2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // protocol.h -- communications protocols
25 #define PROTOCOL_VERSION 15
26 #define DPPROTOCOL_VERSION1 96
27 #define DPPROTOCOL_VERSION2 97
28 // LordHavoc: I think the 96-99 range was going to run out too soon...
29 // so here I jump to 3500
30 #define DPPROTOCOL_VERSION3 3500
31 #define DPPROTOCOL_VERSION4 3501
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
60 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
62 // if the high bit of the servercmd is set, the low bits are fast update flags:
63 #define U_MOREBITS (1<<0)
64 #define U_ORIGIN1 (1<<1)
65 #define U_ORIGIN2 (1<<2)
66 #define U_ORIGIN3 (1<<3)
67 #define U_ANGLE2 (1<<4)
68 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
70 #define U_FRAME (1<<6)
71 // just differentiates from other updates
72 #define U_SIGNAL (1<<7)
74 #define U_ANGLE1 (1<<8)
75 #define U_ANGLE3 (1<<9)
76 #define U_MODEL (1<<10)
77 #define U_COLORMAP (1<<11)
78 #define U_SKIN (1<<12)
79 #define U_EFFECTS (1<<13)
80 #define U_LONGENTITY (1<<14)
82 // LordHavoc: protocol extension
83 #define U_EXTEND1 (1<<15)
84 // LordHavoc: first extend byte
85 #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)
86 #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)
87 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
88 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
89 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
90 #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)
91 // LordHavoc: colormod feature has been removed, because no one used it
92 #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...
93 #define U_EXTEND2 (1<<23) // another byte to follow
94 // LordHavoc: second extend byte
95 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
96 #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
97 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
98 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
99 #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)
100 #define U_UNUSED29 (1<<29) // future expansion
101 #define U_UNUSED30 (1<<30) // future expansion
102 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
104 #define SU_VIEWHEIGHT (1<<0)
105 #define SU_IDEALPITCH (1<<1)
106 #define SU_PUNCH1 (1<<2)
107 #define SU_PUNCH2 (1<<3)
108 #define SU_PUNCH3 (1<<4)
109 #define SU_VELOCITY1 (1<<5)
110 #define SU_VELOCITY2 (1<<6)
111 #define SU_VELOCITY3 (1<<7)
112 //define SU_AIMENT (1<<8) AVAILABLE BIT
113 #define SU_ITEMS (1<<9)
114 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
115 #define SU_INWATER (1<<11) // no data follows, the bit is it
116 #define SU_WEAPONFRAME (1<<12)
117 #define SU_ARMOR (1<<13)
118 #define SU_WEAPON (1<<14)
119 #define SU_EXTEND1 (1<<15)
121 #define SU_PUNCHVEC1 (1<<16)
122 #define SU_PUNCHVEC2 (1<<17)
123 #define SU_PUNCHVEC3 (1<<18)
124 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
125 #define SU_UNUSED20 (1<<20)
126 #define SU_UNUSED21 (1<<21)
127 #define SU_UNUSED22 (1<<22)
128 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
129 // second extend byte
130 #define SU_UNUSED24 (1<<24)
131 #define SU_UNUSED25 (1<<25)
132 #define SU_UNUSED26 (1<<26)
133 #define SU_UNUSED27 (1<<27)
134 #define SU_UNUSED28 (1<<28)
135 #define SU_UNUSED29 (1<<29)
136 #define SU_UNUSED30 (1<<30)
137 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
139 // a sound with no channel is a local only sound
140 #define SND_VOLUME (1<<0) // a byte
141 #define SND_ATTENUATION (1<<1) // a byte
142 #define SND_LOOPING (1<<2) // a long
143 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
144 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
147 // defaults for clientinfo messages
148 #define DEFAULT_VIEWHEIGHT 22
151 // game types sent by serverinfo
152 // these determine which intermission screen plays
154 #define GAME_DEATHMATCH 1
157 // note that there are some defs.qc that mirror to these numbers
158 // also related to svc_strings[] in cl_parse
166 #define svc_disconnect 2
167 #define svc_updatestat 3 // [byte] [long]
168 #define svc_version 4 // [long] server version
169 #define svc_setview 5 // [short] entity number
170 #define svc_sound 6 // <see code>
171 #define svc_time 7 // [float] server time
172 #define svc_print 8 // [string] null terminated string
173 #define svc_stufftext 9 // [string] stuffed into client's console buffer
174 // the string should be \n terminated
175 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
177 #define svc_serverinfo 11 // [long] version
178 // [string] signon string
179 // [string]..[0]model cache
180 // [string]...[0]sounds cache
181 #define svc_lightstyle 12 // [byte] [string]
182 #define svc_updatename 13 // [byte] [string]
183 #define svc_updatefrags 14 // [byte] [short]
184 #define svc_clientdata 15 // <shortbits + data>
185 #define svc_stopsound 16 // <see code>
186 #define svc_updatecolors 17 // [byte] [byte]
187 #define svc_particle 18 // [vec3] <variable>
