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 #define PROTOCOL_VERSION 15
26 #define DPPROTOCOL_VERSION1 96
27 #define DPPROTOCOL_VERSION2 97
28 // LordHavoc: I think the 96-99 range was going to run out too soon...
29 // so here I jump to 3500
30 #define DPPROTOCOL_VERSION3 3500
33 #define EF_ROCKET 1 // leave a trail
34 #define EF_GRENADE 2 // leave a trail
35 #define EF_GIB 4 // leave a trail
36 #define EF_ROTATE 8 // rotate (bonus items)
37 #define EF_TRACER 16 // green split trail
38 #define EF_ZOMGIB 32 // small blood trail
39 #define EF_TRACER2 64 // orange split trail + rotate
40 #define EF_TRACER3 128 // purple trail
42 #define EF_BRIGHTFIELD 1
43 #define EF_MUZZLEFLASH 2
44 #define EF_BRIGHTLIGHT 4
47 #define EF_ADDITIVE 32
50 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
51 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
52 // effects/model (can be used as model flags or entity effects)
53 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
54 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
55 #define EF_FLAME 1024 // LordHavoc: on fire
56 #define EF_STARDUST 2048 // LordHavoc: showering sparks
57 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
59 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
61 // if the high bit of the servercmd is set, the low bits are fast update flags:
62 #define U_MOREBITS (1<<0)
63 #define U_ORIGIN1 (1<<1)
64 #define U_ORIGIN2 (1<<2)
65 #define U_ORIGIN3 (1<<3)
66 #define U_ANGLE2 (1<<4)
67 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
69 #define U_FRAME (1<<6)
70 // just differentiates from other updates
71 #define U_SIGNAL (1<<7)
73 #define U_ANGLE1 (1<<8)
74 #define U_ANGLE3 (1<<9)
75 #define U_MODEL (1<<10)
76 #define U_COLORMAP (1<<11)
77 #define U_SKIN (1<<12)
78 #define U_EFFECTS (1<<13)
79 #define U_LONGENTITY (1<<14)
81 // LordHavoc: protocol extension
82 #define U_EXTEND1 (1<<15)
83 // LordHavoc: first extend byte
84 #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)
85 #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)
86 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
87 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
88 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
89 #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)
90 // LordHavoc: colormod feature has been removed, because no one used it
91 #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...
92 #define U_EXTEND2 (1<<23) // another byte to follow
93 // LordHavoc: second extend byte
94 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
95 #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
96 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
97 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
98 #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)
99 #define U_UNUSED29 (1<<29) // future expansion
100 #define U_UNUSED30 (1<<30) // future expansion
101 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
103 #define SU_VIEWHEIGHT (1<<0)
104 #define SU_IDEALPITCH (1<<1)
105 #define SU_PUNCH1 (1<<2)
106 #define SU_PUNCH2 (1<<3)
107 #define SU_PUNCH3 (1<<4)
108 #define SU_VELOCITY1 (1<<5)
109 #define SU_VELOCITY2 (1<<6)
110 #define SU_VELOCITY3 (1<<7)
111 //define SU_AIMENT (1<<8) AVAILABLE BIT
112 #define SU_ITEMS (1<<9)
113 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
114 #define SU_INWATER (1<<11) // no data follows, the bit is it
115 #define SU_WEAPONFRAME (1<<12)
116 #define SU_ARMOR (1<<13)
117 #define SU_WEAPON (1<<14)
118 #define SU_EXTEND1 (1<<15)
120 #define SU_PUNCHVEC1 (1<<16)
121 #define SU_PUNCHVEC2 (1<<17)
122 #define SU_PUNCHVEC3 (1<<18)
123 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
124 #define SU_UNUSED20 (1<<20)
125 #define SU_UNUSED21 (1<<21)
126 #define SU_UNUSED22 (1<<22)
127 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
128 // second extend byte
129 #define SU_UNUSED24 (1<<24)
130 #define SU_UNUSED25 (1<<25)
131 #define SU_UNUSED26 (1<<26)
132 #define SU_UNUSED27 (1<<27)
133 #define SU_UNUSED28 (1<<28)
134 #define SU_UNUSED29 (1<<29)
135 #define SU_UNUSED30 (1<<30)
136 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
138 // a sound with no channel is a local only sound
139 #define SND_VOLUME (1<<0) // a byte
140 #define SND_ATTENUATION (1<<1) // a byte
141 #define SND_LOOPING (1<<2) // a long
142 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
143 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
146 // defaults for clientinfo messages
147 #define DEFAULT_VIEWHEIGHT 22
150 // game types sent by serverinfo
151 // these determine which intermission screen plays
153 #define GAME_DEATHMATCH 1
156 // note that there are some defs.qc that mirror to these numbers
157 // also related to svc_strings[] in cl_parse
165 #define svc_disconnect 2
166 #define svc_updatestat 3 // [byte] [long]
167 #define svc_version 4 // [long] server version
168 #define svc_setview 5 // [short] entity number
169 #define svc_sound 6 // <see code>
170 #define svc_time 7 // [float] server time
171 #define svc_print 8 // [string] null terminated string
172 #define svc_stufftext 9 // [string] stuffed into client's console buffer
173 // the string should be \n terminated
