jedi-academy/codemp/qcommon/msg.cpp
2013-04-23 15:21:39 +10:00

3318 lines
86 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#ifdef _DONETPROFILE_
#include "INetProfile.h"
#endif
// rjr: this is only used when cl_shownet is turned on and the server and client are in the same session
#include "../game/g_public.h"
#include "../server/server.h"
extern cvar_t *cl_shownet;
//#define _NEWHUFFTABLE_ // Build "c:\\netchan.bin"
//#define _USINGNEWHUFFTABLE_ // Build a new frequency table to cut and paste.
static huffman_t msgHuff;
static qboolean msgInit = qfalse;
static FILE *fp=0;
/*
==============================================================================
MESSAGE IO FUNCTIONS
Handles byte ordering and avoids alignment errors
==============================================================================
*/
#ifndef FINAL_BUILD
int gLastBitIndex = 0;
#endif
int oldsize = 0;
#ifndef _XBOX // No mods on Xbox
bool g_nOverrideChecked = false;
void MSG_CheckNETFPSFOverrides(qboolean psfOverrides);
#endif
void MSG_initHuffman();
void MSG_Init( msg_t *buf, byte *data, int length ) {
#ifndef _XBOX // No mods on Xbox
if (!g_nOverrideChecked)
{
//Check for netf overrides
MSG_CheckNETFPSFOverrides(qfalse);
//Then for psf overrides
MSG_CheckNETFPSFOverrides(qtrue);
g_nOverrideChecked = true;
}
#endif
if (!msgInit)
{
MSG_initHuffman();
}
Com_Memset (buf, 0, sizeof(*buf));
buf->data = data;
buf->maxsize = length;
}
void MSG_InitOOB( msg_t *buf, byte *data, int length ) {
#ifndef _XBOX // No mods on Xbox
if (!g_nOverrideChecked)
{
//Check for netf overrides
MSG_CheckNETFPSFOverrides(qfalse);
//Then for psf overrides
MSG_CheckNETFPSFOverrides(qtrue);
g_nOverrideChecked = true;
}
#endif // _XBOX
if (!msgInit)
{
MSG_initHuffman();
}
Com_Memset (buf, 0, sizeof(*buf));
buf->data = data;
buf->maxsize = length;
buf->oob = qtrue;
}
void MSG_Clear( msg_t *buf ) {
buf->cursize = 0;
buf->overflowed = qfalse;
buf->bit = 0; //<- in bits
}
void MSG_Bitstream( msg_t *buf ) {
buf->oob = qfalse;
}
void MSG_BeginReading( msg_t *msg ) {
msg->readcount = 0;
msg->bit = 0;
msg->oob = qfalse;
}
void MSG_BeginReadingOOB( msg_t *msg ) {
msg->readcount = 0;
msg->bit = 0;
msg->oob = qtrue;
}
/*
=============================================================================
bit functions
=============================================================================
*/
int overflows;
// negative bit values include signs
void MSG_WriteBits( msg_t *msg, int value, int bits ) {
int i;
oldsize += bits;
// this isn't an exact overflow check, but close enough
if ( msg->maxsize - msg->cursize < 4 ) {
msg->overflowed = qtrue;
return;
}
if ( bits == 0 || bits < -31 || bits > 32 ) {
Com_Error( ERR_DROP, "MSG_WriteBits: bad bits %i", bits );
}
// check for overflows
if ( bits != 32 ) {
if ( bits > 0 ) {
if ( value > ( ( 1 << bits ) - 1 ) || value < 0 ) {
overflows++;
#ifndef FINAL_BUILD
// Com_Printf ("MSG_WriteBits: overflow writing %d in %d bits [index %i]\n", value, bits, gLastBitIndex);
#endif
}
} else {
int r;
r = 1 << (bits-1);
if ( value > r - 1 || value < -r ) {
overflows++;
#ifndef FINAL_BUILD
// Com_Printf ("MSG_WriteBits: overflow writing %d in %d bits [index %i]\n", value, bits, gLastBitIndex);
#endif
}
}
}
if ( bits < 0 ) {
bits = -bits;
}
if (msg->oob) {
if (bits==8) {
msg->data[msg->cursize] = value;
msg->cursize += 1;
msg->bit += 8;
} else if (bits==16) {
unsigned short *sp = (unsigned short *)&msg->data[msg->cursize];
*sp = LittleShort(value);
msg->cursize += 2;
msg->bit += 16;
} else if (bits==32) {
unsigned int *ip = (unsigned int *)&msg->data[msg->cursize];
*ip = LittleLong(value);
msg->cursize += 4;
msg->bit += 8;
} else {
Com_Error(ERR_DROP, "can't read %d bits\n", bits);
}
} else {
value &= (0xffffffff>>(32-bits));
if (bits&7) {
int nbits;
nbits = bits&7;
for(i=0;i<nbits;i++) {
Huff_putBit((value&1), msg->data, &msg->bit);
value = (value>>1);
}
bits = bits - nbits;
}
if (bits) {
for(i=0;i<bits;i+=8) {
#ifdef _NEWHUFFTABLE_
fwrite(&value, 1, 1, fp);
#endif // _NEWHUFFTABLE_
Huff_offsetTransmit (&msgHuff.compressor, (value&0xff), msg->data, &msg->bit);
