#ifndef PROTOCOL_H
#define PROTOCOL_H
-// LordHavoc: I own protocol ranges 96, 97, 3500-3599
+// protocolversion_t is defined in common.h
-// quake or darkplaces extended quake entity protocol
-// (still used by TomazQuake and others)
-#define PROTOCOL_QUAKE 15
-
-// neh_gl entity protocol
-// (failed QSG protocol, used only by nehahra movie)
-#define PROTOCOL_NEHAHRAMOVIE 250
-
-// entityframe protocol
-#define PROTOCOL_DARKPLACES1 96
-#define PROTOCOL_DARKPLACES2 97
-
-// entityframe4 protocol
-#define PROTOCOL_DARKPLACES3 3500
-#define PROTOCOL_DARKPLACES4 3501
-
-// entityframe5 protocol
-#define PROTOCOL_DARKPLACES5 3502
+protocolversion_t Protocol_EnumForName(const char *s);
+const char *Protocol_NameForEnum(protocolversion_t p);
+protocolversion_t Protocol_EnumForNumber(int n);
+int Protocol_NumberForEnum(protocolversion_t p);
+void Protocol_Names(char *buffer, size_t buffersize);
// model effects
#define EF_ROCKET 1 // leave a trail
#define EF_FLAME 1024 // LordHavoc: on fire
#define EF_STARDUST 2048 // LordHavoc: showering sparks
#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
+#define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
+#define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
+#define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
+#define EF_FLAG1QW 16777216 // internal client use only
+#define EF_FLAG2QW 33554432 // internal client use only
#define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
// flags for the pflags field of entities
#define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, 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 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_unusedlh1 51
+// LordHavoc: my svc_ range, 50-69
+#define svc_downloaddata 50 // [int] start [short] size
+#define svc_updatestatubyte 51 // [byte] stat [byte] value
#define svc_effect 52 // [vector] org [byte] 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_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte
+#define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
#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_csqcentities 58 // [short] entnum [variable length] entitydata ... [short] 0x0000
#define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
+#define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
+#define svc_pointparticles 61 // [short] effectnum [vector] start [vector] end [short] count
//
// client to server
#define clc_stringcmd 4 // [string] message
// LordHavoc: my clc_ range, 50-59
-#define clc_ackentities 50 // [int] framenumber
-#define clc_unusedlh1 51
+#define clc_ackframe 50 // [int] framenumber
+#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)
#define clc_unusedlh2 52
#define clc_unusedlh3 53
#define clc_unusedlh4 54
#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
-#define RENDER_SHADOW 64 // cast shadow
-#define RENDER_LIGHT 128 // receive light
+#define RENDER_SHADOW 65536 // cast shadow
+#define RENDER_LIGHT 131072 // receive light
+#define RENDER_TRANSPARENT 262144 // can't light during opaque stage
+#define RENDER_NOCULLFACE 524288 // render as double sided (disable GL_CULL_FACE)
-// this is 80 bytes
-typedef struct
+// this is 88 bytes
+typedef struct entity_state_s
{
// ! means this is not sent to client
double time; // ! time this state was built (used on client for interpolation)
float angles[3];
int number; // entity number this state is for
int effects;
+ unsigned int customizeentityforclient; // !
unsigned short modelindex;
unsigned short frame;
unsigned short tagentity;
unsigned char glowcolor;
unsigned char flags;
unsigned char tagindex;
- unsigned char colormod;
+ unsigned char colormod[3];
// padding to a multiple of 8 bytes (to align the double time)
- unsigned char unused[4];
+ unsigned char unused[6];
}
entity_state_t;
// baseline state values
-entity_state_t defaultstate;
+extern entity_state_t defaultstate;
// reads a quake entity from the network stream
void EntityFrameQuake_ReadEntity(int bits);
// writes a list of quake entities to the network stream
server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
*/
-typedef struct
+typedef struct entity_frameinfo_s
{
double time;
int framenum;
#define MAX_ENTITY_HISTORY 64
#define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
-typedef struct
+typedef struct entityframe_database_s
{
// 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
entityframe_database_t;
// build entity data in this, to pass to entity read/write functions
-typedef struct
+typedef struct entity_frame_s
{
double time;
int framenum;
int currententitynumber;
// (server only)
int latestframenumber;
- // (client only) most recently received frame number to be sent in next
- // input update
- int ackframenum;
}
entityframe4_database_t;
// reset a database (resets compression but does not reallocate anything)
void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
// updates database to account for a frame-received acknowledgment
-int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum);
+int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
// writes a frame to the network stream
void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
// reads a frame from the network stream
// byte = bound(0, s->scale * 16, 255)
#define E5_SCALE (1<<10)
// flag
-#define E5_ORIGIN32 (1<<11)
+#define E5_ORIGIN32 (1<<11)
// flag
#define E5_ANGLES16 (1<<12)
// flag
#define E5_EFFECTS32 (1<<20)
// flag
#define E5_FRAME16 (1<<21)
-// unused
-#define E5_UNUSED22 (1<<22)
+// byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
+#define E5_COLORMOD (1<<22)
// bits >= (1<<24)
#define E5_EXTEND3 (1<<23)
int packetnumber;
int numstates;
entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
+ unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
}
entityframe5_packetlog_t;
{
// number of the latest message sent to client
int latestframenum;
- // number of the latest message acknowledged by client
- int ackframenum;
+ // updated by WriteFrame for internal use
+ int viewentnum;
// logs of all recently sent messages (between acked and latest)
entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
+ // this goes up as needed and causes all the arrays to be reallocated
+ int maxedicts;
+
// which properties of each entity have changed since last send
- int deltabits[MAX_EDICTS];
+ int *deltabits; // [maxedicts]
// priorities of entities (updated whenever deltabits change)
// (derived from deltabits)
- qbyte priorities[MAX_EDICTS];
+ unsigned char *priorities; // [maxedicts]
// last frame this entity was sent on, for prioritzation
- int updateframenum[MAX_EDICTS];
+ int *updateframenum; // [maxedicts]
// database of current status of all entities
- // (FIXME: this is 2.5mb per client even if most is unused!)
