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_UNUSED17 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
349 #define MAX_FRAMEGROUPBLENDS 4
350 typedef struct framegroupblend_s
352 // animation number and blend factor
353 // (for most models this is the frame number)
356 // time frame began playing (for framegroup animations)
364 typedef struct skeleton_s
366 const struct model_s *model;
367 struct matrix4x4_s *relativetransforms;
371 typedef enum entity_state_active_e
377 entity_state_active_t;
379 // this was 96 bytes, now 168 bytes (32bit) or 176 bytes (64bit)
380 typedef struct entity_state_s
382 // ! means this is not sent to client
383 double time; // ! time this state was built (used on client for interpolation)
384 float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
388 unsigned int customizeentityforclient; // !
389 unsigned short number; // entity number this state is for
390 unsigned short modelindex;
391 unsigned short frame;
392 unsigned short tagentity;
393 unsigned short specialvisibilityradius; // ! larger if it has effects/light
394 unsigned short viewmodelforclient; // !
395 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
396 unsigned short nodrawtoclient; // !
397 unsigned short drawonlytoclient; // !
398 unsigned short traileffectnum;
399 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
400 unsigned char active; // true if a valid state
401 unsigned char lightstyle;
402 unsigned char lightpflags;
403 unsigned char colormap;
404 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
407 unsigned char glowsize;
408 unsigned char glowcolor;
410 unsigned char internaleffects; // INTEF_FLAG1QW and so on
411 unsigned char tagindex;
412 unsigned char colormod[3];
413 unsigned char glowmod[3];
414 // LordHavoc: very big data here :(
415 framegroupblend_t framegroupblend[4];
416 skeleton_t skeletonobject;
420 // baseline state values
421 extern entity_state_t defaultstate;
422 // reads a quake entity from the network stream
423 void EntityFrameQuake_ReadEntity(int bits);
424 // checks for stats changes and sets corresponding host_client->statsdeltabits
425 // (also updates host_client->stats array)
426 void Protocol_UpdateClientStats(const int *stats);
427 // writes reliable messages updating stats (not used by DP6 and later
428 // protocols which send updates in their WriteFrame function using a different
429 // method of reliable messaging)
430 void Protocol_WriteStatsReliable(void);
431 // writes a list of quake entities to the network stream
432 // (or as many will fit)
433 qboolean EntityFrameQuake_WriteFrame(sizebuf_t *msg, int maxsize, int numstates, const entity_state_t **states);
434 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
435 void EntityFrameQuake_ISeeDeadEntities(void);
439 server updates entities according to some (unmentioned) scheme.
441 a frame consists of all visible entities, some of which are up to date,
442 often some are not up to date.
444 these entities are stored in a range (firstentity/endentity) of structs in the
447 to make a commit the server performs these steps:
448 1. duplicate oldest frame in database (this is the baseline) as new frame, and
449 write frame numbers (oldest frame's number, new frame's number) and eye
450 location to network packet (eye location is obsolete and will be removed in
452 2. write an entity change to packet and modify new frame accordingly
453 (this repeats until packet is sufficiently full or new frame is complete)
454 3. write terminator (0xFFFF) to network packet
455 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
457 to read a commit the client performs these steps:
458 1. reads frame numbers from packet and duplicates baseline frame as new frame,
459 also reads eye location but does nothing with it (obsolete).
460 2. delete frames older than the baseline which was used
461 3. read entity changes from packet until terminator (0xFFFF) is encountered,
462 each change is applied to entity frame.
463 4. sends ack framenumber to server as part of input packet
465 if server receives ack message in put packet it performs these steps:
466 1. remove all older frames from database.
471 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).
473 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
475 to make a commit the server performs these steps:
476 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.
478 This documention is unfinished!
479 the Write function performs these steps:
480 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.
481 2. write differences of an entity compared to selected baseline.
482 3. add entity to entity update in database.
483 4. if there are more entities to write and packet is not full, go back to step 2.
484 5. write terminator (0xFFFF) as entity number.
