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