2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // protocol.h -- communications protocols
25 // protocolversion_t is defined in common.h
27 protocolversion_t Protocol_EnumForName(const char *s);
28 const char *Protocol_NameForEnum(protocolversion_t p);
29 protocolversion_t Protocol_EnumForNumber(int n);
30 int Protocol_NumberForEnum(protocolversion_t p);
31 void Protocol_Names(char *buffer, size_t buffersize);
34 #define MF_ROCKET 1 // leave a trail
35 #define MF_GRENADE 2 // leave a trail
36 #define MF_GIB 4 // leave a trail
37 #define MF_ROTATE 8 // rotate (bonus items)
38 #define MF_TRACER 16 // green split trail
39 #define MF_ZOMGIB 32 // small blood trail
40 #define MF_TRACER2 64 // orange split trail + rotate
41 #define MF_TRACER3 128 // purple trail
44 #define EF_BRIGHTFIELD 1
45 #define EF_MUZZLEFLASH 2
46 #define EF_BRIGHTLIGHT 4
49 #define EF_ADDITIVE 32
52 #define EF_NOGUNBOB 256 // LordHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
53 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
54 #define EF_FLAME 1024 // LordHavoc: on fire
55 #define EF_STARDUST 2048 // LordHavoc: showering sparks
56 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
57 #define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
58 #define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
59 #define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
60 #define EF_NOSELFSHADOW 65536 // LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
61 #define EF_DYNAMICMODELLIGHT 131072
62 #define EF_UNUSED18 262144
63 #define EF_UNUSED19 524288
64 #define EF_RESTARTANIM_BIT 1048576 // div0: restart animation bit (like teleport bit, but lerps between end and start of the anim, and doesn't stop player lerping)
65 #define EF_TELEPORT_BIT 2097152 // div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
66 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only)
67 #define EF_NOMODELFLAGS 8388608 // indicates the model's .effects should be ignored (allows overriding them)
68 #define EF_ROCKET 16777216 // leave a trail
69 #define EF_GRENADE 33554432 // leave a trail
70 #define EF_GIB 67108864 // leave a trail
71 #define EF_ROTATE 134217728 // rotate (bonus items)
72 #define EF_TRACER 268435456 // green split trail
73 #define EF_ZOMGIB 536870912 // small blood trail
74 #define EF_TRACER2 1073741824 // orange split trail + rotate
75 #define EF_TRACER3 0x80000000 // purple trail
77 // internaleffects bits (no overlap with EF_ bits):
78 #define INTEF_FLAG1QW 1
79 #define INTEF_FLAG2QW 2
81 // flags for the pflags field of entities
82 #define PFLAGS_NOSHADOW 1
83 #define PFLAGS_CORONA 2
84 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
86 // if the high bit of the servercmd is set, the low bits are fast update flags:
87 #define U_MOREBITS (1<<0)
88 #define U_ORIGIN1 (1<<1)
89 #define U_ORIGIN2 (1<<2)
90 #define U_ORIGIN3 (1<<3)
91 #define U_ANGLE2 (1<<4)
92 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
94 #define U_FRAME (1<<6)
95 // just differentiates from other updates
96 #define U_SIGNAL (1<<7)
98 #define U_ANGLE1 (1<<8)
99 #define U_ANGLE3 (1<<9)
100 #define U_MODEL (1<<10)
101 #define U_COLORMAP (1<<11)
102 #define U_SKIN (1<<12)
103 #define U_EFFECTS (1<<13)
104 #define U_LONGENTITY (1<<14)
106 // LordHavoc: protocol extension
107 #define U_EXTEND1 (1<<15)
108 // LordHavoc: first extend byte
109 #define U_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
110 #define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
111 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
112 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
113 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
114 #define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
115 #define U_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
116 #define U_EXTEND2 (1<<23) // another byte to follow
117 // LordHavoc: second extend byte
118 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
119 #define U_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
120 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
121 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
122 #define U_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
123 #define U_UNUSED29 (1<<29) // future expansion
124 #define U_UNUSED30 (1<<30) // future expansion
125 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
127 #define SU_VIEWHEIGHT (1<<0)
128 #define SU_IDEALPITCH (1<<1)
129 #define SU_PUNCH1 (1<<2)
130 #define SU_PUNCH2 (1<<3)
131 #define SU_PUNCH3 (1<<4)
132 #define SU_VELOCITY1 (1<<5)
133 #define SU_VELOCITY2 (1<<6)
134 #define SU_VELOCITY3 (1<<7)
135 //define SU_AIMENT (1<<8) AVAILABLE BIT
