/*
protocol.h - communications protocols
Copyright (C) 2007 Uncle Mike

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 3 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.
*/

#ifndef NET_PROTOCOL_H
#define NET_PROTOCOL_H

#define PROTOCOL_VERSION		49

// server to client
#define svc_bad			0	// immediately crash client when received
#define svc_nop			1	// does nothing
#define svc_disconnect		2	// kick client from server
#define svc_event			3	// playback event queue
#define svc_changing		4	// changelevel by server request
#define svc_setview			5	// [short] entity number
#define svc_sound			6	// <see code>
#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
#define svc_setangle		10	// [angle angle angle] set the view angle to this absolute value
#define svc_serverdata		11	// [long] protocol ...
#define svc_lightstyle		12	// [index][pattern][float]
#define svc_updateuserinfo		13	// [byte] playernum, [string] userinfo
#define svc_deltatable		14	// [table header][...]
#define svc_clientdata		15	// [...]
#define svc_resource		16	// [...] late-precached resource will be download in-game
#define svc_pings			17	// [bit][idx][ping][packet_loss]
#define svc_particle		18	// [float*3][char*3][byte][byte]
#define svc_restoresound		19	// <see code>
#define svc_spawnstatic		20	// creates a static client entity
#define svc_event_reliable		21	// playback event directly from message, not queue
#define svc_spawnbaseline		22	// <see code>
#define svc_temp_entity		23	// <variable sized>
#define svc_setpause		24	// [byte] 0 = unpaused, 1 = paused
#define svc_signonnum		25	// [byte] used for the signon sequence
#define svc_centerprint		26	// [string] to put in center of the screen
// reserved
// reserved
// reserved
#define svc_intermission		30	// empty message (event)
#define svc_finale			31	// empty message (event)
#define svc_cdtrack			32	// [string] trackname
#define svc_restore			33	// [string] savename
#define svc_cutscene		34	// empty message (event)
#define svc_weaponanim		35	// [byte]iAnim [byte]body
#define svc_bspdecal		36	// [float*3][short][short][short]
#define svc_roomtype		37	// [short] room type
#define svc_addangle		38	// [angle] add angles when client turn on mover
#define svc_usermessage		39	// [byte][byte][string] REG_USER_MSG stuff
#define svc_packetentities		40	// [short][...]
#define svc_deltapacketentities	41	// [short][byte][...] 
#define svc_choke			42	// just event
#define svc_resourcelist		43	// [short][...]
#define svc_deltamovevars		44	// [movevars_t]
#define svc_resourcerequest		45	// <see code>
#define svc_customization		46
#define svc_crosshairangle		47	// [byte][byte]
#define svc_soundfade		48	// [float*4] sound fade parms
#define svc_filetxferfailed		49	// [string]
#define svc_hltv			50	// sending from the game.dll
#define svc_director		51	// <variable sized>
#define svc_voiceinit		52	// <see code>
#define svc_voicedata		53	// [byte][short][...]
// reserved
// reserved
#define svc_resourcelocation		56	// [string]
#define svc_querycvarvalue		57	// [string]
#define svc_querycvarvalue2		58	// [string][long] (context)
#define svc_lastmsg			58	// start user messages at this point

// client to server
#define clc_bad			0	// immediately drop client when received
#define clc_nop			1 		
#define clc_move			2	// [[usercmd_t]
#define clc_stringcmd		3	// [string] message
#define clc_delta			4	// [byte] sequence number, requests delta compression of message
#define clc_resourcelist		5
// reserved
#define clc_fileconsistency		7
#define clc_voicedata		8
#define clc_requestcvarvalue		9
#define clc_requestcvarvalue2		10
#define clc_lastmsg			10	// end client messages

#define MAX_VISIBLE_PACKET_BITS	11	// 2048 visible entities per frame (hl1 has 256)
#define MAX_VISIBLE_PACKET		(1<<MAX_VISIBLE_PACKET_BITS)
#define MAX_VISIBLE_PACKET_VIS_BYTES	((MAX_VISIBLE_PACKET + 7) / 8)

// additional protocol data
#define MAX_CLIENT_BITS		5
#define MAX_CLIENTS			(1<<MAX_CLIENT_BITS)// 5 bits == 32 clients ( int32 limit )

#define MAX_WEAPON_BITS		6
#define MAX_WEAPONS			(1<<MAX_WEAPON_BITS)// 6 bits == 64 predictable weapons