- entity_state_t states[MAX_EDICTS];
+ entity_state_t *states; // [maxedicts]
// which entities are currently active
// (duplicate of the active bit of every state in states[])
// (derived from states)
- qbyte visiblebits[(MAX_EDICTS+7)/8];
+ unsigned char *visiblebits; // [(maxedicts+7)/8]
+
+ // delta compression of stats
+ unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
+ int stats[MAX_CL_STATS];
// old notes
entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
-void EntityFrame5_ResetDatabase(entityframe5_database_t *d);
-int EntityState5_Priority(entityframe5_database_t *d, entity_state_t *view, entity_state_t *s, int changedbits, int age);
void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
void EntityFrame5_CL_ReadFrame(void);
-void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum, int viewentnum);
-void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
+void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
+void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
+void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int *stats, int movesequence);
extern cvar_t developer_networkentities;
+// QUAKEWORLD
+// server to client
+#define qw_svc_bad 0
+#define qw_svc_nop 1
+#define qw_svc_disconnect 2
+#define qw_svc_updatestat 3 // [byte] [byte]
+#define qw_svc_setview 5 // [short] entity number
+#define qw_svc_sound 6 // <see code>
+#define qw_svc_print 8 // [byte] id [string] null terminated string
+#define qw_svc_stufftext 9 // [string] stuffed into client's console buffer
+#define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value
+#define qw_svc_serverdata 11 // [long] protocol ...
+#define qw_svc_lightstyle 12 // [byte] [string]
+#define qw_svc_updatefrags 14 // [byte] [short]
+#define qw_svc_stopsound 16 // <see code>
+#define qw_svc_damage 19
+#define qw_svc_spawnstatic 20
+#define qw_svc_spawnbaseline 22
+#define qw_svc_temp_entity 23 // variable
+#define qw_svc_setpause 24 // [byte] on / off
+#define qw_svc_centerprint 26 // [string] to put in center of the screen
+#define qw_svc_killedmonster 27
+#define qw_svc_foundsecret 28
+#define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
+#define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle
+#define qw_svc_finale 31 // [string] text
+#define qw_svc_cdtrack 32 // [byte] track
+#define qw_svc_sellscreen 33
+#define qw_svc_smallkick 34 // set client punchangle to 2
+#define qw_svc_bigkick 35 // set client punchangle to 4
+#define qw_svc_updateping 36 // [byte] [short]
+#define qw_svc_updateentertime 37 // [byte] [float]
+#define qw_svc_updatestatlong 38 // [byte] [long]
+#define qw_svc_muzzleflash 39 // [short] entity
+#define qw_svc_updateuserinfo 40 // [byte] slot [long] uid
+#define qw_svc_download 41 // [short] size [size bytes]
+#define qw_svc_playerinfo 42 // variable
+#define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
+#define qw_svc_chokecount 44 // [byte] packets choked
+#define qw_svc_modellist 45 // [strings]
+#define qw_svc_soundlist 46 // [strings]
+#define qw_svc_packetentities 47 // [...]
+#define qw_svc_deltapacketentities 48 // [...]
