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_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
65 // flags for the pflags field of entities
66 #define PFLAGS_NOSHADOW 1
67 #define PFLAGS_CORONA 2
68 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
70 // if the high bit of the servercmd is set, the low bits are fast update flags:
71 #define U_MOREBITS (1<<0)
72 #define U_ORIGIN1 (1<<1)
73 #define U_ORIGIN2 (1<<2)
74 #define U_ORIGIN3 (1<<3)
75 #define U_ANGLE2 (1<<4)
76 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
78 #define U_FRAME (1<<6)
79 // just differentiates from other updates
80 #define U_SIGNAL (1<<7)
82 #define U_ANGLE1 (1<<8)
83 #define U_ANGLE3 (1<<9)
84 #define U_MODEL (1<<10)
85 #define U_COLORMAP (1<<11)
86 #define U_SKIN (1<<12)
87 #define U_EFFECTS (1<<13)
88 #define U_LONGENTITY (1<<14)
90 // LordHavoc: protocol extension
91 #define U_EXTEND1 (1<<15)
92 // LordHavoc: first extend byte
93 #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)
94 #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)
95 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
96 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
97 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
98 #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)
99 #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...
100 #define U_EXTEND2 (1<<23) // another byte to follow
101 // LordHavoc: second extend byte
102 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
103 #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
104 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
105 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
106 #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)
107 #define U_UNUSED29 (1<<29) // future expansion
108 #define U_UNUSED30 (1<<30) // future expansion
109 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
111 #define SU_VIEWHEIGHT (1<<0)
112 #define SU_IDEALPITCH (1<<1)
113 #define SU_PUNCH1 (1<<2)
114 #define SU_PUNCH2 (1<<3)
115 #define SU_PUNCH3 (1<<4)
116 #define SU_VELOCITY1 (1<<5)
117 #define SU_VELOCITY2 (1<<6)
118 #define SU_VELOCITY3 (1<<7)
119 //define SU_AIMENT (1<<8) AVAILABLE BIT
120 #define SU_ITEMS (1<<9)
121 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
122 #define SU_INWATER (1<<11) // no data follows, the bit is it
123 #define SU_WEAPONFRAME (1<<12)
124 #define SU_ARMOR (1<<13)
125 #define SU_WEAPON (1<<14)
126 #define SU_EXTEND1 (1<<15)
128 #define SU_PUNCHVEC1 (1<<16)
129 #define SU_PUNCHVEC2 (1<<17)
130 #define SU_PUNCHVEC3 (1<<18)
131 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
132 #define SU_UNUSED20 (1<<20)
133 #define SU_UNUSED21 (1<<21)
134 #define SU_UNUSED22 (1<<22)
135 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
136 // second extend byte
137 #define SU_UNUSED24 (1<<24)
138 #define SU_UNUSED25 (1<<25)
139 #define SU_UNUSED26 (1<<26)
140 #define SU_UNUSED27 (1<<27)
141 #define SU_UNUSED28 (1<<28)
142 #define SU_UNUSED29 (1<<29)
143 #define SU_UNUSED30 (1<<30)
144 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
146 // a sound with no channel is a local only sound
147 #define SND_VOLUME (1<<0) // a byte
148 #define SND_ATTENUATION (1<<1) // a byte
149 #define SND_LOOPING (1<<2) // a long
150 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
151 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
154 // defaults for clientinfo messages
155 #define DEFAULT_VIEWHEIGHT 22
158 // game types sent by serverinfo
159 // these determine which intermission screen plays
161 #define GAME_DEATHMATCH 1
164 // note that there are some defs.qc that mirror to these numbers
165 // also related to svc_strings[] in cl_parse
173 #define svc_disconnect 2
174 #define svc_updatestat 3 // [byte] [long]
175 #define svc_version 4 // [long] server version
176 #define svc_setview 5 // [short] entity number
177 #define svc_sound 6 // <see code>
178 #define svc_time 7 // [float] server time
179 #define svc_print 8 // [string] null terminated string
180 #define svc_stufftext 9 // [string] stuffed into client's console buffer
181 // the string should be \n terminated
182 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
184 #define svc_serverinfo 11 // [long] version
185 // [string] signon string
186 // [string]..[0]model cache
187 // [string]...[0]sounds cache
188 #define svc_lightstyle 12 // [byte] [string]
189 #define svc_updatename 13 // [byte] [string]
190 #define svc_updatefrags 14 // [byte] [short]
191 #define svc_clientdata 15 // <shortbits + data>
192 #define svc_stopsound 16 // <see code>
193 #define svc_updatecolors 17 // [byte] [byte]
194 #define svc_particle 18 // [vec3] <variable>
195 #define svc_damage 19
197 #define svc_spawnstatic 20
198 // svc_spawnbinary 21
199 #define svc_spawnbaseline 22
201 #define svc_temp_entity 23
203 #define svc_setpause 24 // [byte] on / off
