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
32 // protocolversion_t is defined in common.h
34 protocolversion_t Protocol_EnumForName(const char *s);
35 const char *Protocol_NameForEnum(protocolversion_t p);
36 protocolversion_t Protocol_EnumForNumber(int n);
37 int Protocol_NumberForEnum(protocolversion_t p);
38 void Protocol_Names(char *buffer, size_t buffersize);
40 #define ENTITYSIZEPROFILING_START(msg, num, flags) \
41 int entityprofiling_startsize = msg->cursize
43 #define ENTITYSIZEPROFILING_END(msg, num, flags) \
44 if(developer_networkentities.integer >= 2) \
46 prvm_edict_t *edict = prog->edicts + num; \
47 Con_Printf("sent entity update of size %u for %d classname %s flags %d\n", (msg->cursize - entityprofiling_startsize), num, PRVM_serveredictstring(edict, classname) ? PRVM_GetString(prog, PRVM_serveredictstring(edict, classname)) : "(no classname)", flags); \
50 // CSQC entity scope values. Bitflags!
51 #define SCOPE_WANTREMOVE 1 // Set if a remove has been scheduled. Never set together with WANTUPDATE.
52 #define SCOPE_WANTUPDATE 2 // Set if an update has been scheduled.
53 #define SCOPE_WANTSEND (SCOPE_WANTREMOVE | SCOPE_WANTUPDATE)
54 #define SCOPE_EXISTED_ONCE 4 // Set if the entity once existed. All these get resent on a full loss.
55 #define SCOPE_ASSUMED_EXISTING 8 // Set if the entity is currently assumed existing and therefore needs removes.
59 #define MF_ROCKET 1 // leave a trail
60 #define MF_GRENADE 2 // leave a trail
61 #define MF_GIB 4 // leave a trail
62 #define MF_ROTATE 8 // rotate (bonus items)
63 #define MF_TRACER 16 // green split trail
64 #define MF_ZOMGIB 32 // small blood trail
65 #define MF_TRACER2 64 // orange split trail + rotate
66 #define MF_TRACER3 128 // purple trail
69 #define EF_BRIGHTFIELD 1
70 #define EF_MUZZLEFLASH 2
71 #define EF_BRIGHTLIGHT 4
74 #define EF_ADDITIVE 32
77 #define EF_NOGUNBOB 256 // LadyHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
78 #define EF_FULLBRIGHT 512 // LadyHavoc: fullbright
79 #define EF_FLAME 1024 // LadyHavoc: on fire
80 #define EF_STARDUST 2048 // LadyHavoc: showering sparks
81 #define EF_NOSHADOW 4096 // LadyHavoc: does not cast a shadow
82 #define EF_NODEPTHTEST 8192 // LadyHavoc: shows through walls
83 #define EF_SELECTABLE 16384 // LadyHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
84 #define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
85 #define EF_NOSELFSHADOW 65536 // LadyHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
86 #define EF_DYNAMICMODELLIGHT 131072
87 #define EF_UNUSED18 262144
88 #define EF_UNUSED19 524288
89 #define EF_RESTARTANIM_BIT 1048576 // div0: restart animation bit (like teleport bit, but lerps between end and start of the anim, and doesn't stop player lerping)
90 #define EF_TELEPORT_BIT 2097152 // div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
91 #define EF_LOWPRECISION 4194304 // LadyHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only)
92 #define EF_NOMODELFLAGS 8388608 // indicates the model's .effects should be ignored (allows overriding them)
93 #define EF_ROCKET 16777216 // leave a trail
94 #define EF_GRENADE 33554432 // leave a trail
95 #define EF_GIB 67108864 // leave a trail
96 #define EF_ROTATE 134217728 // rotate (bonus items)
97 #define EF_TRACER 268435456 // green split trail
98 #define EF_ZOMGIB 536870912 // small blood trail
99 #define EF_TRACER2 1073741824 // orange split trail + rotate
100 #define EF_TRACER3 0x80000000 // purple trail
102 // internaleffects bits (no overlap with EF_ bits):
103 #define INTEF_FLAG1QW 1
104 #define INTEF_FLAG2QW 2
106 // flags for the pflags field of entities
107 #define PFLAGS_NOSHADOW 1
108 #define PFLAGS_CORONA 2
109 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
111 // if the high bit of the servercmd is set, the low bits are fast update flags:
112 #define U_MOREBITS (1<<0)
113 #define U_ORIGIN1 (1<<1)
114 #define U_ORIGIN2 (1<<2)
115 #define U_ORIGIN3 (1<<3)
116 #define U_ANGLE2 (1<<4)
117 // LadyHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
118 #define U_STEP (1<<5)
119 #define U_FRAME (1<<6)
120 // just differentiates from other updates
121 #define U_SIGNAL (1<<7)
123 #define U_ANGLE1 (1<<8)
124 #define U_ANGLE3 (1<<9)
125 #define U_MODEL (1<<10)
126 #define U_COLORMAP (1<<11)
127 #define U_SKIN (1<<12)
128 #define U_EFFECTS (1<<13)
129 #define U_LONGENTITY (1<<14)
131 // LadyHavoc: protocol extension
132 #define U_EXTEND1 (1<<15)
133 // LadyHavoc: first extend byte
134 #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)
135 #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)
136 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
137 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
138 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
139 #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)
140 #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...