value = (value>>8);
}
}
msg->cursize = (msg->bit>>3)+1;
}
}
int MSG_ReadBits( msg_t *msg, int bits ) {
int value;
int get;
qboolean sgn;
int i, nbits;
value = 0;
if ( bits < 0 ) {
bits = -bits;
sgn = qtrue;
} else {
sgn = qfalse;
}
if (msg->oob) {
if (bits==8) {
value = msg->data[msg->readcount];
msg->readcount += 1;
msg->bit += 8;
} else if (bits==16) {
unsigned short *sp = (unsigned short *)&msg->data[msg->readcount];
value = LittleShort(*sp);
msg->readcount += 2;
msg->bit += 16;
} else if (bits==32) {
unsigned int *ip = (unsigned int *)&msg->data[msg->readcount];
value = LittleLong(*ip);
msg->readcount += 4;
msg->bit += 32;
} else {
Com_Error(ERR_DROP, "can't read %d bits\n", bits);
}
} else {
nbits = 0;
if (bits&7) {
nbits = bits&7;
for(i=0;i<nbits;i++) {
value |= (Huff_getBit(msg->data, &msg->bit)<<i);
}
bits = bits - nbits;
}
if (bits) {
for(i=0;i<bits;i+=8) {
Huff_offsetReceive (msgHuff.decompressor.tree, &get, msg->data, &msg->bit);
#ifdef _NEWHUFFTABLE_
fwrite(&get, 1, 1, fp);
#endif // _NEWHUFFTABLE_
value |= (get<<(i+nbits));
}
}
msg->readcount = (msg->bit>>3)+1;
}
if ( sgn ) {
if ( value & ( 1 << ( bits - 1 ) ) ) {
value |= -1 ^ ( ( 1 << bits ) - 1 );
}
}
return value;
}
//================================================================================
//
// writing functions
//
void MSG_WriteChar( msg_t *sb, int c ) {
#ifdef PARANOID
if (c < -128 || c > 127)
Com_Error (ERR_FATAL, "MSG_WriteChar: range error");
#endif
MSG_WriteBits( sb, c, 8 );
}
void MSG_WriteByte( msg_t *sb, int c ) {
#ifdef PARANOID
if (c < 0 || c > 255)
Com_Error (ERR_FATAL, "MSG_WriteByte: range error");
#endif
MSG_WriteBits( sb, c, 8 );
}
void MSG_WriteData( msg_t *buf, const void *data, int length ) {
int i;
for(i=0;i<length;i++) {
MSG_WriteByte(buf, ((byte *)data)[i]);
}
}
void MSG_WriteShort( msg_t *sb, int c ) {
#ifdef PARANOID
if (c < ((short)0x8000) || c > (short)0x7fff)
Com_Error (ERR_FATAL, "MSG_WriteShort: range error");
#endif
MSG_WriteBits( sb, c, 16 );
}
void MSG_WriteLong( msg_t *sb, int c ) {
MSG_WriteBits( sb, c, 32 );
}
void MSG_WriteFloat( msg_t *sb, float f ) {
union {
float f;
int l;
} dat;
dat.f = f;
MSG_WriteBits( sb, dat.l, 32 );
}
void MSG_WriteString( msg_t *sb, const char *s ) {
if ( !s ) {
MSG_WriteData (sb, "", 1);
} else {
int l;
char string[MAX_STRING_CHARS];
l = strlen( s );
if ( l >= MAX_STRING_CHARS ) {
Com_Printf( "MSG_WriteString: MAX_STRING_CHARS" );
MSG_WriteData (sb, "", 1);
return;
}
Q_strncpyz( string, s, sizeof( string ) );
// eurofix: eliminating this means you can chat in european languages. WTF are "old clients" anyway? -ste
//
// // get rid of 0xff chars, because old clients don't like them
// for ( int i = 0 ; i < l ; i++ ) {
// if ( ((byte *)string)[i] > 127 ) {
// string[i] = '.';
// }
// }
MSG_WriteData (sb, string, l+1);
}
}
void MSG_WriteBigString( msg_t *sb, const char *s ) {
if ( !s ) {
MSG_WriteData (sb, "", 1);
} else {
int l;
char string[BIG_INFO_STRING];
l = strlen( s );
if ( l >= BIG_INFO_STRING ) {
Com_Printf( "MSG_WriteString: BIG_INFO_STRING" );
MSG_WriteData (sb, "", 1);
return;
}
Q_strncpyz( string, s, sizeof( string ) );
// eurofix: remove this so we can chat in european languages... -ste
/*
// get rid of 0xff chars, because old clients don't like them
for ( int i = 0 ; i < l ; i++ ) {
if ( ((byte *)string)[i] > 127 ) {
string[i] = '.';
}
}
*/
MSG_WriteData (sb, string, l+1);
}
}
void MSG_WriteAngle( msg_t *sb, float f ) {
MSG_WriteByte (sb, (int)(f*256/360) & 255);
}
void MSG_WriteAngle16( msg_t *sb, float f ) {
MSG_WriteShort (sb, ANGLE2SHORT(f));
}
//============================================================
//
// reading functions
//
// returns -1 if no more characters are available
int MSG_ReadChar (msg_t *msg ) {
int c;
c = (signed char)MSG_ReadBits( msg, 8 );
if ( msg->readcount > msg->cursize ) {
c = -1;
}
return c;
}
int MSG_ReadByte( msg_t *msg ) {
int c;
c = (unsigned char)MSG_ReadBits( msg, 8 );
if ( msg->readcount > msg->cursize ) {
c = -1;
}
return c;
}
int MSG_ReadShort( msg_t *msg ) {
int c;
c = (short)MSG_ReadBits( msg, 16 );
if ( msg->readcount > msg->cursize ) {
