1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3 
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.
8 
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.
12 
13 See the GNU General Public License for more details.
14 
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.
18 
19 */
20 // protocol.h -- communications protocols
21 
22 #ifndef PROTOCOL_H
23 #define PROTOCOL_H
24 
25 // protocolversion_t is defined in common.h
26 
27 protocolversion_t Protocol_EnumForName(const char *s);
28 const char *Protocol_NameForEnum(protocolversion_t p);
29 protocolversion_t Protocol_EnumForNumber(int n);
30 int Protocol_NumberForEnum(protocolversion_t p);
31 void Protocol_Names(char *buffer, size_t buffersize);
32 
33 // model effects
34 #define	MF_ROCKET	1			// leave a trail
35 #define	MF_GRENADE	2			// leave a trail
36 #define	MF_GIB		4			// leave a trail
37 #define	MF_ROTATE	8			// rotate (bonus items)
38 #define	MF_TRACER	16			// green split trail
39 #define	MF_ZOMGIB	32			// small blood trail
40 #define	MF_TRACER2	64			// orange split trail + rotate
41 #define	MF_TRACER3	128			// purple trail
42 
43 // entity effects
44 #define	EF_BRIGHTFIELD			1
45 #define	EF_MUZZLEFLASH 			2
46 #define	EF_BRIGHTLIGHT 			4
47 #define	EF_DIMLIGHT 			8
48 #define	EF_NODRAW				16
49 #define EF_ADDITIVE				32
50 #define EF_BLUE					64
51 #define EF_RED					128
52 #define EF_NOGUNBOB				256			// LordHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
53 #define EF_FULLBRIGHT			512			// LordHavoc: fullbright
54 #define EF_FLAME				1024		// LordHavoc: on fire
55 #define EF_STARDUST				2048		// LordHavoc: showering sparks
56 #define EF_NOSHADOW				4096		// LordHavoc: does not cast a shadow
57 #define EF_NODEPTHTEST			8192		// LordHavoc: shows through walls
58 #define EF_SELECTABLE			16384		// LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
59 #define EF_DOUBLESIDED			32768		//[515]: disable cull face for this entity
60 #define EF_NOSELFSHADOW			65536		// LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
61 #define EF_DYNAMICMODELLIGHT			131072
62 #define EF_UNUSED18				262144
63 #define EF_UNUSED19				524288
64 #define EF_RESTARTANIM_BIT		1048576     // div0: restart animation bit (like teleport bit, but lerps between end and start of the anim, and doesn't stop player lerping)
65 #define EF_TELEPORT_BIT			2097152		// div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
66 #define EF_LOWPRECISION			4194304		// LordHavoc: entity is low precision (integer coordinates) to save network bandwidth  (serverside only)
67 #define EF_NOMODELFLAGS			8388608		// indicates the model's .effects should be ignored (allows overriding them)
68 #define EF_ROCKET				16777216	// leave a trail
69 #define EF_GRENADE				33554432	// leave a trail
70 #define EF_GIB					67108864	// leave a trail
71 #define EF_ROTATE				134217728	// rotate (bonus items)
72 #define EF_TRACER				268435456	// green split trail
73 #define EF_ZOMGIB				536870912	// small blood trail
74 #define EF_TRACER2				1073741824	// orange split trail + rotate
75 #define EF_TRACER3				0x80000000	// purple trail
76 
77 // internaleffects bits (no overlap with EF_ bits):
78 #define INTEF_FLAG1QW				1
79 #define INTEF_FLAG2QW				2
80 
81 // flags for the pflags field of entities
82 #define PFLAGS_NOSHADOW			1
83 #define PFLAGS_CORONA			2
84 #define PFLAGS_FULLDYNAMIC		128 // must be set or the light fields are ignored
85 
86 // if the high bit of the servercmd is set, the low bits are fast update flags:
87 #define U_MOREBITS		(1<<0)
88 #define U_ORIGIN1		(1<<1)
89 #define U_ORIGIN2		(1<<2)
90 #define U_ORIGIN3		(1<<3)
91 #define U_ANGLE2		(1<<4)
92 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
93 #define U_STEP			(1<<5)
94 #define U_FRAME			(1<<6)
95 // just differentiates from other updates
96 #define U_SIGNAL		(1<<7)
97 
98 #define U_ANGLE1		(1<<8)
99 #define U_ANGLE3		(1<<9)
100 #define U_MODEL			(1<<10)
101 #define U_COLORMAP		(1<<11)
102 #define U_SKIN			(1<<12)
103 #define U_EFFECTS		(1<<13)
104 #define U_LONGENTITY	(1<<14)
105 
106 // LordHavoc: protocol extension
107 #define U_EXTEND1		(1<<15)
108 // LordHavoc: first extend byte
109 #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)
110 #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)
111 #define U_SCALE			(1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
112 #define U_EFFECTS2		(1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
113 #define U_GLOWSIZE		(1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
114 #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)
115 #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...