141 #define U_EXTEND2 (1<<23) // another byte to follow
142 // LadyHavoc: second extend byte
143 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
144 #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
145 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
146 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
147 #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)
148 #define U_UNUSED29 (1<<29) // future expansion
149 #define U_UNUSED30 (1<<30) // future expansion
150 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
152 #define SU_VIEWHEIGHT (1<<0)
153 #define SU_IDEALPITCH (1<<1)
154 #define SU_PUNCH1 (1<<2)
155 #define SU_PUNCH2 (1<<3)
156 #define SU_PUNCH3 (1<<4)
157 #define SU_VELOCITY1 (1<<5)
158 #define SU_VELOCITY2 (1<<6)
159 #define SU_VELOCITY3 (1<<7)
160 //define SU_AIMENT (1<<8) AVAILABLE BIT
161 #define SU_ITEMS (1<<9)
162 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
163 #define SU_INWATER (1<<11) // no data follows, the bit is it
164 #define SU_WEAPONFRAME (1<<12)
165 #define SU_ARMOR (1<<13)
166 #define SU_WEAPON (1<<14)
167 #define SU_EXTEND1 (1<<15)
169 #define SU_PUNCHVEC1 (1<<16)
170 #define SU_PUNCHVEC2 (1<<17)
171 #define SU_PUNCHVEC3 (1<<18)
172 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
173 #define SU_UNUSED20 (1<<20)
174 #define SU_UNUSED21 (1<<21)
175 #define SU_UNUSED22 (1<<22)
176 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
177 // second extend byte
178 #define SU_UNUSED24 (1<<24)
179 #define SU_UNUSED25 (1<<25)
180 #define SU_UNUSED26 (1<<26)
181 #define SU_UNUSED27 (1<<27)
182 #define SU_UNUSED28 (1<<28)
183 #define SU_UNUSED29 (1<<29)
184 #define SU_UNUSED30 (1<<30)
185 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
187 // a sound with no channel is a local only sound
188 #define SND_VOLUME (1<<0) // a byte
189 #define SND_ATTENUATION (1<<1) // a byte
190 #define SND_LOOPING (1<<2) // a long
191 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
192 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
193 #define SND_SPEEDUSHORT4000 (1<<5) // ushort speed*4000 (speed is usually 1.0, a value of 0.0 is the same as 1.0)
196 // defaults for clientinfo messages
197 #define DEFAULT_VIEWHEIGHT 22
200 // game types sent by serverinfo
201 // these determine which intermission screen plays
203 #define GAME_DEATHMATCH 1
206 // note that there are some defs.qc that mirror to these numbers
207 // also related to svc_strings[] in cl_parse
215 #define svc_disconnect 2
216 #define svc_updatestat 3 // [byte] [long]
217 #define svc_version 4 // [long] server version
218 #define svc_setview 5 // [short] entity number
219 #define svc_sound 6 // <see code>
220 #define svc_time 7 // [float] server time
221 #define svc_print 8 // [string] null terminated string
222 #define svc_stufftext 9 // [string] stuffed into client's console buffer
223 // the string should be \n terminated
224 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
226 #define svc_serverinfo 11 // [long] version
227 // [string] signon string
228 // [string]..[0]model cache
229 // [string]...[0]sounds cache
230 #define svc_lightstyle 12 // [byte] [string]
231 #define svc_updatename 13 // [byte] [string]
232 #define svc_updatefrags 14 // [byte] [short]
233 #define svc_clientdata 15 // <shortbits + data>
234 #define svc_stopsound 16 // <see code>
235 #define svc_updatecolors 17 // [byte] [byte]
236 #define svc_particle 18 // [vec3] <variable>
237 #define svc_damage 19
239 #define svc_spawnstatic 20
240 // svc_spawnbinary 21
241 #define svc_spawnbaseline 22
243 #define svc_temp_entity 23
245 #define svc_setpause 24 // [byte] on / off
246 #define svc_signonnum 25 // [byte] used for the signon sequence
248 #define svc_centerprint 26 // [string] to put in center of the screen
250 #define svc_killedmonster 27
251 #define svc_foundsecret 28
253 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
255 #define svc_intermission 30 // [string] music
256 #define svc_finale 31 // [string] music [string] text
258 #define svc_cdtrack 32 // [byte] track [byte] looptrack
259 #define svc_sellscreen 33
261 #define svc_cutscene 34
263 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
264 #define svc_hidelmp 36 // [string] slotname
265 #define svc_skybox 37 // [string] skyname
267 // LadyHavoc: my svc_ range, 50-69
268 #define svc_downloaddata 50 // [int] start [short] size
269 #define svc_updatestatubyte 51 // [byte] stat [byte] value
270 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
271 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
272 #define svc_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte
273 #define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
274 #define svc_spawnbaseline2 55 // short modelindex instead of byte
