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 // LordHavoc: I own protocol ranges 96, 97, 3500-3599
27 // quake or darkplaces extended quake entity protocol
28 // (still used by TomazQuake and others)
29 #define PROTOCOL_QUAKE 15
31 // neh_gl entity protocol
32 // (failed QSG protocol, used only by nehahra movie)
33 #define PROTOCOL_NEHAHRAMOVIE 250
35 // entityframe protocol
36 #define PROTOCOL_DARKPLACES1 96
37 #define PROTOCOL_DARKPLACES2 97
39 // entityframe4 protocol
40 #define PROTOCOL_DARKPLACES3 3500
41 #define PROTOCOL_DARKPLACES4 3501
43 // entityframe5 protocol
44 #define PROTOCOL_DARKPLACES5 3502
45 #define PROTOCOL_DARKPLACES6 3503
48 #define EF_ROCKET 1 // leave a trail
49 #define EF_GRENADE 2 // leave a trail
50 #define EF_GIB 4 // leave a trail
51 #define EF_ROTATE 8 // rotate (bonus items)
52 #define EF_TRACER 16 // green split trail
53 #define EF_ZOMGIB 32 // small blood trail
54 #define EF_TRACER2 64 // orange split trail + rotate
55 #define EF_TRACER3 128 // purple trail
57 #define EF_BRIGHTFIELD 1
58 #define EF_MUZZLEFLASH 2
59 #define EF_BRIGHTLIGHT 4
62 #define EF_ADDITIVE 32
65 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
66 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
67 // effects/model (can be used as model flags or entity effects)
68 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
69 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
70 #define EF_FLAME 1024 // LordHavoc: on fire
71 #define EF_STARDUST 2048 // LordHavoc: showering sparks
72 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
73 #define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
74 #define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
76 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
78 // flags for the pflags field of entities
79 #define PFLAGS_NOSHADOW 1
80 #define PFLAGS_CORONA 2
81 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
83 // if the high bit of the servercmd is set, the low bits are fast update flags:
84 #define U_MOREBITS (1<<0)
85 #define U_ORIGIN1 (1<<1)
86 #define U_ORIGIN2 (1<<2)
87 #define U_ORIGIN3 (1<<3)
88 #define U_ANGLE2 (1<<4)
89 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
91 #define U_FRAME (1<<6)
92 // just differentiates from other updates
93 #define U_SIGNAL (1<<7)
95 #define U_ANGLE1 (1<<8)
96 #define U_ANGLE3 (1<<9)
97 #define U_MODEL (1<<10)
98 #define U_COLORMAP (1<<11)
99 #define U_SKIN (1<<12)
100 #define U_EFFECTS (1<<13)
101 #define U_LONGENTITY (1<<14)
103 // LordHavoc: protocol extension
104 #define U_EXTEND1 (1<<15)
105 // LordHavoc: first extend byte
106 #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)
107 #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)
108 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
109 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
110 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
111 #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)
112 #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...
113 #define U_EXTEND2 (1<<23) // another byte to follow
114 // LordHavoc: second extend byte
115 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
116 #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
117 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
118 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
119 #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)
120 #define U_UNUSED29 (1<<29) // future expansion
121 #define U_UNUSED30 (1<<30) // future expansion
122 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
124 #define SU_VIEWHEIGHT (1<<0)
125 #define SU_IDEALPITCH (1<<1)
126 #define SU_PUNCH1 (1<<2)
127 #define SU_PUNCH2 (1<<3)
128 #define SU_PUNCH3 (1<<4)
129 #define SU_VELOCITY1 (1<<5)
130 #define SU_VELOCITY2 (1<<6)
131 #define SU_VELOCITY3 (1<<7)
132 //define SU_AIMENT (1<<8) AVAILABLE BIT
133 #define SU_ITEMS (1<<9)
134 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
135 #define SU_INWATER (1<<11) // no data follows, the bit is it
136 #define SU_WEAPONFRAME (1<<12)
137 #define SU_ARMOR (1<<13)
138 #define SU_WEAPON (1<<14)
139 #define SU_EXTEND1 (1<<15)
141 #define SU_PUNCHVEC1 (1<<16)
142 #define SU_PUNCHVEC2 (1<<17)
143 #define SU_PUNCHVEC3 (1<<18)
144 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
145 #define SU_UNUSED20 (1<<20)
146 #define SU_UNUSED21 (1<<21)
147 #define SU_UNUSED22 (1<<22)
148 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
149 // second extend byte
150 #define SU_UNUSED24 (1<<24)
151 #define SU_UNUSED25 (1<<25)
152 #define SU_UNUSED26 (1<<26)
153 #define SU_UNUSED27 (1<<27)
154 #define SU_UNUSED28 (1<<28)
155 #define SU_UNUSED29 (1<<29)
156 #define SU_UNUSED30 (1<<30)
157 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
159 // a sound with no channel is a local only sound