136 #define SU_ITEMS (1<<9)
137 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
138 #define SU_INWATER (1<<11) // no data follows, the bit is it
139 #define SU_WEAPONFRAME (1<<12)
140 #define SU_ARMOR (1<<13)
141 #define SU_WEAPON (1<<14)
142 #define SU_EXTEND1 (1<<15)
144 #define SU_PUNCHVEC1 (1<<16)
145 #define SU_PUNCHVEC2 (1<<17)
146 #define SU_PUNCHVEC3 (1<<18)
147 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
148 #define SU_UNUSED20 (1<<20)
149 #define SU_UNUSED21 (1<<21)
150 #define SU_UNUSED22 (1<<22)
151 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
152 // second extend byte
153 #define SU_UNUSED24 (1<<24)
154 #define SU_UNUSED25 (1<<25)
155 #define SU_UNUSED26 (1<<26)
156 #define SU_UNUSED27 (1<<27)
157 #define SU_UNUSED28 (1<<28)
158 #define SU_UNUSED29 (1<<29)
159 #define SU_UNUSED30 (1<<30)
160 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
162 // a sound with no channel is a local only sound
163 #define SND_VOLUME (1<<0) // a byte
164 #define SND_ATTENUATION (1<<1) // a byte
165 #define SND_LOOPING (1<<2) // a long
166 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
167 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
168 #define SND_SPEEDUSHORT4000 (1<<5) // ushort speed*4000 (speed is usually 1.0, a value of 0.0 is the same as 1.0)
171 // defaults for clientinfo messages
172 #define DEFAULT_VIEWHEIGHT 22
175 // game types sent by serverinfo
176 // these determine which intermission screen plays
178 #define GAME_DEATHMATCH 1
181 // note that there are some defs.qc that mirror to these numbers
182 // also related to svc_strings[] in cl_parse
190 #define svc_disconnect 2
191 #define svc_updatestat 3 // [byte] [long]
192 #define svc_version 4 // [long] server version
193 #define svc_setview 5 // [short] entity number
194 #define svc_sound 6 // <see code>
195 #define svc_time 7 // [float] server time
196 #define svc_print 8 // [string] null terminated string
197 #define svc_stufftext 9 // [string] stuffed into client's console buffer
198 // the string should be \n terminated
199 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
201 #define svc_serverinfo 11 // [long] version
202 // [string] signon string
203 // [string]..[0]model cache
204 // [string]...[0]sounds cache
205 #define svc_lightstyle 12 // [byte] [string]
206 #define svc_updatename 13 // [byte] [string]
207 #define svc_updatefrags 14 // [byte] [short]
208 #define svc_clientdata 15 // <shortbits + data>
209 #define svc_stopsound 16 // <see code>
210 #define svc_updatecolors 17 // [byte] [byte]
211 #define svc_particle 18 // [vec3] <variable>
212 #define svc_damage 19
214 #define svc_spawnstatic 20
215 // svc_spawnbinary 21
216 #define svc_spawnbaseline 22
218 #define svc_temp_entity 23
220 #define svc_setpause 24 // [byte] on / off
221 #define svc_signonnum 25 // [byte] used for the signon sequence
223 #define svc_centerprint 26 // [string] to put in center of the screen
225 #define svc_killedmonster 27
226 #define svc_foundsecret 28
228 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
230 #define svc_intermission 30 // [string] music
231 #define svc_finale 31 // [string] music [string] text
233 #define svc_cdtrack 32 // [byte] track [byte] looptrack
234 #define svc_sellscreen 33
236 #define svc_cutscene 34
238 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
239 #define svc_hidelmp 36 // [string] slotname
240 #define svc_skybox 37 // [string] skyname
242 // LordHavoc: my svc_ range, 50-69
243 #define svc_downloaddata 50 // [int] start [short] size
244 #define svc_updatestatubyte 51 // [byte] stat [byte] value
245 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
246 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
247 #define svc_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte
248 #define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
249 #define svc_spawnbaseline2 55 // short modelindex instead of byte
250 #define svc_spawnstatic2 56 // short modelindex instead of byte
251 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
252 #define svc_csqcentities 58 // [short] entnum [variable length] entitydata ... [short] 0x0000
253 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
254 #define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
255 #define svc_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
256 #define svc_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
263 #define clc_disconnect 2
264 #define clc_move 3 // [usercmd_t]
265 #define clc_stringcmd 4 // [string] message
267 // LordHavoc: my clc_ range, 50-59
268 #define clc_ackframe 50 // [int] framenumber
