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_QUAKE 15
26 #define PROTOCOL_NEHAHRAMOVIE 250
27 #define PROTOCOL_DARKPLACES1 96
28 #define PROTOCOL_DARKPLACES2 97
29 // LordHavoc: I think the 96-99 range was going to run out too soon...
30 // so here I jump to 3500
31 #define PROTOCOL_DARKPLACES3 3500
32 #define PROTOCOL_DARKPLACES4 3501
35 #define EF_ROCKET 1 // leave a trail
36 #define EF_GRENADE 2 // leave a trail
37 #define EF_GIB 4 // leave a trail
38 #define EF_ROTATE 8 // rotate (bonus items)
39 #define EF_TRACER 16 // green split trail
40 #define EF_ZOMGIB 32 // small blood trail
41 #define EF_TRACER2 64 // orange split trail + rotate
42 #define EF_TRACER3 128 // purple trail
44 #define EF_BRIGHTFIELD 1
45 #define EF_MUZZLEFLASH 2
46 #define EF_BRIGHTLIGHT 4
49 #define EF_ADDITIVE 32
52 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
53 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
54 // effects/model (can be used as model flags or entity effects)
55 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
56 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
57 #define EF_FLAME 1024 // LordHavoc: on fire
58 #define EF_STARDUST 2048 // LordHavoc: showering sparks
59 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
61 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
63 // if the high bit of the servercmd is set, the low bits are fast update flags:
64 #define U_MOREBITS (1<<0)
65 #define U_ORIGIN1 (1<<1)
66 #define U_ORIGIN2 (1<<2)
67 #define U_ORIGIN3 (1<<3)
68 #define U_ANGLE2 (1<<4)
69 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
71 #define U_FRAME (1<<6)
72 // just differentiates from other updates
73 #define U_SIGNAL (1<<7)
75 #define U_ANGLE1 (1<<8)
76 #define U_ANGLE3 (1<<9)
77 #define U_MODEL (1<<10)
78 #define U_COLORMAP (1<<11)
79 #define U_SKIN (1<<12)
80 #define U_EFFECTS (1<<13)
81 #define U_LONGENTITY (1<<14)
83 // LordHavoc: protocol extension
84 #define U_EXTEND1 (1<<15)
85 // LordHavoc: first extend byte
86 #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)
87 #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)
88 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
89 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
90 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0
91 #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)
92 // LordHavoc: colormod feature has been removed, because no one used it
93 #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...
94 #define U_EXTEND2 (1<<23) // another byte to follow
95 // LordHavoc: second extend byte
96 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
97 #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
98 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
99 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
100 #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)
101 #define U_UNUSED29 (1<<29) // future expansion
102 #define U_UNUSED30 (1<<30) // future expansion
103 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
105 #define SU_VIEWHEIGHT (1<<0)
106 #define SU_IDEALPITCH (1<<1)
107 #define SU_PUNCH1 (1<<2)
108 #define SU_PUNCH2 (1<<3)
109 #define SU_PUNCH3 (1<<4)
110 #define SU_VELOCITY1 (1<<5)
111 #define SU_VELOCITY2 (1<<6)
112 #define SU_VELOCITY3 (1<<7)
113 //define SU_AIMENT (1<<8) AVAILABLE BIT
114 #define SU_ITEMS (1<<9)
115 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
116 #define SU_INWATER (1<<11) // no data follows, the bit is it
117 #define SU_WEAPONFRAME (1<<12)
118 #define SU_ARMOR (1<<13)
119 #define SU_WEAPON (1<<14)
120 #define SU_EXTEND1 (1<<15)
122 #define SU_PUNCHVEC1 (1<<16)
123 #define SU_PUNCHVEC2 (1<<17)
124 #define SU_PUNCHVEC3 (1<<18)
125 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
126 #define SU_UNUSED20 (1<<20)
127 #define SU_UNUSED21 (1<<21)
128 #define SU_UNUSED22 (1<<22)
129 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
130 // second extend byte
131 #define SU_UNUSED24 (1<<24)
132 #define SU_UNUSED25 (1<<25)
133 #define SU_UNUSED26 (1<<26)
134 #define SU_UNUSED27 (1<<27)
135 #define SU_UNUSED28 (1<<28)
136 #define SU_UNUSED29 (1<<29)
137 #define SU_UNUSED30 (1<<30)
138 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
140 // a sound with no channel is a local only sound
141 #define SND_VOLUME (1<<0) // a byte
142 #define SND_ATTENUATION (1<<1) // a byte
143 #define SND_LOOPING (1<<2) // a long
144 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
145 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
148 // defaults for clientinfo messages
149 #define DEFAULT_VIEWHEIGHT 22
152 // game types sent by serverinfo
