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
25 #define PROTOCOL_VERSION 15
26 #define DPPROTOCOL_VERSION1 96
27 #define DPPROTOCOL_VERSION2 97
28 // LordHavoc: I think the 96-99 range was going to run out too soon...
29 // so here I jump to 3500
30 #define DPPROTOCOL_VERSION3 3500
31 // partial entity updates, changed entity origin updates back to quake style
32 // (RENDER_LOWPRECISION on by default, but the precision was changed from
33 // integer to 1/8th unit like quake)
34 #define DPPROTOCOL_VERSION4 3501
37 #define EF_ROCKET 1 // leave a trail
38 #define EF_GRENADE 2 // leave a trail
39 #define EF_GIB 4 // leave a trail
40 #define EF_ROTATE 8 // rotate (bonus items)
41 #define EF_TRACER 16 // green split trail
42 #define EF_ZOMGIB 32 // small blood trail
43 #define EF_TRACER2 64 // orange split trail + rotate
44 #define EF_TRACER3 128 // purple trail
46 #define EF_BRIGHTFIELD 1
47 #define EF_MUZZLEFLASH 2
48 #define EF_BRIGHTLIGHT 4
51 #define EF_ADDITIVE 32
54 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
55 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
56 // effects/model (can be used as model flags or entity effects)
57 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
58 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
59 #define EF_FLAME 1024 // LordHavoc: on fire
60 #define EF_STARDUST 2048 // LordHavoc: showering sparks
61 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
63 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
65 // if the high bit of the servercmd is set, the low bits are fast update flags:
66 #define U_MOREBITS (1<<0)
67 #define U_ORIGIN1 (1<<1)
68 #define U_ORIGIN2 (1<<2)
69 #define U_ORIGIN3 (1<<3)
70 #define U_ANGLE2 (1<<4)
71 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
73 #define U_FRAME (1<<6)
74 // just differentiates from other updates
75 #define U_SIGNAL (1<<7)
77 #define U_ANGLE1 (1<<8)
78 #define U_ANGLE3 (1<<9)
79 #define U_MODEL (1<<10)
80 #define U_COLORMAP (1<<11)
81 #define U_SKIN (1<<12)
82 #define U_EFFECTS (1<<13)
83 #define U_LONGENTITY (1<<14)
85 // LordHavoc: protocol extension
86 #define U_EXTEND1 (1<<15)
87 // LordHavoc: first extend byte
88 #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)
89 #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)
90 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
91 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
92 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
93 #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)
94 // LordHavoc: colormod feature has been removed, because no one used it
95 #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...
96 #define U_EXTEND2 (1<<23) // another byte to follow
97 // LordHavoc: second extend byte
98 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
99 #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
100 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
101 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
102 #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)
103 #define U_UNUSED29 (1<<29) // future expansion
104 #define U_UNUSED30 (1<<30) // future expansion
105 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
107 #define SU_VIEWHEIGHT (1<<0)
108 #define SU_IDEALPITCH (1<<1)
109 #define SU_PUNCH1 (1<<2)
110 #define SU_PUNCH2 (1<<3)
111 #define SU_PUNCH3 (1<<4)
112 #define SU_VELOCITY1 (1<<5)
113 #define SU_VELOCITY2 (1<<6)
114 #define SU_VELOCITY3 (1<<7)
115 //define SU_AIMENT (1<<8) AVAILABLE BIT
116 #define SU_ITEMS (1<<9)
117 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
118 #define SU_INWATER (1<<11) // no data follows, the bit is it
119 #define SU_WEAPONFRAME (1<<12)
120 #define SU_ARMOR (1<<13)
121 #define SU_WEAPON (1<<14)
122 #define SU_EXTEND1 (1<<15)
124 #define SU_PUNCHVEC1 (1<<16)
125 #define SU_PUNCHVEC2 (1<<17)
126 #define SU_PUNCHVEC3 (1<<18)
127 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
128 #define SU_UNUSED20 (1<<20)
129 #define SU_UNUSED21 (1<<21)
130 #define SU_UNUSED22 (1<<22)
131 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
132 // second extend byte
133 #define SU_UNUSED24 (1<<24)
134 #define SU_UNUSED25 (1<<25)