275 #define svc_spawnstatic2 56 // short modelindex instead of byte
276 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
277 #define svc_csqcentities 58 // [short] entnum [variable length] entitydata ... [short] 0x0000
278 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
279 #define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
280 #define svc_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
281 #define svc_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
288 #define clc_disconnect 2
289 #define clc_move 3 // [usercmd_t]
290 #define clc_stringcmd 4 // [string] message
292 // LadyHavoc: my clc_ range, 50-59
293 #define clc_ackframe 50 // [int] framenumber
294 #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)
295 #define clc_unusedlh2 52
296 #define clc_unusedlh3 53
297 #define clc_unusedlh4 54
298 #define clc_unusedlh5 55
299 #define clc_unusedlh6 56
300 #define clc_unusedlh7 57
301 #define clc_unusedlh8 58
302 #define clc_unusedlh9 59
305 // temp entity events
307 #define TE_SPIKE 0 // [vector] origin
308 #define TE_SUPERSPIKE 1 // [vector] origin
309 #define TE_GUNSHOT 2 // [vector] origin
310 #define TE_EXPLOSION 3 // [vector] origin
311 #define TE_TAREXPLOSION 4 // [vector] origin
312 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
313 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
314 #define TE_WIZSPIKE 7 // [vector] origin
315 #define TE_KNIGHTSPIKE 8 // [vector] origin
316 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
317 #define TE_LAVASPLASH 10 // [vector] origin
318 #define TE_TELEPORT 11 // [vector] origin
319 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
322 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
325 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
326 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
327 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
329 // LadyHavoc: added some TE_ codes (block1 - 50-60)
330 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
331 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
332 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
333 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
334 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
335 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
336 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
337 #define TE_GUNSHOTQUAD 57 // [vector] origin
338 #define TE_SPIKEQUAD 58 // [vector] origin
339 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
340 // LadyHavoc: block2 - 70-80
341 #define TE_EXPLOSIONQUAD 70 // [vector] origin
342 #define TE_UNUSED1 71 // unused
343 #define TE_SMALLFLASH 72 // [vector] origin
344 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
345 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
346 #define TE_PLASMABURN 75 // [vector] origin
347 // LadyHavoc: Tei grabbed these codes
348 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
349 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
350 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
351 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
354 // these are bits for the 'flags' field of the entity_state_t
355 #define RENDER_STEP 1
356 #define RENDER_GLOWTRAIL 2
357 #define RENDER_VIEWMODEL 4
358 #define RENDER_EXTERIORMODEL 8
359 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
360 #define RENDER_COLORMAPPED 32
361 #define RENDER_WORLDOBJECT 64 // do not cull this entity with r_cullentities
362 #define RENDER_COMPLEXANIMATION 128
364 #define RENDER_SHADOW 65536 // cast shadow
365 #define RENDER_LIGHT 131072 // receive light
366 #define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
367 // (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)
368 #define RENDER_NODEPTHTEST 1048576
369 #define RENDER_ADDITIVE 2097152
370 #define RENDER_DOUBLESIDED 4194304
371 #define RENDER_CUSTOMIZEDMODELLIGHT 4096
372 #define RENDER_DYNAMICMODELLIGHT 8388608 // origin dependent model light
374 #define MAX_FRAMEGROUPBLENDS 4
375 typedef struct framegroupblend_s
377 // animation number and blend factor
378 // (for most models this is the frame number)
381 // time frame began playing (for framegroup animations)
389 typedef struct skeleton_s
391 const struct model_s *model;
392 struct matrix4x4_s *relativetransforms;
396 typedef enum entity_state_active_e
402 entity_state_active_t;
404 // this was 96 bytes, now 168 bytes (32bit) or 176 bytes (64bit)
405 typedef struct entity_state_s
407 // ! means this is not sent to client
408 double time; // ! time this state was built (used on client for interpolation)
409 float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
413 unsigned int customizeentityforclient; // !