153 // these determine which intermission screen plays
155 #define GAME_DEATHMATCH 1
158 // note that there are some defs.qc that mirror to these numbers
159 // also related to svc_strings[] in cl_parse
167 #define svc_disconnect 2
168 #define svc_updatestat 3 // [byte] [long]
169 #define svc_version 4 // [long] server version
170 #define svc_setview 5 // [short] entity number
171 #define svc_sound 6 // <see code>
172 #define svc_time 7 // [float] server time
173 #define svc_print 8 // [string] null terminated string
174 #define svc_stufftext 9 // [string] stuffed into client's console buffer
175 // the string should be \n terminated
176 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
178 #define svc_serverinfo 11 // [long] version
179 // [string] signon string
180 // [string]..[0]model cache
181 // [string]...[0]sounds cache
182 #define svc_lightstyle 12 // [byte] [string]
183 #define svc_updatename 13 // [byte] [string]
184 #define svc_updatefrags 14 // [byte] [short]
185 #define svc_clientdata 15 // <shortbits + data>
186 #define svc_stopsound 16 // <see code>
187 #define svc_updatecolors 17 // [byte] [byte]
188 #define svc_particle 18 // [vec3] <variable>
189 #define svc_damage 19
191 #define svc_spawnstatic 20
192 // svc_spawnbinary 21
193 #define svc_spawnbaseline 22
195 #define svc_temp_entity 23
197 #define svc_setpause 24 // [byte] on / off
198 #define svc_signonnum 25 // [byte] used for the signon sequence
200 #define svc_centerprint 26 // [string] to put in center of the screen
202 #define svc_killedmonster 27
203 #define svc_foundsecret 28
205 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
207 #define svc_intermission 30 // [string] music
208 #define svc_finale 31 // [string] music [string] text
210 #define svc_cdtrack 32 // [byte] track [byte] looptrack
211 #define svc_sellscreen 33
213 #define svc_cutscene 34
215 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
216 #define svc_hidelmp 36 // [string] slotname
217 #define svc_skybox 37 // [string] skyname
219 // LordHavoc: my svc_ range, 50-59
220 #define svc_cgame 50 // [short] length [bytes] data
221 #define svc_unusedlh1 51
222 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
223 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
224 #define svc_sound2 54 // short soundindex instead of byte
225 #define svc_spawnbaseline2 55 // short modelindex instead of byte
226 #define svc_spawnstatic2 56 // short modelindex instead of byte
227 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
228 #define svc_unusedlh3 58
229 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
236 #define clc_disconnect 2
237 #define clc_move 3 // [usercmd_t]
238 #define clc_stringcmd 4 // [string] message
240 // LordHavoc: my clc_ range, 50-59
241 #define clc_ackentities 50 // [int] framenumber
242 #define clc_unusedlh1 51
243 #define clc_unusedlh2 52
244 #define clc_unusedlh3 53
245 #define clc_unusedlh4 54
246 #define clc_unusedlh5 55
247 #define clc_unusedlh6 56
248 #define clc_unusedlh7 57
249 #define clc_unusedlh8 58
250 #define clc_unusedlh9 59
253 // temp entity events
255 #define TE_SPIKE 0 // [vector] origin
256 #define TE_SUPERSPIKE 1 // [vector] origin
257 #define TE_GUNSHOT 2 // [vector] origin
258 #define TE_EXPLOSION 3 // [vector] origin
259 #define TE_TAREXPLOSION 4 // [vector] origin
260 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
261 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
262 #define TE_WIZSPIKE 7 // [vector] origin
263 #define TE_KNIGHTSPIKE 8 // [vector] origin
264 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
265 #define TE_LAVASPLASH 10 // [vector] origin
266 #define TE_TELEPORT 11 // [vector] origin
267 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
270 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
273 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
274 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
275 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
277 // LordHavoc: added some TE_ codes (block1 - 50-60)
278 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
279 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
280 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
281 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
282 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
283 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
284 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
285 #define TE_GUNSHOTQUAD 57 // [vector] origin
286 #define TE_SPIKEQUAD 58 // [vector] origin
287 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
288 // LordHavoc: block2 - 70-80