135 #define SU_UNUSED26 (1<<26)
136 #define SU_UNUSED27 (1<<27)
137 #define SU_UNUSED28 (1<<28)
138 #define SU_UNUSED29 (1<<29)
139 #define SU_UNUSED30 (1<<30)
140 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
142 // a sound with no channel is a local only sound
143 #define SND_VOLUME (1<<0) // a byte
144 #define SND_ATTENUATION (1<<1) // a byte
145 #define SND_LOOPING (1<<2) // a long
146 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
147 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
150 // defaults for clientinfo messages
151 #define DEFAULT_VIEWHEIGHT 22
154 // game types sent by serverinfo
155 // these determine which intermission screen plays
157 #define GAME_DEATHMATCH 1
160 // note that there are some defs.qc that mirror to these numbers
161 // also related to svc_strings[] in cl_parse
169 #define svc_disconnect 2
170 #define svc_updatestat 3 // [byte] [long]
171 #define svc_version 4 // [long] server version
172 #define svc_setview 5 // [short] entity number
173 #define svc_sound 6 // <see code>
174 #define svc_time 7 // [float] server time
175 #define svc_print 8 // [string] null terminated string
176 #define svc_stufftext 9 // [string] stuffed into client's console buffer
177 // the string should be \n terminated
178 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
180 #define svc_serverinfo 11 // [long] version
181 // [string] signon string
182 // [string]..[0]model cache
183 // [string]...[0]sounds cache
184 #define svc_lightstyle 12 // [byte] [string]
185 #define svc_updatename 13 // [byte] [string]
186 #define svc_updatefrags 14 // [byte] [short]
187 #define svc_clientdata 15 // <shortbits + data>
188 #define svc_stopsound 16 // <see code>
189 #define svc_updatecolors 17 // [byte] [byte]
190 #define svc_particle 18 // [vec3] <variable>
191 #define svc_damage 19
193 #define svc_spawnstatic 20
194 // svc_spawnbinary 21
195 #define svc_spawnbaseline 22
197 #define svc_temp_entity 23
199 #define svc_setpause 24 // [byte] on / off
200 #define svc_signonnum 25 // [byte] used for the signon sequence
202 #define svc_centerprint 26 // [string] to put in center of the screen
204 #define svc_killedmonster 27
205 #define svc_foundsecret 28
207 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
209 #define svc_intermission 30 // [string] music
210 #define svc_finale 31 // [string] music [string] text
212 #define svc_cdtrack 32 // [byte] track [byte] looptrack
213 #define svc_sellscreen 33
215 #define svc_cutscene 34
217 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
218 #define svc_hidelmp 36 // [string] slotname
219 #define svc_skybox 37 // [string] skyname
221 // LordHavoc: my svc_ range, 50-59
222 #define svc_cgame 50 // [short] length [bytes] data
223 #define svc_unusedlh1 51
224 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
225 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
226 #define svc_sound2 54 // short soundindex instead of byte
227 #define svc_spawnbaseline2 55 // short modelindex instead of byte
228 #define svc_spawnstatic2 56 // short modelindex instead of byte
229 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
230 #define svc_unusedlh3 58
231 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
238 #define clc_disconnect 2
239 #define clc_move 3 // [usercmd_t]
240 #define clc_stringcmd 4 // [string] message
242 // LordHavoc: my clc_ range, 50-59
243 #define clc_ackentities 50 // [int] framenumber
244 #define clc_unusedlh1 51
245 #define clc_unusedlh2 52
246 #define clc_unusedlh3 53
247 #define clc_unusedlh4 54
248 #define clc_unusedlh5 55
249 #define clc_unusedlh6 56
250 #define clc_unusedlh7 57
251 #define clc_unusedlh8 58
252 #define clc_unusedlh9 59
255 // temp entity events
257 #define TE_SPIKE 0 // [vector] origin
258 #define TE_SUPERSPIKE 1 // [vector] origin
259 #define TE_GUNSHOT 2 // [vector] origin
260 #define TE_EXPLOSION 3 // [vector] origin
261 #define TE_TAREXPLOSION 4 // [vector] origin
262 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
263 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
264 #define TE_WIZSPIKE 7 // [vector] origin
265 #define TE_KNIGHTSPIKE 8 // [vector] origin
266 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