116 #define U_EXTEND2		(1<<23) // another byte to follow
117 // LordHavoc: second extend byte
118 #define U_GLOWTRAIL		(1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
119 #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
120 #define U_FRAME2		(1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
121 #define U_MODEL2		(1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
122 #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)
123 #define U_UNUSED29		(1<<29) // future expansion
124 #define U_UNUSED30		(1<<30) // future expansion
125 #define U_EXTEND3		(1<<31) // another byte to follow, future expansion
126 
127 #define	SU_VIEWHEIGHT	(1<<0)
128 #define	SU_IDEALPITCH	(1<<1)
129 #define	SU_PUNCH1		(1<<2)
130 #define	SU_PUNCH2		(1<<3)
131 #define	SU_PUNCH3		(1<<4)
132 #define	SU_VELOCITY1	(1<<5)
133 #define	SU_VELOCITY2	(1<<6)
134 #define	SU_VELOCITY3	(1<<7)
135 //define	SU_AIMENT		(1<<8)  AVAILABLE BIT
136 #define	SU_ITEMS		(1<<9)
137 #define	SU_ONGROUND		(1<<10)		// no data follows, the bit is it
138 #define	SU_INWATER		(1<<11)		// no data follows, the bit is it
139 #define	SU_WEAPONFRAME	(1<<12)
140 #define	SU_ARMOR		(1<<13)
141 #define	SU_WEAPON		(1<<14)
142 #define SU_EXTEND1		(1<<15)
143 // first extend byte
144 #define SU_PUNCHVEC1	(1<<16)
145 #define SU_PUNCHVEC2	(1<<17)
146 #define SU_PUNCHVEC3	(1<<18)
147 #define SU_VIEWZOOM		(1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
148 #define SU_UNUSED20		(1<<20)
149 #define SU_UNUSED21		(1<<21)
150 #define SU_UNUSED22		(1<<22)
151 #define SU_EXTEND2		(1<<23) // another byte to follow, future expansion
152 // second extend byte
153 #define SU_UNUSED24		(1<<24)
154 #define SU_UNUSED25		(1<<25)
155 #define SU_UNUSED26		(1<<26)
156 #define SU_UNUSED27		(1<<27)
157 #define SU_UNUSED28		(1<<28)
158 #define SU_UNUSED29		(1<<29)
159 #define SU_UNUSED30		(1<<30)
160 #define SU_EXTEND3		(1<<31) // another byte to follow, future expansion
161 
162 // a sound with no channel is a local only sound
163 #define	SND_VOLUME		(1<<0)		// a byte
164 #define	SND_ATTENUATION	(1<<1)		// a byte
165 #define	SND_LOOPING		(1<<2)		// a long
166 #define	SND_LARGEENTITY	(1<<3)		// a short and a byte (instead of a short)
167 #define	SND_LARGESOUND	(1<<4)		// a short (instead of a byte)
168 #define	SND_SPEEDUSHORT4000	(1<<5)		// ushort speed*4000 (speed is usually 1.0, a value of 0.0 is the same as 1.0)
169 
170 
171 // defaults for clientinfo messages
172 #define	DEFAULT_VIEWHEIGHT	22
173 
174 
175 // game types sent by serverinfo
176 // these determine which intermission screen plays
177 #define	GAME_COOP			0
178 #define	GAME_DEATHMATCH		1
179 
180 //==================
181 // note that there are some defs.qc that mirror to these numbers
182 // also related to svc_strings[] in cl_parse
183 //==================
184 
185 //
186 // server to client
187 //
188 #define	svc_bad				0
189 #define	svc_nop				1
190 #define	svc_disconnect		2
191 #define	svc_updatestat		3	// [byte] [long]
192 #define	svc_version			4	// [long] server version
193 #define	svc_setview			5	// [short] entity number
194 #define	svc_sound			6	// <see code>
195 #define	svc_time			7	// [float] server time
196 #define	svc_print			8	// [string] null terminated string
197 #define	svc_stufftext		9	// [string] stuffed into client's console buffer
198 								// the string should be \n terminated
199 #define	svc_setangle		10	// [angle3] set the view angle to this absolute value
200 
201 #define	svc_serverinfo		11	// [long] version
202 						// [string] signon string
203 						// [string]..[0]model cache
204 						// [string]...[0]sounds cache
205 #define	svc_lightstyle		12	// [byte] [string]
206 #define	svc_updatename		13	// [byte] [string]
207 #define	svc_updatefrags		14	// [byte] [short]
208 #define	svc_clientdata		15	// <shortbits + data>
209 #define	svc_stopsound		16	// <see code>
210 #define	svc_updatecolors	17	// [byte] [byte]
211 #define	svc_particle		18	// [vec3] <variable>
212 #define	svc_damage			19
213 
214 #define	svc_spawnstatic		20
215 //	svc_spawnbinary		21
216 #define	svc_spawnbaseline	22
217 
218 #define	svc_temp_entity		23
219 
220 #define	svc_setpause		24	// [byte] on / off
221 #define	svc_signonnum		25	// [byte]  used for the signon sequence
222 
223 #define	svc_centerprint		26	// [string] to put in center of the screen
224 
225 #define	svc_killedmonster	27
226 #define	svc_foundsecret		28
227 
228 #define	svc_spawnstaticsound	29	// [coord3] [byte] samp [byte] vol [byte] aten
229 
230 #define	svc_intermission	30		// [string] music
231 #define	svc_finale			31		// [string] music [string] text
232 
233 #define	svc_cdtrack			32		// [byte] track [byte] looptrack
234 #define svc_sellscreen		33
235 
236 #define svc_cutscene		34
237 
238 #define	svc_showlmp			35		// [string] slotname [string] lmpfilename [short] x [short] y
239 #define	svc_hidelmp			36		// [string] slotname
240 #define	svc_skybox			37		// [string] skyname
241 
242 // LordHavoc: my svc_ range, 50-69
243 #define svc_downloaddata	50		// [int] start [short] size
244 #define svc_updatestatubyte	51		// [byte] stat [byte] value
245 #define svc_effect			52		// [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
246 #define svc_effect2			53		// [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
247 #define	svc_sound2			54		// (obsolete in DP6 and later) short soundindex instead of byte
248 #define	svc_precache		54		// [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
249 #define	svc_spawnbaseline2	55		// short modelindex instead of byte
250 #define svc_spawnstatic2	56		// short modelindex instead of byte
251 #define svc_entities		57		// [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
252 #define svc_csqcentities	58		// [short] entnum [variable length] entitydata ... [short] 0x0000