204 #define svc_signonnum 25 // [byte] used for the signon sequence
206 #define svc_centerprint 26 // [string] to put in center of the screen
208 #define svc_killedmonster 27
209 #define svc_foundsecret 28
211 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
213 #define svc_intermission 30 // [string] music
214 #define svc_finale 31 // [string] music [string] text
216 #define svc_cdtrack 32 // [byte] track [byte] looptrack
217 #define svc_sellscreen 33
219 #define svc_cutscene 34
221 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
222 #define svc_hidelmp 36 // [string] slotname
223 #define svc_skybox 37 // [string] skyname
225 // LordHavoc: my svc_ range, 50-59
226 #define svc_cgame 50 // [short] length [bytes] data
227 #define svc_updatestatubyte 51 // [byte] stat [byte] value
228 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
229 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
230 #define svc_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte
231 #define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
232 #define svc_spawnbaseline2 55 // short modelindex instead of byte
233 #define svc_spawnstatic2 56 // short modelindex instead of byte
234 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
235 #define svc_unusedlh3 58
236 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
243 #define clc_disconnect 2
244 #define clc_move 3 // [usercmd_t]
245 #define clc_stringcmd 4 // [string] message
247 // LordHavoc: my clc_ range, 50-59
248 #define clc_ackframe 50 // [int] framenumber
249 #define clc_unusedlh1 51
250 #define clc_unusedlh2 52
251 #define clc_unusedlh3 53
252 #define clc_unusedlh4 54
253 #define clc_unusedlh5 55
254 #define clc_unusedlh6 56
255 #define clc_unusedlh7 57
256 #define clc_unusedlh8 58
257 #define clc_unusedlh9 59
260 // temp entity events
262 #define TE_SPIKE 0 // [vector] origin
263 #define TE_SUPERSPIKE 1 // [vector] origin
264 #define TE_GUNSHOT 2 // [vector] origin
265 #define TE_EXPLOSION 3 // [vector] origin
266 #define TE_TAREXPLOSION 4 // [vector] origin
267 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
268 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
269 #define TE_WIZSPIKE 7 // [vector] origin
270 #define TE_KNIGHTSPIKE 8 // [vector] origin
271 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
272 #define TE_LAVASPLASH 10 // [vector] origin
273 #define TE_TELEPORT 11 // [vector] origin
274 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
277 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
280 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
281 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
282 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
284 // LordHavoc: added some TE_ codes (block1 - 50-60)
285 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
286 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
287 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
288 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
289 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
290 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
291 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
292 #define TE_GUNSHOTQUAD 57 // [vector] origin
293 #define TE_SPIKEQUAD 58 // [vector] origin
294 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
295 // LordHavoc: block2 - 70-80
296 #define TE_EXPLOSIONQUAD 70 // [vector] origin
297 #define TE_UNUSED1 71 // unused
298 #define TE_SMALLFLASH 72 // [vector] origin
299 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
300 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
301 #define TE_PLASMABURN 75 // [vector] origin
302 // LordHavoc: Tei grabbed these codes
303 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
304 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
305 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
306 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
309 // these are bits for the 'flags' field of the entity_state_t
310 #define RENDER_STEP 1
311 #define RENDER_GLOWTRAIL 2
312 #define RENDER_VIEWMODEL 4
313 #define RENDER_EXTERIORMODEL 8
314 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
315 #define RENDER_COLORMAPPED 32
316 #define RENDER_SHADOW 65536 // cast shadow
317 #define RENDER_LIGHT 131072 // receive light
318 #define RENDER_TRANSPARENT 262144 // can't light during opaque stage
319 #define RENDER_NOCULLFACE 524288 // render as double sided (disable GL_CULL_FACE)
322 typedef struct entity_state_s
324 // ! means this is not sent to client
325 double time; // ! time this state was built (used on client for interpolation)
328 int number; // entity number this state is for
330 unsigned short modelindex;
331 unsigned short frame;
332 unsigned short tagentity;
333 unsigned short specialvisibilityradius; // ! larger if it has effects/light
334 unsigned short viewmodelforclient; // !