#define MAX_EVENT_BITS		10
#define MAX_EVENTS			(1<<MAX_EVENT_BITS)	// 10 bits == 1024 events (the original Half-Life limit)

#define MAX_MODEL_BITS		12		// 12 bits == 4096 models
#define MAX_SUPPORTED_MODELS		(1<<MAX_MODEL_BITS)

#ifdef SUPPORT_BSP2_FORMAT
#define MAX_MODELS			MAX_SUPPORTED_MODELS	// because BSP2 contain too much embedded bsp-models
#else
#define MAX_MODELS			1024		// g-cont. reduce the memory without breaking proto
#endif

#define MAX_SOUND_BITS		11
#define MAX_SOUNDS			(1<<MAX_SOUND_BITS)	// 11 bits == 2048 sounds

#define MAX_ENTITY_BITS		13		// 13 bits = 8192 edicts
#define MAX_EDICTS			(1<<MAX_ENTITY_BITS)
#define MAX_EDICTS_BYTES		((MAX_EDICTS + 7) / 8)
#define LAST_EDICT			(MAX_EDICTS - 1)

#define MAX_CUSTOM_BITS		10
#define MAX_CUSTOM			(1<<MAX_CUSTOM_BITS)// 10 bits == 1024 generic file
#define MAX_USER_MESSAGES		197		// another 58 messages reserved for engine routines
#define MAX_DLIGHTS			32		// dynamic lights (rendered per one frame)
#define MAX_ELIGHTS			64		// entity only point lights
#define MAX_LIGHTSTYLES		64		// original quake limit
#define MAX_RENDER_DECALS		4096		// max rendering decals per a level

// sound proto
#define MAX_SND_FLAGS_BITS		14
#define MAX_SND_CHAN_BITS		4

// sound flags
#define SND_VOLUME			(1<<0)	// a scaled byte
#define SND_ATTENUATION		(1<<1)	// a byte
#define SND_SEQUENCE		(1<<2)	// get sentence from a script
#define SND_PITCH			(1<<3)	// a byte
#define SND_SENTENCE		(1<<4)	// set if sound num is actually a sentence num
#define SND_STOP			(1<<5)	// stop the sound
#define SND_CHANGE_VOL		(1<<6)	// change sound vol
#define SND_CHANGE_PITCH		(1<<7)	// change sound pitch
#define SND_SPAWNING		(1<<8)	// we're spawning, used in some cases for ambients (not sent across network)
#define SND_LOCALSOUND		(1<<9)	// not paused, not looped, for internal use
#define SND_STOP_LOOPING		(1<<10)	// stop all looping sounds on the entity.
#define SND_FILTER_CLIENT		(1<<11)	// don't send sound from local player if prediction was enabled
#define SND_RESTORE_POSITION		(1<<12)	// passed playing position and the forced end

// decal flags
#define FDECAL_PERMANENT		0x01	// This decal should not be removed in favor of any new decals
#define FDECAL_USE_LANDMARK		0x02	// This is a decal applied on a bmodel without origin-brush so we done in absoulute pos
#define FDECAL_CUSTOM		0x04	// This is a custom clan logo and should not be saved/restored
// reserved
// reserved
#define FDECAL_DONTSAVE		0x20	// Decal was loaded from adjacent level, don't save it for this level
#define FDECAL_STUDIO		0x40	// Indicates a studio decal
#define FDECAL_LOCAL_SPACE		0x80	// decal is in local space (any decal after serialization)

// game type
#define GAME_SINGLEPLAYER		0
#define GAME_DEATHMATCH		1
#define GAME_COOP			2
#define GAME_TEAMPLAY		4

// Max number of history commands to send ( 2 by default ) in case of dropped packets
#define NUM_BACKUP_COMMAND_BITS	4
#define MAX_BACKUP_COMMANDS		(1 << NUM_BACKUP_COMMAND_BITS)

#define MAX_RESOURCES		(MAX_MODELS+MAX_SOUNDS+MAX_CUSTOM+MAX_EVENTS)
#define MAX_RESOURCE_BITS		13	// 13 bits 8192 resource (4096 models + 2048 sounds + 1024 events + 1024 files)

#define FRAGMENT_MIN_SIZE		1200		// default MTU
#define FRAGMENT_MAX_SIZE		64000		// maximal fragment size
#define FRAGMENT_LOCAL_SIZE		FRAGMENT_MAX_SIZE	// local connection

extern const char	*svc_strings[svc_lastmsg+1];
extern const char	*clc_strings[clc_lastmsg+1];

#endif//NET_PROTOCOL_H