253 #define	svc_spawnstaticsound2	59	// [coord3] [short] samp [byte] vol [byte] aten
254 #define svc_trailparticles	60		// [short] entnum [short] effectnum [vector] start [vector] end
255 #define svc_pointparticles	61		// [short] effectnum [vector] start [vector] velocity [short] count
256 #define svc_pointparticles1	62		// [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
257 
258 //
259 // client to server
260 //
261 #define	clc_bad			0
262 #define	clc_nop 		1
263 #define	clc_disconnect	2
264 #define	clc_move		3			// [usercmd_t]
265 #define	clc_stringcmd	4		// [string] message
266 
267 // LordHavoc: my clc_ range, 50-59
268 #define clc_ackframe	50		// [int] framenumber
269 #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)
270 #define clc_unusedlh2 	52
271 #define clc_unusedlh3 	53
272 #define clc_unusedlh4 	54
273 #define clc_unusedlh5 	55
274 #define clc_unusedlh6 	56
275 #define clc_unusedlh7 	57
276 #define clc_unusedlh8 	58
277 #define clc_unusedlh9 	59
278 
279 //
280 // temp entity events
281 //
282 #define	TE_SPIKE			0 // [vector] origin
283 #define	TE_SUPERSPIKE		1 // [vector] origin
284 #define	TE_GUNSHOT			2 // [vector] origin
285 #define	TE_EXPLOSION		3 // [vector] origin
286 #define	TE_TAREXPLOSION		4 // [vector] origin
287 #define	TE_LIGHTNING1		5 // [entity] entity [vector] start [vector] end
288 #define	TE_LIGHTNING2		6 // [entity] entity [vector] start [vector] end
289 #define	TE_WIZSPIKE			7 // [vector] origin
290 #define	TE_KNIGHTSPIKE		8 // [vector] origin
291 #define	TE_LIGHTNING3		9 // [entity] entity [vector] start [vector] end
292 #define	TE_LAVASPLASH		10 // [vector] origin
293 #define	TE_TELEPORT			11 // [vector] origin
294 #define TE_EXPLOSION2		12 // [vector] origin [byte] startcolor [byte] colorcount
295 
296 // PGM 01/21/97
297 #define TE_BEAM				13 // [entity] entity [vector] start [vector] end
298 // PGM 01/21/97
299 
300 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
301 #define	TE_EXPLOSION3		16 // [vector] origin [coord] red [coord] green [coord] blue
302 #define TE_LIGHTNING4NEH	17 // [string] model [entity] entity [vector] start [vector] end
303 
304 // LordHavoc: added some TE_ codes (block1 - 50-60)
305 #define	TE_BLOOD			50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
306 #define	TE_SPARK			51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
307 #define	TE_BLOODSHOWER		52 // [vector] min [vector] max [coord] explosionspeed [short] count
308 #define	TE_EXPLOSIONRGB		53 // [vector] origin [byte] red [byte] green [byte] blue
309 #define TE_PARTICLECUBE		54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
310 #define TE_PARTICLERAIN		55 // [vector] min [vector] max [vector] dir [short] count [byte] color
311 #define TE_PARTICLESNOW		56 // [vector] min [vector] max [vector] dir [short] count [byte] color
312 #define TE_GUNSHOTQUAD		57 // [vector] origin
313 #define TE_SPIKEQUAD		58 // [vector] origin
314 #define TE_SUPERSPIKEQUAD	59 // [vector] origin
315 // LordHavoc: block2 - 70-80
316 #define TE_EXPLOSIONQUAD	70 // [vector] origin
317 #define	TE_UNUSED1			71 // unused
318 #define TE_SMALLFLASH		72 // [vector] origin
319 #define TE_CUSTOMFLASH		73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
320 #define TE_FLAMEJET			74 // [vector] origin [vector] velocity [byte] count
321 #define TE_PLASMABURN		75 // [vector] origin
322 // LordHavoc: Tei grabbed these codes
323 #define TE_TEI_G3			76 // [vector] start [vector] end [vector] angles
324 #define TE_TEI_SMOKE		77 // [vector] origin [vector] dir [byte] count
325 #define TE_TEI_BIGEXPLOSION	78 // [vector] origin
326 #define TE_TEI_PLASMAHIT	79 // [vector} origin [vector] dir [byte] count
327 
328 
329 // these are bits for the 'flags' field of the entity_state_t
330 #define RENDER_STEP 1
331 #define RENDER_GLOWTRAIL 2
332 #define RENDER_VIEWMODEL 4
333 #define RENDER_EXTERIORMODEL 8
334 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
335 #define RENDER_COLORMAPPED 32
336 #define RENDER_WORLDOBJECT 64 // do not cull this entity with r_cullentities
337 #define RENDER_COMPLEXANIMATION 128
338 
339 #define RENDER_SHADOW 65536 // cast shadow
340 #define RENDER_LIGHT 131072 // receive light
341 #define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
342 // (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either)
343 #define RENDER_EQUALIZE 524288 // (subflag of RENDER_LIGHT) equalize the light from the light grid hitting this ent (less invasive EF_FULLBRIGHT implementation)
344 #define RENDER_NODEPTHTEST 1048576
345 #define RENDER_ADDITIVE 2097152
346 #define RENDER_DOUBLESIDED 4194304
347 #define RENDER_CUSTOMIZEDMODELLIGHT 4096
348 #define RENDER_DYNAMICMODELLIGHT 8388608 // origin dependent model light
349 
350 #define MAX_FRAMEGROUPBLENDS 4
351 typedef struct framegroupblend_s
352 {
353 	// animation number and blend factor
354 	// (for most models this is the frame number)
355 	int frame;
356 	float lerp;
357 	// time frame began playing (for framegroup animations)
358 	double start;
359 }
360 framegroupblend_t;
361 
362 struct matrix4x4_s;
363 struct model_s;
364 
365 typedef struct skeleton_s
366 {
367 	const struct model_s *model;
368 	struct matrix4x4_s *relativetransforms;
369 }
370 skeleton_t;
371 
372 typedef enum entity_state_active_e
373 {
374 	ACTIVE_NOT = 0,
375 	ACTIVE_NETWORK = 1,
376 	ACTIVE_SHARED = 2
377 }
378 entity_state_active_t;
379 
380 // this was 96 bytes, now 168 bytes (32bit) or 176 bytes (64bit)
381 typedef struct entity_state_s
382 {
383 	// ! means this is not sent to client
384 	double time; // ! time this state was built (used on client for interpolation)
385 	float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
386 	float origin[3];
387 	float angles[3];
388 	int effects;
389 	unsigned int customizeentityforclient; // !