335 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
336 unsigned short nodrawtoclient; // !
337 unsigned short drawonlytoclient; // !
338 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
339 unsigned char active; // true if a valid state
340 unsigned char lightstyle;
341 unsigned char lightpflags;
342 unsigned char colormap;
343 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
346 unsigned char glowsize;
347 unsigned char glowcolor;
349 unsigned char tagindex;
350 unsigned char colormod[3];
351 // padding to a multiple of 8 bytes (to align the double time)
352 unsigned char unused[2];
356 // baseline state values
357 extern entity_state_t defaultstate;
358 // reads a quake entity from the network stream
359 void EntityFrameQuake_ReadEntity(int bits);
360 // writes a list of quake entities to the network stream
361 // (or as many will fit)
362 void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states);
363 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
364 void EntityFrameQuake_ISeeDeadEntities(void);
368 server updates entities according to some (unmentioned) scheme.
370 a frame consists of all visible entities, some of which are up to date,
371 often some are not up to date.
373 these entities are stored in a range (firstentity/endentity) of structs in the
376 to make a commit the server performs these steps:
377 1. duplicate oldest frame in database (this is the baseline) as new frame, and
378 write frame numbers (oldest frame's number, new frame's number) and eye
379 location to network packet (eye location is obsolete and will be removed in
381 2. write an entity change to packet and modify new frame accordingly
382 (this repeats until packet is sufficiently full or new frame is complete)
383 3. write terminator (0xFFFF) to network packet
384 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
386 to read a commit the client performs these steps:
387 1. reads frame numbers from packet and duplicates baseline frame as new frame,
388 also reads eye location but does nothing with it (obsolete).
389 2. delete frames older than the baseline which was used
390 3. read entity changes from packet until terminator (0xFFFF) is encountered,
391 each change is applied to entity frame.
392 4. sends ack framenumber to server as part of input packet
394 if server receives ack message in put packet it performs these steps:
395 1. remove all older frames from database.
400 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).
402 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
404 to make a commit the server performs these steps:
405 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.
407 This documention is unfinished!
408 the Write function performs these steps:
409 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.
410 2. write differences of an entity compared to selected baseline.
411 3. add entity to entity update in database.
412 4. if there are more entities to write and packet is not full, go back to step 2.
413 5. write terminator (0xFFFF) as entity number.
420 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
423 typedef struct entity_frameinfo_s
427 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
428 int endentity; // index into entitydata, firstentity + numentities
432 #define MAX_ENTITY_HISTORY 64
433 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
435 typedef struct entityframe_database_s
437 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
438 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
439 // when removing updates from database, nudge down frames array to only contain useful frames
440 // this logic should explain better:
441 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
443 // note: if numframes == 0, insert at start (0 in entitydata)
444 // the only reason this system is used is to avoid copying memory when frames are removed
446 // server only: last sent frame
448 // server only: last acknowledged frame
450 // the current state in the database
452 // table of entities in the entityhistorydata
453 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
455 entity_state_t entitydata[MAX_ENTITY_DATABASE];
457 entityframe_database_t;
459 // build entity data in this, to pass to entity read/write functions
460 typedef struct entity_frame_s
468 entity_state_t entitydata[MAX_ENTITY_DATABASE];
472 // LordHavoc: these are in approximately sorted order, according to cost and
473 // likelyhood of being used for numerous objects in a frame
475 // note that the bytes are not written/read in this order, this is only the
476 // order of the bits to minimize overhead from extend bytes
478 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