267 #define TE_LAVASPLASH 10 // [vector] origin
268 #define TE_TELEPORT 11 // [vector] origin
269 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
272 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
275 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
276 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
277 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
279 // LordHavoc: added some TE_ codes (block1 - 50-60)
280 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
281 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
282 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
283 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
284 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
285 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
286 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
287 #define TE_GUNSHOTQUAD 57 // [vector] origin
288 #define TE_SPIKEQUAD 58 // [vector] origin
289 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
290 // LordHavoc: block2 - 70-80
291 #define TE_EXPLOSIONQUAD 70 // [vector] origin
292 #define TE_BLOOD2 71 // [vector] origin
293 #define TE_SMALLFLASH 72 // [vector] origin
294 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
295 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
296 #define TE_PLASMABURN 75 // [vector] origin
297 // LordHavoc: Tei grabbed these codes
298 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
299 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
300 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
301 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
304 // these are bits for the 'flags' field of the entity_state_t
305 #define RENDER_STEP 1
306 #define RENDER_GLOWTRAIL 2
307 #define RENDER_VIEWMODEL 4
308 #define RENDER_EXTERIORMODEL 8
309 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
310 #define RENDER_COLORMAPPED 32
311 #define RENDER_SHADOW 64 // cast shadow
315 double time; // time this state was built
318 int number; // entity number this state is for
319 unsigned short active; // true if a valid state
320 unsigned short modelindex;
321 unsigned short frame;
322 unsigned short effects;
337 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
338 int endentity; // index into entitydata, firstentity + numentities
342 #define MAX_ENTITY_HISTORY 64
343 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
347 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
348 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
349 // when removing updates from database, nudge down frames array to only contain useful frames
350 // this logic should explain better:
351 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
353 // note: if numframes == 0, insert at start (0 in entitydata)
354 // the only reason this system is used is to avoid copying memory when frames are removed
356 // server only: last acknowledged frame
358 // the current state in the database
360 // table of entities in the entityhistorydata
361 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
363 entity_state_t entitydata[MAX_ENTITY_DATABASE];
367 // build entity data in this, to pass to entity read/write functions
374 entity_state_t entitydata[MAX_ENTITY_DATABASE];
380 server only updates entities according to some (unmentioned) scheme.
382 a commit consists of all entities changed at server's discretion,
383 these entities are stored in a range (start/count) of structs in the
384 commitentity[] buffer.
386 when a commit is confirmed, range_count entity states beginning at
387 commitentity[range_start] (this may wrap!) are read and copied into
388 currententity according to their .number field, and the commit (and
389 any older commits) are deleted.
392 // DPPROTOCOL_VERSION4
393 #define MAX_ENTITIES_PER_FRAME 1024
395 // DPPROTOCOL_VERSION4
403 // range of commmitentity[] items owned by this frame (this may wrap!)
407 entity_commitframe4_t;
409 // DPPROTOCOL_VERSION4
412 // note: each frame contains a limited number of entities, so in
413 // situations with a high maximum data rate AND large number of entities,
414 // updates may be partial despite a high data rate.
