*/
// protocol.h -- communications protocols
-#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION1 96
-#define DPPROTOCOL_VERSION2 97
+#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
+// partial entity updates, changed entity origin updates back to quake style
+// (RENDER_LOWPRECISION on by default, but the precision was changed from
+// integer to 1/8th unit like quake)
+#define DPPROTOCOL_VERSION4 3501
// model effects
#define EF_ROCKET 1 // leave a trail
#define EF_ADDITIVE 32
#define EF_BLUE 64
#define EF_RED 128
-#define EF_DELTA 8388608 // LordHavoc: entity is delta compressed to save network bandwidth
+#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 :)
+#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)
#define SU_PUNCHVEC1 (1<<16)
#define SU_PUNCHVEC2 (1<<17)
#define SU_PUNCHVEC3 (1<<18)
-#define SU_UNUSED19 (1<<19)
+#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 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
// LordHavoc: my svc_ range, 50-59
#define svc_cgame 50 // [short] length [bytes] data
-#define svc_fog 51 // unfinished and obsolete
+#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
// PGM 01/21/97
#define TE_BEAM 13 // [entity] entity [vector] start [vector] end
-// PGM 01/21/97
+// 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_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;
+ 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;
- byte colormap;
- byte skin;
- byte alpha;
- byte scale;
- byte glowsize;
- byte glowcolor;
- byte flags;
+ qbyte colormap;
+ qbyte skin;
+ qbyte alpha;
+ qbyte scale;
+ qbyte glowsize;
+ qbyte glowcolor;
+ qbyte flags;
}
entity_state_t;
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;
}
entity_frame_t;
+
+// DPPROTOCOL_VERSION4
+#define MAX_ENTITIES_PER_FRAME 1024
+
+// DPPROTOCOL_VERSION4
+typedef struct
+{
+ double time;
+ int framenum;
+
+ // partial updates only update a certain range of entities in one update
+ // note that if end <= start the range wrapped (full update)
+ // note also that this means that the range can not be empty, if there is no update, don't write an update!
+ int range_start;
+ int range_end;
+
+ // entities
+ entity_state_t entity[MAX_ENTITIES_PER_FRAME];
+}
+entity_frame4_t;
+
+// DPPROTOCOL_VERSION4
+typedef struct
+{
+ // note: each frame contains a limited number of entities, so in
+ // situations with a high maximum data rate AND large number of entities,
+ // updates may be partial despite a high data rate.
+
+ // current frame number
+ int currentframe;
+ // number of frames waiting to be committed to database
+ int numframes;
+ // the current state in the database
+ vec3_t currenteye;
+ // current entity states
+ entity_state_t currententity[MAX_EDICTS];
+ // frame updates (each one limited in size) that have not yet been
+ // committed to currententitydata
+ entity_frame4_t frames[MAX_ENTITY_HISTORY];
+}
+entity_database4_t;
+
// LordHavoc: these are in approximately sorted order, according to cost and
// likelyhood of being used for numerous objects in a frame
#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);
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) reads (and interpolates) the eye location from the database,
-// given a current time
-//int EntityFrame_FetchEye(entity_database_t *d, vec3_t eye, double time);
-// (client) fetchs an entity from the frame by index into the entity list
-//int EntityFrame_FetchEntityByIndex(entity_frame_t *f, entity_state_t *e, int index);
-// (client) fetchs an entity from the frame by entity number
-//int EntityFrame_FetchEntityByNumber(entity_frame_t *f, entity_state_t *e, int number);
// (client) returns the frame number of the most recent frame recieved
int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
+
+// (server) clears the database to contain blank entities and no frames (thus
+// delta compression compresses against nothing)
+void EntityFrame4_ClearDatabase(entity_database4_t *d);
+// (server and client) updates database to requested frame by commiting
+// awaiting frames until the desired frame is reached
+void EntityFrame4_AckFrame(entity_database4_t *d, int frame);
+// (server) clears frame, to prepare for adding entities
+void EntityFrame4_Clear(entity_frame4_t *f, vec3_t eye);
+// (server) allocates an entity slot in frame, returns NULL if full
+entity_state_t *EntityFrame4_NewEntity(entity_frame4_t *f, int number);
+// (server and client) reads a frame from the database
+void EntityFrame4_FetchFrame(entity_database4_t *d, int framenum, entity_frame4_t *f);
+// (server and client) adds a entity_frame to the database, for future
+// reference
+void EntityFrame4_AddFrame(entity_database4_t *d, entity_frame4_t *f);
+// (server) writes a frame to network stream
+void EntityFrame4_Write(entity_database4_t *d, entity_frame4_t *f, sizebuf_t *msg);
+// (client) reads a frame from network stream
+void EntityFrame4_Read(entity_database4_t *d);
+// (client) returns the frame number of the most recent frame recieved
+int EntityFrame4_MostRecentlyRecievedFrameNum(entity_database4_t *d);
+
+#endif
+