414 unsigned short number; // entity number this state is for
415 unsigned short modelindex;
416 unsigned short frame;
417 unsigned short tagentity;
418 unsigned short specialvisibilityradius; // ! larger if it has effects/light
419 unsigned short viewmodelforclient; // !
420 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
421 unsigned short nodrawtoclient; // !
422 unsigned short drawonlytoclient; // !
423 unsigned short traileffectnum;
424 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
425 unsigned char active; // true if a valid state
426 unsigned char lightstyle;
427 unsigned char lightpflags;
428 unsigned char colormap;
429 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
432 unsigned char glowsize;
433 unsigned char glowcolor;
435 unsigned char internaleffects; // INTEF_FLAG1QW and so on
436 unsigned char tagindex;
437 unsigned char colormod[3];
438 unsigned char glowmod[3];
439 // LadyHavoc: very big data here :(
440 framegroupblend_t framegroupblend[4];
441 skeleton_t skeletonobject;
445 // baseline state values
446 extern entity_state_t defaultstate;
447 // reads a quake entity from the network stream
448 void EntityFrameQuake_ReadEntity(int bits);
449 // checks for stats changes and sets corresponding host_client->statsdeltabits
450 // (also updates host_client->stats array)
451 void Protocol_UpdateClientStats(const int *stats);
452 // writes reliable messages updating stats (not used by DP6 and later
453 // protocols which send updates in their WriteFrame function using a different
454 // method of reliable messaging)
455 void Protocol_WriteStatsReliable(void);
456 // writes a list of quake entities to the network stream
457 // (or as many will fit)
458 qbool EntityFrameQuake_WriteFrame(sizebuf_t *msg, int maxsize, int numstates, const entity_state_t **states);
459 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
460 void EntityFrameQuake_ISeeDeadEntities(void);
464 server updates entities according to some (unmentioned) scheme.
466 a frame consists of all visible entities, some of which are up to date,
467 often some are not up to date.
469 these entities are stored in a range (firstentity/endentity) of structs in the
472 to make a commit the server performs these steps:
473 1. duplicate oldest frame in database (this is the baseline) as new frame, and
474 write frame numbers (oldest frame's number, new frame's number) and eye
475 location to network packet (eye location is obsolete and will be removed in
477 2. write an entity change to packet and modify new frame accordingly
478 (this repeats until packet is sufficiently full or new frame is complete)
479 3. write terminator (0xFFFF) to network packet
480 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
482 to read a commit the client performs these steps:
483 1. reads frame numbers from packet and duplicates baseline frame as new frame,
484 also reads eye location but does nothing with it (obsolete).
485 2. delete frames older than the baseline which was used
486 3. read entity changes from packet until terminator (0xFFFF) is encountered,
487 each change is applied to entity frame.
488 4. sends ack framenumber to server as part of input packet
490 if server receives ack message in put packet it performs these steps:
491 1. remove all older frames from database.
496 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).
498 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
500 to make a commit the server performs these steps:
501 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.
503 This documention is unfinished!
504 the Write function performs these steps:
505 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.
506 2. write differences of an entity compared to selected baseline.
507 3. add entity to entity update in database.
508 4. if there are more entities to write and packet is not full, go back to step 2.
509 5. write terminator (0xFFFF) as entity number.
