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 EF_ROCKET 1 // leave a trail
35 #define EF_GRENADE 2 // leave a trail
36 #define EF_GIB 4 // leave a trail
37 #define EF_ROTATE 8 // rotate (bonus items)
38 #define EF_TRACER 16 // green split trail
39 #define EF_ZOMGIB 32 // small blood trail
40 #define EF_TRACER2 64 // orange split trail + rotate
41 #define EF_TRACER3 128 // purple trail
43 #define EF_BRIGHTFIELD 1
44 #define EF_MUZZLEFLASH 2
45 #define EF_BRIGHTLIGHT 4
48 #define EF_ADDITIVE 32
51 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
52 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
53 // effects/model (can be used as model flags or entity effects)
54 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
55 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
56 #define EF_FLAME 1024 // LordHavoc: on fire
57 #define EF_STARDUST 2048 // LordHavoc: showering sparks
58 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
59 #define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
60 #define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
61 #define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
63 #define EF_FLAG1QW 16777216 // internal client use only
64 #define EF_FLAG2QW 33554432 // internal client use only
65 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
67 // flags for the pflags field of entities
68 #define PFLAGS_NOSHADOW 1
69 #define PFLAGS_CORONA 2
70 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
72 // if the high bit of the servercmd is set, the low bits are fast update flags:
73 #define U_MOREBITS (1<<0)
74 #define U_ORIGIN1 (1<<1)
75 #define U_ORIGIN2 (1<<2)
76 #define U_ORIGIN3 (1<<3)
77 #define U_ANGLE2 (1<<4)
78 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
80 #define U_FRAME (1<<6)
81 // just differentiates from other updates
82 #define U_SIGNAL (1<<7)
84 #define U_ANGLE1 (1<<8)
85 #define U_ANGLE3 (1<<9)
86 #define U_MODEL (1<<10)
87 #define U_COLORMAP (1<<11)
88 #define U_SKIN (1<<12)
89 #define U_EFFECTS (1<<13)
90 #define U_LONGENTITY (1<<14)
92 // LordHavoc: protocol extension
93 #define U_EXTEND1 (1<<15)
94 // LordHavoc: first extend byte
95 #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)
96 #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)
97 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
98 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
99 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
100 #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)
101 #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...
102 #define U_EXTEND2 (1<<23) // another byte to follow
103 // LordHavoc: second extend byte
104 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
105 #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
106 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
107 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
108 #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)
109 #define U_UNUSED29 (1<<29) // future expansion
110 #define U_UNUSED30 (1<<30) // future expansion
111 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
113 #define SU_VIEWHEIGHT (1<<0)
114 #define SU_IDEALPITCH (1<<1)
115 #define SU_PUNCH1 (1<<2)
116 #define SU_PUNCH2 (1<<3)
117 #define SU_PUNCH3 (1<<4)
118 #define SU_VELOCITY1 (1<<5)
119 #define SU_VELOCITY2 (1<<6)
120 #define SU_VELOCITY3 (1<<7)
121 //define SU_AIMENT (1<<8) AVAILABLE BIT
122 #define SU_ITEMS (1<<9)
123 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
124 #define SU_INWATER (1<<11) // no data follows, the bit is it
125 #define SU_WEAPONFRAME (1<<12)
126 #define SU_ARMOR (1<<13)
127 #define SU_WEAPON (1<<14)
128 #define SU_EXTEND1 (1<<15)
130 #define SU_PUNCHVEC1 (1<<16)
131 #define SU_PUNCHVEC2 (1<<17)
132 #define SU_PUNCHVEC3 (1<<18)
133 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
134 #define SU_UNUSED20 (1<<20)
135 #define SU_UNUSED21 (1<<21)
136 #define SU_UNUSED22 (1<<22)
137 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
138 // second extend byte
139 #define SU_UNUSED24 (1<<24)
140 #define SU_UNUSED25 (1<<25)
141 #define SU_UNUSED26 (1<<26)
142 #define SU_UNUSED27 (1<<27)
143 #define SU_UNUSED28 (1<<28)
144 #define SU_UNUSED29 (1<<29)
145 #define SU_UNUSED30 (1<<30)
146 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
148 // a sound with no channel is a local only sound
149 #define SND_VOLUME (1<<0) // a byte
150 #define SND_ATTENUATION (1<<1) // a byte
151 #define SND_LOOPING (1<<2) // a long
152 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
153 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
156 // defaults for clientinfo messages
157 #define DEFAULT_VIEWHEIGHT 22
160 // game types sent by serverinfo
161 // these determine which intermission screen plays
163 #define GAME_DEATHMATCH 1
166 // note that there are some defs.qc that mirror to these numbers
167 // also related to svc_strings[] in cl_parse
175 #define svc_disconnect 2
176 #define svc_updatestat 3 // [byte] [long]
177 #define svc_version 4 // [long] server version
178 #define svc_setview 5 // [short] entity number
179 #define svc_sound 6 // <see code>
180 #define svc_time 7 // [float] server time
181 #define svc_print 8 // [string] null terminated string
182 #define svc_stufftext 9 // [string] stuffed into client's console buffer
183 // the string should be \n terminated
184 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
186 #define svc_serverinfo 11 // [long] version
187 // [string] signon string
188 // [string]..[0]model cache
189 // [string]...[0]sounds cache