160 #define SND_VOLUME (1<<0) // a byte
161 #define SND_ATTENUATION (1<<1) // a byte
162 #define SND_LOOPING (1<<2) // a long
163 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
164 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
167 // defaults for clientinfo messages
168 #define DEFAULT_VIEWHEIGHT 22
171 // game types sent by serverinfo
172 // these determine which intermission screen plays
174 #define GAME_DEATHMATCH 1
177 // note that there are some defs.qc that mirror to these numbers
178 // also related to svc_strings[] in cl_parse
186 #define svc_disconnect 2
187 #define svc_updatestat 3 // [byte] [long]
188 #define svc_version 4 // [long] server version
189 #define svc_setview 5 // [short] entity number
190 #define svc_sound 6 // <see code>
191 #define svc_time 7 // [float] server time
192 #define svc_print 8 // [string] null terminated string
193 #define svc_stufftext 9 // [string] stuffed into client's console buffer
194 // the string should be \n terminated
195 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
197 #define svc_serverinfo 11 // [long] version
198 // [string] signon string
199 // [string]..[0]model cache
200 // [string]...[0]sounds cache
201 #define svc_lightstyle 12 // [byte] [string]
202 #define svc_updatename 13 // [byte] [string]
203 #define svc_updatefrags 14 // [byte] [short]
204 #define svc_clientdata 15 // <shortbits + data>
205 #define svc_stopsound 16 // <see code>
206 #define svc_updatecolors 17 // [byte] [byte]
207 #define svc_particle 18 // [vec3] <variable>
208 #define svc_damage 19
210 #define svc_spawnstatic 20
211 // svc_spawnbinary 21
212 #define svc_spawnbaseline 22
214 #define svc_temp_entity 23
216 #define svc_setpause 24 // [byte] on / off
217 #define svc_signonnum 25 // [byte] used for the signon sequence
219 #define svc_centerprint 26 // [string] to put in center of the screen
221 #define svc_killedmonster 27
222 #define svc_foundsecret 28
224 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
226 #define svc_intermission 30 // [string] music
227 #define svc_finale 31 // [string] music [string] text
229 #define svc_cdtrack 32 // [byte] track [byte] looptrack
230 #define svc_sellscreen 33
232 #define svc_cutscene 34
234 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
235 #define svc_hidelmp 36 // [string] slotname
236 #define svc_skybox 37 // [string] skyname
238 // LordHavoc: my svc_ range, 50-59
239 #define svc_cgame 50 // [short] length [bytes] data
240 #define svc_updatestatubyte 51 // [byte] stat [byte] value
241 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
242 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
243 #define svc_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte
244 #define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
245 #define svc_spawnbaseline2 55 // short modelindex instead of byte
246 #define svc_spawnstatic2 56 // short modelindex instead of byte
247 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
248 #define svc_unusedlh3 58
249 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
256 #define clc_disconnect 2
257 #define clc_move 3 // [usercmd_t]
258 #define clc_stringcmd 4 // [string] message
260 // LordHavoc: my clc_ range, 50-59
261 #define clc_ackframe 50 // [int] framenumber
262 #define clc_unusedlh1 51
263 #define clc_unusedlh2 52
264 #define clc_unusedlh3 53
265 #define clc_unusedlh4 54
266 #define clc_unusedlh5 55
267 #define clc_unusedlh6 56
268 #define clc_unusedlh7 57
269 #define clc_unusedlh8 58
270 #define clc_unusedlh9 59
273 // temp entity events
275 #define TE_SPIKE 0 // [vector] origin
276 #define TE_SUPERSPIKE 1 // [vector] origin
277 #define TE_GUNSHOT 2 // [vector] origin
278 #define TE_EXPLOSION 3 // [vector] origin
279 #define TE_TAREXPLOSION 4 // [vector] origin
280 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
281 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
282 #define TE_WIZSPIKE 7 // [vector] origin
283 #define TE_KNIGHTSPIKE 8 // [vector] origin
284 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
285 #define TE_LAVASPLASH 10 // [vector] origin
286 #define TE_TELEPORT 11 // [vector] origin
287 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
290 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
293 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
294 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
295 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
297 // LordHavoc: added some TE_ codes (block1 - 50-60)
298 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
299 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
300 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
301 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
302 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