491 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
494 #define MAX_ENTITY_HISTORY 64
495 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
497 // build entity data in this, to pass to entity read/write functions
498 typedef struct entity_frame_s
506 entity_state_t entitydata[MAX_ENTITY_DATABASE];
510 typedef struct entity_frameinfo_s
514 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
515 int endentity; // index into entitydata, firstentity + numentities
519 typedef struct entityframe_database_s
521 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
522 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
523 // when removing updates from database, nudge down frames array to only contain useful frames
524 // this logic should explain better:
525 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
527 // note: if numframes == 0, insert at start (0 in entitydata)
528 // the only reason this system is used is to avoid copying memory when frames are removed
530 // server only: last sent frame
532 // server only: last acknowledged frame
534 // the current state in the database
536 // table of entities in the entityhistorydata
537 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
539 entity_state_t entitydata[MAX_ENTITY_DATABASE];
541 // structs for building new frames and reading them
542 entity_frame_t deltaframe;
543 entity_frame_t framedata;
545 entityframe_database_t;
547 // LordHavoc: these are in approximately sorted order, according to cost and
548 // likelyhood of being used for numerous objects in a frame
550 // note that the bytes are not written/read in this order, this is only the
551 // order of the bits to minimize overhead from extend bytes
553 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
554 #define E_ORIGIN1 (1<<0)
555 #define E_ORIGIN2 (1<<1)
556 #define E_ORIGIN3 (1<<2)
557 #define E_ANGLE1 (1<<3)
558 #define E_ANGLE2 (1<<4)
559 #define E_ANGLE3 (1<<5)
560 #define E_MODEL1 (1<<6)
561 #define E_EXTEND1 (1<<7)
563 // enough to describe almost anything
564 #define E_FRAME1 (1<<8)
565 #define E_EFFECTS1 (1<<9)
566 #define E_ALPHA (1<<10)
567 #define E_SCALE (1<<11)
568 #define E_COLORMAP (1<<12)
569 #define E_SKIN (1<<13)
570 #define E_FLAGS (1<<14)
571 #define E_EXTEND2 (1<<15)
573 // players, custom color glows, high model numbers
574 #define E_FRAME2 (1<<16)
575 #define E_MODEL2 (1<<17)
576 #define E_EFFECTS2 (1<<18)
577 #define E_GLOWSIZE (1<<19)
578 #define E_GLOWCOLOR (1<<20)
579 #define E_LIGHT (1<<21)
580 #define E_LIGHTPFLAGS (1<<22)
581 #define E_EXTEND3 (1<<23)
583 #define E_SOUND1 (1<<24)
584 #define E_SOUNDVOL (1<<25)
585 #define E_SOUNDATTEN (1<<26)
586 #define E_TAGATTACHMENT (1<<27)
587 #define E_LIGHTSTYLE (1<<28)
588 #define E_UNUSED6 (1<<29)
589 #define E_UNUSED7 (1<<30)
590 #define E_EXTEND4 (1<<31)
592 // returns difference between two states as E_ flags
593 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
594 // write E_ flags to a msg
595 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
596 // write values for the E_ flagged fields to a msg
597 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
598 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
599 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
601 int EntityState_ReadExtendBits(void);
602 // read values for E_ flagged fields and apply them to a state
603 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
605 // (client and server) allocates a new empty database
606 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
607 // (client and server) frees the database
608 void EntityFrame_FreeDatabase(entityframe_database_t *d);
609 // (server) clears the database to contain no frames (thus delta compression
610 // compresses against nothing)
611 void EntityFrame_ClearDatabase(entityframe_database_t *d);
612 // (server and client) removes frames older than 'frame' from database
613 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
614 // (server) clears frame, to prepare for adding entities
615 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
616 // (server and client) reads a frame from the database
617 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
618 // (client) adds a entity_frame to the database, for future reference
619 void EntityFrame_AddFrame_Client(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
620 // (server) adds a entity_frame to the database, for future reference
621 void EntityFrame_AddFrame_Server(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t **entitydata);
622 // (server) writes a frame to network stream
623 qboolean EntityFrame_WriteFrame(sizebuf_t *msg, int maxsize, entityframe_database_t *d, int numstates, const entity_state_t **states, int viewentnum);
624 // (client) reads a frame from network stream
625 void EntityFrame_CL_ReadFrame(void);
626 // (client) returns the frame number of the most recent frame recieved
627 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
629 typedef struct entity_database4_commit_s
631 // frame number this commit represents
633 // number of entities in entity[] array
635 // maximum number of entities in entity[] array (dynamic resizing)
637 entity_state_t *entity;
639 entity_database4_commit_t;
641 typedef struct entity_database4_s
643 // what mempool to use for allocations
646 int referenceframenum;
647 // reference entities array is resized according to demand
648 int maxreferenceentities;
649 // array of states for entities, these are indexable by their entity number (yes there are gaps)
650 entity_state_t *referenceentity;
651 // commits waiting to be applied to the reference database when confirmed