269 #define clc_ackdownloaddata 51 // [int] start [short] size (note: exact echo of latest values received in svc_downloaddata, packet-loss handling is in the server)
270 #define clc_unusedlh2 52
271 #define clc_unusedlh3 53
272 #define clc_unusedlh4 54
273 #define clc_unusedlh5 55
274 #define clc_unusedlh6 56
275 #define clc_unusedlh7 57
276 #define clc_unusedlh8 58
277 #define clc_unusedlh9 59
280 // temp entity events
282 #define TE_SPIKE 0 // [vector] origin
283 #define TE_SUPERSPIKE 1 // [vector] origin
284 #define TE_GUNSHOT 2 // [vector] origin
285 #define TE_EXPLOSION 3 // [vector] origin
286 #define TE_TAREXPLOSION 4 // [vector] origin
287 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
288 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
289 #define TE_WIZSPIKE 7 // [vector] origin
290 #define TE_KNIGHTSPIKE 8 // [vector] origin
291 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
292 #define TE_LAVASPLASH 10 // [vector] origin
293 #define TE_TELEPORT 11 // [vector] origin
294 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
297 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
300 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
301 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
302 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
304 // LordHavoc: added some TE_ codes (block1 - 50-60)
305 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
306 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
307 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
308 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
309 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
310 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
311 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
312 #define TE_GUNSHOTQUAD 57 // [vector] origin
313 #define TE_SPIKEQUAD 58 // [vector] origin
314 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
315 // LordHavoc: block2 - 70-80
316 #define TE_EXPLOSIONQUAD 70 // [vector] origin
317 #define TE_UNUSED1 71 // unused
318 #define TE_SMALLFLASH 72 // [vector] origin
319 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
320 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
321 #define TE_PLASMABURN 75 // [vector] origin
322 // LordHavoc: Tei grabbed these codes
323 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
324 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
325 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
326 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
329 // these are bits for the 'flags' field of the entity_state_t
330 #define RENDER_STEP 1
331 #define RENDER_GLOWTRAIL 2
332 #define RENDER_VIEWMODEL 4
333 #define RENDER_EXTERIORMODEL 8
334 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
335 #define RENDER_COLORMAPPED 32
336 #define RENDER_WORLDOBJECT 64 // do not cull this entity with r_cullentities
337 #define RENDER_COMPLEXANIMATION 128
339 #define RENDER_SHADOW 65536 // cast shadow
340 #define RENDER_LIGHT 131072 // receive light
341 #define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
342 // (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either)
343 #define RENDER_EQUALIZE 524288 // (subflag of RENDER_LIGHT) equalize the light from the light grid hitting this ent (less invasive EF_FULLBRIGHT implementation)
344 #define RENDER_NODEPTHTEST 1048576
345 #define RENDER_ADDITIVE 2097152
346 #define RENDER_DOUBLESIDED 4194304
347 #define RENDER_CUSTOMIZEDMODELLIGHT 4096
348 #define RENDER_DYNAMICMODELLIGHT 8388608 // origin dependent model light
350 #define MAX_FRAMEGROUPBLENDS 4
351 typedef struct framegroupblend_s
353 // animation number and blend factor
354 // (for most models this is the frame number)
357 // time frame began playing (for framegroup animations)
365 typedef struct skeleton_s
367 const struct model_s *model;
368 struct matrix4x4_s *relativetransforms;
372 typedef enum entity_state_active_e
378 entity_state_active_t;
380 // this was 96 bytes, now 168 bytes (32bit) or 176 bytes (64bit)
381 typedef struct entity_state_s
383 // ! means this is not sent to client
384 double time; // ! time this state was built (used on client for interpolation)
385 float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
389 unsigned int customizeentityforclient; // !
390 unsigned short number; // entity number this state is for
391 unsigned short modelindex;
392 unsigned short frame;
393 unsigned short tagentity;
394 unsigned short specialvisibilityradius; // ! larger if it has effects/light
395 unsigned short viewmodelforclient; // !
396 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
397 unsigned short nodrawtoclient; // !
398 unsigned short drawonlytoclient; // !