479 #define E_ORIGIN1 (1<<0)
480 #define E_ORIGIN2 (1<<1)
481 #define E_ORIGIN3 (1<<2)
482 #define E_ANGLE1 (1<<3)
483 #define E_ANGLE2 (1<<4)
484 #define E_ANGLE3 (1<<5)
485 #define E_MODEL1 (1<<6)
486 #define E_EXTEND1 (1<<7)
488 // enough to describe almost anything
489 #define E_FRAME1 (1<<8)
490 #define E_EFFECTS1 (1<<9)
491 #define E_ALPHA (1<<10)
492 #define E_SCALE (1<<11)
493 #define E_COLORMAP (1<<12)
494 #define E_SKIN (1<<13)
495 #define E_FLAGS (1<<14)
496 #define E_EXTEND2 (1<<15)
498 // players, custom color glows, high model numbers
499 #define E_FRAME2 (1<<16)
500 #define E_MODEL2 (1<<17)
501 #define E_EFFECTS2 (1<<18)
502 #define E_GLOWSIZE (1<<19)
503 #define E_GLOWCOLOR (1<<20)
504 #define E_LIGHT (1<<21)
505 #define E_LIGHTPFLAGS (1<<22)
506 #define E_EXTEND3 (1<<23)
508 #define E_SOUND1 (1<<24)
509 #define E_SOUNDVOL (1<<25)
510 #define E_SOUNDATTEN (1<<26)
511 #define E_TAGATTACHMENT (1<<27)
512 #define E_LIGHTSTYLE (1<<28)
513 #define E_UNUSED6 (1<<29)
514 #define E_UNUSED7 (1<<30)
515 #define E_EXTEND4 (1<<31)
517 // returns difference between two states as E_ flags
518 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
519 // write E_ flags to a msg
520 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
521 // write values for the E_ flagged fields to a msg
522 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
523 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
524 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
526 int EntityState_ReadExtendBits(void);
527 // read values for E_ flagged fields and apply them to a state
528 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
530 // (client and server) allocates a new empty database
531 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
532 // (client and server) frees the database
533 void EntityFrame_FreeDatabase(entityframe_database_t *d);
534 // (server) clears the database to contain no frames (thus delta compression
535 // compresses against nothing)
536 void EntityFrame_ClearDatabase(entityframe_database_t *d);
537 // (server and client) removes frames older than 'frame' from database
538 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
539 // (server) clears frame, to prepare for adding entities
540 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
541 // (server and client) reads a frame from the database
542 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
543 // (server and client) adds a entity_frame to the database, for future
545 void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
546 // (server) writes a frame to network stream
547 void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
548 // (client) reads a frame from network stream
549 void EntityFrame_CL_ReadFrame(void);
550 // (client) returns the frame number of the most recent frame recieved
551 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
553 typedef struct entity_database4_commit_s
555 // frame number this commit represents
557 // number of entities in entity[] array
559 // maximum number of entities in entity[] array (dynamic resizing)
561 entity_state_t *entity;
563 entity_database4_commit_t;
565 typedef struct entity_database4_s
567 // what mempool to use for allocations
570 int referenceframenum;
571 // reference entities array is resized according to demand
572 int maxreferenceentities;
573 // array of states for entities, these are indexable by their entity number (yes there are gaps)
574 entity_state_t *referenceentity;
575 // commits waiting to be applied to the reference database when confirmed
576 // (commit[i]->numentities == 0 means it is empty)
577 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
578 // (server only) the current commit being worked on
579 entity_database4_commit_t *currentcommit;
580 // (server only) if a commit won't fit entirely, continue where it left
582 int currententitynumber;
584 int latestframenumber;
586 entityframe4_database_t;
588 // should-be-private functions that aren't
589 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
590 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
592 // allocate a database
593 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
595 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
596 // reset a database (resets compression but does not reallocate anything)
597 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
598 // updates database to account for a frame-received acknowledgment
599 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
600 // writes a frame to the network stream
601 void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
602 // reads a frame from the network stream
603 void EntityFrame4_CL_ReadFrame(void);
