#ifndef PROTOCOL_H
#define PROTOCOL_H
-#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION1 96
-#define DPPROTOCOL_VERSION2 97
-// LordHavoc: I think the 96-99 range was going to run out too soon... so here I jump to 3500
-#define DPPROTOCOL_VERSION3 3500
+#define PROTOCOL_VERSION 15
+#define DPPROTOCOL_VERSION1 96
+#define DPPROTOCOL_VERSION2 97
+// LordHavoc: I think the 96-99 range was going to run out too soon...
+// so here I jump to 3500
+#define DPPROTOCOL_VERSION3 3500
// model effects
#define EF_ROCKET 1 // leave a trail
#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)
#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 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_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
{
}
entity_state_t;
+/*
+DPPROTOCOL_VERSION3
+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.
+*/
+
typedef struct
{
double time;
entity_frameinfo_t;
#define MAX_ENTITY_HISTORY 64
-#define MAX_ENTITY_DATABASE 4096
+#define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
typedef struct
{
// 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;
- int ackframe; // server only: last acknowledged frame
+ // 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;
#define E_EXTEND4 (1<<31)
void ClearStateToDefault(entity_state_t *s);
+
// (server) clears the database to contain no frames (thus delta compression
// compresses against nothing)
void EntityFrame_ClearDatabase(entity_database_t *d);