399 unsigned short traileffectnum;
400 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
401 unsigned char active; // true if a valid state
402 unsigned char lightstyle;
403 unsigned char lightpflags;
404 unsigned char colormap;
405 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
408 unsigned char glowsize;
409 unsigned char glowcolor;
411 unsigned char internaleffects; // INTEF_FLAG1QW and so on
412 unsigned char tagindex;
413 unsigned char colormod[3];
414 unsigned char glowmod[3];
415 // LordHavoc: very big data here :(
416 framegroupblend_t framegroupblend[4];
417 skeleton_t skeletonobject;
421 // baseline state values
422 extern entity_state_t defaultstate;
423 // reads a quake entity from the network stream
424 void EntityFrameQuake_ReadEntity(int bits);
425 // checks for stats changes and sets corresponding host_client->statsdeltabits
426 // (also updates host_client->stats array)
427 void Protocol_UpdateClientStats(const int *stats);
428 // writes reliable messages updating stats (not used by DP6 and later
429 // protocols which send updates in their WriteFrame function using a different
430 // method of reliable messaging)
431 void Protocol_WriteStatsReliable(void);
432 // writes a list of quake entities to the network stream
433 // (or as many will fit)
434 qboolean EntityFrameQuake_WriteFrame(sizebuf_t *msg, int maxsize, int numstates, const entity_state_t **states);
435 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
436 void EntityFrameQuake_ISeeDeadEntities(void);
440 server updates entities according to some (unmentioned) scheme.
442 a frame consists of all visible entities, some of which are up to date,
443 often some are not up to date.
445 these entities are stored in a range (firstentity/endentity) of structs in the
448 to make a commit the server performs these steps:
449 1. duplicate oldest frame in database (this is the baseline) as new frame, and
450 write frame numbers (oldest frame's number, new frame's number) and eye
451 location to network packet (eye location is obsolete and will be removed in
453 2. write an entity change to packet and modify new frame accordingly
454 (this repeats until packet is sufficiently full or new frame is complete)
455 3. write terminator (0xFFFF) to network packet
456 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
458 to read a commit the client performs these steps:
459 1. reads frame numbers from packet and duplicates baseline frame as new frame,
460 also reads eye location but does nothing with it (obsolete).
461 2. delete frames older than the baseline which was used
462 3. read entity changes from packet until terminator (0xFFFF) is encountered,
463 each change is applied to entity frame.
464 4. sends ack framenumber to server as part of input packet
466 if server receives ack message in put packet it performs these steps:
467 1. remove all older frames from database.
472 a frame consists of some visible entities in a range (this is stored as start and end, note that end may be less than start if it wrapped).
474 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
476 to make a commit the server performs these steps:
477 1. build an entity_frame_t using appropriate functions, containing (some of) the visible entities, this is passed to the Write function to send it.
479 This documention is unfinished!
480 the Write function performs these steps:
481 1. check if entity frame is larger than MAX_ENTITYFRAME or is larger than available space in database, if so the baseline is defaults, otherwise it is the current baseline of the database.
482 2. write differences of an entity compared to selected baseline.
483 3. add entity to entity update in database.
484 4. if there are more entities to write and packet is not full, go back to step 2.
485 5. write terminator (0xFFFF) as entity number.
492 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
495 #define MAX_ENTITY_HISTORY 64
496 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
498 // build entity data in this, to pass to entity read/write functions
499 typedef struct entity_frame_s
507 entity_state_t entitydata[MAX_ENTITY_DATABASE];
511 typedef struct entity_frameinfo_s
515 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
516 int endentity; // index into entitydata, firstentity + numentities
520 typedef struct entityframe_database_s
522 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
523 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
524 // when removing updates from database, nudge down frames array to only contain useful frames
525 // this logic should explain better:
526 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
528 // note: if numframes == 0, insert at start (0 in entitydata)
529 // the only reason this system is used is to avoid copying memory when frames are removed
531 // server only: last sent frame
533 // server only: last acknowledged frame
535 // the current state in the database
537 // table of entities in the entityhistorydata
