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
+#ifndef PROTOCOL_H
+#define PROTOCOL_H
+
#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)
// if the high bit of the servercmd is set, the low bits are fast update flags:
-#define U_MOREBITS (1<<0)
-#define U_ORIGIN1 (1<<1)
-#define U_ORIGIN2 (1<<2)
-#define U_ORIGIN3 (1<<3)
-#define U_ANGLE2 (1<<4)
+#define U_MOREBITS (1<<0)
+#define U_ORIGIN1 (1<<1)
+#define U_ORIGIN2 (1<<2)
+#define U_ORIGIN3 (1<<3)
+#define U_ANGLE2 (1<<4)
// LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
-#define U_STEP (1<<5)
-#define U_FRAME (1<<6)
+#define U_STEP (1<<5)
+#define U_FRAME (1<<6)
// just differentiates from other updates
-#define U_SIGNAL (1<<7)
+#define U_SIGNAL (1<<7)
-// svc_update can pass all of the fast update bits, plus more
-#define U_ANGLE1 (1<<8)
-#define U_ANGLE3 (1<<9)
-#define U_MODEL (1<<10)
-#define U_COLORMAP (1<<11)
-#define U_SKIN (1<<12)
-#define U_EFFECTS (1<<13)
-#define U_LONGENTITY (1<<14)
+#define U_ANGLE1 (1<<8)
+#define U_ANGLE3 (1<<9)
+#define U_MODEL (1<<10)
+#define U_COLORMAP (1<<11)
+#define U_SKIN (1<<12)
+#define U_EFFECTS (1<<13)
+#define U_LONGENTITY (1<<14)
// LordHavoc: protocol extension
-#define U_EXTEND1 (1<<15)
+#define U_EXTEND1 (1<<15)
// LordHavoc: first extend byte
-#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)
-#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)
-#define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
-#define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
-#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
-#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)
-#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...
-#define U_EXTEND2 (1<<23) // another byte to follow
+#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)
+#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)
+#define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
+#define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
+#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
+#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)
+// LordHavoc: colormod feature has been removed, because no one used it
+#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...
+#define U_EXTEND2 (1<<23) // another byte to follow
// LordHavoc: second extend byte
-#define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
-#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
-#define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
-#define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
-#define U_UNUSED28 (1<<28) // future expansion
-#define U_UNUSED29 (1<<29) // future expansion
-#define U_UNUSED30 (1<<30) // future expansion
-#define U_EXTEND3 (1<<31) // another byte to follow, future expansion
+#define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
+#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
+#define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
+#define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
+#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)
+#define U_UNUSED29 (1<<29) // future expansion
+#define U_UNUSED30 (1<<30) // future expansion
+#define U_EXTEND3 (1<<31) // another byte to follow, future expansion
#define SU_VIEWHEIGHT (1<<0)
#define SU_IDEALPITCH (1<<1)
#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_stufftext 9 // [string] stuffed into client's console buffer
// the string should be \n terminated
#define svc_setangle 10 // [angle3] set the view angle to this absolute value
-
+
#define svc_serverinfo 11 // [long] version
// [string] signon string
// [string]..[0]model cache
#define svc_updatecolors 17 // [byte] [byte]
#define svc_particle 18 // [vec3] <variable>
#define svc_damage 19
-
+
#define svc_spawnstatic 20
// svc_spawnbinary 21
#define svc_spawnbaseline 22
-
+
#define svc_temp_entity 23
#define svc_setpause 24 // [byte] on / off
#define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
#define svc_hidelmp 36 // [string] slotname
+#define svc_skybox 37 // [string] skyname
-#define svc_unused1
-#define svc_fog 51 // unfinished
+// LordHavoc: my svc_ range, 50-59
+#define svc_cgame 50 // [short] length [bytes] data
+#define svc_unusedlh1 51