303 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
304 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
305 #define TE_GUNSHOTQUAD 57 // [vector] origin
306 #define TE_SPIKEQUAD 58 // [vector] origin
307 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
308 // LordHavoc: block2 - 70-80
309 #define TE_EXPLOSIONQUAD 70 // [vector] origin
310 #define TE_UNUSED1 71 // unused
311 #define TE_SMALLFLASH 72 // [vector] origin
312 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
313 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
314 #define TE_PLASMABURN 75 // [vector] origin
315 // LordHavoc: Tei grabbed these codes
316 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
317 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
318 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
319 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
322 // these are bits for the 'flags' field of the entity_state_t
323 #define RENDER_STEP 1
324 #define RENDER_GLOWTRAIL 2
325 #define RENDER_VIEWMODEL 4
326 #define RENDER_EXTERIORMODEL 8
327 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
328 #define RENDER_COLORMAPPED 32
329 #define RENDER_SHADOW 65536 // cast shadow
330 #define RENDER_LIGHT 131072 // receive light
331 #define RENDER_TRANSPARENT 262144 // can't light during opaque stage
336 // ! means this is not sent to client
337 double time; // ! time this state was built (used on client for interpolation)
340 int number; // entity number this state is for
342 unsigned short modelindex;
343 unsigned short frame;
344 unsigned short tagentity;
345 unsigned short specialvisibilityradius; // ! larger if it has effects/light
346 unsigned short viewmodelforclient; // !
347 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
348 unsigned short nodrawtoclient; // !
349 unsigned short drawonlytoclient; // !
350 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
351 unsigned char active; // true if a valid state
352 unsigned char lightstyle;
353 unsigned char lightpflags;
354 unsigned char colormap;
355 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
358 unsigned char glowsize;
359 unsigned char glowcolor;
361 unsigned char tagindex;
362 unsigned char colormod[3];
363 // padding to a multiple of 8 bytes (to align the double time)
364 unsigned char unused[2];
368 // baseline state values
369 entity_state_t defaultstate;
370 // reads a quake entity from the network stream
371 void EntityFrameQuake_ReadEntity(int bits);
372 // writes a list of quake entities to the network stream
373 // (or as many will fit)
374 void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states);
375 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
376 void EntityFrameQuake_ISeeDeadEntities(void);
380 server updates entities according to some (unmentioned) scheme.
382 a frame consists of all visible entities, some of which are up to date,
383 often some are not up to date.
385 these entities are stored in a range (firstentity/endentity) of structs in the
388 to make a commit the server performs these steps:
389 1. duplicate oldest frame in database (this is the baseline) as new frame, and
390 write frame numbers (oldest frame's number, new frame's number) and eye
391 location to network packet (eye location is obsolete and will be removed in
393 2. write an entity change to packet and modify new frame accordingly
394 (this repeats until packet is sufficiently full or new frame is complete)
395 3. write terminator (0xFFFF) to network packet
396 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
398 to read a commit the client performs these steps:
399 1. reads frame numbers from packet and duplicates baseline frame as new frame,
400 also reads eye location but does nothing with it (obsolete).
401 2. delete frames older than the baseline which was used
402 3. read entity changes from packet until terminator (0xFFFF) is encountered,
403 each change is applied to entity frame.
404 4. sends ack framenumber to server as part of input packet
406 if server receives ack message in put packet it performs these steps:
407 1. remove all older frames from database.
412 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).
414 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
416 to make a commit the server performs these steps:
417 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.
419 This documention is unfinished!
420 the Write function performs these steps:
421 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.
422 2. write differences of an entity compared to selected baseline.
423 3. add entity to entity update in database.
424 4. if there are more entities to write and packet is not full, go back to step 2.
425 5. write terminator (0xFFFF) as entity number.
