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 // writes a list of quake entities to the network stream
367 // (or as many will fit)
368 void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states);
369 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
370 void EntityFrameQuake_ISeeDeadEntities(void);
374 server updates entities according to some (unmentioned) scheme.
376 a frame consists of all visible entities, some of which are up to date,
377 often some are not up to date.
379 these entities are stored in a range (firstentity/endentity) of structs in the
382 to make a commit the server performs these steps:
383 1. duplicate oldest frame in database (this is the baseline) as new frame, and
384 write frame numbers (oldest frame's number, new frame's number) and eye
385 location to network packet (eye location is obsolete and will be removed in
387 2. write an entity change to packet and modify new frame accordingly
388 (this repeats until packet is sufficiently full or new frame is complete)
389 3. write terminator (0xFFFF) to network packet
390 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
392 to read a commit the client performs these steps:
393 1. reads frame numbers from packet and duplicates baseline frame as new frame,
394 also reads eye location but does nothing with it (obsolete).
395 2. delete frames older than the baseline which was used
396 3. read entity changes from packet until terminator (0xFFFF) is encountered,
397 each change is applied to entity frame.
398 4. sends ack framenumber to server as part of input packet
400 if server receives ack message in put packet it performs these steps:
401 1. remove all older frames from database.
406 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).
408 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
410 to make a commit the server performs these steps:
411 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.
413 This documention is unfinished!
414 the Write function performs these steps:
415 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.
416 2. write differences of an entity compared to selected baseline.
417 3. add entity to entity update in database.
418 4. if there are more entities to write and packet is not full, go back to step 2.
419 5. write terminator (0xFFFF) as entity number.
426 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
429 typedef struct entity_frameinfo_s
433 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
434 int endentity; // index into entitydata, firstentity + numentities
438 #define MAX_ENTITY_HISTORY 64
439 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
441 typedef struct entityframe_database_s
443 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
444 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
445 // when removing updates from database, nudge down frames array to only contain useful frames
446 // this logic should explain better:
447 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
449 // note: if numframes == 0, insert at start (0 in entitydata)
450 // the only reason this system is used is to avoid copying memory when frames are removed
452 // server only: last sent frame
454 // server only: last acknowledged frame
456 // the current state in the database
458 // table of entities in the entityhistorydata
459 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
461 entity_state_t entitydata[MAX_ENTITY_DATABASE];
463 entityframe_database_t;
465 // build entity data in this, to pass to entity read/write functions
466 typedef struct entity_frame_s
474 entity_state_t entitydata[MAX_ENTITY_DATABASE];
478 // LordHavoc: these are in approximately sorted order, according to cost and
479 // likelyhood of being used for numerous objects in a frame
481 // note that the bytes are not written/read in this order, this is only the
482 // order of the bits to minimize overhead from extend bytes
484 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
485 #define E_ORIGIN1 (1<<0)
486 #define E_ORIGIN2 (1<<1)
487 #define E_ORIGIN3 (1<<2)
488 #define E_ANGLE1 (1<<3)
489 #define E_ANGLE2 (1<<4)
490 #define E_ANGLE3 (1<<5)
491 #define E_MODEL1 (1<<6)
492 #define E_EXTEND1 (1<<7)
494 // enough to describe almost anything
495 #define E_FRAME1 (1<<8)
496 #define E_EFFECTS1 (1<<9)
497 #define E_ALPHA (1<<10)
498 #define E_SCALE (1<<11)
499 #define E_COLORMAP (1<<12)
500 #define E_SKIN (1<<13)
501 #define E_FLAGS (1<<14)
502 #define E_EXTEND2 (1<<15)
504 // players, custom color glows, high model numbers
505 #define E_FRAME2 (1<<16)
506 #define E_MODEL2 (1<<17)
507 #define E_EFFECTS2 (1<<18)
508 #define E_GLOWSIZE (1<<19)
509 #define E_GLOWCOLOR (1<<20)
510 #define E_LIGHT (1<<21)
511 #define E_LIGHTPFLAGS (1<<22)
512 #define E_EXTEND3 (1<<23)
514 #define E_SOUND1 (1<<24)
515 #define E_SOUNDVOL (1<<25)
516 #define E_SOUNDATTEN (1<<26)
517 #define E_TAGATTACHMENT (1<<27)
518 #define E_LIGHTSTYLE (1<<28)
519 #define E_UNUSED6 (1<<29)
520 #define E_UNUSED7 (1<<30)
521 #define E_EXTEND4 (1<<31)
523 // returns difference between two states as E_ flags
524 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
525 // write E_ flags to a msg
526 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
527 // write values for the E_ flagged fields to a msg
528 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
529 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
530 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
532 int EntityState_ReadExtendBits(void);
533 // read values for E_ flagged fields and apply them to a state
534 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
536 // (client and server) allocates a new empty database
537 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
538 // (client and server) frees the database
539 void EntityFrame_FreeDatabase(entityframe_database_t *d);
540 // (server) clears the database to contain no frames (thus delta compression
541 // compresses against nothing)
542 void EntityFrame_ClearDatabase(entityframe_database_t *d);
543 // (server and client) removes frames older than 'frame' from database
544 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
545 // (server) clears frame, to prepare for adding entities
546 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
547 // (server and client) reads a frame from the database