390 	unsigned short number; // entity number this state is for
391 	unsigned short modelindex;
392 	unsigned short frame;
393 	unsigned short tagentity;
394 	unsigned short specialvisibilityradius; // ! larger if it has effects/light
395 	unsigned short viewmodelforclient; // !
396 	unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
397 	unsigned short nodrawtoclient; // !
398 	unsigned short drawonlytoclient; // !
399 	unsigned short traileffectnum;
400 	unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
401 	unsigned char active; // true if a valid state
402 	unsigned char lightstyle;
403 	unsigned char lightpflags;
404 	unsigned char colormap;
405 	unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
406 	unsigned char alpha;
407 	unsigned char scale;
408 	unsigned char glowsize;
409 	unsigned char glowcolor;
410 	unsigned char flags;
411 	unsigned char internaleffects; // INTEF_FLAG1QW and so on
412 	unsigned char tagindex;
413 	unsigned char colormod[3];
414 	unsigned char glowmod[3];
415 	// LordHavoc: very big data here :(
416 	framegroupblend_t framegroupblend[4];
417 	skeleton_t skeletonobject;
418 }
419 entity_state_t;
420 
421 // baseline state values
422 extern entity_state_t defaultstate;
423 // reads a quake entity from the network stream
424 void EntityFrameQuake_ReadEntity(int bits);
425 // checks for stats changes and sets corresponding host_client->statsdeltabits
426 // (also updates host_client->stats array)
427 void Protocol_UpdateClientStats(const int *stats);
428 // writes reliable messages updating stats (not used by DP6 and later
429 // protocols which send updates in their WriteFrame function using a different
430 // method of reliable messaging)
431 void Protocol_WriteStatsReliable(void);
432 // writes a list of quake entities to the network stream
433 // (or as many will fit)
434 qboolean EntityFrameQuake_WriteFrame(sizebuf_t *msg, int maxsize, int numstates, const entity_state_t **states);
435 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
436 void EntityFrameQuake_ISeeDeadEntities(void);
437 
438 /*
439 PROTOCOL_DARKPLACES3
440 server updates entities according to some (unmentioned) scheme.
441 
442 a frame consists of all visible entities, some of which are up to date,
443 often some are not up to date.
444 
445 these entities are stored in a range (firstentity/endentity) of structs in the
446 entitydata[] buffer.
447 
448 to make a commit the server performs these steps:
449 1. duplicate oldest frame in database (this is the baseline) as new frame, and
450    write frame numbers (oldest frame's number, new frame's number) and eye
451    location to network packet (eye location is obsolete and will be removed in
452    future revisions)
453 2. write an entity change to packet and modify new frame accordingly
454    (this repeats until packet is sufficiently full or new frame is complete)
455 3. write terminator (0xFFFF) to network packet
456    (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
457 
458 to read a commit the client performs these steps:
459 1. reads frame numbers from packet and duplicates baseline frame as new frame,
460    also reads eye location but does nothing with it (obsolete).
461 2. delete frames older than the baseline which was used
462 3. read entity changes from packet until terminator (0xFFFF) is encountered,
463    each change is applied to entity frame.
464 4. sends ack framenumber to server as part of input packet
465 
466 if server receives ack message in put packet it performs these steps:
467 1. remove all older frames from database.
468 */
469 
470 /*
471 PROTOCOL_DARKPLACES4
472 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).
473 
474 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
475 
476 to make a commit the server performs these steps:
477 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.
478 
479 This documention is unfinished!
480 the Write function performs these steps:
481 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.
482 2. write differences of an entity compared to selected baseline.
483 3. add entity to entity update in database.
484 4. if there are more entities to write and packet is not full, go back to step 2.
485 5. write terminator (0xFFFF) as entity number.
486 6. return.