432 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
439 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
440 int endentity; // index into entitydata, firstentity + numentities
444 #define MAX_ENTITY_HISTORY 64
445 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
449 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
450 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
451 // when removing updates from database, nudge down frames array to only contain useful frames
452 // this logic should explain better:
453 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
455 // note: if numframes == 0, insert at start (0 in entitydata)
456 // the only reason this system is used is to avoid copying memory when frames are removed
458 // server only: last sent frame
460 // server only: last acknowledged frame
462 // the current state in the database
464 // table of entities in the entityhistorydata
465 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
467 entity_state_t entitydata[MAX_ENTITY_DATABASE];
469 entityframe_database_t;
471 // build entity data in this, to pass to entity read/write functions
480 entity_state_t entitydata[MAX_ENTITY_DATABASE];
484 // LordHavoc: these are in approximately sorted order, according to cost and
485 // likelyhood of being used for numerous objects in a frame
487 // note that the bytes are not written/read in this order, this is only the
488 // order of the bits to minimize overhead from extend bytes
490 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
491 #define E_ORIGIN1 (1<<0)
492 #define E_ORIGIN2 (1<<1)
493 #define E_ORIGIN3 (1<<2)
494 #define E_ANGLE1 (1<<3)
495 #define E_ANGLE2 (1<<4)
496 #define E_ANGLE3 (1<<5)
497 #define E_MODEL1 (1<<6)
498 #define E_EXTEND1 (1<<7)
500 // enough to describe almost anything
501 #define E_FRAME1 (1<<8)
502 #define E_EFFECTS1 (1<<9)
503 #define E_ALPHA (1<<10)
504 #define E_SCALE (1<<11)
505 #define E_COLORMAP (1<<12)
506 #define E_SKIN (1<<13)
507 #define E_FLAGS (1<<14)
508 #define E_EXTEND2 (1<<15)
510 // players, custom color glows, high model numbers
511 #define E_FRAME2 (1<<16)
512 #define E_MODEL2 (1<<17)
513 #define E_EFFECTS2 (1<<18)
514 #define E_GLOWSIZE (1<<19)
515 #define E_GLOWCOLOR (1<<20)
516 #define E_LIGHT (1<<21)
517 #define E_LIGHTPFLAGS (1<<22)
518 #define E_EXTEND3 (1<<23)
520 #define E_SOUND1 (1<<24)
521 #define E_SOUNDVOL (1<<25)
522 #define E_SOUNDATTEN (1<<26)
523 #define E_TAGATTACHMENT (1<<27)
524 #define E_LIGHTSTYLE (1<<28)
525 #define E_UNUSED6 (1<<29)
526 #define E_UNUSED7 (1<<30)
527 #define E_EXTEND4 (1<<31)
529 // returns difference between two states as E_ flags
530 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
531 // write E_ flags to a msg
532 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
533 // write values for the E_ flagged fields to a msg
534 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
535 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
536 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
538 int EntityState_ReadExtendBits(void);
539 // read values for E_ flagged fields and apply them to a state
540 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
542 // (client and server) allocates a new empty database
543 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
544 // (client and server) frees the database
545 void EntityFrame_FreeDatabase(entityframe_database_t *d);
546 // (server) clears the database to contain no frames (thus delta compression
547 // compresses against nothing)
548 void EntityFrame_ClearDatabase(entityframe_database_t *d);
549 // (server and client) removes frames older than 'frame' from database
550 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
551 // (server) clears frame, to prepare for adding entities
552 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
553 // (server and client) reads a frame from the database
554 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
555 // (server and client) adds a entity_frame to the database, for future
557 void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
558 // (server) writes a frame to network stream
559 void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
560 // (client) reads a frame from network stream
561 void EntityFrame_CL_ReadFrame(void);
562 // (client) returns the frame number of the most recent frame recieved
563 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
565 typedef struct entity_database4_commit_s
567 // frame number this commit represents
569 // number of entities in entity[] array
571 // maximum number of entities in entity[] array (dynamic resizing)
573 entity_state_t *entity;
575 entity_database4_commit_t;
577 typedef struct entity_database4_s
579 // what mempool to use for allocations
582 int referenceframenum;
583 // reference entities array is resized according to demand
584 int maxreferenceentities;
585 // array of states for entities, these are indexable by their entity number (yes there are gaps)
586 entity_state_t *referenceentity;
587 // commits waiting to be applied to the reference database when confirmed
588 // (commit[i]->numentities == 0 means it is empty)
589 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
590 // (server only) the current commit being worked on
591 entity_database4_commit_t *currentcommit;
592 // (server only) if a commit won't fit entirely, continue where it left
594 int currententitynumber;
596 int latestframenumber;
598 entityframe4_database_t;