516 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
519 #define MAX_ENTITY_HISTORY 64
520 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
522 // build entity data in this, to pass to entity read/write functions
523 typedef struct entity_frame_s
531 entity_state_t entitydata[MAX_ENTITY_DATABASE];
535 typedef struct entity_frameinfo_s
539 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
540 int endentity; // index into entitydata, firstentity + numentities
544 typedef struct entityframe_database_s
546 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
547 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
548 // when removing updates from database, nudge down frames array to only contain useful frames
549 // this logic should explain better:
550 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
552 // note: if numframes == 0, insert at start (0 in entitydata)
553 // the only reason this system is used is to avoid copying memory when frames are removed
555 // server only: last sent frame
557 // server only: last acknowledged frame
559 // the current state in the database
561 // table of entities in the entityhistorydata
562 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
564 entity_state_t entitydata[MAX_ENTITY_DATABASE];
566 // structs for building new frames and reading them
567 entity_frame_t deltaframe;
568 entity_frame_t framedata;
570 entityframe_database_t;
572 // LadyHavoc: these are in approximately sorted order, according to cost and
573 // likelyhood of being used for numerous objects in a frame
575 // note that the bytes are not written/read in this order, this is only the
576 // order of the bits to minimize overhead from extend bytes
578 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
579 #define E_ORIGIN1 (1<<0)
580 #define E_ORIGIN2 (1<<1)
581 #define E_ORIGIN3 (1<<2)
582 #define E_ANGLE1 (1<<3)
583 #define E_ANGLE2 (1<<4)
584 #define E_ANGLE3 (1<<5)
585 #define E_MODEL1 (1<<6)
586 #define E_EXTEND1 (1<<7)
588 // enough to describe almost anything
589 #define E_FRAME1 (1<<8)
590 #define E_EFFECTS1 (1<<9)
591 #define E_ALPHA (1<<10)
592 #define E_SCALE (1<<11)
593 #define E_COLORMAP (1<<12)
594 #define E_SKIN (1<<13)
595 #define E_FLAGS (1<<14)
596 #define E_EXTEND2 (1<<15)
598 // players, custom color glows, high model numbers
599 #define E_FRAME2 (1<<16)
600 #define E_MODEL2 (1<<17)
601 #define E_EFFECTS2 (1<<18)
602 #define E_GLOWSIZE (1<<19)
603 #define E_GLOWCOLOR (1<<20)
604 #define E_LIGHT (1<<21)
605 #define E_LIGHTPFLAGS (1<<22)
606 #define E_EXTEND3 (1<<23)
608 #define E_SOUND1 (1<<24)
609 #define E_SOUNDVOL (1<<25)
610 #define E_SOUNDATTEN (1<<26)
611 #define E_TAGATTACHMENT (1<<27)
612 #define E_LIGHTSTYLE (1<<28)
613 #define E_UNUSED6 (1<<29)
614 #define E_UNUSED7 (1<<30)
615 #define E_EXTEND4 (1<<31)
617 // returns difference between two states as E_ flags
618 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
619 // write E_ flags to a msg
620 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
621 // write values for the E_ flagged fields to a msg
622 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
623 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
624 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
626 int EntityState_ReadExtendBits(void);
627 // read values for E_ flagged fields and apply them to a state
628 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
630 // (client and server) allocates a new empty database
631 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
632 // (client and server) frees the database
633 void EntityFrame_FreeDatabase(entityframe_database_t *d);
634 // (server) clears the database to contain no frames (thus delta compression
635 // compresses against nothing)
636 void EntityFrame_ClearDatabase(entityframe_database_t *d);
637 // (server and client) removes frames older than 'frame' from database
638 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
639 // (server) clears frame, to prepare for adding entities
640 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
641 // (server and client) reads a frame from the database
642 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
643 // (client) adds a entity_frame to the database, for future reference
644 void EntityFrame_AddFrame_Client(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
645 // (server) adds a entity_frame to the database, for future reference
646 void EntityFrame_AddFrame_Server(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t **entitydata);
647 // (server) writes a frame to network stream
648 qbool EntityFrame_WriteFrame(sizebuf_t *msg, int maxsize, entityframe_database_t *d, int numstates, const entity_state_t **states, int viewentnum);
649 // (client) reads a frame from network stream
650 void EntityFrame_CL_ReadFrame(void);
651 // (client) returns the frame number of the most recent frame recieved
652 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
654 typedef struct entity_database4_commit_s
656 // frame number this commit represents
658 // number of entities in entity[] array
660 // maximum number of entities in entity[] array (dynamic resizing)
662 entity_state_t *entity;
664 entity_database4_commit_t;
666 typedef struct entity_database4_s
668 // what mempool to use for allocations
671 int referenceframenum;
672 // reference entities array is resized according to demand
673 int maxreferenceentities;
674 // array of states for entities, these are indexable by their entity number (yes there are gaps)
675 entity_state_t *referenceentity;
676 // commits waiting to be applied to the reference database when confirmed