c = -1;
}
return c;
}
int MSG_ReadLong( msg_t *msg ) {
int c;
c = MSG_ReadBits( msg, 32 );
if ( msg->readcount > msg->cursize ) {
c = -1;
}
return c;
}
float MSG_ReadFloat( msg_t *msg ) {
union {
byte b[4];
float f;
int l;
} dat;
dat.l = MSG_ReadBits( msg, 32 );
if ( msg->readcount > msg->cursize ) {
dat.f = -1;
}
return dat.f;
}
char *MSG_ReadString( msg_t *msg ) {
static char string[MAX_STRING_CHARS];
int l,c;
l = 0;
do {
c = MSG_ReadByte(msg); // use ReadByte so -1 is out of bounds
if ( c == -1 || c == 0 ) {
break;
}
// translate all fmt spec to avoid crash bugs
if ( c == '%' ) {
c = '.';
}
// eurofix: remove this so we can chat in european languages... -ste
//
// // don't allow higher ascii values
// if ( c > 127 ) {
// c = '.';
// }
string[l] = c;
l++;
} while (l <= sizeof(string)-1);
// some bonus protection, shouldn't occur cause server doesn't write such things
if (l <= sizeof(string)-1)
{
string[l] = 0;
}
else
{
string[sizeof(string)-1] = 0;
}
return string;
}
char *MSG_ReadBigString( msg_t *msg ) {
static char string[BIG_INFO_STRING];
int l,c;
l = 0;
do {
c = MSG_ReadByte(msg); // use ReadByte so -1 is out of bounds
if ( c == -1 || c == 0 ) {
break;
}
// translate all fmt spec to avoid crash bugs
if ( c == '%' ) {
c = '.';
}
string[l] = c;
l++;
} while (l < sizeof(string)-1);
string[l] = 0;
return string;
}
char *MSG_ReadStringLine( msg_t *msg ) {
static char string[MAX_STRING_CHARS];
int l,c;
l = 0;
do {
c = MSG_ReadByte(msg); // use ReadByte so -1 is out of bounds
if (c == -1 || c == 0 || c == '\n') {
break;
}
// translate all fmt spec to avoid crash bugs
if ( c == '%' ) {
c = '.';
}
string[l] = c;
l++;
} while (l < sizeof(string)-1);
string[l] = 0;
return string;
}
float MSG_ReadAngle16( msg_t *msg ) {
return SHORT2ANGLE(MSG_ReadShort(msg));
}
void MSG_ReadData( msg_t *msg, void *data, int len ) {
int i;
for (i=0 ; i<len ; i++) {
((byte *)data)[i] = MSG_ReadByte (msg);
}
}
/*
=============================================================================
delta functions
=============================================================================
*/
#define LOG(x) if( cl_shownet->integer == 4 ) { Com_Printf("%s ", x ); };
void MSG_WriteDelta( msg_t *msg, int oldV, int newV, int bits ) {
if ( oldV == newV ) {
MSG_WriteBits( msg, 0, 1 );
return;
}
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, newV, bits );
}
int MSG_ReadDelta( msg_t *msg, int oldV, int bits ) {
if ( MSG_ReadBits( msg, 1 ) ) {
return MSG_ReadBits( msg, bits );
}
return oldV;
}
void MSG_WriteDeltaFloat( msg_t *msg, float oldV, float newV ) {
if ( oldV == newV ) {
MSG_WriteBits( msg, 0, 1 );
return;
}
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, *(int *)&newV, 32 );
}
float MSG_ReadDeltaFloat( msg_t *msg, float oldV ) {
if ( MSG_ReadBits( msg, 1 ) ) {
float newV;
*(int *)&newV = MSG_ReadBits( msg, 32 );
return newV;
}
return oldV;
}
/*
=============================================================================
delta functions with keys
=============================================================================
*/
int kbitmask[32] = {
0x00000001, 0x00000003, 0x00000007, 0x0000000F,
0x0000001F, 0x0000003F, 0x0000007F, 0x000000FF,
0x000001FF, 0x000003FF, 0x000007FF, 0x00000FFF,
0x00001FFF, 0x00003FFF, 0x00007FFF, 0x0000FFFF,
0x0001FFFF, 0x0003FFFF, 0x0007FFFF, 0x000FFFFF,
0x001FFFFf, 0x003FFFFF, 0x007FFFFF, 0x00FFFFFF,
0x01FFFFFF, 0x03FFFFFF, 0x07FFFFFF, 0x0FFFFFFF,
0x1FFFFFFF, 0x3FFFFFFF, 0x7FFFFFFF, 0xFFFFFFFF,
};
void MSG_WriteDeltaKey( msg_t *msg, int key, int oldV, int newV, int bits )
{
if ( oldV == newV )
{
MSG_WriteBits( msg, 0, 1 );
return;
}
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, (newV ^ key) & ((1 << bits) - 1), bits );
}
int MSG_ReadDeltaKey( msg_t *msg, int key, int oldV, int bits ) {
if ( MSG_ReadBits( msg, 1 ) ) {
return MSG_ReadBits( msg, bits ) ^ (key & kbitmask[bits]);
}
return oldV;
}
void MSG_WriteDeltaKeyFloat( msg_t *msg, int key, float oldV, float newV ) {
if ( oldV == newV ) {
MSG_WriteBits( msg, 0, 1 );
return;
}
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, (*(int *)&newV) ^ key, 32 );