+#define qw_svc_maxspeed 49 // maxspeed change, for prediction
+#define qw_svc_entgravity 50 // gravity change, for prediction
+#define qw_svc_setinfo 51 // setinfo on a client
+#define qw_svc_serverinfo 52 // serverinfo
+#define qw_svc_updatepl 53 // [byte] [byte]
+// QUAKEWORLD
+// client to server
+#define qw_clc_bad 0
+#define qw_clc_nop 1
+#define qw_clc_move 3 // [[usercmd_t]
+#define qw_clc_stringcmd 4 // [string] message
+#define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message
+#define qw_clc_tmove 6 // teleport request, spectator only
+#define qw_clc_upload 7 // teleport request, spectator only
+// QUAKEWORLD
+// playerinfo flags from server
+// playerinfo always sends: playernum, flags, origin[] and framenumber
+#define QW_PF_MSEC (1<<0)
+#define QW_PF_COMMAND (1<<1)
+#define QW_PF_VELOCITY1 (1<<2)
+#define QW_PF_VELOCITY2 (1<<3)
+#define QW_PF_VELOCITY3 (1<<4)
+#define QW_PF_MODEL (1<<5)
+#define QW_PF_SKINNUM (1<<6)
+#define QW_PF_EFFECTS (1<<7)
+#define QW_PF_WEAPONFRAME (1<<8) // only sent for view player
+#define QW_PF_DEAD (1<<9) // don't block movement any more
+#define QW_PF_GIB (1<<10) // offset the view height differently
+#define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction
+// QUAKEWORLD
+// if the high bit of the client to server byte is set, the low bits are
+// client move cmd bits
+// ms and angle2 are allways sent, the others are optional
+#define QW_CM_ANGLE1 (1<<0)
+#define QW_CM_ANGLE3 (1<<1)
+#define QW_CM_FORWARD (1<<2)
+#define QW_CM_SIDE (1<<3)
+#define QW_CM_UP (1<<4)
+#define QW_CM_BUTTONS (1<<5)
+#define QW_CM_IMPULSE (1<<6)
+#define QW_CM_ANGLE2 (1<<7)
+// QUAKEWORLD
+// the first 16 bits of a packetentities update holds 9 bits
+// of entity number and 7 bits of flags
+#define QW_U_ORIGIN1 (1<<9)
+#define QW_U_ORIGIN2 (1<<10)
+#define QW_U_ORIGIN3 (1<<11)
+#define QW_U_ANGLE2 (1<<12)
+#define QW_U_FRAME (1<<13)
+#define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it
+#define QW_U_MOREBITS (1<<15)
+// if MOREBITS is set, these additional flags are read in next
+#define QW_U_ANGLE1 (1<<0)
+#define QW_U_ANGLE3 (1<<1)
+#define QW_U_MODEL (1<<2)
+#define QW_U_COLORMAP (1<<3)
+#define QW_U_SKIN (1<<4)
+#define QW_U_EFFECTS (1<<5)
+#define QW_U_SOLID (1<<6) // the entity should be solid for prediction
+// QUAKEWORLD
+// temp entity events
+#define QW_TE_SPIKE 0
+#define QW_TE_SUPERSPIKE 1
+#define QW_TE_GUNSHOT 2
+#define QW_TE_EXPLOSION 3
+#define QW_TE_TAREXPLOSION 4
+#define QW_TE_LIGHTNING1 5
+#define QW_TE_LIGHTNING2 6
+#define QW_TE_WIZSPIKE 7
+#define QW_TE_KNIGHTSPIKE 8
+#define QW_TE_LIGHTNING3 9
+#define QW_TE_LAVASPLASH 10
+#define QW_TE_TELEPORT 11
+#define QW_TE_BLOOD 12
+#define QW_TE_LIGHTNINGBLOOD 13
+// QUAKEWORLD
+// effect flags
+#define QW_EF_BRIGHTFIELD 1
+#define QW_EF_MUZZLEFLASH 2
+#define QW_EF_BRIGHTLIGHT 4
+#define QW_EF_DIMLIGHT 8
+#define QW_EF_FLAG1 16
+#define QW_EF_FLAG2 32
+#define QW_EF_BLUE 64
+#define QW_EF_RED 128
+
+#define QW_UPDATE_BACKUP 64
+#define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
+#define QW_MAX_PACKET_ENTITIES 64
+
+// note: QW stats are directly compatible with NQ
+// (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
+// so these defines are not actually used by darkplaces, but kept for reference
+#define QW_STAT_HEALTH 0
+//#define QW_STAT_FRAGS 1
+#define QW_STAT_WEAPON 2
+#define QW_STAT_AMMO 3
+#define QW_STAT_ARMOR 4
+//#define QW_STAT_WEAPONFRAME 5
+#define QW_STAT_SHELLS 6
+#define QW_STAT_NAILS 7
+#define QW_STAT_ROCKETS 8
+#define QW_STAT_CELLS 9
+#define QW_STAT_ACTIVEWEAPON 10
+#define QW_STAT_TOTALSECRETS 11
+#define QW_STAT_TOTALMONSTERS 12
+#define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
+#define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
+#define QW_STAT_ITEMS 15
+//#define QW_STAT_VIEWHEIGHT 16
+
+// build entity data in this, to pass to entity read/write functions
+typedef struct entityframeqw_snapshot_s
+{
+ double time;
+ qboolean invalid;
+ int num_entities;
+ entity_state_t entities[QW_MAX_PACKET_ENTITIES];
+}
+entityframeqw_snapshot_t;
+
+typedef struct entityframeqw_database_s
+{
+ entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
+}
+entityframeqw_database_t;
+
+entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
+void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
+void EntityStateQW_ReadPlayerUpdate(void);
+void EntityFrameQW_CL_ReadFrame(qboolean delta);
+
#endif