190 #define svc_lightstyle 12 // [byte] [string]
191 #define svc_updatename 13 // [byte] [string]
192 #define svc_updatefrags 14 // [byte] [short]
193 #define svc_clientdata 15 // <shortbits + data>
194 #define svc_stopsound 16 // <see code>
195 #define svc_updatecolors 17 // [byte] [byte]
196 #define svc_particle 18 // [vec3] <variable>
197 #define svc_damage 19
199 #define svc_spawnstatic 20
200 // svc_spawnbinary 21
201 #define svc_spawnbaseline 22
203 #define svc_temp_entity 23
205 #define svc_setpause 24 // [byte] on / off
206 #define svc_signonnum 25 // [byte] used for the signon sequence
208 #define svc_centerprint 26 // [string] to put in center of the screen
210 #define svc_killedmonster 27
211 #define svc_foundsecret 28
213 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
215 #define svc_intermission 30 // [string] music
216 #define svc_finale 31 // [string] music [string] text
218 #define svc_cdtrack 32 // [byte] track [byte] looptrack
219 #define svc_sellscreen 33
221 #define svc_cutscene 34
223 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
224 #define svc_hidelmp 36 // [string] slotname
225 #define svc_skybox 37 // [string] skyname
227 // LordHavoc: my svc_ range, 50-69
228 #define svc_downloaddata 50 // [int] start [short] size
229 #define svc_updatestatubyte 51 // [byte] stat [byte] value
230 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
231 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
232 #define svc_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte
233 #define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
234 #define svc_spawnbaseline2 55 // short modelindex instead of byte
235 #define svc_spawnstatic2 56 // short modelindex instead of byte
236 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
237 #define svc_csqcentities 58 // [short] entnum [variable length] entitydata ... [short] 0x0000
238 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
239 #define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
240 #define svc_pointparticles 61 // [short] effectnum [vector] start [vector] end [short] count
247 #define clc_disconnect 2
248 #define clc_move 3 // [usercmd_t]
249 #define clc_stringcmd 4 // [string] message
251 // LordHavoc: my clc_ range, 50-59
252 #define clc_ackframe 50 // [int] framenumber
253 #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)
254 #define clc_unusedlh2 52
255 #define clc_unusedlh3 53
256 #define clc_unusedlh4 54
257 #define clc_unusedlh5 55
258 #define clc_unusedlh6 56
259 #define clc_unusedlh7 57
260 #define clc_unusedlh8 58
261 #define clc_unusedlh9 59
264 // temp entity events
266 #define TE_SPIKE 0 // [vector] origin
267 #define TE_SUPERSPIKE 1 // [vector] origin
268 #define TE_GUNSHOT 2 // [vector] origin
269 #define TE_EXPLOSION 3 // [vector] origin
270 #define TE_TAREXPLOSION 4 // [vector] origin
271 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
272 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
273 #define TE_WIZSPIKE 7 // [vector] origin
274 #define TE_KNIGHTSPIKE 8 // [vector] origin
275 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
276 #define TE_LAVASPLASH 10 // [vector] origin
277 #define TE_TELEPORT 11 // [vector] origin
278 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
281 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
284 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
285 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
286 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
288 // LordHavoc: added some TE_ codes (block1 - 50-60)
289 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
290 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
291 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
292 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
293 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
294 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
295 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
296 #define TE_GUNSHOTQUAD 57 // [vector] origin
297 #define TE_SPIKEQUAD 58 // [vector] origin
298 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
299 // LordHavoc: block2 - 70-80
300 #define TE_EXPLOSIONQUAD 70 // [vector] origin
301 #define TE_UNUSED1 71 // unused
302 #define TE_SMALLFLASH 72 // [vector] origin
303 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
304 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
305 #define TE_PLASMABURN 75 // [vector] origin
306 // LordHavoc: Tei grabbed these codes
307 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
308 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
309 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
310 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
313 // these are bits for the 'flags' field of the entity_state_t
314 #define RENDER_STEP 1
315 #define RENDER_GLOWTRAIL 2
316 #define RENDER_VIEWMODEL 4
317 #define RENDER_EXTERIORMODEL 8
318 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
319 #define RENDER_COLORMAPPED 32
320 #define RENDER_SHADOW 65536 // cast shadow
321 #define RENDER_LIGHT 131072 // receive light
322 #define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
323 // (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)
326 typedef struct entity_state_s
328 // ! means this is not sent to client
329 double time; // ! time this state was built (used on client for interpolation)
330 float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
333 int number; // entity number this state is for
335 unsigned int customizeentityforclient; // !