605 // reset all entity fields (typically used if status changed)
606 #define E5_FULLUPDATE (1<<0)
607 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
608 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
609 #define E5_ORIGIN (1<<1)
610 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
611 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
612 #define E5_ANGLES (1<<2)
613 // E5_MODEL16=0: byte = s->modelindex
614 // E5_MODEL16=1: short = s->modelindex
615 #define E5_MODEL (1<<3)
616 // E5_FRAME16=0: byte = s->frame
617 // E5_FRAME16=1: short = s->frame
618 #define E5_FRAME (1<<4)
620 #define E5_SKIN (1<<5)
621 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
622 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
623 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
624 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
625 #define E5_EFFECTS (1<<6)
627 #define E5_EXTEND1 (1<<7)
629 // byte = s->renderflags
630 #define E5_FLAGS (1<<8)
631 // byte = bound(0, s->alpha * 255, 255)
632 #define E5_ALPHA (1<<9)
633 // byte = bound(0, s->scale * 16, 255)
634 #define E5_SCALE (1<<10)
636 #define E5_ORIGIN32 (1<<11)
638 #define E5_ANGLES16 (1<<12)
640 #define E5_MODEL16 (1<<13)
641 // byte = s->colormap
642 #define E5_COLORMAP (1<<14)
644 #define E5_EXTEND2 (1<<15)
646 // short = s->tagentity
647 // byte = s->tagindex
648 #define E5_ATTACHMENT (1<<16)
649 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
650 // byte = s->lightstyle
651 // byte = s->lightpflags
652 #define E5_LIGHT (1<<17)
653 // byte = s->glowsize
654 // byte = s->glowcolor
655 #define E5_GLOW (1<<18)
656 // short = s->effects
657 #define E5_EFFECTS16 (1<<19)
659 #define E5_EFFECTS32 (1<<20)
661 #define E5_FRAME16 (1<<21)
662 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
663 #define E5_COLORMOD (1<<22)
665 #define E5_EXTEND3 (1<<23)
668 #define E5_UNUSED24 (1<<24)
670 #define E5_UNUSED25 (1<<25)
672 #define E5_UNUSED26 (1<<26)
674 #define E5_UNUSED27 (1<<27)
676 #define E5_UNUSED28 (1<<28)
678 #define E5_UNUSED29 (1<<29)
680 #define E5_UNUSED30 (1<<30)
682 #define E5_EXTEND4 (1<<31)
684 #define ENTITYFRAME5_MAXPACKETLOGS 64
685 #define ENTITYFRAME5_MAXSTATES 1024
687 typedef struct entityframe5_changestate_s
692 entityframe5_changestate_t;
694 typedef struct entityframe5_packetlog_s
698 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
699 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
701 entityframe5_packetlog_t;
703 typedef struct entityframe5_database_s
705 // number of the latest message sent to client
707 // updated by WriteFrame for internal use
710 // logs of all recently sent messages (between acked and latest)
711 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
713 // this goes up as needed and causes all the arrays to be reallocated
716 // which properties of each entity have changed since last send
717 int *deltabits; // [maxedicts]
718 // priorities of entities (updated whenever deltabits change)
719 // (derived from deltabits)
720 unsigned char *priorities; // [maxedicts]
721 // last frame this entity was sent on, for prioritzation
722 int *updateframenum; // [maxedicts]
724 // database of current status of all entities
725 entity_state_t *states; // [maxedicts]
726 // which entities are currently active
727 // (duplicate of the active bit of every state in states[])
728 // (derived from states)
729 unsigned char *visiblebits; // [(maxedicts+7)/8]
731 // delta compression of stats
732 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
733 int stats[MAX_CL_STATS];
737 // this is used to decide which changestates to set each frame
738 //int numvisiblestates;
739 //entity_state_t visiblestates[MAX_EDICTS];
741 // sorted changing states that need to be sent to the client
742 // kept sorted in lowest to highest priority order, because this allows
743 // the numchangestates to simply be decremented whenever an state is sent,
744 // rather than a memmove to remove them from the start.
745 //int numchangestates;
746 //entityframe5_changestate_t changestates[MAX_EDICTS];
748 entityframe5_database_t;
750 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
751 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
752 void EntityFrame5_ResetDatabase(entityframe5_database_t *d);
753 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
754 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
755 void EntityFrame5_CL_ReadFrame(void);
756 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
757 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
758 void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int *stats, int movesequence);
760 extern cvar_t developer_networkentities;