289 #define TE_EXPLOSIONQUAD 70 // [vector] origin
290 #define TE_UNUSED1 71 // unused
291 #define TE_SMALLFLASH 72 // [vector] origin
292 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
293 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
294 #define TE_PLASMABURN 75 // [vector] origin
295 // LordHavoc: Tei grabbed these codes
296 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
297 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
298 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
299 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
302 // these are bits for the 'flags' field of the entity_state_t
303 #define RENDER_STEP 1
304 #define RENDER_GLOWTRAIL 2
305 #define RENDER_VIEWMODEL 4
306 #define RENDER_EXTERIORMODEL 8
307 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
308 #define RENDER_COLORMAPPED 32
309 #define RENDER_SHADOW 64 // cast shadow
313 double time; // time this state was built
316 int number; // entity number this state is for
317 unsigned short active; // true if a valid state
318 unsigned short modelindex;
319 unsigned short frame;
320 unsigned short effects;
321 unsigned short tagentity;
322 unsigned short specialvisibilityradius;
323 unsigned short viewmodelforclient;
324 unsigned short exteriormodelforclient;
325 unsigned short nodrawtoclient;
326 unsigned short drawonlytoclient;
340 server updates entities according to some (unmentioned) scheme.
342 a frame consists of all visible entities, some of which are up to date,
343 often some are not up to date.
345 these entities are stored in a range (firstentity/endentity) of structs in the
348 to make a commit the server performs these steps:
349 1. duplicate oldest frame in database (this is the baseline) as new frame, and
350 write frame numbers (oldest frame's number, new frame's number) and eye
351 location to network packet (eye location is obsolete and will be removed in
353 2. write an entity change to packet and modify new frame accordingly
354 (this repeats until packet is sufficiently full or new frame is complete)
355 3. write terminator (0xFFFF) to network packet
356 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
358 to read a commit the client performs these steps:
359 1. reads frame numbers from packet and duplicates baseline frame as new frame,
360 also reads eye location but does nothing with it (obsolete).
361 2. delete frames older than the baseline which was used
362 3. read entity changes from packet until terminator (0xFFFF) is encountered,
363 each change is applied to entity frame.
364 4. sends ack framenumber to server as part of input packet
366 if server receives ack message in put packet it performs these steps:
367 1. remove all older frames from database.
372 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).
374 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
376 to make a commit the server performs these steps:
377 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.
379 This documention is unfinished!
380 the Write function performs these steps:
381 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.
382 2. write differences of an entity compared to selected baseline.
383 3. add entity to entity update in database.
384 4. if there are more entities to write and packet is not full, go back to step 2.
385 5. write terminator (0xFFFF) as entity number.
392 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
399 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
400 int endentity; // index into entitydata, firstentity + numentities
404 #define MAX_ENTITY_HISTORY 64
405 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
409 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
410 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
411 // when removing updates from database, nudge down frames array to only contain useful frames
412 // this logic should explain better:
413 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
415 // note: if numframes == 0, insert at start (0 in entitydata)
416 // the only reason this system is used is to avoid copying memory when frames are removed
418 // server only: last acknowledged frame
420 // the current state in the database
422 // table of entities in the entityhistorydata
423 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
425 entity_state_t entitydata[MAX_ENTITY_DATABASE];
429 // build entity data in this, to pass to entity read/write functions
438 entity_state_t entitydata[MAX_ENTITY_DATABASE];
442 // LordHavoc: these are in approximately sorted order, according to cost and
443 // likelyhood of being used for numerous objects in a frame