#define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
-#define svc_effect2 53 // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
+#define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
#define svc_sound2 54 // short soundindex instead of byte
#define svc_spawnbaseline2 55 // short modelindex instead of byte
#define svc_spawnstatic2 56 // short modelindex instead of byte
+#define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
+#define svc_unusedlh3 58
+#define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
//
// client to server
#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 TE_SMALLFLASH 72 // [vector] origin
#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
+#define TE_PLASMABURN 75 // [vector] origin
+
+// these are bits for the 'flags' field of the entity_state_t
+#define RENDER_STEP 1
+#define RENDER_GLOWTRAIL 2
+#define RENDER_VIEWMODEL 4
+#define RENDER_EXTERIORMODEL 8
+#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
+#define RENDER_COLORMAPPED 32
+
+typedef struct
+{
+ 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;
+ qbyte colormap;
+ qbyte skin;
+ qbyte alpha;
+ qbyte scale;
+ qbyte glowsize;
+ qbyte glowcolor;
+ qbyte flags;
+}
+entity_state_t;
+
+typedef struct
+{
+ double time;
+ int framenum;
+ int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
+ int endentity; // index into entitydata, firstentity + numentities
+}
+entity_frameinfo_t;
+
+#define MAX_ENTITY_HISTORY 64
+#define MAX_ENTITY_DATABASE 4096
+
+typedef struct
+{
+ // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
+ // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
+ // when removing updates from database, nudge down frames array to only contain useful frames
+ // this logic should explain better:
+ // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
+ // flushdatabase();
+ // note: if numframes == 0, insert at start (0 in entitydata)
+ // 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];
+}
+entity_database_t;
+
+// build entity data in this, to pass to entity read/write functions
+typedef struct
+{
+ double time;
+ int framenum;
+ int numentities;
+ vec3_t eye;
+ entity_state_t entitydata[MAX_ENTITY_DATABASE];
+}
+entity_frame_t;
+
+// LordHavoc: these are in approximately sorted order, according to cost and
+// likelyhood of being used for numerous objects in a frame
+
+// note that the bytes are not written/read in this order, this is only the
+// order of the bits to minimize overhead from extend bytes
+
+// enough to describe a nail, gib, shell casing, bullet hole, or rocket
+#define E_ORIGIN1 (1<<0)
+#define E_ORIGIN2 (1<<1)
+#define E_ORIGIN3 (1<<2)
+#define E_ANGLE1 (1<<3)
+#define E_ANGLE2 (1<<4)
+#define E_ANGLE3 (1<<5)
+#define E_MODEL1 (1<<6)
+#define E_EXTEND1 (1<<7)
+
+// enough to describe almost anything
+#define E_FRAME1 (1<<8)
+#define E_EFFECTS1 (1<<9)
+#define E_ALPHA (1<<10)
+#define E_SCALE (1<<11)
+#define E_COLORMAP (1<<12)
+#define E_SKIN (1<<13)
+#define E_FLAGS (1<<14)
+#define E_EXTEND2 (1<<15)
+
+// players, custom color glows, high model numbers
+#define E_FRAME2 (1<<16)
+#define E_MODEL2 (1<<17)
+#define E_EFFECTS2 (1<<18)
+#define E_GLOWSIZE (1<<19)
+#define E_GLOWCOLOR (1<<20)
+#define E_UNUSED1 (1<<21)
+#define E_UNUSED2 (1<<22)
+#define E_EXTEND3 (1<<23)
+
+#define E_SOUND1 (1<<24)
+#define E_SOUNDVOL (1<<25)
+#define E_SOUNDATTEN (1<<26)
+#define E_UNUSED4 (1<<27)
+#define E_UNUSED5 (1<<28)
+#define E_UNUSED6 (1<<29)
+#define E_UNUSED7 (1<<30)
+#define E_EXTEND4 (1<<31)
+
+void ClearStateToDefault(entity_state_t *s);
+// (server) clears the database to contain no frames (thus delta compression
+// compresses against nothing)
+void EntityFrame_ClearDatabase(entity_database_t *d);
+// (server and client) removes frames older than 'frame' from database
+void EntityFrame_AckFrame(entity_database_t *d, int frame);
+// (server) clears frame, to prepare for adding entities
+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, sizebuf_t *msg);
+// (client) reads a frame from network stream
+void EntityFrame_Read(entity_database_t *d);
+// (client) returns the frame number of the most recent frame recieved
+int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
+
+#endif
+