336 unsigned short modelindex;
337 unsigned short frame;
338 unsigned short tagentity;
339 unsigned short specialvisibilityradius; // ! larger if it has effects/light
340 unsigned short viewmodelforclient; // !
341 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
342 unsigned short nodrawtoclient; // !
343 unsigned short drawonlytoclient; // !
344 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
345 unsigned char active; // true if a valid state
346 unsigned char lightstyle;
347 unsigned char lightpflags;
348 unsigned char colormap;
349 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
352 unsigned char glowsize;
353 unsigned char glowcolor;
355 unsigned char tagindex;
356 unsigned char colormod[3];
357 // padding to a multiple of 8 bytes (to align the double time)
358 unsigned char unused[2];
362 // baseline state values
363 extern entity_state_t defaultstate;
364 // reads a quake entity from the network stream
365 void EntityFrameQuake_ReadEntity(int bits);
366 // checks for stats changes and sets corresponding host_client->statsdeltabits
367 // (also updates host_client->stats array)
368 void Protocol_UpdateClientStats(const int *stats);
369 // writes reliable messages updating stats (not used by DP6 and later
370 // protocols which send updates in their WriteFrame function using a different
371 // method of reliable messaging)
372 void Protocol_WriteStatsReliable(void);
373 // writes a list of quake entities to the network stream
374 // (or as many will fit)
375 void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states);
376 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
377 void EntityFrameQuake_ISeeDeadEntities(void);
381 server updates entities according to some (unmentioned) scheme.
383 a frame consists of all visible entities, some of which are up to date,
384 often some are not up to date.
386 these entities are stored in a range (firstentity/endentity) of structs in the
389 to make a commit the server performs these steps:
390 1. duplicate oldest frame in database (this is the baseline) as new frame, and
391 write frame numbers (oldest frame's number, new frame's number) and eye
392 location to network packet (eye location is obsolete and will be removed in
394 2. write an entity change to packet and modify new frame accordingly
395 (this repeats until packet is sufficiently full or new frame is complete)
396 3. write terminator (0xFFFF) to network packet
397 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
399 to read a commit the client performs these steps:
400 1. reads frame numbers from packet and duplicates baseline frame as new frame,
401 also reads eye location but does nothing with it (obsolete).
402 2. delete frames older than the baseline which was used
403 3. read entity changes from packet until terminator (0xFFFF) is encountered,
404 each change is applied to entity frame.
405 4. sends ack framenumber to server as part of input packet
407 if server receives ack message in put packet it performs these steps:
408 1. remove all older frames from database.
413 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).
415 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
417 to make a commit the server performs these steps:
418 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.
420 This documention is unfinished!
421 the Write function performs these steps:
422 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.
423 2. write differences of an entity compared to selected baseline.
424 3. add entity to entity update in database.
425 4. if there are more entities to write and packet is not full, go back to step 2.
426 5. write terminator (0xFFFF) as entity number.