188 #define svc_damage 19
190 #define svc_spawnstatic 20
191 // svc_spawnbinary 21
192 #define svc_spawnbaseline 22
194 #define svc_temp_entity 23
196 #define svc_setpause 24 // [byte] on / off
197 #define svc_signonnum 25 // [byte] used for the signon sequence
199 #define svc_centerprint 26 // [string] to put in center of the screen
201 #define svc_killedmonster 27
202 #define svc_foundsecret 28
204 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
206 #define svc_intermission 30 // [string] music
207 #define svc_finale 31 // [string] music [string] text
209 #define svc_cdtrack 32 // [byte] track [byte] looptrack
210 #define svc_sellscreen 33
212 #define svc_cutscene 34
214 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
215 #define svc_hidelmp 36 // [string] slotname
216 #define svc_skybox 37 // [string] skyname
218 // LordHavoc: my svc_ range, 50-59
219 #define svc_cgame 50 // [short] length [bytes] data
220 #define svc_unusedlh1 51
221 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
222 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
223 #define svc_sound2 54 // short soundindex instead of byte
224 #define svc_spawnbaseline2 55 // short modelindex instead of byte
225 #define svc_spawnstatic2 56 // short modelindex instead of byte
226 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
227 #define svc_unusedlh3 58
228 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
235 #define clc_disconnect 2
236 #define clc_move 3 // [usercmd_t]
237 #define clc_stringcmd 4 // [string] message
239 // LordHavoc: my clc_ range, 50-59
240 #define clc_ackentities 50 // [int] framenumber
241 #define clc_unusedlh1 51
242 #define clc_unusedlh2 52
243 #define clc_unusedlh3 53
244 #define clc_unusedlh4 54
245 #define clc_unusedlh5 55
246 #define clc_unusedlh6 56
247 #define clc_unusedlh7 57
248 #define clc_unusedlh8 58
249 #define clc_unusedlh9 59
252 // temp entity events
254 #define TE_SPIKE 0 // [vector] origin
255 #define TE_SUPERSPIKE 1 // [vector] origin
256 #define TE_GUNSHOT 2 // [vector] origin
257 #define TE_EXPLOSION 3 // [vector] origin
258 #define TE_TAREXPLOSION 4 // [vector] origin
259 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
260 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
261 #define TE_WIZSPIKE 7 // [vector] origin
262 #define TE_KNIGHTSPIKE 8 // [vector] origin
263 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
264 #define TE_LAVASPLASH 10 // [vector] origin
265 #define TE_TELEPORT 11 // [vector] origin
266 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
269 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
272 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
273 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
274 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
276 // LordHavoc: added some TE_ codes (block1 - 50-60)
277 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
278 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
279 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
280 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
281 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
282 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
283 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
284 #define TE_GUNSHOTQUAD 57 // [vector] origin
285 #define TE_SPIKEQUAD 58 // [vector] origin
286 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
287 // LordHavoc: block2 - 70-80
288 #define TE_EXPLOSIONQUAD 70 // [vector] origin
289 #define TE_UNUSED1 71 // unused
290 #define TE_SMALLFLASH 72 // [vector] origin
291 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
292 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
293 #define TE_PLASMABURN 75 // [vector] origin
294 // LordHavoc: Tei grabbed these codes
295 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
296 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
297 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
298 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
301 // these are bits for the 'flags' field of the entity_state_t
302 #define RENDER_STEP 1
303 #define RENDER_GLOWTRAIL 2
304 #define RENDER_VIEWMODEL 4
305 #define RENDER_EXTERIORMODEL 8
306 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
307 #define RENDER_COLORMAPPED 32
308 #define RENDER_SHADOW 64 // cast shadow
312 double time; // time this state was built
315 int number; // entity number this state is for
316 unsigned short active; // true if a valid state
317 unsigned short modelindex;
318 unsigned short frame;
319 unsigned short effects;
320 unsigned short tagentity;
321 unsigned short specialvisibilityradius;
322 unsigned short viewmodelforclient;
323 unsigned short exteriormodelforclient;
324 unsigned short nodrawtoclient;
325 unsigned short drawonlytoclient;
339 server updates entities according to some (unmentioned) scheme.
341 a frame consists of all visible entities, some of which are up to date,
342 often some are not up to date.
