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
22 #define PROTOCOL_VERSION 15
23 #define DPPROTOCOL_VERSION 96
26 #define EF_ROCKET 1 // leave a trail
27 #define EF_GRENADE 2 // leave a trail
28 #define EF_GIB 4 // leave a trail
29 #define EF_ROTATE 8 // rotate (bonus items)
30 #define EF_TRACER 16 // green split trail
31 #define EF_ZOMGIB 32 // small blood trail
32 #define EF_TRACER2 64 // orange split trail + rotate
33 #define EF_TRACER3 128 // purple trail
35 #define EF_BRIGHTFIELD 1
36 #define EF_MUZZLEFLASH 2
37 #define EF_BRIGHTLIGHT 4
40 #define EF_ADDITIVE 32
43 #define EF_DELTA 8388608 // LordHavoc: entity is delta compressed to save network bandwidth
44 // effects/model (can be used as model flags or entity effects)
45 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :)
46 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
47 #define EF_FLAME 1024 // LordHavoc: on fire
49 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
51 // if the high bit of the servercmd is set, the low bits are fast update flags:
52 #define U_MOREBITS (1<<0)
53 #define U_ORIGIN1 (1<<1)
54 #define U_ORIGIN2 (1<<2)
55 #define U_ORIGIN3 (1<<3)
56 #define U_ANGLE2 (1<<4)
57 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
59 #define U_FRAME (1<<6)
60 // just differentiates from other updates
61 #define U_SIGNAL (1<<7)
63 #define U_ANGLE1 (1<<8)
64 #define U_ANGLE3 (1<<9)
65 #define U_MODEL (1<<10)
66 #define U_COLORMAP (1<<11)
67 #define U_SKIN (1<<12)
68 #define U_EFFECTS (1<<13)
69 #define U_LONGENTITY (1<<14)
71 // LordHavoc: protocol extension
72 #define U_EXTEND1 (1<<15)
73 // LordHavoc: first extend byte
74 #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)
75 #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)
76 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
77 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
78 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
79 #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)
80 // LordHavoc: colormod feature has been removed, because no one used it
81 #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...
82 #define U_EXTEND2 (1<<23) // another byte to follow
83 // LordHavoc: second extend byte
84 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
85 #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
86 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
87 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
88 #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)
89 #define U_UNUSED29 (1<<29) // future expansion
90 #define U_UNUSED30 (1<<30) // future expansion
91 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
93 #define SU_VIEWHEIGHT (1<<0)
94 #define SU_IDEALPITCH (1<<1)
95 #define SU_PUNCH1 (1<<2)
96 #define SU_PUNCH2 (1<<3)
97 #define SU_PUNCH3 (1<<4)
98 #define SU_VELOCITY1 (1<<5)
99 #define SU_VELOCITY2 (1<<6)
100 #define SU_VELOCITY3 (1<<7)
101 //define SU_AIMENT (1<<8) AVAILABLE BIT
102 #define SU_ITEMS (1<<9)
103 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
104 #define SU_INWATER (1<<11) // no data follows, the bit is it
105 #define SU_WEAPONFRAME (1<<12)
106 #define SU_ARMOR (1<<13)
107 #define SU_WEAPON (1<<14)
108 #define SU_EXTEND1 (1<<15)
110 #define SU_PUNCHVEC1 (1<<16)
111 #define SU_PUNCHVEC2 (1<<17)
112 #define SU_PUNCHVEC3 (1<<18)
113 #define SU_UNUSED19 (1<<19)
114 #define SU_UNUSED20 (1<<20)
115 #define SU_UNUSED21 (1<<21)
116 #define SU_UNUSED22 (1<<22)
117 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
118 // second extend byte
119 #define SU_UNUSED24 (1<<24)
120 #define SU_UNUSED25 (1<<25)
121 #define SU_UNUSED26 (1<<26)
122 #define SU_UNUSED27 (1<<27)
123 #define SU_UNUSED28 (1<<28)
124 #define SU_UNUSED29 (1<<29)
125 #define SU_UNUSED30 (1<<30)
126 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
128 // a sound with no channel is a local only sound
129 #define SND_VOLUME (1<<0) // a byte
130 #define SND_ATTENUATION (1<<1) // a byte
131 #define SND_LOOPING (1<<2) // a long
134 // defaults for clientinfo messages
135 #define DEFAULT_VIEWHEIGHT 22
138 // game types sent by serverinfo
139 // these determine which intermission screen plays
141 #define GAME_DEATHMATCH 1
144 // note that there are some defs.qc that mirror to these numbers
145 // also related to svc_strings[] in cl_parse
153 #define svc_disconnect 2
154 #define svc_updatestat 3 // [byte] [long]
155 #define svc_version 4 // [long] server version
156 #define svc_setview 5 // [short] entity number
157 #define svc_sound 6 // <see code>
158 #define svc_time 7 // [float] server time
159 #define svc_print 8 // [string] null terminated string
160 #define svc_stufftext 9 // [string] stuffed into client's console buffer
161 // the string should be \n terminated
162 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
164 #define svc_serverinfo 11 // [long] version
165 // [string] signon string
166 // [string]..[0]model cache
167 // [string]...[0]sounds cache
168 #define svc_lightstyle 12 // [byte] [string]
169 #define svc_updatename 13 // [byte] [string]
170 #define svc_updatefrags 14 // [byte] [short]
171 #define svc_clientdata 15 // <shortbits + data>
172 #define svc_stopsound 16 // <see code>
173 #define svc_updatecolors 17 // [byte] [byte]
174 #define svc_particle 18 // [vec3] <variable>
175 #define svc_damage 19
177 #define svc_spawnstatic 20
178 // svc_spawnbinary 21
179 #define svc_spawnbaseline 22
181 #define svc_temp_entity 23
183 #define svc_setpause 24 // [byte] on / off
184 #define svc_signonnum 25 // [byte] used for the signon sequence
186 #define svc_centerprint 26 // [string] to put in center of the screen