652 // (commit[i]->numentities == 0 means it is empty)
653 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
654 // (server only) the current commit being worked on
655 entity_database4_commit_t *currentcommit;
656 // (server only) if a commit won't fit entirely, continue where it left
658 int currententitynumber;
660 int latestframenumber;
662 entityframe4_database_t;
664 // should-be-private functions that aren't
665 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
666 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
668 // allocate a database
669 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
671 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
672 // reset a database (resets compression but does not reallocate anything)
673 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
674 // updates database to account for a frame-received acknowledgment
675 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
676 // writes a frame to the network stream
677 qboolean EntityFrame4_WriteFrame(sizebuf_t *msg, int maxsize, entityframe4_database_t *d, int numstates, const entity_state_t **states);
678 // reads a frame from the network stream
679 void EntityFrame4_CL_ReadFrame(void);
681 // reset all entity fields (typically used if status changed)
682 #define E5_FULLUPDATE (1<<0)
683 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
684 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
685 #define E5_ORIGIN (1<<1)
686 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
687 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
688 #define E5_ANGLES (1<<2)
689 // E5_MODEL16=0: byte = s->modelindex
690 // E5_MODEL16=1: short = s->modelindex
691 #define E5_MODEL (1<<3)
692 // E5_FRAME16=0: byte = s->frame
693 // E5_FRAME16=1: short = s->frame
694 #define E5_FRAME (1<<4)
696 #define E5_SKIN (1<<5)
697 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
698 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
699 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
700 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
701 #define E5_EFFECTS (1<<6)
703 #define E5_EXTEND1 (1<<7)
705 // byte = s->renderflags
706 #define E5_FLAGS (1<<8)
707 // byte = bound(0, s->alpha * 255, 255)
708 #define E5_ALPHA (1<<9)
709 // byte = bound(0, s->scale * 16, 255)
710 #define E5_SCALE (1<<10)
712 #define E5_ORIGIN32 (1<<11)
714 #define E5_ANGLES16 (1<<12)
716 #define E5_MODEL16 (1<<13)
717 // byte = s->colormap
718 #define E5_COLORMAP (1<<14)
720 #define E5_EXTEND2 (1<<15)
722 // short = s->tagentity
723 // byte = s->tagindex
724 #define E5_ATTACHMENT (1<<16)
725 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
726 // byte = s->lightstyle
727 // byte = s->lightpflags
728 #define E5_LIGHT (1<<17)
729 // byte = s->glowsize
730 // byte = s->glowcolor
731 #define E5_GLOW (1<<18)
732 // short = s->effects
733 #define E5_EFFECTS16 (1<<19)
735 #define E5_EFFECTS32 (1<<20)
737 #define E5_FRAME16 (1<<21)
738 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
739 #define E5_COLORMOD (1<<22)
741 #define E5_EXTEND3 (1<<23)
743 // byte[3] = s->glowmod[0], s->glowmod[1], s->glowmod[2]
744 #define E5_GLOWMOD (1<<24)
745 // byte type=0 short frames[1] short times[1]
746 // byte type=1 short frames[2] short times[2] byte lerps[2]
747 // byte type=2 short frames[3] short times[3] byte lerps[3]
748 // byte type=3 short frames[4] short times[4] byte lerps[4]
749 // byte type=4 short modelindex byte numbones {short pose6s[6]}
750 // see also RENDER_COMPLEXANIMATION
751 #define E5_COMPLEXANIMATION (1<<25)
752 // ushort traileffectnum
753 #define E5_TRAILEFFECTNUM (1<<26)
755 #define E5_UNUSED27 (1<<27)
757 #define E5_UNUSED28 (1<<28)
759 #define E5_UNUSED29 (1<<29)
761 #define E5_UNUSED30 (1<<30)
763 #define E5_EXTEND4 (1<<31)
765 #define ENTITYFRAME5_MAXPACKETLOGS 64
766 #define ENTITYFRAME5_MAXSTATES 1024
767 #define ENTITYFRAME5_PRIORITYLEVELS 32
769 typedef struct entityframe5_changestate_s
774 entityframe5_changestate_t;
776 typedef struct entityframe5_packetlog_s
780 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
781 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
783 entityframe5_packetlog_t;
785 typedef struct entityframe5_database_s
787 // number of the latest message sent to client
789 // updated by WriteFrame for internal use
792 // logs of all recently sent messages (between acked and latest)
793 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
795 // this goes up as needed and causes all the arrays to be reallocated
798 // which properties of each entity have changed since last send
799 int *deltabits; // [maxedicts]
800 // priorities of entities (updated whenever deltabits change)
801 // (derived from deltabits)
802 unsigned char *priorities; // [maxedicts]
803 // last frame this entity was sent on, for prioritzation
804 int *updateframenum; // [maxedicts]
806 // database of current status of all entities
807 entity_state_t *states; // [maxedicts]
808 // which entities are currently active
809 // (duplicate of the active bit of every state in states[])
810 // (derived from states)
811 unsigned char *visiblebits; // [(maxedicts+7)/8]
815 // this is used to decide which changestates to set each frame
816 //int numvisiblestates;
817 //entity_state_t visiblestates[MAX_EDICTS];
819 // sorted changing states that need to be sent to the client
820 // kept sorted in lowest to highest priority order, because this allows
821 // the numchangestates to simply be decremented whenever an state is sent,
822 // rather than a memmove to remove them from the start.