}
float MSG_ReadDeltaKeyFloat( msg_t *msg, int key, float oldV ) {
if ( MSG_ReadBits( msg, 1 ) ) {
float newV;
*(int *)&newV = MSG_ReadBits( msg, 32 ) ^ key;
return newV;
}
return oldV;
}
/*
============================================================================
usercmd_t communication
============================================================================
*/
// ms is allways sent, the others are optional
#define CM_ANGLE1 (1<<0)
#define CM_ANGLE2 (1<<1)
#define CM_ANGLE3 (1<<2)
#define CM_FORWARD (1<<3)
#define CM_SIDE (1<<4)
#define CM_UP (1<<5)
#define CM_BUTTONS (1<<6)
#define CM_WEAPON (1<<7)
//rww - these are new
#define CM_FORCE (1<<8)
#define CM_INVEN (1<<9)
/*
=====================
MSG_WriteDeltaUsercmd
=====================
*/
void MSG_WriteDeltaUsercmd( msg_t *msg, usercmd_t *from, usercmd_t *to ) {
if ( to->serverTime - from->serverTime < 256 ) {
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, to->serverTime - from->serverTime, 8 );
} else {
MSG_WriteBits( msg, 0, 1 );
MSG_WriteBits( msg, to->serverTime, 32 );
}
MSG_WriteDelta( msg, from->angles[0], to->angles[0], 16 );
MSG_WriteDelta( msg, from->angles[1], to->angles[1], 16 );
MSG_WriteDelta( msg, from->angles[2], to->angles[2], 16 );
MSG_WriteDelta( msg, from->forwardmove, to->forwardmove, 8 );
MSG_WriteDelta( msg, from->rightmove, to->rightmove, 8 );
MSG_WriteDelta( msg, from->upmove, to->upmove, 8 );
MSG_WriteDelta( msg, from->buttons, to->buttons, 16 );
MSG_WriteDelta( msg, from->weapon, to->weapon, 8 );
MSG_WriteDelta( msg, from->forcesel, to->forcesel, 8 );
MSG_WriteDelta( msg, from->invensel, to->invensel, 8 );
MSG_WriteDelta( msg, from->generic_cmd, to->generic_cmd, 8 );
}
/*
=====================
MSG_ReadDeltaUsercmd
=====================
*/
void MSG_ReadDeltaUsercmd( msg_t *msg, usercmd_t *from, usercmd_t *to ) {
if ( MSG_ReadBits( msg, 1 ) ) {
to->serverTime = from->serverTime + MSG_ReadBits( msg, 8 );
} else {
to->serverTime = MSG_ReadBits( msg, 32 );
}
to->angles[0] = MSG_ReadDelta( msg, from->angles[0], 16);
to->angles[1] = MSG_ReadDelta( msg, from->angles[1], 16);
to->angles[2] = MSG_ReadDelta( msg, from->angles[2], 16);
to->forwardmove = MSG_ReadDelta( msg, from->forwardmove, 8);
to->rightmove = MSG_ReadDelta( msg, from->rightmove, 8);
to->upmove = MSG_ReadDelta( msg, from->upmove, 8);
to->buttons = MSG_ReadDelta( msg, from->buttons, 16);
to->weapon = MSG_ReadDelta( msg, from->weapon, 8);
to->forcesel = MSG_ReadDelta( msg, from->forcesel, 8);
to->invensel = MSG_ReadDelta( msg, from->invensel, 8);
to->generic_cmd = MSG_ReadDelta( msg, from->generic_cmd, 8);
}
/*
=====================
MSG_WriteDeltaUsercmd
=====================
*/
void MSG_WriteDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *to ) {
if ( to->serverTime - from->serverTime < 256 ) {
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, to->serverTime - from->serverTime, 8 );
} else {
MSG_WriteBits( msg, 0, 1 );
MSG_WriteBits( msg, to->serverTime, 32 );
}
if (from->angles[0] == to->angles[0] &&
from->angles[1] == to->angles[1] &&
from->angles[2] == to->angles[2] &&
from->forwardmove == to->forwardmove &&
from->rightmove == to->rightmove &&
from->upmove == to->upmove &&
from->buttons == to->buttons &&
from->weapon == to->weapon &&
from->forcesel == to->forcesel &&
from->invensel == to->invensel &&
from->generic_cmd == to->generic_cmd) {
MSG_WriteBits( msg, 0, 1 ); // no change
oldsize += 7;
return;
}
key ^= to->serverTime;
MSG_WriteBits( msg, 1, 1 );
MSG_WriteDeltaKey( msg, key, from->angles[0], to->angles[0], 16 );
MSG_WriteDeltaKey( msg, key, from->angles[1], to->angles[1], 16 );
MSG_WriteDeltaKey( msg, key, from->angles[2], to->angles[2], 16 );
MSG_WriteDeltaKey( msg, key, from->forwardmove, to->forwardmove, 8 );
MSG_WriteDeltaKey( msg, key, from->rightmove, to->rightmove, 8 );
MSG_WriteDeltaKey( msg, key, from->upmove, to->upmove, 8 );
MSG_WriteDeltaKey( msg, key, from->buttons, to->buttons, 16 );
MSG_WriteDeltaKey( msg, key, from->weapon, to->weapon, 8 );
MSG_WriteDeltaKey( msg, key, from->forcesel, to->forcesel, 8 );
