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- // ----------------------------------------------------------------------- //
- //
- // MODULE : MsgIDs.h
- //
- // PURPOSE : Message ids
- //
- // CREATED : 9/22/97
- //
- // (c) 1997-2002 Monolith Productions, Inc. All Rights Reserved
- //
- // ----------------------------------------------------------------------- //
- #ifndef __MSG_IDS_H__
- #define __MSG_IDS_H__
- #include "SFXMsgIds.h" // Special fx message ids
- // General Client <-> Server messages
- #define MID_PLAYER_UPDATE 100
- #define MID_PLAYER_SKILLS 101 // Both ways
- #define MID_PLAYER_SUMMARY 102
- #define MID_PLAYER_INFOCHANGE 103 // Both ways
- #define MID_PLAYER_SCORE 104
- #define MID_PLAYER_STATE_CHANGE 105
- #define MID_PLAYER_MESSAGE 106
- #define MID_PLAYER_CHEAT 107
- #define MID_PLAYER_ORIENTATION 108 // Server to client
- // Orientation sub-messages
- #define MID_ORIENTATION_ALL 0 // Pitch, Yaw, Roll
- #define MID_ORIENTATION_YAW 1 // Yaw only! (Pitch amd Roll preserved on client)
- #define MID_PLAYER_INFO 109
- //player info sub-messages
- #define MID_PI_JOIN 0 // this player is joining
- #define MID_PI_EXIST 1 // this is info about an existing player sent to someone joining
- #define MID_PI_UPDATE 2 // this is an update of existing players
- #define MID_PLAYER_REMOVED 110
- #define MID_PLAYER_SCORED 111
- #define MID_PLAYER_RESPAWN 112
- #define MID_PLAYER_CANCELREVIVE 113
- #define MID_PLAYER_MULTIPLAYER_INIT 114
- #define MID_PLAYER_SINGLEPLAYER_INIT 115
- #define MID_PLAYER_LOADCLIENT 116
- #define MID_PLAYER_DAMAGE 117
- #define MID_PLAYER_ACTIVATE 118
- //Activation sub-messages
- #define MID_ACTIVATE_NORMAL 0
- #define MID_ACTIVATE_SEARCH 1
- #define MID_ACTIVATE_MOVE 2
- #define MID_ACTIVATE_REVIVE 3
- #define MID_ACTIVATE_WAKEUP 4
- #define MID_PLAYER_CLIENTMSG 119 // Client to server
- #define MID_PLAYER_OVERLAY 120 // Server to client
- #define MID_PLAYER_TELEPORT 121 // Client to server
- #define MID_PLAYER_TRANSMISSION 123 // Server to client
- #define MID_PLAYER_CHATMODE 124 // Client to server
- #define MID_PLAYER_GHOSTMESSAGE 125
- #define MID_PLAYER_CREDITS 126
- #define MID_PLAYER_TEAM 127
- #define MID_PLAYER_CONNECTED 128
- #define MID_WEAPON_CHANGE 130 // Both ways
- #define MID_WEAPON_SOUND 131
- #define MID_WEAPON_SOUND_LOOP 132
- #define MID_WEAPON_FIRE 133
- #define MID_WEAPON_RELOAD 134
- #define MID_COMPILE 135 // Client to Server (ratings update)
- #define MWEAPFIRE_VECTOR 0
- #define MWEAPFIRE_PROJECTILE 1
- #define MWEAPFIRE_DISC 2
- ///////////////////////////////////////////
- // Light cycle messages for TRON
- #define MID_LIGHT_CYCLE_INFO 136 // Client <-> Server
- #define LCI_ADD_CYCLIST 1
- #define LCI_REMOVE_CYCLIST 2
- #define LCI_DEREZ_CYCLIST 3
- ///////////////////////////////////////////
- #define MID_PERFORMANCE 137
- // Messages regarding projectiles
- #define MID_PROJECTILE 138
- #define MPROJ_UPDATE_POINT_TARGET 0 // Client to Server- give a projectile a new point target
- #define MPROJ_UPDATE_OBJECT_TARGET 1
- #define MPROJ_UPDATE_CONTROL_LINE 2 // Client to server- give a projectile a new control line
- #define MPROJ_RETURN 3 // Client to Server- return the projectile to the owner, if applicable
- #define MPROJ_RETURNING 4 // Server to Client- weapon is returning
- #define MPROJ_RETURNING_DISTANCE_THRESHOLD 5 // Server to Client- sent to an AI owner when returning disc is a certain distance from that owner
- #define MPROJ_RETURNED 6 // Server to Client- weapon has returned, unlock it
- #define MPROJ_START_SENDING_MESSAGES 7
- #define MPROJ_STOP_SENDING_MESSAGES 8
- #define MPROJ_BLOCKED 9 // Server to Client- player has successfully blocked the disc
- #define MPROJ_START_SWAT_BLOCK 10
- #define MPROJ_START_HOLD_BLOCK 11
- #define MPROJ_END_HOLD_BLOCK 12
- #define MPROJ_START_ARM_BLOCK 13
- // types of Disc tracking
- #define MPROJ_DISC_TRACKING_HOMING 100
- #define MPROJ_DISC_TRACKING_STEADY 101
- #define MPROJ_DISC_TRACKING_POINT_GUIDED 102
- #define MPROJ_DISC_TRACKING_CONTROL_LINE 103
- #define MID_CLIENT_LOADED 139
- #define MID_SWITCHINGWORLDSSTATE 140
- enum SwitchingWorldsState
- {
- eSwitchingWorldsStateNone,
- eSwitchingWorldsStatePlayerHookup,
- eSwitchingWorldsStateAutoSave,
- eSwitchingWorldsStateWaitForClient,
- eSwitchingWorldsStateFinished,
- };
- #define MID_CLIENT_READY_FOR_AUTOLOAD 141 // Client to Server- Lets server know the client is ready to begin an automatic load.