416 // time of current frame
418 // number of current frame
421 // number of frames waiting to be committed to database
424 // current entity states
425 entity_state_t entity[MAX_EDICTS];
427 // unconfirmed entity states
428 entity_state_t commitentity[MAX_EDICTS];
430 // frame updates that have not yet been committed to entity
431 entity_commitframe4_t commitframes[MAX_ENTITY_HISTORY];
435 // LordHavoc: these are in approximately sorted order, according to cost and
436 // likelyhood of being used for numerous objects in a frame
438 // note that the bytes are not written/read in this order, this is only the
439 // order of the bits to minimize overhead from extend bytes
441 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
442 #define E_ORIGIN1 (1<<0)
443 #define E_ORIGIN2 (1<<1)
444 #define E_ORIGIN3 (1<<2)
445 #define E_ANGLE1 (1<<3)
446 #define E_ANGLE2 (1<<4)
447 #define E_ANGLE3 (1<<5)
448 #define E_MODEL1 (1<<6)
449 #define E_EXTEND1 (1<<7)
451 // enough to describe almost anything
452 #define E_FRAME1 (1<<8)
453 #define E_EFFECTS1 (1<<9)
454 #define E_ALPHA (1<<10)
455 #define E_SCALE (1<<11)
456 #define E_COLORMAP (1<<12)
457 #define E_SKIN (1<<13)
458 #define E_FLAGS (1<<14)
459 #define E_EXTEND2 (1<<15)
461 // players, custom color glows, high model numbers
462 #define E_FRAME2 (1<<16)
463 #define E_MODEL2 (1<<17)
464 #define E_EFFECTS2 (1<<18)
465 #define E_GLOWSIZE (1<<19)
466 #define E_GLOWCOLOR (1<<20)
467 #define E_UNUSED1 (1<<21)
468 #define E_UNUSED2 (1<<22)
469 #define E_EXTEND3 (1<<23)
471 #define E_SOUND1 (1<<24)
472 #define E_SOUNDVOL (1<<25)
473 #define E_SOUNDATTEN (1<<26)
474 #define E_UNUSED4 (1<<27)
475 #define E_UNUSED5 (1<<28)
476 #define E_UNUSED6 (1<<29)
477 #define E_UNUSED7 (1<<30)
478 #define E_EXTEND4 (1<<31)
480 void ClearStateToDefault(entity_state_t *s);
482 // (server) clears the database to contain no frames (thus delta compression
483 // compresses against nothing)
484 void EntityFrame_ClearDatabase(entity_database_t *d);
485 // (server and client) removes frames older than 'frame' from database
486 void EntityFrame_AckFrame(entity_database_t *d, int frame);
487 // (server) clears frame, to prepare for adding entities
488 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye);
489 // (server) allocates an entity slot in frame, returns NULL if full
490 entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number);
491 // (server and client) reads a frame from the database
492 void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
493 // (server and client) adds a entity_frame to the database, for future
495 void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
496 // (server) writes a frame to network stream
497 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
498 // (client) reads a frame from network stream
499 void EntityFrame_Read(entity_database_t *d);
500 // (client) returns the frame number of the most recent frame recieved
501 int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
505 // (server and client) clears the database to contain blank entities and no
506 // commits (thus delta compression compresses against nothing)
507 void EntityFrame4_ClearDatabase(entity_database4_t *d);
508 // (server and client) applies commit to database and removes it (and older)
509 void EntityFrame4_Commit_Ack(entity_database4_t *d, int frame);
510 // (server) prepares for sending entities
511 void EntityFrame4_Commit_Write_Begin(entity_database4_t *d, int frame, sizebuf_t *msg);
512 // (server) sends an entity and adds to current commit (may delete old
513 // commits to make room), returns success if there is room left in the packet
514 // (according to maxbytes), otherwise false (end commit)
515 int EntityFrame4_Commit_Write_Entity(entity_database4_t *d, entity_state_t *s, sizebuf_t *msg, int maxbytes);
516 // (server) ends commit
517 void EntityFrame4_Commit_Write_End(entity_database4_t *d, sizebuf_t *msg);
518 // (client) begins parsing of a commit from the network stream
519 void EntityFrame4_Commit_Read_Begin(entity_database4_t *d);
520 // (client) parses a commit entity from the network stream (NULL == end)
521 entity_state_t *EntityFrame4_Commit_Read_Entity(entity_database4_t *d);