344 these entities are stored in a range (firstentity/endentity) of structs in the
347 to make a commit the server performs these steps:
348 1. duplicate oldest frame in database (this is the baseline) as new frame, and
349 write frame numbers (oldest frame's number, new frame's number) and eye
350 location to network packet (eye location is obsolete and will be removed in
352 2. write an entity change to packet and modify new frame accordingly
353 (this repeats until packet is sufficiently full or new frame is complete)
354 3. write terminator (0xFFFF) to network packet
355 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
357 to read a commit the client performs these steps:
358 1. reads frame numbers from packet and duplicates baseline frame as new frame,
359 also reads eye location but does nothing with it (obsolete).
360 2. delete frames older than the baseline which was used
361 3. read entity changes from packet until terminator (0xFFFF) is encountered,
362 each change is applied to entity frame.
363 4. sends ack framenumber to server as part of input packet
365 if server receives ack message in put packet it performs these steps:
366 1. remove all older frames from database.
371 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).
373 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
375 to make a commit the server performs these steps:
376 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.
378 This documention is unfinished!
379 the Write function performs these steps:
380 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.
381 2. write differences of an entity compared to selected baseline.
382 3. add entity to entity update in database.
383 4. if there are more entities to write and packet is not full, go back to step 2.
384 5. write terminator (0xFFFF) as entity number.
391 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
398 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
399 int endentity; // index into entitydata, firstentity + numentities
403 #define MAX_ENTITY_HISTORY 64
404 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
408 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
409 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
410 // when removing updates from database, nudge down frames array to only contain useful frames
411 // this logic should explain better:
412 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
414 // note: if numframes == 0, insert at start (0 in entitydata)
415 // the only reason this system is used is to avoid copying memory when frames are removed
417 // server only: last acknowledged frame
419 // the current state in the database
421 // table of entities in the entityhistorydata
422 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
424 entity_state_t entitydata[MAX_ENTITY_DATABASE];
428 // build entity data in this, to pass to entity read/write functions
437 entity_state_t entitydata[MAX_ENTITY_DATABASE];
441 // LordHavoc: these are in approximately sorted order, according to cost and
442 // likelyhood of being used for numerous objects in a frame
444 // note that the bytes are not written/read in this order, this is only the
445 // order of the bits to minimize overhead from extend bytes
447 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
448 #define E_ORIGIN1 (1<<0)
449 #define E_ORIGIN2 (1<<1)
450 #define E_ORIGIN3 (1<<2)
451 #define E_ANGLE1 (1<<3)
452 #define E_ANGLE2 (1<<4)
453 #define E_ANGLE3 (1<<5)
454 #define E_MODEL1 (1<<6)
455 #define E_EXTEND1 (1<<7)
457 // enough to describe almost anything
458 #define E_FRAME1 (1<<8)
459 #define E_EFFECTS1 (1<<9)
460 #define E_ALPHA (1<<10)
461 #define E_SCALE (1<<11)
462 #define E_COLORMAP (1<<12)
463 #define E_SKIN (1<<13)
464 #define E_FLAGS (1<<14)
465 #define E_EXTEND2 (1<<15)
467 // players, custom color glows, high model numbers
468 #define E_FRAME2 (1<<16)
469 #define E_MODEL2 (1<<17)
470 #define E_EFFECTS2 (1<<18)
471 #define E_GLOWSIZE (1<<19)
472 #define E_GLOWCOLOR (1<<20)
473 #define E_UNUSED1 (1<<21)
474 #define E_UNUSED2 (1<<22)
475 #define E_EXTEND3 (1<<23)
477 #define E_SOUND1 (1<<24)
478 #define E_SOUNDVOL (1<<25)
479 #define E_SOUNDATTEN (1<<26)
480 #define E_TAGATTACHMENT (1<<27)
481 #define E_UNUSED5 (1<<28)
482 #define E_UNUSED6 (1<<29)
483 #define E_UNUSED7 (1<<30)
484 #define E_EXTEND4 (1<<31)
486 void ClearStateToDefault(entity_state_t *s);
488 // (server) clears the database to contain no frames (thus delta compression
489 // compresses against nothing)
490 void EntityFrame_ClearDatabase(entity_database_t *d);
491 // (server and client) removes frames older than 'frame' from database
492 void EntityFrame_AckFrame(entity_database_t *d, int frame);
493 // (server) clears frame, to prepare for adding entities
494 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
495 // (server) adds an entity to frame
496 void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s);
497 // (server and client) reads a frame from the database
498 void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
499 // (server and client) adds a entity_frame to the database, for future
501 void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
502 // (server) writes a frame to network stream
503 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
504 // (client) reads a frame from network stream
505 void EntityFrame_Read(entity_database_t *d);
506 // (client) returns the frame number of the most recent frame recieved
507 int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);