548 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
549 // (server and client) adds a entity_frame to the database, for future
551 void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
552 // (server) writes a frame to network stream
553 void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
554 // (client) reads a frame from network stream
555 void EntityFrame_CL_ReadFrame(void);
556 // (client) returns the frame number of the most recent frame recieved
557 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
559 typedef struct entity_database4_commit_s
561 // frame number this commit represents
563 // number of entities in entity[] array
565 // maximum number of entities in entity[] array (dynamic resizing)
567 entity_state_t *entity;
569 entity_database4_commit_t;
571 typedef struct entity_database4_s
573 // what mempool to use for allocations
576 int referenceframenum;
577 // reference entities array is resized according to demand
578 int maxreferenceentities;
579 // array of states for entities, these are indexable by their entity number (yes there are gaps)
580 entity_state_t *referenceentity;
581 // commits waiting to be applied to the reference database when confirmed
582 // (commit[i]->numentities == 0 means it is empty)
583 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
584 // (server only) the current commit being worked on
585 entity_database4_commit_t *currentcommit;
586 // (server only) if a commit won't fit entirely, continue where it left
588 int currententitynumber;
590 int latestframenumber;
592 entityframe4_database_t;
594 // should-be-private functions that aren't
595 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
596 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
598 // allocate a database
599 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
601 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
602 // reset a database (resets compression but does not reallocate anything)
603 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
604 // updates database to account for a frame-received acknowledgment
605 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
606 // writes a frame to the network stream
607 void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
608 // reads a frame from the network stream
609 void EntityFrame4_CL_ReadFrame(void);
611 // reset all entity fields (typically used if status changed)
612 #define E5_FULLUPDATE (1<<0)
613 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
614 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
615 #define E5_ORIGIN (1<<1)
616 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
617 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
618 #define E5_ANGLES (1<<2)
619 // E5_MODEL16=0: byte = s->modelindex
620 // E5_MODEL16=1: short = s->modelindex
621 #define E5_MODEL (1<<3)
622 // E5_FRAME16=0: byte = s->frame
623 // E5_FRAME16=1: short = s->frame
624 #define E5_FRAME (1<<4)
626 #define E5_SKIN (1<<5)
627 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
628 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
629 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
630 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
631 #define E5_EFFECTS (1<<6)
633 #define E5_EXTEND1 (1<<7)
635 // byte = s->renderflags
636 #define E5_FLAGS (1<<8)
637 // byte = bound(0, s->alpha * 255, 255)
638 #define E5_ALPHA (1<<9)
639 // byte = bound(0, s->scale * 16, 255)
640 #define E5_SCALE (1<<10)
642 #define E5_ORIGIN32 (1<<11)
644 #define E5_ANGLES16 (1<<12)
646 #define E5_MODEL16 (1<<13)
647 // byte = s->colormap
648 #define E5_COLORMAP (1<<14)
650 #define E5_EXTEND2 (1<<15)
652 // short = s->tagentity
653 // byte = s->tagindex
654 #define E5_ATTACHMENT (1<<16)
655 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
656 // byte = s->lightstyle
657 // byte = s->lightpflags
658 #define E5_LIGHT (1<<17)
659 // byte = s->glowsize
660 // byte = s->glowcolor
661 #define E5_GLOW (1<<18)
662 // short = s->effects
663 #define E5_EFFECTS16 (1<<19)
665 #define E5_EFFECTS32 (1<<20)
667 #define E5_FRAME16 (1<<21)
668 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
669 #define E5_COLORMOD (1<<22)
671 #define E5_EXTEND3 (1<<23)
674 #define E5_UNUSED24 (1<<24)
676 #define E5_UNUSED25 (1<<25)
678 #define E5_UNUSED26 (1<<26)
680 #define E5_UNUSED27 (1<<27)
682 #define E5_UNUSED28 (1<<28)
684 #define E5_UNUSED29 (1<<29)
686 #define E5_UNUSED30 (1<<30)
688 #define E5_EXTEND4 (1<<31)
690 #define ENTITYFRAME5_MAXPACKETLOGS 64
691 #define ENTITYFRAME5_MAXSTATES 1024
693 typedef struct entityframe5_changestate_s
698 entityframe5_changestate_t;
700 typedef struct entityframe5_packetlog_s
704 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
705 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
707 entityframe5_packetlog_t;
709 typedef struct entityframe5_database_s
711 // number of the latest message sent to client
713 // updated by WriteFrame for internal use
716 // logs of all recently sent messages (between acked and latest)
717 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
719 // this goes up as needed and causes all the arrays to be reallocated
722 // which properties of each entity have changed since last send
723 int *deltabits; // [maxedicts]
724 // priorities of entities (updated whenever deltabits change)
725 // (derived from deltabits)
726 unsigned char *priorities; // [maxedicts]
727 // last frame this entity was sent on, for prioritzation
728 int *updateframenum; // [maxedicts]
730 // database of current status of all entities
731 entity_state_t *states; // [maxedicts]
732 // which entities are currently active
733 // (duplicate of the active bit of every state in states[])
734 // (derived from states)
735 unsigned char *visiblebits; // [(maxedicts+7)/8]
737 // delta compression of stats
738 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
739 int stats[MAX_CL_STATS];
743 // this is used to decide which changestates to set each frame
744 //int numvisiblestates;
745 //entity_state_t visiblestates[MAX_EDICTS];
747 // sorted changing states that need to be sent to the client
748 // kept sorted in lowest to highest priority order, because this allows
749 // the numchangestates to simply be decremented whenever an state is sent,
750 // rather than a memmove to remove them from the start.
