/* Copyright (C) 1996-1997 Id Software, Inc. 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 2 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. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // protocol.h -- communications protocols #ifndef PROTOCOL_H #define PROTOCOL_H #define PROTOCOL_QUAKE 15 #define PROTOCOL_NEHAHRAMOVIE 250 #define PROTOCOL_DARKPLACES1 96 #define PROTOCOL_DARKPLACES2 97 // LordHavoc: I think the 96-99 range was going to run out too soon... // so here I jump to 3500 #define PROTOCOL_DARKPLACES3 3500 #define PROTOCOL_DARKPLACES4 3501 // model effects #define EF_ROCKET 1 // leave a trail #define EF_GRENADE 2 // leave a trail #define EF_GIB 4 // leave a trail #define EF_ROTATE 8 // rotate (bonus items) #define EF_TRACER 16 // green split trail #define EF_ZOMGIB 32 // small blood trail #define EF_TRACER2 64 // orange split trail + rotate #define EF_TRACER3 128 // purple trail // entity effects #define EF_BRIGHTFIELD 1 #define EF_MUZZLEFLASH 2 #define EF_BRIGHTLIGHT 4 #define EF_DIMLIGHT 8 #define EF_NODRAW 16 #define EF_ADDITIVE 32 #define EF_BLUE 64 #define EF_RED 128 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used) #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth // effects/model (can be used as model flags or entity effects) #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported) #define EF_FULLBRIGHT 512 // LordHavoc: fullbright #define EF_FLAME 1024 // LordHavoc: on fire #define EF_STARDUST 2048 // LordHavoc: showering sparks #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits) // if the high bit of the servercmd is set, the low bits are fast update flags: #define U_MOREBITS (1<<0) #define U_ORIGIN1 (1<<1) #define U_ORIGIN2 (1<<2) #define U_ORIGIN3 (1<<3) #define U_ANGLE2 (1<<4) // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP #define U_STEP (1<<5) #define U_FRAME (1<<6) // just differentiates from other updates #define U_SIGNAL (1<<7) #define U_ANGLE1 (1<<8) #define U_ANGLE3 (1<<9) #define U_MODEL (1<<10) #define U_COLORMAP (1<<11) #define U_SKIN (1<<12) #define U_EFFECTS (1<<13) #define U_LONGENTITY (1<<14) // LordHavoc: protocol extension #define U_EXTEND1 (1<<15) // LordHavoc: first extend byte #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) #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) #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte) #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0 #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) // LordHavoc: colormod feature has been removed, because no one used it #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... #define U_EXTEND2 (1<<23) // another byte to follow // LordHavoc: second extend byte #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize) #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 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte) #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte) #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) #define U_UNUSED29 (1<<29) // future expansion #define U_UNUSED30 (1<<30) // future expansion #define U_EXTEND3 (1<<31) // another byte to follow, future expansion #define SU_VIEWHEIGHT (1<<0) #define SU_IDEALPITCH (1<<1) #define SU_PUNCH1 (1<<2) #define SU_PUNCH2 (1<<3) #define SU_PUNCH3 (1<<4) #define SU_VELOCITY1 (1<<5) #define SU_VELOCITY2 (1<<6) #define SU_VELOCITY3 (1<<7) //define SU_AIMENT (1<<8) AVAILABLE BIT #define SU_ITEMS (1<<9) #define SU_ONGROUND (1<<10) // no data follows, the bit is it #define SU_INWATER (1<<11) // no data follows, the bit is it #define SU_WEAPONFRAME (1<<12) #define SU_ARMOR (1<<13) #define SU_WEAPON (1<<14) #define SU_EXTEND1 (1<<15) // first extend byte #define SU_PUNCHVEC1 (1<<16) #define SU_PUNCHVEC2 (1<<17) #define SU_PUNCHVEC3 (1<<18) #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0) #define SU_UNUSED20 (1<<20) #define SU_UNUSED21 (1<<21) #define SU_UNUSED22 (1<<22) #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion // second extend byte #define SU_UNUSED24 (1<<24) #define SU_UNUSED25 (1<<25) #define SU_UNUSED26 (1<<26) #define SU_UNUSED27 (1<<27) #define SU_UNUSED28 (1<<28) #define SU_UNUSED29 (1<<29) #define SU_UNUSED30 (1<<30) #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion // a sound with no channel is a local only sound #define SND_VOLUME (1<<0) // a byte #define SND_ATTENUATION (1<<1) // a byte #define SND_LOOPING (1<<2) // a long #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short) #define