487 
488 
489 
490 
491 
492 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
493 */
494 
495 #define MAX_ENTITY_HISTORY 64
496 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
497 
498 // build entity data in this, to pass to entity read/write functions
499 typedef struct entity_frame_s
500 {
501 	double time;
502 	int framenum;
503 	int numentities;
504 	int firstentitynum;
505 	int lastentitynum;
506 	vec3_t eye;
507 	entity_state_t entitydata[MAX_ENTITY_DATABASE];
508 }
509 entity_frame_t;
510 
511 typedef struct entity_frameinfo_s
512 {
513 	double time;
514 	int framenum;
515 	int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
516 	int endentity; // index into entitydata, firstentity + numentities
517 }
518 entity_frameinfo_t;
519 
520 typedef struct entityframe_database_s
521 {
522 	// note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
523 	// start and end of used area, when adding a new update to database, store at endpos, and increment endpos
524 	// when removing updates from database, nudge down frames array to only contain useful frames
525 	// this logic should explain better:
526 	// if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
527 	//     flushdatabase();
528 	// note: if numframes == 0, insert at start (0 in entitydata)
529 	// the only reason this system is used is to avoid copying memory when frames are removed
530 	int numframes;
531 	// server only: last sent frame
532 	int latestframenum;
533 	// server only: last acknowledged frame
534 	int ackframenum;
535 	// the current state in the database
536 	vec3_t eye;
537 	// table of entities in the entityhistorydata
538 	entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
539 	// entities
540 	entity_state_t entitydata[MAX_ENTITY_DATABASE];
541 
542 	// structs for building new frames and reading them
543 	entity_frame_t deltaframe;
544 	entity_frame_t framedata;
545 }
546 entityframe_database_t;
547 
548 // LordHavoc: these are in approximately sorted order, according to cost and
549 // likelyhood of being used for numerous objects in a frame
550 
551 // note that the bytes are not written/read in this order, this is only the
552 // order of the bits to minimize overhead from extend bytes
553 
554 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
555 #define E_ORIGIN1		(1<<0)
556 #define E_ORIGIN2		(1<<1)
557 #define E_ORIGIN3		(1<<2)
558 #define E_ANGLE1		(1<<3)
559 #define E_ANGLE2		(1<<4)
560 #define E_ANGLE3		(1<<5)
561 #define E_MODEL1		(1<<6)
562 #define E_EXTEND1		(1<<7)
563 
564 // enough to describe almost anything
565 #define E_FRAME1		(1<<8)
566 #define E_EFFECTS1		(1<<9)
567 #define E_ALPHA			(1<<10)
568 #define E_SCALE			(1<<11)
569 #define E_COLORMAP		(1<<12)
570 #define E_SKIN			(1<<13)
571 #define E_FLAGS			(1<<14)
572 #define E_EXTEND2		(1<<15)
573 
574 // players, custom color glows, high model numbers
575 #define E_FRAME2		(1<<16)
576 #define E_MODEL2		(1<<17)
577 #define E_EFFECTS2		(1<<18)
578 #define E_GLOWSIZE		(1<<19)
579 #define E_GLOWCOLOR		(1<<20)
580 #define E_LIGHT			(1<<21)
581 #define E_LIGHTPFLAGS	(1<<22)
582 #define E_EXTEND3		(1<<23)
583 
584 #define E_SOUND1		(1<<24)
585 #define E_SOUNDVOL		(1<<25)
586 #define E_SOUNDATTEN	(1<<26)
587 #define E_TAGATTACHMENT	(1<<27)
588 #define E_LIGHTSTYLE	(1<<28)
589 #define E_UNUSED6		(1<<29)
590 #define E_UNUSED7		(1<<30)
591 #define E_EXTEND4		(1<<31)
592 
593 // returns difference between two states as E_ flags
594 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
595 // write E_ flags to a msg
596 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
597 // write values for the E_ flagged fields to a msg
598 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
599 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
600 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
601 // read E_ flags
602 int EntityState_ReadExtendBits(void);
603 // read values for E_ flagged fields and apply them to a state
604 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
605 
606 // (client and server) allocates a new empty database
607 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
608 // (client and server) frees the database
609 void EntityFrame_FreeDatabase(entityframe_database_t *d);
610 // (server) clears the database to contain no frames (thus delta compression
611 // compresses against nothing)
612 void EntityFrame_ClearDatabase(entityframe_database_t *d);
613 // (server and client) removes frames older than 'frame' from database
614 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
615 // (server) clears frame, to prepare for adding entities
616 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
617 // (server and client) reads a frame from the database
618 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
619 // (client) adds a entity_frame to the database, for future reference
620 void EntityFrame_AddFrame_Client(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
621 // (server) adds a entity_frame to the database, for future reference
622 void EntityFrame_AddFrame_Server(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t **entitydata);
623 // (server) writes a frame to network stream
624 qboolean EntityFrame_WriteFrame(sizebuf_t *msg, int maxsize, entityframe_database_t *d, int numstates, const entity_state_t **states, int viewentnum);
625 // (client) reads a frame from network stream
626 void EntityFrame_CL_ReadFrame(void);
627 // (client) returns the frame number of the most recent frame recieved
628 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
629 
630 typedef struct entity_database4_commit_s
631 {
632 	// frame number this commit represents
633 	int framenum;
634 	// number of entities in entity[] array
635 	int numentities;
636 	// maximum number of entities in entity[] array (dynamic resizing)
637 	int maxentities;
638 	entity_state_t *entity;
639 }
640 entity_database4_commit_t;
641 
642 typedef struct entity_database4_s
643 {
644 	// what mempool to use for allocations
645 	mempool_t *mempool;
646 	// reference frame
647 	int referenceframenum;
648 	// reference entities array is resized according to demand
649 	int maxreferenceentities;
650 	// array of states for entities, these are indexable by their entity number (yes there are gaps)
651 	entity_state_t *referenceentity;