600 // should-be-private functions that aren't
601 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
602 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
604 // allocate a database
605 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
607 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
608 // reset a database (resets compression but does not reallocate anything)
609 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
610 // updates database to account for a frame-received acknowledgment
611 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
612 // writes a frame to the network stream
613 void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
614 // reads a frame from the network stream
615 void EntityFrame4_CL_ReadFrame(void);
617 // reset all entity fields (typically used if status changed)
618 #define E5_FULLUPDATE (1<<0)
619 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
620 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
621 #define E5_ORIGIN (1<<1)
622 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
623 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
624 #define E5_ANGLES (1<<2)
625 // E5_MODEL16=0: byte = s->modelindex
626 // E5_MODEL16=1: short = s->modelindex
627 #define E5_MODEL (1<<3)
628 // E5_FRAME16=0: byte = s->frame
629 // E5_FRAME16=1: short = s->frame
630 #define E5_FRAME (1<<4)
632 #define E5_SKIN (1<<5)
633 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
634 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
635 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
636 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
637 #define E5_EFFECTS (1<<6)
639 #define E5_EXTEND1 (1<<7)
641 // byte = s->renderflags
642 #define E5_FLAGS (1<<8)
643 // byte = bound(0, s->alpha * 255, 255)
644 #define E5_ALPHA (1<<9)
645 // byte = bound(0, s->scale * 16, 255)
646 #define E5_SCALE (1<<10)
648 #define E5_ORIGIN32 (1<<11)
650 #define E5_ANGLES16 (1<<12)
652 #define E5_MODEL16 (1<<13)
653 // byte = s->colormap
654 #define E5_COLORMAP (1<<14)
656 #define E5_EXTEND2 (1<<15)
658 // short = s->tagentity
659 // byte = s->tagindex
660 #define E5_ATTACHMENT (1<<16)
661 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
662 // byte = s->lightstyle
663 // byte = s->lightpflags
664 #define E5_LIGHT (1<<17)
665 // byte = s->glowsize
666 // byte = s->glowcolor
667 #define E5_GLOW (1<<18)
668 // short = s->effects
669 #define E5_EFFECTS16 (1<<19)
671 #define E5_EFFECTS32 (1<<20)
673 #define E5_FRAME16 (1<<21)
674 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
675 #define E5_COLORMOD (1<<22)
677 #define E5_EXTEND3 (1<<23)
680 #define E5_UNUSED24 (1<<24)
682 #define E5_UNUSED25 (1<<25)
684 #define E5_UNUSED26 (1<<26)
686 #define E5_UNUSED27 (1<<27)
688 #define E5_UNUSED28 (1<<28)
690 #define E5_UNUSED29 (1<<29)
692 #define E5_UNUSED30 (1<<30)
694 #define E5_EXTEND4 (1<<31)
696 #define ENTITYFRAME5_MAXPACKETLOGS 64
697 #define ENTITYFRAME5_MAXSTATES 1024
699 typedef struct entityframe5_changestate_s
704 entityframe5_changestate_t;
706 typedef struct entityframe5_packetlog_s
710 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
711 qbyte statsdeltabits[(MAX_CL_STATS+7)/8];
713 entityframe5_packetlog_t;
715 typedef struct entityframe5_database_s
717 // number of the latest message sent to client
720 // logs of all recently sent messages (between acked and latest)
721 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
723 // this goes up as needed and causes all the arrays to be reallocated
726 // which properties of each entity have changed since last send
727 int *deltabits; // [maxedicts]
728 // priorities of entities (updated whenever deltabits change)
729 // (derived from deltabits)
730 qbyte *priorities; // [maxedicts]
731 // last frame this entity was sent on, for prioritzation
732 int *updateframenum; // [maxedicts]
734 // database of current status of all entities
735 entity_state_t *states; // [maxedicts]
736 // which entities are currently active
737 // (duplicate of the active bit of every state in states[])
738 // (derived from states)
739 qbyte *visiblebits; // [(maxedicts+7)/8]
741 // delta compression of stats
742 qbyte statsdeltabits[(MAX_CL_STATS+7)/8];
743 int stats[MAX_CL_STATS];
747 // this is used to decide which changestates to set each frame
748 //int numvisiblestates;
749 //entity_state_t visiblestates[MAX_EDICTS];
751 // sorted changing states that need to be sent to the client
752 // kept sorted in lowest to highest priority order, because this allows
753 // the numchangestates to simply be decremented whenever an state is sent,
754 // rather than a memmove to remove them from the start.
755 //int numchangestates;
756 //entityframe5_changestate_t changestates[MAX_EDICTS];
758 entityframe5_database_t;
760 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
761 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
762 void EntityFrame5_ResetDatabase(entityframe5_database_t *d);
763 int EntityState5_Priority(entityframe5_database_t *d, entity_state_t *view, entity_state_t *s, int changedbits, int age);
764 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
765 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
766 void EntityFrame5_CL_ReadFrame(void);
767 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum, int viewentnum);
768 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
769 void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int *stats);
771 extern cvar_t developer_networkentities;