538 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
540 entity_state_t entitydata[MAX_ENTITY_DATABASE];
542 // structs for building new frames and reading them
543 entity_frame_t deltaframe;
544 entity_frame_t framedata;
546 entityframe_database_t;
548 // LordHavoc: these are in approximately sorted order, according to cost and
549 // likelyhood of being used for numerous objects in a frame
551 // note that the bytes are not written/read in this order, this is only the
552 // order of the bits to minimize overhead from extend bytes
554 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
555 #define E_ORIGIN1 (1<<0)
556 #define E_ORIGIN2 (1<<1)
557 #define E_ORIGIN3 (1<<2)
558 #define E_ANGLE1 (1<<3)
559 #define E_ANGLE2 (1<<4)
560 #define E_ANGLE3 (1<<5)
561 #define E_MODEL1 (1<<6)
562 #define E_EXTEND1 (1<<7)
564 // enough to describe almost anything
565 #define E_FRAME1 (1<<8)
566 #define E_EFFECTS1 (1<<9)
567 #define E_ALPHA (1<<10)
568 #define E_SCALE (1<<11)
569 #define E_COLORMAP (1<<12)
570 #define E_SKIN (1<<13)
571 #define E_FLAGS (1<<14)
572 #define E_EXTEND2 (1<<15)
574 // players, custom color glows, high model numbers
575 #define E_FRAME2 (1<<16)
576 #define E_MODEL2 (1<<17)
577 #define E_EFFECTS2 (1<<18)
578 #define E_GLOWSIZE (1<<19)
579 #define E_GLOWCOLOR (1<<20)
580 #define E_LIGHT (1<<21)
581 #define E_LIGHTPFLAGS (1<<22)
582 #define E_EXTEND3 (1<<23)
584 #define E_SOUND1 (1<<24)
585 #define E_SOUNDVOL (1<<25)
586 #define E_SOUNDATTEN (1<<26)
587 #define E_TAGATTACHMENT (1<<27)
588 #define E_LIGHTSTYLE (1<<28)
589 #define E_UNUSED6 (1<<29)
590 #define E_UNUSED7 (1<<30)
591 #define E_EXTEND4 (1<<31)
593 // returns difference between two states as E_ flags
594 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
595 // write E_ flags to a msg
596 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
597 // write values for the E_ flagged fields to a msg
598 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
599 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
600 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
602 int EntityState_ReadExtendBits(void);
603 // read values for E_ flagged fields and apply them to a state
604 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
606 // (client and server) allocates a new empty database
607 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
608 // (client and server) frees the database
609 void EntityFrame_FreeDatabase(entityframe_database_t *d);
610 // (server) clears the database to contain no frames (thus delta compression
611 // compresses against nothing)
612 void EntityFrame_ClearDatabase(entityframe_database_t *d);
613 // (server and client) removes frames older than 'frame' from database
614 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
615 // (server) clears frame, to prepare for adding entities
616 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
617 // (server and client) reads a frame from the database
618 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
619 // (client) adds a entity_frame to the database, for future reference
620 void EntityFrame_AddFrame_Client(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
621 // (server) adds a entity_frame to the database, for future reference
622 void EntityFrame_AddFrame_Server(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t **entitydata);
623 // (server) writes a frame to network stream
624 qboolean EntityFrame_WriteFrame(sizebuf_t *msg, int maxsize, entityframe_database_t *d, int numstates, const entity_state_t **states, int viewentnum);
625 // (client) reads a frame from network stream
626 void EntityFrame_CL_ReadFrame(void);
627 // (client) returns the frame number of the most recent frame recieved
628 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
630 typedef struct entity_database4_commit_s
632 // frame number this commit represents
634 // number of entities in entity[] array
636 // maximum number of entities in entity[] array (dynamic resizing)
638 entity_state_t *entity;
640 entity_database4_commit_t;
642 typedef struct entity_database4_s
644 // what mempool to use for allocations
647 int referenceframenum;
648 // reference entities array is resized according to demand
649 int maxreferenceentities;
650 // array of states for entities, these are indexable by their entity number (yes there are gaps)
651 entity_state_t *referenceentity;
652 // commits waiting to be applied to the reference database when confirmed
653 // (commit[i]->numentities == 0 means it is empty)
654 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
655 // (server only) the current commit being worked on
656 entity_database4_commit_t *currentcommit;
657 // (server only) if a commit won't fit entirely, continue where it left
659 int currententitynumber;
661 int latestframenumber;
663 entityframe4_database_t;
665 // should-be-private functions that aren't
666 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
667 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
669 // allocate a database