652 	// commits waiting to be applied to the reference database when confirmed
653 	// (commit[i]->numentities == 0 means it is empty)
654 	entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
655 	// (server only) the current commit being worked on
656 	entity_database4_commit_t *currentcommit;
657 	// (server only) if a commit won't fit entirely, continue where it left
658 	// off next frame
659 	int currententitynumber;
660 	// (server only)
661 	int latestframenumber;
662 }
663 entityframe4_database_t;
664 
665 // should-be-private functions that aren't
666 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
667 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
668 
669 // allocate a database
670 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
671 // free a database
672 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
673 // reset a database (resets compression but does not reallocate anything)
674 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
675 // updates database to account for a frame-received acknowledgment
676 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
677 // writes a frame to the network stream
678 qboolean EntityFrame4_WriteFrame(sizebuf_t *msg, int maxsize, entityframe4_database_t *d, int numstates, const entity_state_t **states);
679 // reads a frame from the network stream
680 void EntityFrame4_CL_ReadFrame(void);
681 
682 // reset all entity fields (typically used if status changed)
683 #define E5_FULLUPDATE (1<<0)
684 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
685 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
686 #define E5_ORIGIN (1<<1)
687 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
688 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
689 #define E5_ANGLES (1<<2)
690 // E5_MODEL16=0: byte = s->modelindex
691 // E5_MODEL16=1: short = s->modelindex
692 #define E5_MODEL (1<<3)
693 // E5_FRAME16=0: byte = s->frame
694 // E5_FRAME16=1: short = s->frame
695 #define E5_FRAME (1<<4)
696 // byte = s->skin
697 #define E5_SKIN (1<<5)
698 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
699 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
700 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
701 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
702 #define E5_EFFECTS (1<<6)
703 // bits >= (1<<8)
704 #define E5_EXTEND1 (1<<7)
705 
706 // byte = s->renderflags
707 #define E5_FLAGS (1<<8)
708 // byte = bound(0, s->alpha * 255, 255)
709 #define E5_ALPHA (1<<9)
710 // byte = bound(0, s->scale * 16, 255)
711 #define E5_SCALE (1<<10)
712 // flag
713 #define E5_ORIGIN32 (1<<11)
714 // flag
715 #define E5_ANGLES16 (1<<12)
716 // flag
717 #define E5_MODEL16 (1<<13)
718 // byte = s->colormap
719 #define E5_COLORMAP (1<<14)
720 // bits >= (1<<16)
721 #define E5_EXTEND2 (1<<15)
722 
723 // short = s->tagentity
724 // byte = s->tagindex
725 #define E5_ATTACHMENT (1<<16)
726 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
727 // byte = s->lightstyle
728 // byte = s->lightpflags
729 #define E5_LIGHT (1<<17)
730 // byte = s->glowsize
731 // byte = s->glowcolor
732 #define E5_GLOW (1<<18)
733 // short = s->effects
734 #define E5_EFFECTS16 (1<<19)
735 // int = s->effects
736 #define E5_EFFECTS32 (1<<20)
737 // flag
738 #define E5_FRAME16 (1<<21)
739 // byte[3] = s->colormod[0], s->colormod[1], s->colormod[2]
740 #define E5_COLORMOD (1<<22)
741 // bits >= (1<<24)
742 #define E5_EXTEND3 (1<<23)
743 
744 // byte[3] = s->glowmod[0], s->glowmod[1], s->glowmod[2]
745 #define E5_GLOWMOD (1<<24)
746 // byte type=0 short frames[1] short times[1]
747 // byte type=1 short frames[2] short times[2] byte lerps[2]
748 // byte type=2 short frames[3] short times[3] byte lerps[3]
749 // byte type=3 short frames[4] short times[4] byte lerps[4]
750 // byte type=4 short modelindex byte numbones {short pose7s[7]}
751 // see also RENDER_COMPLEXANIMATION
752 #define E5_COMPLEXANIMATION (1<<25)
753 // ushort traileffectnum
754 #define E5_TRAILEFFECTNUM (1<<26)
755 // unused
756 #define E5_UNUSED27 (1<<27)
757 // unused
758 #define E5_UNUSED28 (1<<28)
759 // unused
760 #define E5_UNUSED29 (1<<29)
761 // unused
762 #define E5_UNUSED30 (1<<30)
763 // bits2 > 0
764 #define E5_EXTEND4 (1<<31)
765 
766 #define ENTITYFRAME5_MAXPACKETLOGS 64
767 #define ENTITYFRAME5_MAXSTATES 1024
768 #define ENTITYFRAME5_PRIORITYLEVELS 32
769 
770 typedef struct entityframe5_changestate_s
771 {
772 	unsigned int number;
773 	unsigned int bits;
774 }
775 entityframe5_changestate_t;
776 
777 typedef struct entityframe5_packetlog_s
778 {
779 	int packetnumber;
780 	int numstates;
781 	entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
782 	unsigned char statsdeltabits[(MAX_CL_STATS+7)/8];
783 }
784 entityframe5_packetlog_t;
785 
786 typedef struct entityframe5_database_s
787 {
788 	// number of the latest message sent to client
789 	int latestframenum;
790 	// updated by WriteFrame for internal use
791 	int viewentnum;
792 
793 	// logs of all recently sent messages (between acked and latest)
794 	entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
795 
796 	// this goes up as needed and causes all the arrays to be reallocated
797 	int maxedicts;
798 
799 	// which properties of each entity have changed since last send
800 	int *deltabits; // [maxedicts]
801 	// priorities of entities (updated whenever deltabits change)
802 	// (derived from deltabits)
803 	unsigned char *priorities; // [maxedicts]
804 	// last frame this entity was sent on, for prioritzation
805 	int *updateframenum; // [maxedicts]
806 
807 	// database of current status of all entities
808 	entity_state_t *states; // [maxedicts]
809 	// which entities are currently active
810 	// (duplicate of the active bit of every state in states[])
811 	// (derived from states)
812 	unsigned char *visiblebits; // [(maxedicts+7)/8]
813 
814 	// old notes
815 
816 	// this is used to decide which changestates to set each frame
817 	//int numvisiblestates;
818 	//entity_state_t visiblestates[MAX_EDICTS];
819 
820 	// sorted changing states that need to be sent to the client
821 	// kept sorted in lowest to highest priority order, because this allows
822 	// the numchangestates to simply be decremented whenever an state is sent,
823 	// rather than a memmove to remove them from the start.