MSG_WriteDeltaKey( msg, key, from->invensel, to->invensel, 8 );
MSG_WriteDeltaKey( msg, key, from->generic_cmd, to->generic_cmd, 8 );
}
/*
=====================
MSG_ReadDeltaUsercmd
=====================
*/
void MSG_ReadDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *to ) {
if ( MSG_ReadBits( msg, 1 ) ) {
to->serverTime = from->serverTime + MSG_ReadBits( msg, 8 );
} else {
to->serverTime = MSG_ReadBits( msg, 32 );
}
if ( MSG_ReadBits( msg, 1 ) ) {
key ^= to->serverTime;
to->angles[0] = MSG_ReadDeltaKey( msg, key, from->angles[0], 16);
to->angles[1] = MSG_ReadDeltaKey( msg, key, from->angles[1], 16);
to->angles[2] = MSG_ReadDeltaKey( msg, key, from->angles[2], 16);
to->forwardmove = MSG_ReadDeltaKey( msg, key, from->forwardmove, 8);
to->rightmove = MSG_ReadDeltaKey( msg, key, from->rightmove, 8);
to->upmove = MSG_ReadDeltaKey( msg, key, from->upmove, 8);
to->buttons = MSG_ReadDeltaKey( msg, key, from->buttons, 16);
to->weapon = MSG_ReadDeltaKey( msg, key, from->weapon, 8);
to->forcesel = MSG_ReadDeltaKey( msg, key, from->forcesel, 8);
to->invensel = MSG_ReadDeltaKey( msg, key, from->invensel, 8);
to->generic_cmd = MSG_ReadDeltaKey( msg, key, from->generic_cmd, 8);
} else {
to->angles[0] = from->angles[0];
to->angles[1] = from->angles[1];
to->angles[2] = from->angles[2];
to->forwardmove = from->forwardmove;
to->rightmove = from->rightmove;
to->upmove = from->upmove;
to->buttons = from->buttons;
to->weapon = from->weapon;
to->forcesel = from->forcesel;
to->invensel = from->invensel;
to->generic_cmd = from->generic_cmd;
}
}
/*
=============================================================================
entityState_t communication
=============================================================================
*/
typedef struct {
char *name;
int offset;
#ifdef _XBOX
int realSize; // in bytes (1, 2, 4)
#endif
int bits; // 0 = float
#ifndef FINAL_BUILD
unsigned mCount;
#endif
} netField_t;
// using the stringizing operator to save typing...
#ifdef _XBOX
#define NETF(x) #x,(int)&((entityState_t*)0)->x,sizeof(((entityState_t*)0)->x)
#else
#define NETF(x) #x,(int)&((entityState_t*)0)->x
#endif
//rww - Remember to update ext_data/MP/netf_overrides.txt if you change any of this!
//(for the sake of being consistent)
// BTO - This was mis-documented before. We do allow datatypes less than 32 bits on Xbox
// now, but our macros and such handle it all automagically. No need to be anal about
// keeping q_shared.h in sync with this.
netField_t entityStateFields[] =
{
{ NETF(pos.trTime), 32 },
{ NETF(pos.trBase[1]), 0 },
{ NETF(pos.trBase[0]), 0 },
{ NETF(apos.trBase[1]), 0 },
{ NETF(pos.trBase[2]), 0 },
{ NETF(apos.trBase[0]), 0 },
{ NETF(pos.trDelta[0]), 0 },
{ NETF(pos.trDelta[1]), 0 },
{ NETF(eType), 8 },
{ NETF(angles[1]), 0 },
{ NETF(pos.trDelta[2]), 0 },
{ NETF(origin[0]), 0 },
{ NETF(origin[1]), 0 },
{ NETF(origin[2]), 0 },
// does this need to be 8 bits?
{ NETF(weapon), 8 },
{ NETF(apos.trType), 8 },
// changed from 12 to 16
{ NETF(legsAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
// suspicious
{ NETF(torsoAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
// large use beyond GENTITYNUM_BITS - should use generic1 insead
{ NETF(genericenemyindex), 32 }, //Do not change to GENTITYNUM_BITS, used as a time offset for seeker
{ NETF(eFlags), 32 },
{ NETF(pos.trDuration), 32 },
// might be able to reduce
{ NETF(teamowner), 8 },
{ NETF(groundEntityNum), GENTITYNUM_BITS },
{ NETF(pos.trType), 8 },
{ NETF(angles[2]), 0 },
{ NETF(angles[0]), 0 },
{ NETF(solid), 24 },
// flag states barely used - could be moved elsewhere
{ NETF(fireflag), 2 },
{ NETF(event), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
// used mostly for players and npcs - appears to be static / never changing
{ NETF(customRGBA[3]), 8 }, //0-255
// used mostly for players and npcs - appears to be static / never changing
{ NETF(customRGBA[0]), 8 }, //0-255
// only used in fx system (which rick did) and chunks
{ NETF(speed), 0 },
// why are npc's clientnum's that big?
{ NETF(clientNum), GENTITYNUM_BITS }, //with npc's clientnum can be > MAX_CLIENTS so use entnum bits now instead.