670 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
672 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
673 // reset a database (resets compression but does not reallocate anything)
674 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
675 // updates database to account for a frame-received acknowledgment
676 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
677 // writes a frame to the network stream
678 qboolean EntityFrame4_WriteFrame(sizebuf_t *msg, int maxsize, entityframe4_database_t *d, int numstates, const entity_state_t **states);
679 // reads a frame from the network stream
680 void EntityFrame4_CL_ReadFrame(void);
682 // reset all entity fields (typically used if status changed)
683 #define E5_FULLUPDATE (1<<0)
684 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
685 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
686 #define E5_ORIGIN (1<<1)
687 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
688 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
689 #define E5_ANGLES (1<<2)
690 // E5_MODEL16=0: byte = s->modelindex
691 // E5_MODEL16=1: short = s->modelindex
692 #define E5_MODEL (1<<3)
693 // E5_FRAME16=0: byte = s->frame
694 // E5_FRAME16=1: short = s->frame
695 #define E5_FRAME (1<<4)
697 #define E5_SKIN (1<<5)
698 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
699 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
700 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
701 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
702 #define E5_EFFECTS (1<<6)
704 #define E5_EXTEND1 (1<<7)
706 // byte = s->renderflags
707 #define E5_FLAGS (1<<8)
708 // byte = bound(0, s->alpha * 255, 255)
709 #define E5_ALPHA (1<<9)
710 // byte = bound(0, s->scale * 16, 255)
711 #define E5_SCALE (1<<10)
713 #define E5_ORIGIN32 (1<<11)
715 #define E5_ANGLES16 (1<<12)
717 #define E5_MODEL16 (1<<13)
718 // byte = s->colormap
719 #define E5_COLORMAP (1<<14)
721 #define E5_EXTEND2 (1<<15)
723 // short = s->tagentity
724 // byte = s->tagindex
725 #define E5_ATTACHMENT (1<<16)
726 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
727 // byte = s->lightstyle
728 // byte = s->lightpflags
729 #define E5_LIGHT (1<<17)
730 // byte = s->glowsize
731 // byte = s->glowcolor
732 #define E5_GLOW (1<<18)
733 // short = s->effects
734 #define E5_EFFECTS16 (1<<19)
736 #define E5_EFFECTS32 (1<<20)
738 #define E5_FRAME16 (1<<21)
739 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
740 #define E5_COLORMOD (1<<22)
742 #define E5_EXTEND3 (1<<23)
744 // byte[3] = s->glowmod[0], s->glowmod[1], s->glowmod[2]
745 #define E5_GLOWMOD (1<<24)
746 // byte type=0 short frames[1] short times[1]
747 // byte type=1 short frames[2] short times[2] byte lerps[2]
748 // byte type=2 short frames[3] short times[3] byte lerps[3]
749 // byte type=3 short frames[4] short times[4] byte lerps[4]
750 // byte type=4 short modelindex byte numbones {short pose6s[6]}
751 // see also RENDER_COMPLEXANIMATION
752 #define E5_COMPLEXANIMATION (1<<25)
753 // ushort traileffectnum
754 #define E5_TRAILEFFECTNUM (1<<26)
756 #define E5_UNUSED27 (1<<27)
758 #define E5_UNUSED28 (1<<28)
760 #define E5_UNUSED29 (1<<29)
762 #define E5_UNUSED30 (1<<30)
764 #define E5_EXTEND4 (1<<31)
766 #define ENTITYFRAME5_MAXPACKETLOGS 64
767 #define ENTITYFRAME5_MAXSTATES 1024
768 #define ENTITYFRAME5_PRIORITYLEVELS 32
770 typedef struct entityframe5_changestate_s
775 entityframe5_changestate_t;
777 typedef struct entityframe5_packetlog_s
781 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
782 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
784 entityframe5_packetlog_t;
786 typedef struct entityframe5_database_s
788 // number of the latest message sent to client
790 // updated by WriteFrame for internal use
793 // logs of all recently sent messages (between acked and latest)
794 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
796 // this goes up as needed and causes all the arrays to be reallocated
799 // which properties of each entity have changed since last send
800 int *deltabits; // [maxedicts]
801 // priorities of entities (updated whenever deltabits change)
802 // (derived from deltabits)
803 unsigned char *priorities; // [maxedicts]
804 // last frame this entity was sent on, for prioritzation
805 int *updateframenum; // [maxedicts]
807 // database of current status of all entities
808 entity_state_t *states; // [maxedicts]
809 // which entities are currently active
810 // (duplicate of the active bit of every state in states[])
811 // (derived from states)
812 unsigned char *visiblebits; // [(maxedicts+7)/8]
816 // this is used to decide which changestates to set each frame
817 //int numvisiblestates;
818 //entity_state_t visiblestates[MAX_EDICTS];
820 // sorted changing states that need to be sent to the client
821 // kept sorted in lowest to highest priority order, because this allows
822 // the numchangestates to simply be decremented whenever an state is sent,
823 // rather than a memmove to remove them from the start.