188 #define svc_killedmonster 27
189 #define svc_foundsecret 28
191 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
193 #define svc_intermission 30 // [string] music
194 #define svc_finale 31 // [string] music [string] text
196 #define svc_cdtrack 32 // [byte] track [byte] looptrack
197 #define svc_sellscreen 33
199 #define svc_cutscene 34
201 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
202 #define svc_hidelmp 36 // [string] slotname
203 #define svc_skybox 37 // [string] skyname
205 #define svc_cgame 50 // [short] length [bytes] data
206 #define svc_fog 51 // unfinished and obsolete
207 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
208 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
209 #define svc_sound2 54 // short soundindex instead of byte
210 #define svc_spawnbaseline2 55 // short modelindex instead of byte
211 #define svc_spawnstatic2 56 // short modelindex instead of byte
212 #define svc_entities 57 // [short] numentities [int] deltaframe [float vector] eye [variable length] entitydata
213 #define svc_unusedlh3 58
214 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
221 #define clc_disconnect 2
222 #define clc_move 3 // [usercmd_t]
223 #define clc_stringcmd 4 // [string] message
227 // temp entity events
229 #define TE_SPIKE 0 // [vector] origin
230 #define TE_SUPERSPIKE 1 // [vector] origin
231 #define TE_GUNSHOT 2 // [vector] origin
232 #define TE_EXPLOSION 3 // [vector] origin
233 #define TE_TAREXPLOSION 4 // [vector] origin
234 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
235 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
236 #define TE_WIZSPIKE 7 // [vector] origin
237 #define TE_KNIGHTSPIKE 8 // [vector] origin
238 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
239 #define TE_LAVASPLASH 10 // [vector] origin
240 #define TE_TELEPORT 11 // [vector] origin
241 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
244 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
247 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
248 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
249 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
251 // LordHavoc: added some TE_ codes (block1 - 50-60)
252 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
253 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
254 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
255 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
256 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
257 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
258 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
259 #define TE_GUNSHOTQUAD 57 // [vector] origin
260 #define TE_SPIKEQUAD 58 // [vector] origin
261 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
262 // LordHavoc: block2 - 70-80
263 #define TE_EXPLOSIONQUAD 70 // [vector] origin
264 #define TE_BLOOD2 71 // [vector] origin
265 #define TE_SMALLFLASH 72 // [vector] origin
266 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
267 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
268 #define TE_PLASMABURN 75 // [vector] origin
270 #define RENDER_STEP 1
271 #define RENDER_GLOWTRAIL 2
272 #define RENDER_VIEWMODEL 4
273 #define RENDER_EXTERIORMODEL 8
277 double time; // time this state was built
280 int number; // entity number this state is for
281 unsigned short active; // true if a valid state
282 unsigned short modelindex;
283 unsigned short frame;
284 unsigned short effects;
299 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
300 int endentity; // index into entitydata, firstentity + numentities
304 #define MAX_ENTITY_HISTORY 64
305 #define MAX_ENTITY_DATABASE 4096
309 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
310 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
311 // when removing updates from database, nudge down frames array to only contain useful frames
312 // this logic should explain better:
313 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
315 // note: if numframes == 0, insert at start (0 in entitydata)
316 // the only reason this system is used is to avoid copying memory when frames are removed
318 int ackframe; // server only: last acknowledged frame
319 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
320 entity_state_t entitydata[MAX_ENTITY_DATABASE];
324 // build entity data in this, to pass to entity read/write functions
329 entity_state_t entitydata[MAX_ENTITY_DATABASE];
333 void ClearStateToDefault(entity_state_t *s);
334 // (server) clears the database to contain no frames (thus delta compression compresses against nothing)
335 void EntityFrame_ClearDatabase(entity_database_t *d);
336 // (server) acknowledge a frame as recieved by client (removes old frames from database, will use this new frame for delta compression)
337 void EntityFrame_AckFrame(entity_database_t *d, int frame);
338 // (server) clears frame, to prepare for adding entities
339 void EntityFrame_Clear(entity_frame_t *f);
340 // (server) allocates an entity slot in frame, returns NULL if full
341 entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number);
342 // (server) writes a frame to network stream
343 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, int deltaframe, int newframe, sizebuf_t *msg);
344 // (client) reads a frame from network stream
345 void EntityFrame_Read(entity_database_t *d, entity_frame_t *f);
346 // (client) fetchs an entity from the database, read with _Read, fills in structs for current and previous state
347 void EntityFrame_FetchEntity(entity_database_t *d, entity_state_t *previous, entity_state_t *current);