824 	//int numchangestates;
825 	//entityframe5_changestate_t changestates[MAX_EDICTS];
826 
827 	// buffers for building priority info
828 	int prioritychaincounts[ENTITYFRAME5_PRIORITYLEVELS];
829 	unsigned short prioritychains[ENTITYFRAME5_PRIORITYLEVELS][ENTITYFRAME5_MAXSTATES];
830 }
831 entityframe5_database_t;
832 
833 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
834 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
835 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
836 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
837 void EntityFrame5_CL_ReadFrame(void);
838 void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
839 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
840 qboolean EntityFrame5_WriteFrame(sizebuf_t *msg, int maxsize, entityframe5_database_t *d, int numstates, const entity_state_t **states, int viewentnum, unsigned int movesequence, qboolean need_empty);
841 
842 extern cvar_t developer_networkentities;
843 
844 // QUAKEWORLD
845 // server to client
846 #define qw_svc_bad				0
847 #define qw_svc_nop				1
848 #define qw_svc_disconnect		2
849 #define qw_svc_updatestat		3	// [byte] [byte]
850 #define qw_svc_setview			5	// [short] entity number
851 #define qw_svc_sound			6	// <see code>
852 #define qw_svc_print			8	// [byte] id [string] null terminated string
853 #define qw_svc_stufftext		9	// [string] stuffed into client's console buffer
854 #define qw_svc_setangle			10	// [angle3] set the view angle to this absolute value
855 #define qw_svc_serverdata		11	// [long] protocol ...
856 #define qw_svc_lightstyle		12	// [byte] [string]
857 #define qw_svc_updatefrags		14	// [byte] [short]
858 #define qw_svc_stopsound		16	// <see code>
859 #define qw_svc_damage			19
860 #define qw_svc_spawnstatic		20
861 #define qw_svc_spawnbaseline	22
862 #define qw_svc_temp_entity		23	// variable
863 #define qw_svc_setpause			24	// [byte] on / off
864 #define qw_svc_centerprint		26	// [string] to put in center of the screen
865 #define qw_svc_killedmonster	27
866 #define qw_svc_foundsecret		28
867 #define qw_svc_spawnstaticsound	29	// [coord3] [byte] samp [byte] vol [byte] aten
868 #define qw_svc_intermission		30		// [vec3_t] origin [vec3_t] angle
869 #define qw_svc_finale			31		// [string] text
870 #define qw_svc_cdtrack			32		// [byte] track
871 #define qw_svc_sellscreen		33
872 #define qw_svc_smallkick		34		// set client punchangle to 2
873 #define qw_svc_bigkick			35		// set client punchangle to 4
874 #define qw_svc_updateping		36		// [byte] [short]
875 #define qw_svc_updateentertime	37		// [byte] [float]
876 #define qw_svc_updatestatlong	38		// [byte] [long]
877 #define qw_svc_muzzleflash		39		// [short] entity
878 #define qw_svc_updateuserinfo	40		// [byte] slot [long] uid
879 #define qw_svc_download			41		// [short] size [size bytes]
880 #define qw_svc_playerinfo		42		// variable
881 #define qw_svc_nails			43		// [byte] num [48 bits] xyzpy 12 12 12 4 8
882 #define qw_svc_chokecount		44		// [byte] packets choked
883 #define qw_svc_modellist		45		// [strings]
884 #define qw_svc_soundlist		46		// [strings]
885 #define qw_svc_packetentities	47		// [...]
886 #define qw_svc_deltapacketentities	48		// [...]