677 // (commit[i]->numentities == 0 means it is empty)
678 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
679 // (server only) the current commit being worked on
680 entity_database4_commit_t *currentcommit;
681 // (server only) if a commit won't fit entirely, continue where it left
683 int currententitynumber;
685 int latestframenumber;
687 entityframe4_database_t;
689 // should-be-private functions that aren't
690 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
691 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
693 // allocate a database
694 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
696 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
697 // reset a database (resets compression but does not reallocate anything)
698 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
699 // updates database to account for a frame-received acknowledgment
700 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
701 // writes a frame to the network stream
702 qbool EntityFrame4_WriteFrame(sizebuf_t *msg, int maxsize, entityframe4_database_t *d, int numstates, const entity_state_t **states);
703 // reads a frame from the network stream
704 void EntityFrame4_CL_ReadFrame(void);
706 // reset all entity fields (typically used if status changed)
707 #define E5_FULLUPDATE (1<<0)
708 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
709 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
710 #define E5_ORIGIN (1<<1)
711 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
712 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
713 #define E5_ANGLES (1<<2)
714 // E5_MODEL16=0: byte = s->modelindex
715 // E5_MODEL16=1: short = s->modelindex
716 #define E5_MODEL (1<<3)
717 // E5_FRAME16=0: byte = s->frame
718 // E5_FRAME16=1: short = s->frame
719 #define E5_FRAME (1<<4)
721 #define E5_SKIN (1<<5)
722 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
723 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
724 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
725 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
726 #define E5_EFFECTS (1<<6)
728 #define E5_EXTEND1 (1<<7)
730 // byte = s->renderflags
731 #define E5_FLAGS (1<<8)
732 // byte = bound(0, s->alpha * 255, 255)
733 #define E5_ALPHA (1<<9)
734 // byte = bound(0, s->scale * 16, 255)
735 #define E5_SCALE (1<<10)
737 #define E5_ORIGIN32 (1<<11)
739 #define E5_ANGLES16 (1<<12)
741 #define E5_MODEL16 (1<<13)
742 // byte = s->colormap
743 #define E5_COLORMAP (1<<14)
745 #define E5_EXTEND2 (1<<15)
747 // short = s->tagentity
748 // byte = s->tagindex
749 #define E5_ATTACHMENT (1<<16)
750 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
751 // byte = s->lightstyle
752 // byte = s->lightpflags
753 #define E5_LIGHT (1<<17)
754 // byte = s->glowsize
755 // byte = s->glowcolor
756 #define E5_GLOW (1<<18)
757 // short = s->effects
758 #define E5_EFFECTS16 (1<<19)
760 #define E5_EFFECTS32 (1<<20)
762 #define E5_FRAME16 (1<<21)
763 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
764 #define E5_COLORMOD (1<<22)
766 #define E5_EXTEND3 (1<<23)
768 // byte[3] = s->glowmod[0], s->glowmod[1], s->glowmod[2]
769 #define E5_GLOWMOD (1<<24)
770 // byte type=0 short frames[1] short times[1]
771 // byte type=1 short frames[2] short times[2] byte lerps[2]
772 // byte type=2 short frames[3] short times[3] byte lerps[3]
773 // byte type=3 short frames[4] short times[4] byte lerps[4]
774 // byte type=4 short modelindex byte numbones {short pose7s[7]}
775 // see also RENDER_COMPLEXANIMATION
776 #define E5_COMPLEXANIMATION (1<<25)
777 // ushort traileffectnum
778 #define E5_TRAILEFFECTNUM (1<<26)
780 #define E5_UNUSED27 (1<<27)
782 #define E5_UNUSED28 (1<<28)
784 #define E5_UNUSED29 (1<<29)
786 #define E5_UNUSED30 (1<<30)
788 #define E5_EXTEND4 (1<<31)
790 #define ENTITYFRAME5_MAXPACKETLOGS 64
791 #define ENTITYFRAME5_MAXSTATES 1024
792 #define ENTITYFRAME5_PRIORITYLEVELS 32
794 typedef struct entityframe5_changestate_s
799 entityframe5_changestate_t;
801 typedef struct entityframe5_packetlog_s
805 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
806 unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
808 entityframe5_packetlog_t;
810 typedef struct entityframe5_database_s
812 // number of the latest message sent to client
814 // updated by WriteFrame for internal use
817 // logs of all recently sent messages (between acked and latest)
818 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
820 // this goes up as needed and causes all the arrays to be reallocated
823 // which properties of each entity have changed since last send
824 int *deltabits; // [maxedicts]
825 // priorities of entities (updated whenever deltabits change)
826 // (derived from deltabits)
827 unsigned char *priorities; // [maxedicts]
828 // last frame this entity was sent on, for prioritzation
829 int *updateframenum; // [maxedicts]
831 // database of current status of all entities
832 entity_state_t *states; // [maxedicts]
833 // which entities are currently active
834 // (duplicate of the active bit of every state in states[])
835 // (derived from states)
836 unsigned char *visiblebits; // [(maxedicts+7)/8]
840 // this is used to decide which changestates to set each frame
841 //int numvisiblestates;
842 //entity_state_t visiblestates[MAX_EDICTS];
844 // sorted changing states that need to be sent to the client
845 // kept sorted in lowest to highest priority order, because this allows
846 // the numchangestates to simply be decremented whenever an state is sent,
847 // rather than a memmove to remove them from the start.