{ NETF(apos.trBase[2]), 0 },
{ NETF(apos.trTime), 32 },
// used mostly for players and npcs - appears to be static / never changing
{ NETF(customRGBA[1]), 8 }, //0-255
// used mostly for players and npcs - appears to be static / never changing
{ NETF(customRGBA[2]), 8 }, //0-255
// multiple meanings
{ NETF(saberEntityNum), GENTITYNUM_BITS },
// could probably just eliminate and assume a big number
{ NETF(g2radius), 8 },
{ NETF(otherEntityNum2), GENTITYNUM_BITS },
// used all over the place
{ NETF(owner), GENTITYNUM_BITS },
{ NETF(modelindex2), 8 },
// why was this changed from 0 to 8 ?
{ NETF(eventParm), 8 },
// unknown about size?
{ NETF(saberMove), 8 },
{ NETF(apos.trDelta[1]), 0 },
{ NETF(boneAngles1[1]), 0 },
// why raised from 8 to -16?
{ NETF(modelindex), -16 },
// barely used, could probably be replaced
{ NETF(emplacedOwner), 32 }, //As above, also used as a time value (for electricity render time)
{ NETF(apos.trDelta[0]), 0 },
{ NETF(apos.trDelta[2]), 0 },
// shouldn't these be better off as flags? otherwise, they may consume more bits this way
{ NETF(torsoFlip), 1 },
{ NETF(angles2[1]), 0 },
// used mostly in saber and npc
{ NETF(lookTarget), GENTITYNUM_BITS },
{ NETF(origin2[2]), 0 },
// randomly used, not sure why this was used instead of svc_noclient
// if (cent->currentState.modelGhoul2 == 127)
// { //not ready to be drawn or initialized..
// return;
// }
{ NETF(modelGhoul2), 8 },
{ NETF(loopSound), 8 },
{ NETF(origin2[0]), 0 },
// multiple purpose bit flag
{ NETF(shouldtarget), 1 },
// widely used, does not appear that they have to be 16 bits
{ NETF(trickedentindex), 16 }, //See note in PSF
{ NETF(otherEntityNum), GENTITYNUM_BITS },
{ NETF(origin2[1]), 0 },
{ NETF(time2), 32 },
{ NETF(legsFlip), 1 },
// fully used
{ NETF(bolt2), GENTITYNUM_BITS },
{ NETF(constantLight), 32 },
{ NETF(time), 32 },
// why doesn't lookTarget just indicate this?
{ NETF(hasLookTarget), 1 },
{ NETF(boneAngles1[2]), 0 },
// used for both force pass and an emplaced gun - gun is just a flag indicator
{ NETF(activeForcePass), 6 },
// used to indicate health
{ NETF(health), 10 }, //if something's health exceeds 1024, then.. too bad!
// appears to have multiple means, could be eliminated by indicating a sound set differently
{ NETF(loopIsSoundset), 1 },
{ NETF(saberHolstered), 2 },
//NPC-SPECIFIC:
// both are used for NPCs sabers, though limited
{ NETF(npcSaber1), 9 },
{ NETF(maxhealth), 10 },
{ NETF(trickedentindex2), 16 },
// appear to only be 18 powers?
{ NETF(forcePowersActive), 32 },
// used, doesn't appear to be flexible
{ NETF(iModelScale), 10 }, //0-1024 (guess it's gotta be increased if we want larger allowable scale.. but 1024% is pretty big)
// full bits used
{ NETF(powerups), 16 },
// can this be reduced?
{ NETF(soundSetIndex), 8 }, //rww - if MAX_AMBIENT_SETS is changed from 256, REMEMBER TO CHANGE THIS
// looks like this can be reduced to 4? (ship parts = 4, people parts = 2)
{ NETF(brokenLimbs), 8 }, //up to 8 limbs at once (not that that many are used)
{ NETF(csSounds_Std), 8 }, //soundindex must be 8 unless max sounds is changed
// used extensively
{ NETF(saberInFlight), 1 },
{ NETF(angles2[0]), 0 },
{ NETF(frame), 16 },
{ NETF(angles2[2]), 0 },
// why not use torsoAnim and set a flag to do the same thing as forceFrame (saberLockFrame)
{ NETF(forceFrame), 16 }, //if you have over 65536 frames, then this will explode. Of course if you have that many things then lots of things will probably explode.
{ NETF(generic1), 8 },
// do we really need 4 indexes?
{ NETF(boneIndex1), 6 }, //up to 64 bones can be accessed by this indexing method
// only 54 classes, could cut down 2 bits
{ NETF(NPC_class), 8 },
{ NETF(apos.trDuration), 32 },
// there appears to be only 2 different version of parms passed - a flag would better be suited
{ NETF(boneOrient), 9 }, //3 bits per orientation dir
// this looks to be a single bit flag
{ NETF(bolt1), 8 },
{ NETF(trickedentindex3), 16 },
// in use for vehicles
{ NETF(m_iVehicleNum), GENTITYNUM_BITS }, // 10 bits fits all possible entity nums (2^10 = 1024). - AReis
{ NETF(trickedentindex4), 16 },
// but why is there an opposite state of surfaces field?