751 //int numchangestates;
752 //entityframe5_changestate_t changestates[MAX_EDICTS];
754 entityframe5_database_t;
756 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
757 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
758 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
759 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
760 void EntityFrame5_CL_ReadFrame(void);
761 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
762 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
763 void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int *stats, int movesequence);
765 extern cvar_t developer_networkentities;
771 #define qw_svc_disconnect 2
772 #define qw_svc_updatestat 3 // [byte] [byte]
773 #define qw_svc_setview 5 // [short] entity number
774 #define qw_svc_sound 6 // <see code>
775 #define qw_svc_print 8 // [byte] id [string] null terminated string
776 #define qw_svc_stufftext 9 // [string] stuffed into client's console buffer
777 #define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value
778 #define qw_svc_serverdata 11 // [long] protocol ...
779 #define qw_svc_lightstyle 12 // [byte] [string]
780 #define qw_svc_updatefrags 14 // [byte] [short]
781 #define qw_svc_stopsound 16 // <see code>
782 #define qw_svc_damage 19
783 #define qw_svc_spawnstatic 20
784 #define qw_svc_spawnbaseline 22
785 #define qw_svc_temp_entity 23 // variable
786 #define qw_svc_setpause 24 // [byte] on / off
787 #define qw_svc_centerprint 26 // [string] to put in center of the screen
788 #define qw_svc_killedmonster 27
789 #define qw_svc_foundsecret 28
790 #define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
791 #define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle
792 #define qw_svc_finale 31 // [string] text
793 #define qw_svc_cdtrack 32 // [byte] track
794 #define qw_svc_sellscreen 33
795 #define qw_svc_smallkick 34 // set client punchangle to 2
796 #define qw_svc_bigkick 35 // set client punchangle to 4
797 #define qw_svc_updateping 36 // [byte] [short]
798 #define qw_svc_updateentertime 37 // [byte] [float]
799 #define qw_svc_updatestatlong 38 // [byte] [long]
800 #define qw_svc_muzzleflash 39 // [short] entity
801 #define qw_svc_updateuserinfo 40 // [byte] slot [long] uid
802 #define qw_svc_download 41 // [short] size [size bytes]
803 #define qw_svc_playerinfo 42 // variable
804 #define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
805 #define qw_svc_chokecount 44 // [byte] packets choked
806 #define qw_svc_modellist 45 // [strings]
807 #define qw_svc_soundlist 46 // [strings]
808 #define qw_svc_packetentities 47 // [...]
809 #define qw_svc_deltapacketentities 48 // [...]