824 //int numchangestates;
825 //entityframe5_changestate_t changestates[MAX_EDICTS];
827 // buffers for building priority info
828 int prioritychaincounts[ENTITYFRAME5_PRIORITYLEVELS];
829 unsigned short prioritychains[ENTITYFRAME5_PRIORITYLEVELS][ENTITYFRAME5_MAXSTATES];
831 entityframe5_database_t;
833 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
834 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
835 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
836 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
837 void EntityFrame5_CL_ReadFrame(void);
838 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
839 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
840 qboolean EntityFrame5_WriteFrame(sizebuf_t *msg, int maxsize, entityframe5_database_t *d, int numstates, const entity_state_t **states, int viewentnum, int movesequence, qboolean need_empty);
842 extern cvar_t developer_networkentities;
848 #define qw_svc_disconnect 2
849 #define qw_svc_updatestat 3 // [byte] [byte]
850 #define qw_svc_setview 5 // [short] entity number
851 #define qw_svc_sound 6 // <see code>
852 #define qw_svc_print 8 // [byte] id [string] null terminated string
853 #define qw_svc_stufftext 9 // [string] stuffed into client's console buffer
854 #define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value
855 #define qw_svc_serverdata 11 // [long] protocol ...
856 #define qw_svc_lightstyle 12 // [byte] [string]
857 #define qw_svc_updatefrags 14 // [byte] [short]
858 #define qw_svc_stopsound 16 // <see code>
859 #define qw_svc_damage 19
860 #define qw_svc_spawnstatic 20
861 #define qw_svc_spawnbaseline 22
862 #define qw_svc_temp_entity 23 // variable
863 #define qw_svc_setpause 24 // [byte] on / off
864 #define qw_svc_centerprint 26 // [string] to put in center of the screen
865 #define qw_svc_killedmonster 27
866 #define qw_svc_foundsecret 28
867 #define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
868 #define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle
869 #define qw_svc_finale 31 // [string] text
870 #define qw_svc_cdtrack 32 // [byte] track
871 #define qw_svc_sellscreen 33
872 #define qw_svc_smallkick 34 // set client punchangle to 2
873 #define qw_svc_bigkick 35 // set client punchangle to 4
874 #define qw_svc_updateping 36 // [byte] [short]
875 #define qw_svc_updateentertime 37 // [byte] [float]
876 #define qw_svc_updatestatlong 38 // [byte] [long]
877 #define qw_svc_muzzleflash 39 // [short] entity
878 #define qw_svc_updateuserinfo 40 // [byte] slot [long] uid
879 #define qw_svc_download 41 // [short] size [size bytes]
880 #define qw_svc_playerinfo 42 // variable
881 #define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
882 #define qw_svc_chokecount 44 // [byte] packets choked
883 #define qw_svc_modellist 45 // [strings]
884 #define qw_svc_soundlist 46 // [strings]
885 #define qw_svc_packetentities 47 // [...]
886 #define qw_svc_deltapacketentities 48 // [...]
887 #define qw_svc_maxspeed 49 // maxspeed change, for prediction
888 #define qw_svc_entgravity 50 // gravity change, for prediction
889 #define qw_svc_setinfo 51 // setinfo on a client
890 #define qw_svc_serverinfo 52 // serverinfo
891 #define qw_svc_updatepl 53 // [byte] [byte]
896 #define qw_clc_move 3 // [[usercmd_t]
897 #define qw_clc_stringcmd 4 // [string] message
898 #define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message
899 #define qw_clc_tmove 6 // teleport request, spectator only
900 #define qw_clc_upload 7 // teleport request, spectator only
902 // playerinfo flags from server
903 // playerinfo always sends: playernum, flags, origin[] and framenumber
904 #define QW_PF_MSEC (1<<0)
905 #define QW_PF_COMMAND (1<<1)
906 #define QW_PF_VELOCITY1 (1<<2)
907 #define QW_PF_VELOCITY2 (1<<3)
908 #define QW_PF_VELOCITY3 (1<<4)
909 #define QW_PF_MODEL (1<<5)