{ NETF(surfacesOff), 32 },
{ NETF(eFlags2), 10 },
// should be bit field
{ NETF(isJediMaster), 1 },
// should be bit field
{ NETF(isPortalEnt), 1 },
// possible multiple definitions
{ NETF(heldByClient), 6 },
// this does not appear to be used in any production or non-cheat fashion - REMOVE
{ NETF(ragAttach), GENTITYNUM_BITS },
// used only in one spot for seige
{ NETF(boltToPlayer), 6 },
{ NETF(npcSaber2), 9 },
{ NETF(csSounds_Combat), 8 },
{ NETF(csSounds_Extra), 8 },
{ NETF(csSounds_Jedi), 8 },
// used only for surfaces on NPCs
{ NETF(surfacesOn), 32 }, //allow up to 32 surfaces in the bitflag
{ NETF(boneIndex2), 6 },
{ NETF(boneIndex3), 6 },
{ NETF(boneIndex4), 6 },
{ NETF(boneAngles1[0]), 0 },
{ NETF(boneAngles2[0]), 0 },
{ NETF(boneAngles2[1]), 0 },
{ NETF(boneAngles2[2]), 0 },
{ NETF(boneAngles3[0]), 0 },
{ NETF(boneAngles3[1]), 0 },
{ NETF(boneAngles3[2]), 0 },
{ NETF(boneAngles4[0]), 0 },
{ NETF(boneAngles4[1]), 0 },
{ NETF(boneAngles4[2]), 0 },
//rww - for use by mod authors only
#ifndef _XBOX
{ NETF(userInt1), 1 },
{ NETF(userInt2), 1 },
{ NETF(userInt3), 1 },
{ NETF(userFloat1), 1 },
{ NETF(userFloat2), 1 },
{ NETF(userFloat3), 1 },
{ NETF(userVec1[0]), 1 },
{ NETF(userVec1[1]), 1 },
{ NETF(userVec1[2]), 1 },
{ NETF(userVec2[0]), 1 },
{ NETF(userVec2[1]), 1 },
{ NETF(userVec2[2]), 1 }
#endif
};
// if (int)f == f and (int)f + ( 1<<(FLOAT_INT_BITS-1) ) < ( 1 << FLOAT_INT_BITS )
// the float will be sent with FLOAT_INT_BITS, otherwise all 32 bits will be sent
#define FLOAT_INT_BITS 13
#define FLOAT_INT_BIAS (1<<(FLOAT_INT_BITS-1))
/*
==================
MSG_WriteDeltaEntity
Writes part of a packetentities message, including the entity number.
Can delta from either a baseline or a previous packet_entity
If to is NULL, a remove entity update will be sent
If force is not set, then nothing at all will be generated if the entity is
identical, under the assumption that the in-order delta code will catch it.
==================
*/
void MSG_WriteDeltaEntity( msg_t *msg, struct entityState_s *from, struct entityState_s *to,
qboolean force ) {
int i, lc;
int numFields;
netField_t *field;
int trunc;
float fullFloat;
int *fromF, *toF;
numFields = sizeof(entityStateFields)/sizeof(entityStateFields[0]);
// all fields should be 32 bits to avoid any compiler packing issues
// the "number" field is not part of the field list
// if this assert fails, someone added a field to the entityState_t
// struct without updating the message fields
#ifndef _XBOX // No longer true, although we should keep some kind of check.
assert( numFields + 1 == sizeof( *from )/4 );
#endif
// a NULL to is a delta remove message
if ( to == NULL ) {
if ( from == NULL ) {
return;
}
MSG_WriteBits( msg, from->number, GENTITYNUM_BITS );
MSG_WriteBits( msg, 1, 1 );
return;
}
if ( to->number < 0 || to->number >= MAX_GENTITIES ) {
Com_Error (ERR_FATAL, "MSG_WriteDeltaEntity: Bad entity number: %i", to->number );
}
lc = 0;
// build the change vector as bytes so it is endien independent
// TODO: OPTIMIZE: How about we do this in reverse order so we can
// just break out at the first changed field we find?
for ( i = 0, field = entityStateFields ; i < numFields ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
#ifdef _XBOX
if (((field->realSize == 4) && (*fromF != *toF)) ||
((field->realSize == 2) && (*(short *)fromF != *(short *)toF)) ||
((field->realSize == 1) && (*(char *)fromF != *(char *)toF)))
{
lc = i+1;
}
#else
if ( *fromF != *toF ) {
lc = i+1;
#ifndef FINAL_BUILD
field->mCount++;
#endif
}
#endif
}
if ( lc == 0 ) {
// nothing at all changed
if ( !force ) {
return; // nothing at all
}
// write two bits for no change
MSG_WriteBits( msg, to->number, GENTITYNUM_BITS );
MSG_WriteBits( msg, 0, 1 ); // not removed
MSG_WriteBits( msg, 0, 1 ); // no delta
return;
}
MSG_WriteBits( msg, to->number, GENTITYNUM_BITS );
MSG_WriteBits( msg, 0, 1 ); // not removed
MSG_WriteBits( msg, 1, 1 ); // we have a delta
MSG_WriteByte( msg, lc ); // # of changes
oldsize += numFields;
for ( i = 0, field = entityStateFields ; i < lc ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
#ifdef _XBOX
if (((field->realSize == 4) && (*fromF == *toF)) ||
((field->realSize == 2) && (*(short *)fromF == *(short *)toF)) ||
((field->realSize == 1) && (*(char *)fromF == *(char *)toF)))
{
MSG_WriteBits( msg, 0, 1 ); // no change
continue;
}
#else
if ( *fromF == *toF ) {
MSG_WriteBits( msg, 0, 1 ); // no change
continue;
}
#endif
MSG_WriteBits( msg, 1, 1 ); // changed
if ( field->bits == 0 ) {
// float
fullFloat = *(float *)toF;
trunc = (int)fullFloat;
if (fullFloat == 0.0f) {
MSG_WriteBits( msg, 0, 1 );
oldsize += FLOAT_INT_BITS;
} else {
MSG_WriteBits( msg, 1, 1 );
if ( trunc == fullFloat && trunc + FLOAT_INT_BIAS >= 0 &&
trunc + FLOAT_INT_BIAS < ( 1 << FLOAT_INT_BITS ) ) {
// send as small integer
MSG_WriteBits( msg, 0, 1 );
MSG_WriteBits( msg, trunc + FLOAT_INT_BIAS, FLOAT_INT_BITS );
} else {
// send as full floating point value
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, *toF, 32 );
}
}
} else {
#ifdef _XBOX
if (((field->realSize == 4) && (*toF == 0)) ||
((field->realSize == 2) && (*(short *)toF == 0)) ||
((field->realSize == 1) && (*(char *)toF == 0))) {
MSG_WriteBits( msg, 0, 1 );
} else {
MSG_WriteBits( msg, 1, 1 );
// integer
MSG_WriteBits( msg,
(field->realSize == 4) ? *toF :
(field->realSize == 2) ? *(short *)toF : *(char *)toF,
field->bits );
}
#else
if (*toF == 0) {
MSG_WriteBits( msg, 0, 1 );
} else {
MSG_WriteBits( msg, 1, 1 );
// integer
MSG_WriteBits( msg, *toF, field->bits );
}
#endif
}
}
}
/*
==================
MSG_ReadDeltaEntity
The entity number has already been read from the message, which
is how the from state is identified.