433 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
436 typedef struct entity_frameinfo_s
440 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
441 int endentity; // index into entitydata, firstentity + numentities
445 #define MAX_ENTITY_HISTORY 64
446 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
448 typedef struct entityframe_database_s
450 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
451 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
452 // when removing updates from database, nudge down frames array to only contain useful frames
453 // this logic should explain better:
454 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
456 // note: if numframes == 0, insert at start (0 in entitydata)
457 // the only reason this system is used is to avoid copying memory when frames are removed
459 // server only: last sent frame
461 // server only: last acknowledged frame
463 // the current state in the database
465 // table of entities in the entityhistorydata
466 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
468 entity_state_t entitydata[MAX_ENTITY_DATABASE];
470 entityframe_database_t;
472 // build entity data in this, to pass to entity read/write functions
473 typedef struct entity_frame_s
481 entity_state_t entitydata[MAX_ENTITY_DATABASE];
485 // LordHavoc: these are in approximately sorted order, according to cost and
486 // likelyhood of being used for numerous objects in a frame
488 // note that the bytes are not written/read in this order, this is only the
489 // order of the bits to minimize overhead from extend bytes
491 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
492 #define E_ORIGIN1 (1<<0)
493 #define E_ORIGIN2 (1<<1)
494 #define E_ORIGIN3 (1<<2)
495 #define E_ANGLE1 (1<<3)
496 #define E_ANGLE2 (1<<4)
497 #define E_ANGLE3 (1<<5)
498 #define E_MODEL1 (1<<6)
499 #define E_EXTEND1 (1<<7)
501 // enough to describe almost anything
502 #define E_FRAME1 (1<<8)
503 #define E_EFFECTS1 (1<<9)
504 #define E_ALPHA (1<<10)
505 #define E_SCALE (1<<11)
506 #define E_COLORMAP (1<<12)
507 #define E_SKIN (1<<13)
508 #define E_FLAGS (1<<14)
509 #define E_EXTEND2 (1<<15)
511 // players, custom color glows, high model numbers
512 #define E_FRAME2 (1<<16)
513 #define E_MODEL2 (1<<17)
514 #define E_EFFECTS2 (1<<18)
515 #define E_GLOWSIZE (1<<19)
516 #define E_GLOWCOLOR (1<<20)
517 #define E_LIGHT (1<<21)
518 #define E_LIGHTPFLAGS (1<<22)
519 #define E_EXTEND3 (1<<23)
521 #define E_SOUND1 (1<<24)
522 #define E_SOUNDVOL (1<<25)
523 #define E_SOUNDATTEN (1<<26)
524 #define E_TAGATTACHMENT (1<<27)
525 #define E_LIGHTSTYLE (1<<28)
526 #define E_UNUSED6 (1<<29)
527 #define E_UNUSED7 (1<<30)
528 #define E_EXTEND4 (1<<31)
530 // returns difference between two states as E_ flags
531 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
532 // write E_ flags to a msg
533 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
534 // write values for the E_ flagged fields to a msg
535 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
536 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
537 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
539 int EntityState_ReadExtendBits(void);
540 // read values for E_ flagged fields and apply them to a state
541 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
543 // (client and server) allocates a new empty database
544 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
545 // (client and server) frees the database
546 void EntityFrame_FreeDatabase(entityframe_database_t *d);
547 // (server) clears the database to contain no frames (thus delta compression
548 // compresses against nothing)
549 void EntityFrame_ClearDatabase(entityframe_database_t *d);
550 // (server and client) removes frames older than 'frame' from database
551 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
552 // (server) clears frame, to prepare for adding entities
553 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
554 // (server and client) reads a frame from the database
555 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
556 // (server and client) adds a entity_frame to the database, for future
558 void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
559 // (server) writes a frame to network stream
560 void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
561 // (client) reads a frame from network stream
562 void EntityFrame_CL_ReadFrame(void);
563 // (client) returns the frame number of the most recent frame recieved
564 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
566 typedef struct entity_database4_commit_s
568 // frame number this commit represents
570 // number of entities in entity[] array
572 // maximum number of entities in entity[] array (dynamic resizing)
574 entity_state_t *entity;
576 entity_database4_commit_t;
578 typedef struct entity_database4_s
580 // what mempool to use for allocations
583 int referenceframenum;
584 // reference entities array is resized according to demand
585 int maxreferenceentities;
586 // array of states for entities, these are indexable by their entity number (yes there are gaps)