823 //int numchangestates;
824 //entityframe5_changestate_t changestates[MAX_EDICTS];
826 // buffers for building priority info
827 int prioritychaincounts[ENTITYFRAME5_PRIORITYLEVELS];
828 unsigned short prioritychains[ENTITYFRAME5_PRIORITYLEVELS][ENTITYFRAME5_MAXSTATES];
830 entityframe5_database_t;
832 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
833 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
834 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
835 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
836 void EntityFrame5_CL_ReadFrame(void);
837 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
838 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
839 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);
841 extern cvar_t developer_networkentities;
847 #define qw_svc_disconnect 2
848 #define qw_svc_updatestat 3 // [byte] [byte]
849 #define qw_svc_setview 5 // [short] entity number
850 #define qw_svc_sound 6 // <see code>
851 #define qw_svc_print 8 // [byte] id [string] null terminated string
852 #define qw_svc_stufftext 9 // [string] stuffed into client's console buffer
853 #define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value
854 #define qw_svc_serverdata 11 // [long] protocol ...
855 #define qw_svc_lightstyle 12 // [byte] [string]
856 #define qw_svc_updatefrags 14 // [byte] [short]
857 #define qw_svc_stopsound 16 // <see code>
858 #define qw_svc_damage 19
859 #define qw_svc_spawnstatic 20
860 #define qw_svc_spawnbaseline 22
861 #define qw_svc_temp_entity 23 // variable
862 #define qw_svc_setpause 24 // [byte] on / off
863 #define qw_svc_centerprint 26 // [string] to put in center of the screen
864 #define qw_svc_killedmonster 27
865 #define qw_svc_foundsecret 28
866 #define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
867 #define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle
868 #define qw_svc_finale 31 // [string] text
869 #define qw_svc_cdtrack 32 // [byte] track
870 #define qw_svc_sellscreen 33
871 #define qw_svc_smallkick 34 // set client punchangle to 2
872 #define qw_svc_bigkick 35 // set client punchangle to 4
873 #define qw_svc_updateping 36 // [byte] [short]
874 #define qw_svc_updateentertime 37 // [byte] [float]
875 #define qw_svc_updatestatlong 38 // [byte] [long]
876 #define qw_svc_muzzleflash 39 // [short] entity
877 #define qw_svc_updateuserinfo 40 // [byte] slot [long] uid
878 #define qw_svc_download 41 // [short] size [size bytes]
879 #define qw_svc_playerinfo 42 // variable
880 #define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
881 #define qw_svc_chokecount 44 // [byte] packets choked
882 #define qw_svc_modellist 45 // [strings]
883 #define qw_svc_soundlist 46 // [strings]
884 #define qw_svc_packetentities 47 // [...]
885 #define qw_svc_deltapacketentities 48 // [...]