- // Info on doomsday objects...
- #define MID_DOOMSDAY_MESSAGE 142 // Server -> Client
- #define MID_DOOMSDAY_PIECE_PICKEDUP 0
- #define MID_DOOMSDAY_PIECE_DROPPED 1
- #define MID_DOOMSDAY_PIECE_PLACED 2
- #define MID_DOOMSDAY_PIECE_STOLEN 3
- #define MID_DOOMSDAY_DEVICE_COMPLETED 4
- #define MID_DOOMSDAY_PIECE_RESPAWNED 5
- #define MID_PLAYER_TAUNT 146
- #define MID_MULTIPLAYER_UPDATE 147
- #define MID_MULTIPLAYER_OPTIONS 148
- #define MID_TEAM_INFO 149
- #define MTEAM_FULL 0
- #define MTEAM_SCORE 1
- #define MID_TEAM_ADD 150
- #define MID_MUSIC 153
- #define MID_START_ENERGY_TRANSFER 155 // Server to Client
- #define MID_STOP_ENERGY_TRANSFER 156 // Client to Server
- #define MID_ENERGY_TRANSFER_COMPLETE 157 // Client to Server
- #define MID_QUERY_TARGET_PROPERTIES 158 // Client <-> Server
- // Target Property ID's:
- #define TARGET_PROP_ENERGY_REQUIRED 1
- #define TARGET_PROP_HEALTH 2
- #define MID_OBJECT_MESSAGE 159 // Client -> Server
- #define MID_GAME_PAUSE 160
- #define MID_GAME_UNPAUSE 161
- #define MID_GEAR_PICKEDUP 170
- #define MID_INTEL_PICKEDUP 171
- #define MID_SUBROUTINE_OBTAINED 172
- #define MID_ADDITIVE_OBTAINED 173
- #define MID_PROCEDURAL_OBTAINED 174
- #define MID_PRIMITIVE_OBTAINED 175
- #define MID_SAVE_GAME 181
- #define MID_LOAD_GAME 182
- enum LoadGameType
- {
- kLoadGameTypeSlot,
- kLoadGameTypeQuick,
- kLoadGameTypeReload,
- kLoadGameTypeContinue,
- };
- // First message sent from client to server to start the game.
- #define MID_START_GAME 183
- // Sent when the game is over.
- #define MID_END_GAME 184
- // Tell server to load a level from scratch.
- #define MID_START_LEVEL 185
- #define MID_EXIT_LEVEL 186
- #define MID_SAVE_DATA 187
- #define MID_SERVER_ERROR 190
- #define MID_LOAD_FAILED 191
- #define MID_OBJECTIVES_DATA 192
- #define MID_SCMD 193
- #define MID_MULTIPLAYER_DATA 202
- #define MID_MULTIPLAYER_SERVERDIR 203 // server directory message
- #define MID_CLIENT_PLAYER_UPDATE 212 // Server to client
- #define MID_FRAG_SELF 213 // Client to server
- #define MID_PINGTIMES 214 // Server to client
- #define MID_SHAKE_SCREEN 215 // Client to server
- #define MID_CHANGE_WORLDPROPERTIES 216 // Server to client
- #define MID_CLIENTFX_CREATE 230 // Server to client
- #define MID_SFX_MESSAGE 231 // Server to client
- #define MID_CONSOLE_TRIGGER 235 // Client to server
- #define MID_CONSOLE_COMMAND 236 // Client to server
- #define MID_CONSOLE_CLIENTFX 237 // Client to server
- #define MID_DECISION 239 // Both ways
- #define MID_DIFFICULTY 240 // Client to server
- #define MID_GAMETEXMGR 241 // Server to client
- #define MID_DISPLAY_METER 243 // Server to client
- #define MID_HANDSHAKE 245 // Both ways, handshake negotiation
- // Handshake sub-messages
- #define MID_HANDSHAKE_HELLO 0 // Hello! (version verification) Both ways
- #define MID_HANDSHAKE_PASSWORD 1 // Wassa password? Server to client
- #define MID_HANDSHAKE_LETMEIN 2 // What, this password? Client to server
- #define MID_HANDSHAKE_DONE 3 // You'll do just fine. Server to client
- #define MID_HANDSHAKE_WRONGPASS 4 // Wrong password. Server to client
- // Handshake version state
- #define MID_GADGETTARGET 246 // Both ways, handling of a gadget target
- #define MID_CLEAR_PROGRESSIVE_DAMAGE 247 // Client to server
- #define MID_SEARCH 248 // Both ways, handling of searching
- #define MID_ADD_PUSHER 249 // Server to client
- // AI message IDs 250 - 255
- #define MID_STIMULUS 250 // Client to server
- #define MID_RENDER_STIMULUS 251 // Client to server
- #define MID_ADD_GOAL 252 // Client to server
- #define MID_REMOVE_GOAL 253 // Client to server
- #define MID_OBJECT_ALPHA 254 // Client to server
- // Object <-> Object messages...