SND_LARGESOUND (1<<4) // a short (instead of a byte) // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 22 // game types sent by serverinfo // these determine which intermission screen plays #define GAME_COOP 0 #define GAME_DEATHMATCH 1 //================== // note that there are some defs.qc that mirror to these numbers // also related to svc_strings[] in cl_parse //================== // // server to client // #define svc_bad 0 #define svc_nop 1 #define svc_disconnect 2 #define svc_updatestat 3 // [byte] [long] #define svc_version 4 // [long] server version #define svc_setview 5 // [short] entity number #define svc_sound 6 // #define svc_time 7 // [float] server time #define svc_print 8 // [string] null terminated string #define svc_stufftext 9 // [string] stuffed into client's console buffer // the string should be \n terminated #define svc_setangle 10 // [angle3] set the view angle to this absolute value #define svc_serverinfo 11 // [long] version // [string] signon string // [string]..[0]model cache // [string]...[0]sounds cache #define svc_lightstyle 12 // [byte] [string] #define svc_updatename 13 // [byte] [string] #define svc_updatefrags 14 // [byte] [short] #define svc_clientdata 15 // #define svc_stopsound 16 // #define svc_updatecolors 17 // [byte] [byte] #define svc_particle 18 // [vec3] #define svc_damage 19 #define svc_spawnstatic 20 // svc_spawnbinary 21 #define svc_spawnbaseline 22 #define svc_temp_entity 23 #define svc_setpause 24 // [byte] on / off #define svc_signonnum 25 // [byte] used for the signon sequence #define svc_centerprint 26 // [string] to put in center of the screen #define svc_killedmonster 27 #define svc_foundsecret 28 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten #define svc_intermission 30 // [string] music #define svc_finale 31 // [string] music [string] text #define svc_cdtrack 32 // [byte] track [byte] looptrack #define svc_sellscreen 33 #define svc_cutscene 34 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y #define svc_hidelmp 36 // [string] slotname #define svc_skybox 37 // [string] skyname // LordHavoc: my svc_ range, 50-59 #define svc_cgame 50 // [short] length [bytes] data #define svc_unusedlh1 51 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate #define svc_sound2 54 // short soundindex instead of byte #define svc_spawnbaseline2 55 // short modelindex instead of byte #define svc_spawnstatic2 56 // short modelindex instead of byte #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata #define svc_unusedlh3 58 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten // // client to server // #define clc_bad 0 #define clc_nop 1 #define clc_disconnect 2 #define clc_move 3 // [usercmd_t] #define clc_stringcmd 4 // [string] message // LordHavoc: my clc_ range, 50-59 #define clc_ackentities 50 // [int] framenumber #define clc_unusedlh1 51 #define clc_unusedlh2 52 #define clc_unusedlh3 53 #define clc_unusedlh4 54 #define clc_unusedlh5 55 #define clc_unusedlh6 56 #define clc_unusedlh7 57 #define clc_unusedlh8 58 #define clc_unusedlh9 59 // // temp entity events // #define TE_SPIKE 0 // [vector] origin #define TE_SUPERSPIKE 1 // [vector] origin #define TE_GUNSHOT 2 // [vector] origin #define TE_EXPLOSION 3 // [vector] origin #define TE_TAREXPLOSION 4 // [vector] origin #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end #define TE_WIZSPIKE 7 // [vector] origin #define TE_KNIGHTSPIKE 8 // [vector] origin #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end #define TE_LAVASPLASH 10 // [vector] origin #define TE_TELEPORT 11 // [vector] origin #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount // PGM 01/21/97 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end // PGM 01/21/97 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH) #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end // LordHavoc: added some TE_ codes (block1 - 50-60) #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color #define TE_GUNSHOTQUAD 57 // [vector] origin #define TE_SPIKEQUAD 58 // [vector] origin #define TE_SUPERSPIKEQUAD 59 // [vector] origin // LordHavoc: block2 - 70-80 #define TE_EXPLOSIONQUAD 70 // [vector] origin #define TE_UNUSED1 71 // unused #define TE_SMALLFLASH 72 // [vector] origin #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count #define TE_PLASMABURN 75 // [vector] origin // LordHavoc: Tei grabbed these codes #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count #define TE_TEI_BIGEXPLOSION 78 // [vector] origin #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count // these are bits for the 'flags' field of the entity_state_t #define RENDER_STEP 1 #define RENDER_GLOWTRAIL 2 #define RENDER_VIEWMODEL 4 #define RENDER_EXTERIORMODEL 8 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth #define RENDER_COLORMAPPED 32 #define RENDER_SHADOW 64 // cast shadow typedef struct { double time; // time this state was built vec3_t origin; vec3_t angles; int number; // entity number this state is for unsigned short active; // true if a valid state unsigned short modelindex; unsigned short frame; unsigned short effects; unsigned short tagentity; unsigned short specialvisibilityradius; unsigned short viewmodelforclient; unsigned short exteriormodelforclient; unsigned short nodrawtoclient; unsigned short drawonlytoclient; qbyte colormap; qbyte skin; qbyte alpha; qbyte scale; qbyte glowsize; qbyte glowcolor; qbyte flags; qbyte tagindex; } entity_state_t; /* PROTOCOL_DARKPLACES3 server updates entities according to some (unmentioned) scheme. a frame consists of all visible entities, some of which are up to date, often some are not up to date. these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer. to make a commit the server performs these steps: 1. duplicate oldest frame in database (this is the baseline) as new frame, and write frame numbers (oldest frame's number, new frame's number) and eye location to network packet (eye location is obsolete and will be removed in future revisions) 2. write an entity change to packet and modify new frame accordingly (this repeats until packet is sufficiently full or new frame is complete) 3. write terminator (0xFFFF) to network packet (FIXME: this terminator value conflicts with MAX_EDICTS 32768...) to read a commit the client performs these steps: 1. reads frame numbers from packet and duplicates baseline frame as new frame, also reads eye location but does nothing with it (obsolete). 2. delete frames older than the baseline which was used 3. read entity changes from packet until terminator (0xFFFF) is encountered, each change is applied to entity frame. 4. sends ack framenumber to server as part of input packet if server receives ack message in put packet it performs these steps: 1. remove all older frames from database. */ /* PROTOCOL_DARKPLACES4 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). these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer. to make a commit the server performs these steps: 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. This documention is unfinished! the Write function performs these steps: 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. 2. write differences of an entity compared to selected baseline. 3. add entity to entity update in database. 4. if there are more entities to write and packet is not full, go back to step 2. 5. write terminator (0xFFFF) as entity number. 6. return. server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities), */ typedef struct { double time; int framenum; int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE int endentity; // index into entitydata, firstentity + numentities } entity_frameinfo_t; #define MAX_ENTITY_HISTORY 64 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2) typedef struct { // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap) // start and end of used area, when adding a new update to database, store at endpos, and increment endpos // when removing updates from database, nudge down frames array to only contain useful frames // this logic should explain better: // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE) // flushdatabase(); // note: if numframes == 0, insert at start (0 in entitydata) // the only reason this system is used is to avoid copying memory when frames are removed int numframes; // server only: last acknowledged frame int ackframe; // the current state in the database vec3_t eye; // table of entities in the entityhistorydata entity_frameinfo_t frames[MAX_ENTITY_HISTORY]; // entities entity_state_t entitydata[MAX_ENTITY_DATABASE]; } entity_database_t; // build entity data in this, to pass to entity read/write functions typedef struct { double time; int framenum; int numentities; int firstentitynum; int lastentitynum; vec3_t eye; entity_state_t entitydata[MAX_ENTITY_DATABASE]; } entity_frame_t; // LordHavoc: these are in approximately sorted order, according to cost and // likelyhood of being used for numerous objects in a frame // note that the