587 entity_state_t *referenceentity;
588 // commits waiting to be applied to the reference database when confirmed
589 // (commit[i]->numentities == 0 means it is empty)
590 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
591 // (server only) the current commit being worked on
592 entity_database4_commit_t *currentcommit;
593 // (server only) if a commit won't fit entirely, continue where it left
595 int currententitynumber;
597 int latestframenumber;
599 entityframe4_database_t;
601 // should-be-private functions that aren't
602 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
603 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
605 // allocate a database
606 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
608 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
609 // reset a database (resets compression but does not reallocate anything)
610 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
611 // updates database to account for a frame-received acknowledgment
612 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
613 // writes a frame to the network stream
614 void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
615 // reads a frame from the network stream
616 void EntityFrame4_CL_ReadFrame(void);
618 // reset all entity fields (typically used if status changed)
619 #define E5_FULLUPDATE (1<<0)
620 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
621 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
622 #define E5_ORIGIN (1<<1)
623 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
624 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
625 #define E5_ANGLES (1<<2)
626 // E5_MODEL16=0: byte = s->modelindex
627 // E5_MODEL16=1: short = s->modelindex
628 #define E5_MODEL (1<<3)
629 // E5_FRAME16=0: byte = s->frame
630 // E5_FRAME16=1: short = s->frame
631 #define E5_FRAME (1<<4)
633 #define E5_SKIN (1<<5)
634 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
635 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
636 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
637 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
638 #define E5_EFFECTS (1<<6)
640 #define E5_EXTEND1 (1<<7)
642 // byte = s->renderflags
643 #define E5_FLAGS (1<<8)
644 // byte = bound(0, s->alpha * 255, 255)
645 #define E5_ALPHA (1<<9)
646 // byte = bound(0, s->scale * 16, 255)
647 #define E5_SCALE (1<<10)
649 #define E5_ORIGIN32 (1<<11)
651 #define E5_ANGLES16 (1<<12)
653 #define E5_MODEL16 (1<<13)
654 // byte = s->colormap
655 #define E5_COLORMAP (1<<14)
657 #define E5_EXTEND2 (1<<15)
659 // short = s->tagentity
660 // byte = s->tagindex
661 #define E5_ATTACHMENT (1<<16)
662 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
663 // byte = s->lightstyle
664 // byte = s->lightpflags
665 #define E5_LIGHT (1<<17)
666 // byte = s->glowsize
667 // byte = s->glowcolor
668 #define E5_GLOW (1<<18)
669 // short = s->effects
670 #define E5_EFFECTS16 (1<<19)
672 #define E5_EFFECTS32 (1<<20)
674 #define E5_FRAME16 (1<<21)
675 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
676 #define E5_COLORMOD (1<<22)
678 #define E5_EXTEND3 (1<<23)
681 #define E5_UNUSED24 (1<<24)
683 #define E5_UNUSED25 (1<<25)
685 #define E5_UNUSED26 (1<<26)
687 #define E5_UNUSED27 (1<<27)
689 #define E5_UNUSED28 (1<<28)
691 #define E5_UNUSED29 (1<<29)
693 #define E5_UNUSED30 (1<<30)
695 #define E5_EXTEND4 (1<<31)
697 #define ENTITYFRAME5_MAXPACKETLOGS 64
698 #define ENTITYFRAME5_MAXSTATES 1024
700 typedef struct entityframe5_changestate_s
705 entityframe5_changestate_t;
707 typedef struct entityframe5_packetlog_s
711 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
712 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
714 entityframe5_packetlog_t;
716 typedef struct entityframe5_database_s
718 // number of the latest message sent to client
720 // updated by WriteFrame for internal use
723 // logs of all recently sent messages (between acked and latest)
724 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
726 // this goes up as needed and causes all the arrays to be reallocated
729 // which properties of each entity have changed since last send
730 int *deltabits; // [maxedicts]
731 // priorities of entities (updated whenever deltabits change)
732 // (derived from deltabits)
733 unsigned char *priorities; // [maxedicts]
734 // last frame this entity was sent on, for prioritzation
735 int *updateframenum; // [maxedicts]
737 // database of current status of all entities
738 entity_state_t *states; // [maxedicts]
739 // which entities are currently active
740 // (duplicate of the active bit of every state in states[])
741 // (derived from states)
742 unsigned char *visiblebits; // [(maxedicts+7)/8]
746 // this is used to decide which changestates to set each frame
747 //int numvisiblestates;
748 //entity_state_t visiblestates[MAX_EDICTS];
750 // sorted changing states that need to be sent to the client
751 // kept sorted in lowest to highest priority order, because this allows
752 // the numchangestates to simply be decremented whenever an state is sent,
753 // rather than a memmove to remove them from the start.