445 // note that the bytes are not written/read in this order, this is only the
446 // order of the bits to minimize overhead from extend bytes
448 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
449 #define E_ORIGIN1 (1<<0)
450 #define E_ORIGIN2 (1<<1)
451 #define E_ORIGIN3 (1<<2)
452 #define E_ANGLE1 (1<<3)
453 #define E_ANGLE2 (1<<4)
454 #define E_ANGLE3 (1<<5)
455 #define E_MODEL1 (1<<6)
456 #define E_EXTEND1 (1<<7)
458 // enough to describe almost anything
459 #define E_FRAME1 (1<<8)
460 #define E_EFFECTS1 (1<<9)
461 #define E_ALPHA (1<<10)
462 #define E_SCALE (1<<11)
463 #define E_COLORMAP (1<<12)
464 #define E_SKIN (1<<13)
465 #define E_FLAGS (1<<14)
466 #define E_EXTEND2 (1<<15)
468 // players, custom color glows, high model numbers
469 #define E_FRAME2 (1<<16)
470 #define E_MODEL2 (1<<17)
471 #define E_EFFECTS2 (1<<18)
472 #define E_GLOWSIZE (1<<19)
473 #define E_GLOWCOLOR (1<<20)
474 #define E_UNUSED1 (1<<21)
475 #define E_UNUSED2 (1<<22)
476 #define E_EXTEND3 (1<<23)
478 #define E_SOUND1 (1<<24)
479 #define E_SOUNDVOL (1<<25)
480 #define E_SOUNDATTEN (1<<26)
481 #define E_TAGATTACHMENT (1<<27)
482 #define E_UNUSED5 (1<<28)
483 #define E_UNUSED6 (1<<29)
484 #define E_UNUSED7 (1<<30)
485 #define E_EXTEND4 (1<<31)
487 // clears a state to baseline values
488 void ClearStateToDefault(entity_state_t *s);
489 // used by some of the DP protocols
490 void EntityState_Write(entity_state_t *ent, sizebuf_t *msg, entity_state_t *delta);
492 // (server) clears the database to contain no frames (thus delta compression
493 // compresses against nothing)
494 void EntityFrame_ClearDatabase(entity_database_t *d);
495 // (server and client) removes frames older than 'frame' from database
496 void EntityFrame_AckFrame(entity_database_t *d, int frame);
497 // (server) clears frame, to prepare for adding entities
498 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
499 // (server) adds an entity to frame
500 void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s);
501 // (server and client) reads a frame from the database
502 void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
503 // (server and client) adds a entity_frame to the database, for future
505 void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
506 // (server) writes a frame to network stream
507 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
508 // (client) reads a frame from network stream
509 void EntityFrame_Read(entity_database_t *d);
510 // (client) returns the frame number of the most recent frame recieved
511 int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
513 typedef struct entity_database4_commit_s
515 // frame number this commit represents
517 // number of entities in entity[] array
519 // maximum number of entities in entity[] array (dynamic resizing)
521 entity_state_t *entity;
523 entity_database4_commit_t;
525 typedef struct entity_database4_s
527 // what mempool to use for allocations
530 int referenceframenum;
531 // reference entities array is resized according to demand
532 int maxreferenceentities;
533 // array of states for entities, these are indexable by their entity number (yes there are gaps)
534 entity_state_t *referenceentity;
535 // commits waiting to be applied to the reference database when confirmed
536 // (commit[i]->numentities == 0 means it is empty)
537 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
538 // (server only) the current commit being worked on
539 entity_database4_commit_t *currentcommit;
540 // (server only) if a commit won't fit entirely, continue where it left
542 int currententitynumber;
543 // (client only) most recently received frame number to be sent in next
549 // should-be-private functions that aren't
550 entity_state_t *EntityFrame4_GetReferenceEntity(entity_database4_t *d, int number);
551 void EntityFrame4_AddCommitEntity(entity_database4_t *d, entity_state_t *s);
553 // allocate a database
554 entity_database4_t *EntityFrame4_AllocDatabase(mempool_t *pool);
556 void EntityFrame4_FreeDatabase(entity_database4_t *d);
557 // reset a database (resets compression but does not reallocate anything)
558 void EntityFrame4_ResetDatabase(entity_database4_t *d);
559 // updates database to account for a frame-received acknowledgment
560 int EntityFrame4_AckFrame(entity_database4_t *d, int framenum);
562 // write an entity in the frame
563 // returns false if full
564 int EntityFrame4_SV_WriteFrame_Entity(entity_database4_t *d, sizebuf_t *msg, int maxbytes, entity_state_t *s);
566 // reads a frame from the network stream
567 void EntityFrame4_CL_ReadFrame(entity_database4_t *d);
569 extern cvar_t developer_networkentities;