810 #define qw_svc_maxspeed 49 // maxspeed change, for prediction
811 #define qw_svc_entgravity 50 // gravity change, for prediction
812 #define qw_svc_setinfo 51 // setinfo on a client
813 #define qw_svc_serverinfo 52 // serverinfo
814 #define qw_svc_updatepl 53 // [byte] [byte]
819 #define qw_clc_move 3 // [[usercmd_t]
820 #define qw_clc_stringcmd 4 // [string] message
821 #define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message
822 #define qw_clc_tmove 6 // teleport request, spectator only
823 #define qw_clc_upload 7 // teleport request, spectator only
825 // playerinfo flags from server
826 // playerinfo always sends: playernum, flags, origin[] and framenumber
827 #define QW_PF_MSEC (1<<0)
828 #define QW_PF_COMMAND (1<<1)
829 #define QW_PF_VELOCITY1 (1<<2)
830 #define QW_PF_VELOCITY2 (1<<3)
831 #define QW_PF_VELOCITY3 (1<<4)
832 #define QW_PF_MODEL (1<<5)
833 #define QW_PF_SKINNUM (1<<6)
834 #define QW_PF_EFFECTS (1<<7)
835 #define QW_PF_WEAPONFRAME (1<<8) // only sent for view player
836 #define QW_PF_DEAD (1<<9) // don't block movement any more
837 #define QW_PF_GIB (1<<10) // offset the view height differently
838 #define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction
840 // if the high bit of the client to server byte is set, the low bits are
841 // client move cmd bits
842 // ms and angle2 are allways sent, the others are optional
843 #define QW_CM_ANGLE1 (1<<0)
844 #define QW_CM_ANGLE3 (1<<1)
845 #define QW_CM_FORWARD (1<<2)
846 #define QW_CM_SIDE (1<<3)
847 #define QW_CM_UP (1<<4)
848 #define QW_CM_BUTTONS (1<<5)
849 #define QW_CM_IMPULSE (1<<6)
850 #define QW_CM_ANGLE2 (1<<7)
852 // the first 16 bits of a packetentities update holds 9 bits
853 // of entity number and 7 bits of flags
854 #define QW_U_ORIGIN1 (1<<9)
855 #define QW_U_ORIGIN2 (1<<10)
856 #define QW_U_ORIGIN3 (1<<11)
857 #define QW_U_ANGLE2 (1<<12)
858 #define QW_U_FRAME (1<<13)
859 #define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it
860 #define QW_U_MOREBITS (1<<15)
861 // if MOREBITS is set, these additional flags are read in next
862 #define QW_U_ANGLE1 (1<<0)
863 #define QW_U_ANGLE3 (1<<1)
864 #define QW_U_MODEL (1<<2)
865 #define QW_U_COLORMAP (1<<3)
866 #define QW_U_SKIN (1<<4)
867 #define QW_U_EFFECTS (1<<5)
868 #define QW_U_SOLID (1<<6) // the entity should be solid for prediction
870 // temp entity events
871 #define QW_TE_SPIKE 0
872 #define QW_TE_SUPERSPIKE 1
873 #define QW_TE_GUNSHOT 2
874 #define QW_TE_EXPLOSION 3
875 #define QW_TE_TAREXPLOSION 4
876 #define QW_TE_LIGHTNING1 5
877 #define QW_TE_LIGHTNING2 6
878 #define QW_TE_WIZSPIKE 7
879 #define QW_TE_KNIGHTSPIKE 8
880 #define QW_TE_LIGHTNING3 9
881 #define QW_TE_LAVASPLASH 10
882 #define QW_TE_TELEPORT 11
883 #define QW_TE_BLOOD 12
884 #define QW_TE_LIGHTNINGBLOOD 13
887 #define QW_EF_BRIGHTFIELD 1
888 #define QW_EF_MUZZLEFLASH 2
889 #define QW_EF_BRIGHTLIGHT 4
890 #define QW_EF_DIMLIGHT 8
891 #define QW_EF_FLAG1 16
892 #define QW_EF_FLAG2 32
893 #define QW_EF_BLUE 64
894 #define QW_EF_RED 128
896 #define QW_UPDATE_BACKUP 64
897 #define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
898 #define QW_MAX_PACKET_ENTITIES 64
900 // note: QW stats are directly compatible with NQ
901 // (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
902 // so these defines are not actually used by darkplaces, but kept for reference
903 #define QW_STAT_HEALTH 0
904 //#define QW_STAT_FRAGS 1
905 #define QW_STAT_WEAPON 2
906 #define QW_STAT_AMMO 3
907 #define QW_STAT_ARMOR 4
908 //#define QW_STAT_WEAPONFRAME 5
909 #define QW_STAT_SHELLS 6
910 #define QW_STAT_NAILS 7
911 #define QW_STAT_ROCKETS 8
912 #define QW_STAT_CELLS 9
913 #define QW_STAT_ACTIVEWEAPON 10
914 #define QW_STAT_TOTALSECRETS 11
915 #define QW_STAT_TOTALMONSTERS 12
916 #define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
917 #define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
918 #define QW_STAT_ITEMS 15
919 //#define QW_STAT_VIEWHEIGHT 16
921 // build entity data in this, to pass to entity read/write functions
922 typedef struct entityframeqw_snapshot_s
927 entity_state_t entities[QW_MAX_PACKET_ENTITIES];
929 entityframeqw_snapshot_t;
931 typedef struct entityframeqw_database_s
933 entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
935 entityframeqw_database_t;
937 entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
938 void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
939 void EntityStateQW_ReadPlayerUpdate(void);
940 void EntityFrameQW_CL_ReadFrame(qboolean delta);