848 //int numchangestates;
849 //entityframe5_changestate_t changestates[MAX_EDICTS];
851 // buffers for building priority info
852 int prioritychaincounts[ENTITYFRAME5_PRIORITYLEVELS];
853 unsigned short prioritychains[ENTITYFRAME5_PRIORITYLEVELS][ENTITYFRAME5_MAXSTATES];
855 entityframe5_database_t;
857 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
858 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
859 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
860 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
861 void EntityFrame5_CL_ReadFrame(void);
862 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
863 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
864 qbool EntityFrame5_WriteFrame(sizebuf_t *msg, int maxsize, entityframe5_database_t *d, int numstates, const entity_state_t **states, int viewentnum, unsigned int movesequence, qbool need_empty);
866 extern cvar_t developer_networkentities;
872 #define qw_svc_disconnect 2
873 #define qw_svc_updatestat 3 // [byte] [byte]
874 #define qw_svc_setview 5 // [short] entity number
875 #define qw_svc_sound 6 // <see code>
876 #define qw_svc_print 8 // [byte] id [string] null terminated string
877 #define qw_svc_stufftext 9 // [string] stuffed into client's console buffer
878 #define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value
879 #define qw_svc_serverdata 11 // [long] protocol ...
880 #define qw_svc_lightstyle 12 // [byte] [string]
881 #define qw_svc_updatefrags 14 // [byte] [short]
882 #define qw_svc_stopsound 16 // <see code>
883 #define qw_svc_damage 19
884 #define qw_svc_spawnstatic 20
885 #define qw_svc_spawnbaseline 22
886 #define qw_svc_temp_entity 23 // variable
887 #define qw_svc_setpause 24 // [byte] on / off
888 #define qw_svc_centerprint 26 // [string] to put in center of the screen
889 #define qw_svc_killedmonster 27
890 #define qw_svc_foundsecret 28
891 #define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
892 #define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle
893 #define qw_svc_finale 31 // [string] text
894 #define qw_svc_cdtrack 32 // [byte] track
895 #define qw_svc_sellscreen 33
896 #define qw_svc_smallkick 34 // set client punchangle to 2
897 #define qw_svc_bigkick 35 // set client punchangle to 4
898 #define qw_svc_updateping 36 // [byte] [short]
899 #define qw_svc_updateentertime 37 // [byte] [float]
900 #define qw_svc_updatestatlong 38 // [byte] [long]
901 #define qw_svc_muzzleflash 39 // [short] entity
902 #define qw_svc_updateuserinfo 40 // [byte] slot [long] uid
903 #define qw_svc_download 41 // [short] size [size bytes]
904 #define qw_svc_playerinfo 42 // variable
905 #define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
906 #define qw_svc_chokecount 44 // [byte] packets choked
907 #define qw_svc_modellist 45 // [strings]
908 #define qw_svc_soundlist 46 // [strings]
909 #define qw_svc_packetentities 47 // [...]
910 #define qw_svc_deltapacketentities 48 // [...]
911 #define qw_svc_maxspeed 49 // maxspeed change, for prediction
912 #define qw_svc_entgravity 50 // gravity change, for prediction
913 #define qw_svc_setinfo 51 // setinfo on a client
914 #define qw_svc_serverinfo 52 // serverinfo
915 #define qw_svc_updatepl 53 // [byte] [byte]
920 #define qw_clc_move 3 // [[usercmd_t]
921 #define qw_clc_stringcmd 4 // [string] message
922 #define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message
923 #define qw_clc_tmove 6 // teleport request, spectator only
924 #define qw_clc_upload 7 // teleport request, spectator only
926 // playerinfo flags from server
927 // playerinfo always sends: playernum, flags, origin[] and framenumber
928 #define QW_PF_MSEC (1<<0)
929 #define QW_PF_COMMAND (1<<1)
930 #define QW_PF_VELOCITY1 (1<<2)
931 #define QW_PF_VELOCITY2 (1<<3)
932 #define QW_PF_VELOCITY3 (1<<4)
933 #define QW_PF_MODEL (1<<5)