886 #define qw_svc_maxspeed 49 // maxspeed change, for prediction
887 #define qw_svc_entgravity 50 // gravity change, for prediction
888 #define qw_svc_setinfo 51 // setinfo on a client
889 #define qw_svc_serverinfo 52 // serverinfo
890 #define qw_svc_updatepl 53 // [byte] [byte]
895 #define qw_clc_move 3 // [[usercmd_t]
896 #define qw_clc_stringcmd 4 // [string] message
897 #define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message
898 #define qw_clc_tmove 6 // teleport request, spectator only
899 #define qw_clc_upload 7 // teleport request, spectator only
901 // playerinfo flags from server
902 // playerinfo always sends: playernum, flags, origin[] and framenumber
903 #define QW_PF_MSEC (1<<0)
904 #define QW_PF_COMMAND (1<<1)
905 #define QW_PF_VELOCITY1 (1<<2)
906 #define QW_PF_VELOCITY2 (1<<3)
907 #define QW_PF_VELOCITY3 (1<<4)
908 #define QW_PF_MODEL (1<<5)
909 #define QW_PF_SKINNUM (1<<6)
910 #define QW_PF_EFFECTS (1<<7)
911 #define QW_PF_WEAPONFRAME (1<<8) // only sent for view player
912 #define QW_PF_DEAD (1<<9) // don't block movement any more
913 #define QW_PF_GIB (1<<10) // offset the view height differently
914 #define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction
916 // if the high bit of the client to server byte is set, the low bits are
917 // client move cmd bits
918 // ms and angle2 are allways sent, the others are optional
919 #define QW_CM_ANGLE1 (1<<0)
920 #define QW_CM_ANGLE3 (1<<1)
921 #define QW_CM_FORWARD (1<<2)
922 #define QW_CM_SIDE (1<<3)
923 #define QW_CM_UP (1<<4)
924 #define QW_CM_BUTTONS (1<<5)
925 #define QW_CM_IMPULSE (1<<6)
926 #define QW_CM_ANGLE2 (1<<7)
928 // the first 16 bits of a packetentities update holds 9 bits
929 // of entity number and 7 bits of flags
930 #define QW_U_ORIGIN1 (1<<9)
931 #define QW_U_ORIGIN2 (1<<10)
932 #define QW_U_ORIGIN3 (1<<11)
933 #define QW_U_ANGLE2 (1<<12)
934 #define QW_U_FRAME (1<<13)
935 #define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it
936 #define QW_U_MOREBITS (1<<15)
937 // if MOREBITS is set, these additional flags are read in next
938 #define QW_U_ANGLE1 (1<<0)
939 #define QW_U_ANGLE3 (1<<1)
940 #define QW_U_MODEL (1<<2)
941 #define QW_U_COLORMAP (1<<3)
942 #define QW_U_SKIN (1<<4)
943 #define QW_U_EFFECTS (1<<5)
944 #define QW_U_SOLID (1<<6) // the entity should be solid for prediction
946 // temp entity events
947 #define QW_TE_SPIKE 0
948 #define QW_TE_SUPERSPIKE 1
949 #define QW_TE_GUNSHOT 2
950 #define QW_TE_EXPLOSION 3
951 #define QW_TE_TAREXPLOSION 4
952 #define QW_TE_LIGHTNING1 5
953 #define QW_TE_LIGHTNING2 6
954 #define QW_TE_WIZSPIKE 7
955 #define QW_TE_KNIGHTSPIKE 8
956 #define QW_TE_LIGHTNING3 9
957 #define QW_TE_LAVASPLASH 10
958 #define QW_TE_TELEPORT 11
959 #define QW_TE_BLOOD 12
960 #define QW_TE_LIGHTNINGBLOOD 13
963 #define QW_EF_BRIGHTFIELD 1
964 #define QW_EF_MUZZLEFLASH 2
965 #define QW_EF_BRIGHTLIGHT 4
966 #define QW_EF_DIMLIGHT 8
967 #define QW_EF_FLAG1 16
968 #define QW_EF_FLAG2 32
969 #define QW_EF_BLUE 64
970 #define QW_EF_RED 128
972 #define QW_UPDATE_BACKUP 64
973 #define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
974 #define QW_MAX_PACKET_ENTITIES 64
976 // note: QW stats are directly compatible with NQ
977 // (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
978 // so these defines are not actually used by darkplaces, but kept for reference
979 #define QW_STAT_HEALTH 0
980 //#define QW_STAT_FRAGS 1
981 #define QW_STAT_WEAPON 2
982 #define QW_STAT_AMMO 3
983 #define QW_STAT_ARMOR 4
984 //#define QW_STAT_WEAPONFRAME 5
985 #define QW_STAT_SHELLS 6
986 #define QW_STAT_NAILS 7
987 #define QW_STAT_ROCKETS 8
988 #define QW_STAT_CELLS 9
989 #define QW_STAT_ACTIVEWEAPON 10
990 #define QW_STAT_TOTALSECRETS 11
991 #define QW_STAT_TOTALMONSTERS 12
992 #define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
993 #define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
994 #define QW_STAT_ITEMS 15
995 //#define QW_STAT_VIEWHEIGHT 16
997 // build entity data in this, to pass to entity read/write functions
998 typedef struct entityframeqw_snapshot_s
1003 entity_state_t entities[QW_MAX_PACKET_ENTITIES];
1005 entityframeqw_snapshot_t;
1007 typedef struct entityframeqw_database_s
1009 entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
1011 entityframeqw_database_t;
1013 entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
1014 void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
1015 void EntityStateQW_ReadPlayerUpdate(void);
1016 void EntityFrameQW_CL_ReadFrame(qboolean delta);
1019 void EntityFrameCSQC_LostFrame(struct client_s *client, int framenum);
1020 qboolean EntityFrameCSQC_WriteFrame (sizebuf_t *msg, int maxsize, int numnumbers, const unsigned short *numbers, int framenum);