174 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
176 #define svc_serverinfo 11 // [long] version
177 // [string] signon string
178 // [string]..[0]model cache
179 // [string]...[0]sounds cache
180 #define svc_lightstyle 12 // [byte] [string]
181 #define svc_updatename 13 // [byte] [string]
182 #define svc_updatefrags 14 // [byte] [short]
183 #define svc_clientdata 15 // <shortbits + data>
184 #define svc_stopsound 16 // <see code>
185 #define svc_updatecolors 17 // [byte] [byte]
186 #define svc_particle 18 // [vec3] <variable>
187 #define svc_damage 19
189 #define svc_spawnstatic 20
190 // svc_spawnbinary 21
191 #define svc_spawnbaseline 22
193 #define svc_temp_entity 23
195 #define svc_setpause 24 // [byte] on / off
196 #define svc_signonnum 25 // [byte] used for the signon sequence
198 #define svc_centerprint 26 // [string] to put in center of the screen
200 #define svc_killedmonster 27
201 #define svc_foundsecret 28
203 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
205 #define svc_intermission 30 // [string] music
206 #define svc_finale 31 // [string] music [string] text
208 #define svc_cdtrack 32 // [byte] track [byte] looptrack
209 #define svc_sellscreen 33
211 #define svc_cutscene 34
213 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
214 #define svc_hidelmp 36 // [string] slotname
215 #define svc_skybox 37 // [string] skyname
217 // LordHavoc: my svc_ range, 50-59
218 #define svc_cgame 50 // [short] length [bytes] data
219 #define svc_unusedlh1 51
220 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
221 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
222 #define svc_sound2 54 // short soundindex instead of byte
223 #define svc_spawnbaseline2 55 // short modelindex instead of byte
224 #define svc_spawnstatic2 56 // short modelindex instead of byte
225 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
226 #define svc_unusedlh3 58
227 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
234 #define clc_disconnect 2
235 #define clc_move 3 // [usercmd_t]
236 #define clc_stringcmd 4 // [string] message
238 // LordHavoc: my clc_ range, 50-59
239 #define clc_ackentities 50 // [int] framenumber
240 #define clc_unusedlh1 51
241 #define clc_unusedlh2 52
242 #define clc_unusedlh3 53
243 #define clc_unusedlh4 54
244 #define clc_unusedlh5 55
245 #define clc_unusedlh6 56
246 #define clc_unusedlh7 57
247 #define clc_unusedlh8 58
248 #define clc_unusedlh9 59
251 // temp entity events
253 #define TE_SPIKE 0 // [vector] origin
254 #define TE_SUPERSPIKE 1 // [vector] origin
255 #define TE_GUNSHOT 2 // [vector] origin
256 #define TE_EXPLOSION 3 // [vector] origin
257 #define TE_TAREXPLOSION 4 // [vector] origin
258 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
259 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
260 #define TE_WIZSPIKE 7 // [vector] origin
261 #define TE_KNIGHTSPIKE 8 // [vector] origin
262 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
263 #define TE_LAVASPLASH 10 // [vector] origin
264 #define TE_TELEPORT 11 // [vector] origin
265 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
268 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
271 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
272 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
273 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
275 // LordHavoc: added some TE_ codes (block1 - 50-60)
276 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
277 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
278 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
279 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
280 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
281 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
282 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
283 #define TE_GUNSHOTQUAD 57 // [vector] origin
284 #define TE_SPIKEQUAD 58 // [vector] origin
285 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
286 // LordHavoc: block2 - 70-80
287 #define TE_EXPLOSIONQUAD 70 // [vector] origin
288 #define TE_BLOOD2 71 // [vector] origin
289 #define TE_SMALLFLASH 72 // [vector] origin
290 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
291 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
292 #define TE_PLASMABURN 75 // [vector] origin
293 // LordHavoc: Tei grabbed these codes
294 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
295 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
296 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
297 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
300 // these are bits for the 'flags' field of the entity_state_t
301 #define RENDER_STEP 1
302 #define RENDER_GLOWTRAIL 2
303 #define RENDER_VIEWMODEL 4
304 #define RENDER_EXTERIORMODEL 8
305 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
306 #define RENDER_COLORMAPPED 32
307 #define RENDER_SHADOW 64 // cast shadow
311 double time; // time this state was built
314 int number; // entity number this state is for
315 unsigned short active; // true if a valid state
316 unsigned short modelindex;
317 unsigned short frame;
318 unsigned short effects;
331 server updates entities according to some (unmentioned) scheme.