754 //int numchangestates;
755 //entityframe5_changestate_t changestates[MAX_EDICTS];
757 entityframe5_database_t;
759 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
760 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
761 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
762 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
763 void EntityFrame5_CL_ReadFrame(void);
764 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
765 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
766 void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int movesequence);
768 extern cvar_t developer_networkentities;
774 #define qw_svc_disconnect 2
775 #define qw_svc_updatestat 3 // [byte] [byte]
776 #define qw_svc_setview 5 // [short] entity number
777 #define qw_svc_sound 6 // <see code>
778 #define qw_svc_print 8 // [byte] id [string] null terminated string
779 #define qw_svc_stufftext 9 // [string] stuffed into client's console buffer
780 #define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value
781 #define qw_svc_serverdata 11 // [long] protocol ...
782 #define qw_svc_lightstyle 12 // [byte] [string]
783 #define qw_svc_updatefrags 14 // [byte] [short]
784 #define qw_svc_stopsound 16 // <see code>
785 #define qw_svc_damage 19
786 #define qw_svc_spawnstatic 20
787 #define qw_svc_spawnbaseline 22
788 #define qw_svc_temp_entity 23 // variable
789 #define qw_svc_setpause 24 // [byte] on / off
790 #define qw_svc_centerprint 26 // [string] to put in center of the screen
791 #define qw_svc_killedmonster 27
792 #define qw_svc_foundsecret 28
793 #define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
794 #define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle
795 #define qw_svc_finale 31 // [string] text
796 #define qw_svc_cdtrack 32 // [byte] track
797 #define qw_svc_sellscreen 33
798 #define qw_svc_smallkick 34 // set client punchangle to 2
799 #define qw_svc_bigkick 35 // set client punchangle to 4
800 #define qw_svc_updateping 36 // [byte] [short]
801 #define qw_svc_updateentertime 37 // [byte] [float]
802 #define qw_svc_updatestatlong 38 // [byte] [long]
803 #define qw_svc_muzzleflash 39 // [short] entity
804 #define qw_svc_updateuserinfo 40 // [byte] slot [long] uid
805 #define qw_svc_download 41 // [short] size [size bytes]
806 #define qw_svc_playerinfo 42 // variable
807 #define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
808 #define qw_svc_chokecount 44 // [byte] packets choked
809 #define qw_svc_modellist 45 // [strings]
810 #define qw_svc_soundlist 46 // [strings]
811 #define qw_svc_packetentities 47 // [...]
812 #define qw_svc_deltapacketentities 48 // [...]
813 #define qw_svc_maxspeed 49 // maxspeed change, for prediction
814 #define qw_svc_entgravity 50 // gravity change, for prediction
815 #define qw_svc_setinfo 51 // setinfo on a client
816 #define qw_svc_serverinfo 52 // serverinfo
817 #define qw_svc_updatepl 53 // [byte] [byte]
822 #define qw_clc_move 3 // [[usercmd_t]
823 #define qw_clc_stringcmd 4 // [string] message
824 #define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message
825 #define qw_clc_tmove 6 // teleport request, spectator only
826 #define qw_clc_upload 7 // teleport request, spectator only
828 // playerinfo flags from server
829 // playerinfo always sends: playernum, flags, origin[] and framenumber
830 #define QW_PF_MSEC (1<<0)
831 #define QW_PF_COMMAND (1<<1)
832 #define QW_PF_VELOCITY1 (1<<2)
833 #define QW_PF_VELOCITY2 (1<<3)
834 #define QW_PF_VELOCITY3 (1<<4)
835 #define QW_PF_MODEL (1<<5)
836 #define QW_PF_SKINNUM (1<<6)