887 #define qw_svc_maxspeed			49		// maxspeed change, for prediction
888 #define qw_svc_entgravity		50		// gravity change, for prediction
889 #define qw_svc_setinfo			51		// setinfo on a client
890 #define qw_svc_serverinfo		52		// serverinfo
891 #define qw_svc_updatepl			53		// [byte] [byte]
892 // QUAKEWORLD
893 // client to server
894 #define qw_clc_bad			0
895 #define qw_clc_nop			1
896 #define qw_clc_move			3		// [[usercmd_t]
897 #define qw_clc_stringcmd	4		// [string] message
898 #define qw_clc_delta		5		// [byte] sequence number, requests delta compression of message
899 #define qw_clc_tmove		6		// teleport request, spectator only
900 #define qw_clc_upload		7		// teleport request, spectator only
901 // QUAKEWORLD
902 // playerinfo flags from server
903 // playerinfo always sends: playernum, flags, origin[] and framenumber
904 #define	QW_PF_MSEC			(1<<0)
905 #define	QW_PF_COMMAND		(1<<1)
906 #define	QW_PF_VELOCITY1	(1<<2)
907 #define	QW_PF_VELOCITY2	(1<<3)
908 #define	QW_PF_VELOCITY3	(1<<4)
909 #define	QW_PF_MODEL		(1<<5)
910 #define	QW_PF_SKINNUM		(1<<6)
911 #define	QW_PF_EFFECTS		(1<<7)
912 #define	QW_PF_WEAPONFRAME	(1<<8)		// only sent for view player
913 #define	QW_PF_DEAD			(1<<9)		// don't block movement any more
914 #define	QW_PF_GIB			(1<<10)		// offset the view height differently
915 #define	QW_PF_NOGRAV		(1<<11)		// don't apply gravity for prediction
916 // QUAKEWORLD
917 // if the high bit of the client to server byte is set, the low bits are
918 // client move cmd bits
919 // ms and angle2 are allways sent, the others are optional
920 #define QW_CM_ANGLE1 	(1<<0)
921 #define QW_CM_ANGLE3 	(1<<1)
922 #define QW_CM_FORWARD	(1<<2)
923 #define QW_CM_SIDE		(1<<3)
924 #define QW_CM_UP		(1<<4)
925 #define QW_CM_BUTTONS	(1<<5)
926 #define QW_CM_IMPULSE	(1<<6)
927 #define QW_CM_ANGLE2 	(1<<7)
928 // QUAKEWORLD
929 // the first 16 bits of a packetentities update holds 9 bits
930 // of entity number and 7 bits of flags
931 #define QW_U_ORIGIN1	(1<<9)
932 #define QW_U_ORIGIN2	(1<<10)
933 #define QW_U_ORIGIN3	(1<<11)
934 #define QW_U_ANGLE2		(1<<12)
935 #define QW_U_FRAME		(1<<13)
936 #define QW_U_REMOVE		(1<<14)		// REMOVE this entity, don't add it
937 #define QW_U_MOREBITS	(1<<15)
938 // if MOREBITS is set, these additional flags are read in next
939 #define QW_U_ANGLE1		(1<<0)
940 #define QW_U_ANGLE3		(1<<1)
941 #define QW_U_MODEL		(1<<2)
942 #define QW_U_COLORMAP	(1<<3)
943 #define QW_U_SKIN		(1<<4)
944 #define QW_U_EFFECTS	(1<<5)
945 #define QW_U_SOLID		(1<<6)		// the entity should be solid for prediction
946 // QUAKEWORLD
947 // temp entity events
948 #define QW_TE_SPIKE				0
949 #define QW_TE_SUPERSPIKE		1
950 #define QW_TE_GUNSHOT			2
951 #define QW_TE_EXPLOSION			3
952 #define QW_TE_TAREXPLOSION		4
953 #define QW_TE_LIGHTNING1		5
954 #define QW_TE_LIGHTNING2		6
955 #define QW_TE_WIZSPIKE			7
956 #define QW_TE_KNIGHTSPIKE		8
957 #define QW_TE_LIGHTNING3		9
958 #define QW_TE_LAVASPLASH		10
959 #define QW_TE_TELEPORT			11
960 #define QW_TE_BLOOD				12
961 #define QW_TE_LIGHTNINGBLOOD	13
962 // QUAKEWORLD
963 // effect flags
964 #define QW_EF_BRIGHTFIELD		1
965 #define QW_EF_MUZZLEFLASH 		2
966 #define QW_EF_BRIGHTLIGHT 		4
967 #define QW_EF_DIMLIGHT 			8
968 #define QW_EF_FLAG1	 			16
969 #define QW_EF_FLAG2	 			32
970 #define QW_EF_BLUE				64
971 #define QW_EF_RED				128
972 
973 #define QW_UPDATE_BACKUP 64
974 #define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
975 #define QW_MAX_PACKET_ENTITIES 64
976 
977 // note: QW stats are directly compatible with NQ
978 // (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
979 // so these defines are not actually used by darkplaces, but kept for reference
980 #define QW_STAT_HEALTH			0
981 //#define QW_STAT_FRAGS			1
982 #define QW_STAT_WEAPON			2
983 #define QW_STAT_AMMO			3
984 #define QW_STAT_ARMOR			4
985 //#define QW_STAT_WEAPONFRAME		5
986 #define QW_STAT_SHELLS			6
987 #define QW_STAT_NAILS			7
988 #define QW_STAT_ROCKETS			8
989 #define QW_STAT_CELLS			9
990 #define QW_STAT_ACTIVEWEAPON	10
991 #define QW_STAT_TOTALSECRETS	11
992 #define QW_STAT_TOTALMONSTERS	12
993 #define QW_STAT_SECRETS			13 // bumped on client side by svc_foundsecret
994 #define QW_STAT_MONSTERS		14 // bumped by svc_killedmonster
995 #define QW_STAT_ITEMS			15
996 //#define QW_STAT_VIEWHEIGHT		16
997 
998 // build entity data in this, to pass to entity read/write functions
999 typedef struct entityframeqw_snapshot_s
1000 {
1001 	double time;
1002 	qboolean invalid;
1003 	int num_entities;
1004 	entity_state_t entities[QW_MAX_PACKET_ENTITIES];
1005 }
1006 entityframeqw_snapshot_t;
1007 
1008 typedef struct entityframeqw_database_s
1009 {
1010 	entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
1011 }
1012 entityframeqw_database_t;
1013 
1014 entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
1015 void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
1016 void EntityStateQW_ReadPlayerUpdate(void);
1017 void EntityFrameQW_CL_ReadFrame(qboolean delta);
1018 
1019 struct client_s;
1020 void EntityFrameCSQC_LostFrame(struct client_s *client, int framenum);
1021 qboolean EntityFrameCSQC_WriteFrame (sizebuf_t *msg, int maxsize, int numnumbers, const unsigned short *numbers, int framenum);
1022 
1023 #endif
1024 
1025