333 a frame consists of all visible entities, some of which are up to date,
334 often some are not up to date.
336 these entities are stored in a range (firstentity/endentity) of structs in the
339 to make a commit the server performs these steps:
340 1. duplicate oldest frame in database (this is the baseline) as new frame, and
341 write frame numbers (oldest frame's number, new frame's number) and eye
342 location to network packet (eye location is obsolete and will be removed in
344 2. write an entity change to packet and modify new frame accordingly
345 (this repeats until packet is sufficiently full or new frame is complete)
346 3. write terminator (0xFFFF) to network packet
347 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
349 to read a commit the client performs these steps:
350 1. reads frame numbers from packet and duplicates baseline frame as new frame,
351 also reads eye location but does nothing with it (obsolete).
352 2. delete frames older than the baseline which was used
353 3. read entity changes from packet until terminator (0xFFFF) is encountered,
354 each change is applied to entity frame.
355 4. sends ack framenumber to server as part of input packet
357 if server receives ack message in put packet it performs these steps:
358 1. remove all older frames from database.
365 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
366 int endentity; // index into entitydata, firstentity + numentities
370 #define MAX_ENTITY_HISTORY 64
371 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
375 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
376 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
377 // when removing updates from database, nudge down frames array to only contain useful frames
378 // this logic should explain better:
379 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
381 // note: if numframes == 0, insert at start (0 in entitydata)
382 // the only reason this system is used is to avoid copying memory when frames are removed
384 // server only: last acknowledged frame
386 // the current state in the database
388 // table of entities in the entityhistorydata
389 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
391 entity_state_t entitydata[MAX_ENTITY_DATABASE];
395 // build entity data in this, to pass to entity read/write functions
402 entity_state_t entitydata[MAX_ENTITY_DATABASE];
406 // LordHavoc: these are in approximately sorted order, according to cost and
407 // likelyhood of being used for numerous objects in a frame
409 // note that the bytes are not written/read in this order, this is only the
410 // order of the bits to minimize overhead from extend bytes
412 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
413 #define E_ORIGIN1 (1<<0)
414 #define E_ORIGIN2 (1<<1)
415 #define E_ORIGIN3 (1<<2)
416 #define E_ANGLE1 (1<<3)
417 #define E_ANGLE2 (1<<4)
418 #define E_ANGLE3 (1<<5)
419 #define E_MODEL1 (1<<6)
420 #define E_EXTEND1 (1<<7)
422 // enough to describe almost anything
423 #define E_FRAME1 (1<<8)
424 #define E_EFFECTS1 (1<<9)
425 #define E_ALPHA (1<<10)
426 #define E_SCALE (1<<11)
427 #define E_COLORMAP (1<<12)
428 #define E_SKIN (1<<13)
429 #define E_FLAGS (1<<14)
430 #define E_EXTEND2 (1<<15)
432 // players, custom color glows, high model numbers
433 #define E_FRAME2 (1<<16)
434 #define E_MODEL2 (1<<17)
435 #define E_EFFECTS2 (1<<18)
436 #define E_GLOWSIZE (1<<19)
437 #define E_GLOWCOLOR (1<<20)
438 #define E_UNUSED1 (1<<21)
439 #define E_UNUSED2 (1<<22)
440 #define E_EXTEND3 (1<<23)
442 #define E_SOUND1 (1<<24)
443 #define E_SOUNDVOL (1<<25)
444 #define E_SOUNDATTEN (1<<26)
445 #define E_UNUSED4 (1<<27)
446 #define E_UNUSED5 (1<<28)
447 #define E_UNUSED6 (1<<29)
448 #define E_UNUSED7 (1<<30)
449 #define E_EXTEND4 (1<<31)
451 void ClearStateToDefault(entity_state_t *s);
453 // (server) clears the database to contain no frames (thus delta compression
454 // compresses against nothing)
455 void EntityFrame_ClearDatabase(entity_database_t *d);
456 // (server and client) removes frames older than 'frame' from database
457 void EntityFrame_AckFrame(entity_database_t *d, int frame);
458 // (server) clears frame, to prepare for adding entities
459 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye);
460 // (server) allocates an entity slot in frame, returns NULL if full
461 entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number);
462 // (server and client) reads a frame from the database
463 void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
464 // (server and client) adds a entity_frame to the database, for future
466 void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
467 // (server) writes a frame to network stream
468 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
469 // (client) reads a frame from network stream
470 void EntityFrame_Read(entity_database_t *d);
471 // (client) returns the frame number of the most recent frame recieved
472 int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);