837 #define QW_PF_EFFECTS (1<<7)
838 #define QW_PF_WEAPONFRAME (1<<8) // only sent for view player
839 #define QW_PF_DEAD (1<<9) // don't block movement any more
840 #define QW_PF_GIB (1<<10) // offset the view height differently
841 #define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction
843 // if the high bit of the client to server byte is set, the low bits are
844 // client move cmd bits
845 // ms and angle2 are allways sent, the others are optional
846 #define QW_CM_ANGLE1 (1<<0)
847 #define QW_CM_ANGLE3 (1<<1)
848 #define QW_CM_FORWARD (1<<2)
849 #define QW_CM_SIDE (1<<3)
850 #define QW_CM_UP (1<<4)
851 #define QW_CM_BUTTONS (1<<5)
852 #define QW_CM_IMPULSE (1<<6)
853 #define QW_CM_ANGLE2 (1<<7)
855 // the first 16 bits of a packetentities update holds 9 bits
856 // of entity number and 7 bits of flags
857 #define QW_U_ORIGIN1 (1<<9)
858 #define QW_U_ORIGIN2 (1<<10)
859 #define QW_U_ORIGIN3 (1<<11)
860 #define QW_U_ANGLE2 (1<<12)
861 #define QW_U_FRAME (1<<13)
862 #define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it
863 #define QW_U_MOREBITS (1<<15)
864 // if MOREBITS is set, these additional flags are read in next
865 #define QW_U_ANGLE1 (1<<0)
866 #define QW_U_ANGLE3 (1<<1)
867 #define QW_U_MODEL (1<<2)
868 #define QW_U_COLORMAP (1<<3)
869 #define QW_U_SKIN (1<<4)
870 #define QW_U_EFFECTS (1<<5)
871 #define QW_U_SOLID (1<<6) // the entity should be solid for prediction
873 // temp entity events
874 #define QW_TE_SPIKE 0
875 #define QW_TE_SUPERSPIKE 1
876 #define QW_TE_GUNSHOT 2
877 #define QW_TE_EXPLOSION 3
878 #define QW_TE_TAREXPLOSION 4
879 #define QW_TE_LIGHTNING1 5
880 #define QW_TE_LIGHTNING2 6
881 #define QW_TE_WIZSPIKE 7
882 #define QW_TE_KNIGHTSPIKE 8
883 #define QW_TE_LIGHTNING3 9
884 #define QW_TE_LAVASPLASH 10
885 #define QW_TE_TELEPORT 11
886 #define QW_TE_BLOOD 12
887 #define QW_TE_LIGHTNINGBLOOD 13
890 #define QW_EF_BRIGHTFIELD 1
891 #define QW_EF_MUZZLEFLASH 2
892 #define QW_EF_BRIGHTLIGHT 4
893 #define QW_EF_DIMLIGHT 8
894 #define QW_EF_FLAG1 16
895 #define QW_EF_FLAG2 32
896 #define QW_EF_BLUE 64
897 #define QW_EF_RED 128
899 #define QW_UPDATE_BACKUP 64
900 #define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
901 #define QW_MAX_PACKET_ENTITIES 64
903 // note: QW stats are directly compatible with NQ
904 // (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
905 // so these defines are not actually used by darkplaces, but kept for reference
906 #define QW_STAT_HEALTH 0
907 //#define QW_STAT_FRAGS 1
908 #define QW_STAT_WEAPON 2
909 #define QW_STAT_AMMO 3
910 #define QW_STAT_ARMOR 4
911 //#define QW_STAT_WEAPONFRAME 5
912 #define QW_STAT_SHELLS 6
913 #define QW_STAT_NAILS 7
914 #define QW_STAT_ROCKETS 8
915 #define QW_STAT_CELLS 9
916 #define QW_STAT_ACTIVEWEAPON 10
917 #define QW_STAT_TOTALSECRETS 11
918 #define QW_STAT_TOTALMONSTERS 12
919 #define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
920 #define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
921 #define QW_STAT_ITEMS 15
922 //#define QW_STAT_VIEWHEIGHT 16
924 // build entity data in this, to pass to entity read/write functions
925 typedef struct entityframeqw_snapshot_s
930 entity_state_t entities[QW_MAX_PACKET_ENTITIES];
932 entityframeqw_snapshot_t;
934 typedef struct entityframeqw_database_s
936 entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
938 entityframeqw_database_t;
940 entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
941 void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
942 void EntityStateQW_ReadPlayerUpdate(void);
943 void EntityFrameQW_CL_ReadFrame(qboolean delta);