910 #define QW_PF_SKINNUM (1<<6)
911 #define QW_PF_EFFECTS (1<<7)
912 #define QW_PF_WEAPONFRAME (1<<8) // only sent for view player
913 #define QW_PF_DEAD (1<<9) // don't block movement any more
914 #define QW_PF_GIB (1<<10) // offset the view height differently
915 #define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction
917 // if the high bit of the client to server byte is set, the low bits are
918 // client move cmd bits
919 // ms and angle2 are allways sent, the others are optional
920 #define QW_CM_ANGLE1 (1<<0)
921 #define QW_CM_ANGLE3 (1<<1)
922 #define QW_CM_FORWARD (1<<2)
923 #define QW_CM_SIDE (1<<3)
924 #define QW_CM_UP (1<<4)
925 #define QW_CM_BUTTONS (1<<5)
926 #define QW_CM_IMPULSE (1<<6)
927 #define QW_CM_ANGLE2 (1<<7)
929 // the first 16 bits of a packetentities update holds 9 bits
930 // of entity number and 7 bits of flags
931 #define QW_U_ORIGIN1 (1<<9)
932 #define QW_U_ORIGIN2 (1<<10)
933 #define QW_U_ORIGIN3 (1<<11)
934 #define QW_U_ANGLE2 (1<<12)
935 #define QW_U_FRAME (1<<13)
936 #define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it
937 #define QW_U_MOREBITS (1<<15)
938 // if MOREBITS is set, these additional flags are read in next
939 #define QW_U_ANGLE1 (1<<0)
940 #define QW_U_ANGLE3 (1<<1)
941 #define QW_U_MODEL (1<<2)
942 #define QW_U_COLORMAP (1<<3)
943 #define QW_U_SKIN (1<<4)
944 #define QW_U_EFFECTS (1<<5)
945 #define QW_U_SOLID (1<<6) // the entity should be solid for prediction
947 // temp entity events
948 #define QW_TE_SPIKE 0
949 #define QW_TE_SUPERSPIKE 1
950 #define QW_TE_GUNSHOT 2
951 #define QW_TE_EXPLOSION 3
952 #define QW_TE_TAREXPLOSION 4
953 #define QW_TE_LIGHTNING1 5
954 #define QW_TE_LIGHTNING2 6
955 #define QW_TE_WIZSPIKE 7
956 #define QW_TE_KNIGHTSPIKE 8
957 #define QW_TE_LIGHTNING3 9
958 #define QW_TE_LAVASPLASH 10
959 #define QW_TE_TELEPORT 11
960 #define QW_TE_BLOOD 12
961 #define QW_TE_LIGHTNINGBLOOD 13
964 #define QW_EF_BRIGHTFIELD 1
965 #define QW_EF_MUZZLEFLASH 2
966 #define QW_EF_BRIGHTLIGHT 4
967 #define QW_EF_DIMLIGHT 8
968 #define QW_EF_FLAG1 16
969 #define QW_EF_FLAG2 32
970 #define QW_EF_BLUE 64
971 #define QW_EF_RED 128
973 #define QW_UPDATE_BACKUP 64
974 #define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
975 #define QW_MAX_PACKET_ENTITIES 64
977 // note: QW stats are directly compatible with NQ
978 // (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
979 // so these defines are not actually used by darkplaces, but kept for reference
980 #define QW_STAT_HEALTH 0
981 //#define QW_STAT_FRAGS 1
982 #define QW_STAT_WEAPON 2
983 #define QW_STAT_AMMO 3
984 #define QW_STAT_ARMOR 4
985 //#define QW_STAT_WEAPONFRAME 5
986 #define QW_STAT_SHELLS 6
987 #define QW_STAT_NAILS 7
988 #define QW_STAT_ROCKETS 8
989 #define QW_STAT_CELLS 9
990 #define QW_STAT_ACTIVEWEAPON 10
991 #define QW_STAT_TOTALSECRETS 11
992 #define QW_STAT_TOTALMONSTERS 12
993 #define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
994 #define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
995 #define QW_STAT_ITEMS 15
996 //#define QW_STAT_VIEWHEIGHT 16
998 // build entity data in this, to pass to entity read/write functions
999 typedef struct entityframeqw_snapshot_s
1004 entity_state_t entities[QW_MAX_PACKET_ENTITIES];
1006 entityframeqw_snapshot_t;
1008 typedef struct entityframeqw_database_s
1010 entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
1012 entityframeqw_database_t;
1014 entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
1015 void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
1016 void EntityStateQW_ReadPlayerUpdate(void);
1017 void EntityFrameQW_CL_ReadFrame(qboolean delta);
1020 void EntityFrameCSQC_LostFrame(struct client_s *client, int framenum);
1021 qboolean EntityFrameCSQC_WriteFrame (sizebuf_t *msg, int maxsize, int numnumbers, const unsigned short *numbers, int framenum);