bytes are not written/read in this order, this is only the // order of the bits to minimize overhead from extend bytes // enough to describe a nail, gib, shell casing, bullet hole, or rocket #define E_ORIGIN1 (1<<0) #define E_ORIGIN2 (1<<1) #define E_ORIGIN3 (1<<2) #define E_ANGLE1 (1<<3) #define E_ANGLE2 (1<<4) #define E_ANGLE3 (1<<5) #define E_MODEL1 (1<<6) #define E_EXTEND1 (1<<7) // enough to describe almost anything #define E_FRAME1 (1<<8) #define E_EFFECTS1 (1<<9) #define E_ALPHA (1<<10) #define E_SCALE (1<<11) #define E_COLORMAP (1<<12) #define E_SKIN (1<<13) #define E_FLAGS (1<<14) #define E_EXTEND2 (1<<15) // players, custom color glows, high model numbers #define E_FRAME2 (1<<16) #define E_MODEL2 (1<<17) #define E_EFFECTS2 (1<<18) #define E_GLOWSIZE (1<<19) #define E_GLOWCOLOR (1<<20) #define E_UNUSED1 (1<<21) #define E_UNUSED2 (1<<22) #define E_EXTEND3 (1<<23) #define E_SOUND1 (1<<24) #define E_SOUNDVOL (1<<25) #define E_SOUNDATTEN (1<<26) #define E_TAGATTACHMENT (1<<27) #define E_UNUSED5 (1<<28) #define E_UNUSED6 (1<<29) #define E_UNUSED7 (1<<30) #define E_EXTEND4 (1<<31) // clears a state to baseline values void ClearStateToDefault(entity_state_t *s); // used by some of the DP protocols void EntityState_Write(entity_state_t *ent, sizebuf_t *msg, entity_state_t *delta); // (server) clears the database to contain no frames (thus delta compression // compresses against nothing) void EntityFrame_ClearDatabase(entity_database_t *d); // (server and client) removes frames older than 'frame' from database void EntityFrame_AckFrame(entity_database_t *d, int frame); // (server) clears frame, to prepare for adding entities void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum); // (server) adds an entity to frame void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s); // (server and client) reads a frame from the database void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f); // (server and client) adds a entity_frame to the database, for future // reference void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f); // (server) writes a frame to network stream void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg); // (client) reads a frame from network stream void EntityFrame_Read(entity_database_t *d); // (client) returns the frame number of the most recent frame recieved int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d); typedef struct entity_database4_commit_s { // frame number this commit represents int framenum; // number of entities in entity[] array int numentities; // maximum number of entities in entity[] array (dynamic resizing) int maxentities; entity_state_t *entity; } entity_database4_commit_t; typedef struct entity_database4_s { // what mempool to use for allocations mempool_t *mempool; // reference frame int referenceframenum; // reference entities array is resized according to demand int maxreferenceentities; // array of states for entities, these are indexable by their entity number (yes there are gaps) entity_state_t *referenceentity; // commits waiting to be applied to the reference database when confirmed // (commit[i]->numentities == 0 means it is empty) entity_database4_commit_t commit[MAX_ENTITY_HISTORY]; // (server only) the current commit being worked on entity_database4_commit_t *currentcommit; // (server only) if a commit won't fit entirely, continue where it left // off next frame int currententitynumber; // (client only) most recently received frame number to be sent in next // input update int ackframenum; } entity_database4_t; // should-be-private functions that aren't entity_state_t *EntityFrame4_GetReferenceEntity(entity_database4_t *d, int number); void EntityFrame4_AddCommitEntity(entity_database4_t *d, entity_state_t *s); // allocate a database entity_database4_t *EntityFrame4_AllocDatabase(mempool_t *pool); // free a database void EntityFrame4_FreeDatabase(entity_database4_t *d); // reset a database (resets compression but does not reallocate anything) void EntityFrame4_ResetDatabase(entity_database4_t *d); // updates database to account for a frame-received acknowledgment int EntityFrame4_AckFrame(entity_database4_t *d, int framenum); // write an entity in the frame // returns false if full int EntityFrame4_SV_WriteFrame_Entity(entity_database4_t *d, sizebuf_t *msg, int maxbytes, entity_state_t *s); // reads a frame from the network stream void EntityFrame4_CL_ReadFrame(entity_database4_t *d); extern cvar_t developer_networkentities; #endif