934 #define QW_PF_SKINNUM (1<<6)
935 #define QW_PF_EFFECTS (1<<7)
936 #define QW_PF_WEAPONFRAME (1<<8) // only sent for view player
937 #define QW_PF_DEAD (1<<9) // don't block movement any more
938 #define QW_PF_GIB (1<<10) // offset the view height differently
939 #define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction
941 // if the high bit of the client to server byte is set, the low bits are
942 // client move cmd bits
943 // ms and angle2 are allways sent, the others are optional
944 #define QW_CM_ANGLE1 (1<<0)
945 #define QW_CM_ANGLE3 (1<<1)
946 #define QW_CM_FORWARD (1<<2)
947 #define QW_CM_SIDE (1<<3)
948 #define QW_CM_UP (1<<4)
949 #define QW_CM_BUTTONS (1<<5)
950 #define QW_CM_IMPULSE (1<<6)
951 #define QW_CM_ANGLE2 (1<<7)
953 // the first 16 bits of a packetentities update holds 9 bits
954 // of entity number and 7 bits of flags
955 #define QW_U_ORIGIN1 (1<<9)
956 #define QW_U_ORIGIN2 (1<<10)
957 #define QW_U_ORIGIN3 (1<<11)
958 #define QW_U_ANGLE2 (1<<12)
959 #define QW_U_FRAME (1<<13)
960 #define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it
961 #define QW_U_MOREBITS (1<<15)
962 // if MOREBITS is set, these additional flags are read in next
963 #define QW_U_ANGLE1 (1<<0)
964 #define QW_U_ANGLE3 (1<<1)
965 #define QW_U_MODEL (1<<2)
966 #define QW_U_COLORMAP (1<<3)
967 #define QW_U_SKIN (1<<4)
968 #define QW_U_EFFECTS (1<<5)
969 #define QW_U_SOLID (1<<6) // the entity should be solid for prediction
971 // temp entity events
972 #define QW_TE_SPIKE 0
973 #define QW_TE_SUPERSPIKE 1
974 #define QW_TE_GUNSHOT 2
975 #define QW_TE_EXPLOSION 3
976 #define QW_TE_TAREXPLOSION 4
977 #define QW_TE_LIGHTNING1 5
978 #define QW_TE_LIGHTNING2 6
979 #define QW_TE_WIZSPIKE 7
980 #define QW_TE_KNIGHTSPIKE 8
981 #define QW_TE_LIGHTNING3 9
982 #define QW_TE_LAVASPLASH 10
983 #define QW_TE_TELEPORT 11
984 #define QW_TE_BLOOD 12
985 #define QW_TE_LIGHTNINGBLOOD 13
988 #define QW_EF_BRIGHTFIELD 1
989 #define QW_EF_MUZZLEFLASH 2
990 #define QW_EF_BRIGHTLIGHT 4
991 #define QW_EF_DIMLIGHT 8
992 #define QW_EF_FLAG1 16
993 #define QW_EF_FLAG2 32
994 #define QW_EF_BLUE 64
995 #define QW_EF_RED 128
997 #define QW_UPDATE_BACKUP 64
998 #define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
999 #define QW_MAX_PACKET_ENTITIES 64
1001 // note: QW stats are directly compatible with NQ
1002 // (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
1003 // so these defines are not actually used by darkplaces, but kept for reference
1004 #define QW_STAT_HEALTH 0
1005 //#define QW_STAT_FRAGS 1
1006 #define QW_STAT_WEAPON 2
1007 #define QW_STAT_AMMO 3
1008 #define QW_STAT_ARMOR 4
1009 //#define QW_STAT_WEAPONFRAME 5
1010 #define QW_STAT_SHELLS 6
1011 #define QW_STAT_NAILS 7
1012 #define QW_STAT_ROCKETS 8
1013 #define QW_STAT_CELLS 9
1014 #define QW_STAT_ACTIVEWEAPON 10
1015 #define QW_STAT_TOTALSECRETS 11
1016 #define QW_STAT_TOTALMONSTERS 12
1017 #define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
1018 #define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
1019 #define QW_STAT_ITEMS 15
1020 //#define QW_STAT_VIEWHEIGHT 16
1022 // build entity data in this, to pass to entity read/write functions
1023 typedef struct entityframeqw_snapshot_s
1028 entity_state_t entities[QW_MAX_PACKET_ENTITIES];
1030 entityframeqw_snapshot_t;
1032 typedef struct entityframeqw_database_s
1034 entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
1036 entityframeqw_database_t;
1038 entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
1039 void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
1040 void EntityStateQW_ReadPlayerUpdate(void);
1041 void EntityFrameQW_CL_ReadFrame(qbool delta);
1044 void EntityFrameCSQC_LostFrame(struct client_s *client, int framenum);
1045 qbool EntityFrameCSQC_WriteFrame (sizebuf_t *msg, int maxsize, int numnumbers, const unsigned short *numbers, int framenum);