- // Interface Change ids shared between client and server...These are
- // used with above MID_PLAYER_INFOCHANGE
- #define IC_AMMO_ID 1
- #define IC_HEALTH_ID 2
- #define IC_ARMOR_ID 3
- #define IC_DEFAULTWEAPON_ID 4
- #define IC_WEAPON_PICKUP_ID 5
- #define IC_AIRLEVEL_ID 6
- #define IC_ROCKETLOCK_ID 7
- #define IC_OUTOFAMMO_ID 8
- #define IC_OBJECTIVE_ID 9
- #define IC_MOD_PICKUP_ID 10
- #define IC_FADE_SCREEN_ID 11
- #define IC_RESET_INVENTORY_ID 12
- #define IC_MISSION_TEXT_ID 13
- #define IC_MISSION_FAILED_ID 14
- #define IC_MAX_HEALTH_ID 15
- #define IC_MAX_ARMOR_ID 16
- #define IC_WEAPON_OBTAIN_ID 17
- #define IC_OPTION_ID 18
- #define IC_PARAMETER_ID 19
- #define IC_KEY_ID 20
- #define IC_SKILLS_ID 21
- #define IC_REGION_CHANGE 22
- #define IC_MAX_ENERGY_ID 23
- #define IC_ENERGY_ID 24
- #define IC_PSETS_ID 25
- #define IC_PERFORMANCE_RATING_ID 26
- #define IC_BUILD_POINTS_ID 27
- //helper id's that tell what to do with objectives, parameters, keys, etc.
- #define ITEM_ADD_ID 0
- #define ITEM_REMOVE_ID 1
- #define ITEM_CLEAR_ID 2
- #define ITEM_COMPLETE_ID 3
- //helper id's to differentiate between different types of search messages
- #define SEARCH_START 0
- #define SEARCH_FOUND 1
- // Client to player messages...These are used with MID_PLAYER_CLIENTMSG
- enum ClientPlayerMessage
- {
- CP_MOTION_STATUS = 1,
- CP_DAMAGE,
- CP_WEAPON_STATUS,
- CP_FLASHLIGHT,
- CP_PLAYER_LEAN,
- CP_PHYSICSMODEL,
- CP_DAMAGE_VEHICLE_IMPACT,
- CP_DEFLECT,
- };
- // CP_MOTION_STATUS, Motion Status is used to notify the server if the motion of the player
- // has changed (did he jump/land/fall)....
- enum CPMotionStatusTypes
- {
- MS_NONE,
- MS_JUMPED,
- MS_FALLING,
- MS_LANDED,
- };
- // CP_DAMAGE, Damage is used to inflict damage the player (e.g., fall damage)...
- // CP_WEAPON_STATUS, Weapon Status is used to tell the server what animation the player-view
- // weapon is playing...
- enum CPWeaponStatusTyps
- {
- WS_NONE,
- WS_RELOADING,
- WS_SELECT,
- WS_DESELECT,
- };
- // CP_FLASHLIGHT, Flashlight is used to simply send new info regarding the location of the
- // flashlight beam impact
- enum CPFlashLightTypes
- {
- FL_ON,
- FL_OFF,
- };
- // CP_PLAYER_LEAN, Lean is used to register a stimulus when the player is fully leaned out
- // and remove the stimulu when they start to lean back in.
- enum CPPlayerLeanTypes
- {
- PL_LEFT,
- PL_RIGHT,
- PL_CENTER,
- };
- // CP_PHYSICSMODEL, New model is defined by PlayerPhysicsModel...
- // CP_DAMAGE_VEHICLE_IMPACT, Damage from vehicle impact
- // Client update flags
- #define CLIENTUPDATE_CAMERAOFFSET (1<<0)
- #define CLIENTUPDATE_CONTCODE (1<<1)
- #define CLIENTUPDATE_3RDPERSON (1<<2)
- #define CLIENTUPDATE_3RDPERVAL (1<<3)
- #define CLIENTUPDATE_ALLOWINPUT (1<<4)
- #define CLIENTUPDATE_PLAYERROT (1<<5)
- #define CLIENTUPDATE_ACCURATEPLAYERROT (1<<6)
- #define CLIENTUPDATE_FULLPLAYERROT (1<<7)
- #endif // __MSG_IDS_H__
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