#ifndef _IN_NETMSG_H #define _IN_NETMSG_H #include #include "net/net.h" #include "net/netbuf.h" #define SVC_BAD 0x00 // trash #define SVC_NOP 0x01 // does nothing #define SVC_AUTH 0x02 // auth response, sent in response to CLC_AUTH #define SVC_CHAT 0x03 // chat message #define SVC_STAGE_START 0x10 // start level #define SVC_STAGE_END 0x11 // end level #define SVC_PLAYER_MOVE 0x20 // player movement and inputs #define SVC_PLAYER_GUNS 0x21 // player gun state #define SVC_PLAYER_STATS 0x22 // player stats (health etc) #define SVC_PROP_MOVE 0x30 // prop movement #define SVC_PROP_SPAWN 0x31 // new prop spawned #define SVC_PROP_DAMAGE 0x32 // prop was damaged #define SVC_PROP_PICKUP 0x33 // prop was picked up #define SVC_PROP_USE 0x34 // door/lift/etc was used #define SVC_PROP_DOOR 0x35 // door state changed #define SVC_CHR_DAMAGE 0x42 // chr was damaged #define SVC_CHR_DISARM 0x43 // chr's weapons were dropped #define CLC_BAD 0x00 // trash #define CLC_NOP 0x01 // does nothing #define CLC_AUTH 0x02 // auth request, sent immediately after connecting #define CLC_CHAT 0x03 // chat message #define CLC_MOVE 0x04 // player input u32 netmsgClcAuthWrite(struct netbuf *dst); u32 netmsgClcAuthRead(struct netbuf *src, struct netclient *srccl); u32 netmsgClcChatWrite(struct netbuf *dst, const char *str); u32 netmsgClcChatRead(struct netbuf *src, struct netclient *srccl); u32 netmsgClcMoveWrite(struct netbuf *dst); u32 netmsgClcMoveRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcAuthWrite(struct netbuf *dst, struct netclient *authcl); u32 netmsgSvcAuthRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcChatWrite(struct netbuf *dst, const char *str); u32 netmsgSvcChatRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcStageStartWrite(struct netbuf *dst); u32 netmsgSvcStageStartRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcStageEndWrite(struct netbuf *dst); u32 netmsgSvcStageEndRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPlayerMoveWrite(struct netbuf *dst, struct netclient *movecl); u32 netmsgSvcPlayerMoveRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPlayerStatsWrite(struct netbuf *dst, struct netclient *actcl); u32 netmsgSvcPlayerStatsRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPropSpawnWrite(struct netbuf *dst, struct prop *prop); u32 netmsgSvcPropSpawnRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPropMoveWrite(struct netbuf *dst, struct prop *prop, struct coord *initrot); u32 netmsgSvcPropMoveRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPropDamageWrite(struct netbuf *dst, struct prop *prop, f32 damage, struct coord *pos, s32 weaponnum, s32 playernum); u32 netmsgSvcPropDamageRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPropPickupWrite(struct netbuf *dst, struct netclient *actcl, struct prop *prop, const s32 tickop); u32 netmsgSvcPropPickupRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPropUseWrite(struct netbuf *dst, struct prop *prop, struct netclient *usercl, const s32 tickop); u32 netmsgSvcPropUseRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcPropDoorWrite(struct netbuf *dst, struct prop *prop, struct netclient *usercl); u32 netmsgSvcPropDoorRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcChrDamageWrite(struct netbuf *dst, struct chrdata *chr, f32 damage, struct coord *vector, struct gset *gset, struct prop *aprop, s32 hitpart, bool damageshield, struct prop *prop2, s32 side, s16 *arg11, bool explosion, struct coord *explosionpos); u32 netmsgSvcChrDamageRead(struct netbuf *src, struct netclient *srccl); u32 netmsgSvcChrDisarmWrite(struct netbuf *dst, struct chrdata *chr, struct prop *attacker, u8 weaponnum, f32 wpndamage, struct coord *wpnpos); u32 netmsgSvcChrDisarmRead(struct netbuf *src, struct netclient *srccl); #endif