This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// protocol.h -- communications protocols
#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION 96
+#define DPPROTOCOL_VERSION1 96
+#define DPPROTOCOL_VERSION2 97
+// LordHavoc: I think the 96-99 range was going to run out too soon... so here I jump to 3500
+#define DPPROTOCOL_VERSION3 3500
// model effects
#define EF_ROCKET 1 // leave a trail
#define EF_ADDITIVE 32
#define EF_BLUE 64
#define EF_RED 128
-#define EF_DELTA 8388608 // LordHavoc: entity is delta compressed to save network bandwidth
+#define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
+#define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
// effects/model (can be used as model flags or entity effects)
-#define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :)
+#define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
#define EF_FLAME 1024 // LordHavoc: on fire
+#define EF_STARDUST 2048 // LordHavoc: showering sparks
#define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
#define SU_PUNCHVEC1 (1<<16)
#define SU_PUNCHVEC2 (1<<17)
#define SU_PUNCHVEC3 (1<<18)
-#define SU_UNUSED19 (1<<19)
+#define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
#define SU_UNUSED20 (1<<20)
#define SU_UNUSED21 (1<<21)
#define SU_UNUSED22 (1<<22)
#define svc_hidelmp 36 // [string] slotname
#define svc_skybox 37 // [string] skyname
+// LordHavoc: my svc_ range, 50-59
#define svc_cgame 50 // [short] length [bytes] data
#define svc_fog 51 // unfinished and obsolete
#define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
#define clc_move 3 // [usercmd_t]
#define clc_stringcmd 4 // [string] message
+// LordHavoc: my clc_ range, 50-59
+#define clc_ackentities 50 // [int] framenumber
+#define clc_unusedlh1 51
+#define clc_unusedlh2 52
+#define clc_unusedlh3 53
+#define clc_unusedlh4 54
+#define clc_unusedlh5 55
+#define clc_unusedlh6 56
+#define clc_unusedlh7 57
+#define clc_unusedlh8 58
+#define clc_unusedlh9 59
//
// temp entity events
#define TE_TELEPORT 11 // [vector] origin
#define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
-// PGM 01/21/97
+// PGM 01/21/97
#define TE_BEAM 13 // [entity] entity [vector] start [vector] end
-// PGM 01/21/97
+// PGM 01/21/97
// Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
#define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
#define RENDER_GLOWTRAIL 2
#define RENDER_VIEWMODEL 4
#define RENDER_EXTERIORMODEL 8
+#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
typedef struct
{
- double time; // time this state was built
- vec3_t origin;
- vec3_t angles;
+ double time; // time this state was built
+ vec3_t origin;
+ vec3_t angles;
int number; // entity number this state is for
unsigned short active; // true if a valid state
unsigned short modelindex;
unsigned short frame;
unsigned short effects;
- byte colormap;
- byte skin;
- byte alpha;
- byte scale;
- byte glowsize;
- byte glowcolor;
- byte flags;
+ qbyte colormap;
+ qbyte skin;
+ qbyte alpha;
+ qbyte scale;
+ qbyte glowsize;
+ qbyte glowcolor;
+ qbyte flags;
}
entity_state_t;
typedef struct
{
double time;
- vec3_t eye;
int framenum;
int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
int endentity; // index into entitydata, firstentity + numentities
// the only reason this system is used is to avoid copying memory when frames are removed
int numframes;
int ackframe; // server only: last acknowledged frame
+ vec3_t eye;
entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
entity_state_t entitydata[MAX_ENTITY_DATABASE];
}
void EntityFrame_Clear(entity_frame_t *f, vec3_t eye);
// (server) allocates an entity slot in frame, returns NULL if full
entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number);
+// (server and client) reads a frame from the database
+void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
// (server and client) adds a entity_frame to the database, for future
// reference
void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
// (server) writes a frame to network stream
-void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, int newframe, sizebuf_t *msg);
+void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
// (client) reads a frame from network stream
void EntityFrame_Read(entity_database_t *d);
+// (client) reads (and interpolates) the eye location from the database,
+// given a current time
+//int EntityFrame_FetchEye(entity_database_t *d, vec3_t eye, double time);
// (client) fetchs an entity from the frame by index into the entity list
-int EntityFrame_FetchEntityByIndex(entity_frame_t *f, entity_state_t *e, int index);
+//int EntityFrame_FetchEntityByIndex(entity_frame_t *f, entity_state_t *e, int index);
// (client) fetchs an entity from the frame by entity number
-int EntityFrame_FetchEntityByNumber(entity_frame_t *f, entity_state_t *e, int number);
+//int EntityFrame_FetchEntityByNumber(entity_frame_t *f, entity_state_t *e, int number);
+// (client) returns the frame number of the most recent frame recieved
+int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);