FAILED_ID 14
  260. #define IC_MAX_HEALTH_ID 15
  261. #define IC_MAX_ARMOR_ID 16
  262. #define IC_WEAPON_OBTAIN_ID 17
  263. #define IC_OPTION_ID 18
  264. #define IC_PARAMETER_ID 19
  265. #define IC_KEY_ID 20
  266. #define IC_SKILLS_ID 21
  267. #define IC_REGION_CHANGE 22
  268. #define IC_MAX_ENERGY_ID 23
  269. #define IC_ENERGY_ID 24
  270. #define IC_PSETS_ID 25
  271. #define IC_PERFORMANCE_RATING_ID 26
  272. #define IC_BUILD_POINTS_ID 27
  273.  
  274. //helper id's that tell what to do with objectives, parameters, keys, etc.
  275. #define ITEM_ADD_ID 0
  276. #define ITEM_REMOVE_ID 1
  277. #define ITEM_CLEAR_ID 2
  278. #define ITEM_COMPLETE_ID 3
  279.  
  280. //helper id's to differentiate between different types of search messages
  281. #define SEARCH_START 0
  282. #define SEARCH_FOUND 1
  283.  
  284.  
  285. // Client to player messages...These are used with MID_PLAYER_CLIENTMSG
  286. enum ClientPlayerMessage
  287. {
  288. CP_MOTION_STATUS = 1,
  289. CP_DAMAGE,
  290. CP_WEAPON_STATUS,
  291. CP_FLASHLIGHT,
  292. CP_PLAYER_LEAN,
  293. CP_PHYSICSMODEL,
  294. CP_DAMAGE_VEHICLE_IMPACT,
  295. CP_DEFLECT,
  296. };
  297.  
  298. // CP_MOTION_STATUS, Motion Status is used to notify the server if the motion of the player
  299. // has changed (did he jump/land/fall)....
  300. enum CPMotionStatusTypes
  301. {
  302. MS_NONE,
  303. MS_JUMPED,
  304. MS_FALLING,
  305. MS_LANDED,
  306. };
  307.  
  308. // CP_DAMAGE, Damage is used to inflict damage the player (e.g., fall damage)...
  309.  
  310. // CP_WEAPON_STATUS, Weapon Status is used to tell the server what animation the player-view
  311. // weapon is playing...
  312. enum CPWeaponStatusTyps
  313. {
  314. WS_NONE,
  315. WS_RELOADING,
  316. WS_SELECT,
  317. WS_DESELECT,
  318. };
  319.  
  320. // CP_FLASHLIGHT, Flashlight is used to simply send new info regarding the location of the
  321. // flashlight beam impact
  322. enum CPFlashLightTypes
  323. {
  324. FL_ON,
  325. FL_OFF,
  326. };
  327.  
  328. // CP_PLAYER_LEAN, Lean is used to register a stimulus when the player is fully leaned out
  329. // and remove the stimulu when they start to lean back in.
  330. enum CPPlayerLeanTypes
  331. {
  332. PL_LEFT,
  333. PL_RIGHT,
  334. PL_CENTER,
  335. };
  336.  
  337. // CP_PHYSICSMODEL, New model is defined by PlayerPhysicsModel...
  338.  
  339. // CP_DAMAGE_VEHICLE_IMPACT, Damage from vehicle impact
  340.  
  341. // Client update flags
  342.  
  343. #define CLIENTUPDATE_CAMERAOFFSET (1<<0)
  344. #define CLIENTUPDATE_CONTCODE (1<<1)
  345. #define CLIENTUPDATE_3RDPERSON (1<<2)
  346. #define CLIENTUPDATE_3RDPERVAL (1<<3)
  347. #define CLIENTUPDATE_ALLOWINPUT (1<<4)
  348. #define CLIENTUPDATE_PLAYERROT (1<<5)
  349. #define CLIENTUPDATE_ACCURATEPLAYERROT (1<<6)
  350. #define CLIENTUPDATE_FULLPLAYERROT (1<<7)
  351.  
  352.  
  353. #endif // __MSG_IDS_H__
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