/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // protocol.h -- communications protocols #define PROTOCOL_VERSION 15 #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_GRENADE 2 // leave a trail #define EF_GIB 4 // leave a trail #define EF_ROTATE 8 // rotate (bonus items) #define EF_TRACER 16 // green split trail #define EF_ZOMGIB 32 // small blood trail #define EF_TRACER2 64 // orange split trail + rotate #define EF_TRACER3 128 // purple trail // entity effects #define EF_BRIGHTFIELD 1 #define EF_MUZZLEFLASH 2 #define EF_BRIGHTLIGHT 4 #define EF_DIMLIGHT 8 #define EF_NODRAW 16 #define EF_ADDITIVE 32 #define EF_BLUE 64 #define EF_RED 128 #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 :) (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) // 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) // just differentiates from other updates #define U_SIGNAL (1<<7) #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) // 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) // 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_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_PUNCH1 (1<<2) #define SU_PUNCH2 (1<<3) #define SU_PUNCH3 (1<<4) #define SU_VELOCITY1 (1<<5) #define SU_VELOCITY2 (1<<6) #define SU_VELOCITY3 (1<<7) //define SU_AIMENT (1<<8) AVAILABLE BIT #define SU_ITEMS (1<<9) #define SU_ONGROUND (1<<10) // no data follows, the bit is it #define SU_INWATER (1<<11) // no data follows, the bit is it #define SU_WEAPONFRAME (1<<12) #define SU_ARMOR (1<<13) #define SU_WEAPON (1<<14) #define SU_EXTEND1 (1<<15) // first extend byte #define SU_PUNCHVEC1 (1<<16) #define SU_PUNCHVEC2 (1<<17) #define SU_PUNCHVEC3 (1<<18) #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 SU_EXTEND2 (1<<23) // another byte to follow, future expansion // second extend byte #define SU_UNUSED24 (1<<24) #define SU_UNUSED25 (1<<25) #define SU_UNUSED26 (1<<26) #define SU_UNUSED27 (1<<27) #define SU_UNUSED28 (1<<28) #define SU_UNUSED29 (1<<29) #define SU_UNUSED30 (1<<30) #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion // a sound with no channel is a local only sound #define SND_VOLUME (1<<0) // a byte #define SND_ATTENUATION (1<<1) // a byte #define SND_LOOPING (1<<2) // a long // defaults for clientinfo messages #define DEFAULT_VIEWHEIGHT 22 // game types sent by serverinfo // these determine which intermission screen plays #define GAME_COOP 0 #define GAME_DEATHMATCH 1 //================== // note that there are some defs.qc that mirror to these numbers // also related to svc_strings[] in cl_parse //================== // // server to client // #define svc_bad 0 #define svc_nop 1 #define svc_disconnect 2 #define svc_updatestat 3 // [byte] [long] #define svc_version 4 // [long] server version #define svc_setview 5 // [short] entity number #define svc_sound 6 // #define svc_time 7 // [float] server time #define svc_print 8 // [string] null terminated string #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 // [string]...[0]sounds cache #define svc_lightstyle 12 // [byte] [string] #define svc_updatename 13 // [byte] [string] #define svc_updatefrags 14 // [byte] [short] #define svc_clientdata 15 // #define svc_stopsound 16 // #define svc_updatecolors 17 // [byte] [byte] #define svc_particle 18 // [vec3] #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_signonnum 25 // [byte] used for the signon sequence #define svc_centerprint 26 // [string] to put in center of the screen #define svc_killedmonster 27 #define svc_foundsecret 28 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten #define svc_intermission 30 // [string] music #define svc_finale 31 // [string] music [string] text #define svc_cdtrack 32 // [byte] track [byte] looptrack #define svc_sellscreen 33 #define svc_cutscene 34 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y #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 #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_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_bad 0 #define clc_nop 1 #define clc_disconnect 2 #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_SPIKE 0 // [vector] origin #define TE_SUPERSPIKE 1 // [vector] origin #define TE_GUNSHOT 2 // [vector] origin #define TE_EXPLOSION 3 // [vector] origin #define TE_TAREXPLOSION 4 // [vector] origin #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end #define TE_WIZSPIKE 7 // [vector] origin #define TE_KNIGHTSPIKE 8 // [vector] origin #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end #define TE_LAVASPLASH 10 // [vector] origin #define TE_TELEPORT 11 // [vector] origin #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount // PGM 01/21/97 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end // 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_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end // LordHavoc: added some TE_ codes (block1 - 50-60) #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color #define TE_GUNSHOTQUAD 57 // [vector] origin #define TE_SPIKEQUAD 58 // [vector] origin #define TE_SUPERSPIKEQUAD 59 // [vector] origin // LordHavoc: block2 - 70-80 #define TE_EXPLOSIONQUAD 70 // [vector] origin #define TE_BLOOD2 71 // [vector] origin #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 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) 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); // (client) fetchs an entity from the frame by entity 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);