If the delta removes the entity, entityState_t->number will be set to MAX_GENTITIES-1
Can go from either a baseline or a previous packet_entity
==================
*/
void MSG_ReadDeltaEntity( msg_t *msg, entityState_t *from, entityState_t *to,
int number) {
int i, lc;
int numFields;
netField_t *field;
int *fromF, *toF;
int print;
int trunc;
int startBit, endBit;
if ( number < 0 || number >= MAX_GENTITIES) {
Com_Error( ERR_DROP, "Bad delta entity number: %i", number );
}
startBit = msg->bit;
// check for a remove
if ( MSG_ReadBits( msg, 1 ) == 1 ) {
Com_Memset( to, 0, sizeof( *to ) );
to->number = MAX_GENTITIES - 1;
if ( cl_shownet->integer >= 2 || cl_shownet->integer == -1 ) {
Com_Printf( "%3i: #%-3i remove\n", msg->readcount, number );
}
return;
}
// check for no delta
if ( MSG_ReadBits( msg, 1 ) == 0 ) {
*to = *from;
to->number = number;
return;
}
numFields = sizeof(entityStateFields)/sizeof(entityStateFields[0]);
lc = MSG_ReadByte(msg);
// shownet 2/3 will interleave with other printed info, -1 will
// just print the delta records`
if ( cl_shownet->integer >= 2 || cl_shownet->integer == -1 ) {
print = 1;
if (sv.state)
{
Com_Printf( "%3i: #%-3i (%s) ", msg->readcount, number, SV_GentityNum(number)->classname );
}
else
{
Com_Printf( "%3i: #%-3i ", msg->readcount, number );
}
} else {
print = 0;
}
to->number = number;
#ifdef _DONETPROFILE_
int startBytes,endBytes;
#endif
for ( i = 0, field = entityStateFields ; i < lc ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
#ifdef _DONETPROFILE_
startBytes=msg->readcount;
#endif
if ( ! MSG_ReadBits( msg, 1 ) ) {
// no change
#ifdef _XBOX
if (field->realSize == 4)
*toF = *fromF;
else if (field->realSize == 2)
*(short *)toF = *(short *)fromF;
else
*(char *)toF = *(char *)fromF;
#else
*toF = *fromF;
#endif
} else {
if ( field->bits == 0 ) {
// float
if ( MSG_ReadBits( msg, 1 ) == 0 ) {
*(float *)toF = 0.0f;
} else {
if ( MSG_ReadBits( msg, 1 ) == 0 ) {
// integral float
trunc = MSG_ReadBits( msg, FLOAT_INT_BITS );
// bias to allow equal parts positive and negative
trunc -= FLOAT_INT_BIAS;
*(float *)toF = trunc;
if ( print ) {
Com_Printf( "%s:%i ", field->name, trunc );
}
} else {
// full floating point value
*toF = MSG_ReadBits( msg, 32 );
if ( print ) {
Com_Printf( "%s:%f ", field->name, *(float *)toF );
}
}
}
} else {
if ( MSG_ReadBits( msg, 1 ) == 0 ) {
#ifdef _XBOX
if (field->realSize == 4)
*toF = 0;
else if (field->realSize == 2)
*(short *)toF = 0;
else
*(char *)toF = 0;
#else
*toF = 0;
#endif
} else {
// integer
#ifdef _XBOX
if (field->realSize == 4)
*toF = MSG_ReadBits( msg, field->bits );
else if (field->realSize == 2)
*(short *)toF = MSG_ReadBits( msg, field->bits );
else
*(char *)toF = MSG_ReadBits( msg, field->bits );
#else
*toF = MSG_ReadBits( msg, field->bits );
#endif
if ( print ) {
Com_Printf( "%s:%i ", field->name, *toF );
}
}
}
}
#ifdef _DONETPROFILE_
endBytes=msg->readcount;
ClReadProf().AddField(field->name,endBytes-startBytes);
#endif
}
for ( i = lc, field = &entityStateFields[lc] ; i < numFields ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
// no change
#ifdef _XBOX
if (field->realSize == 4)
*toF = *fromF;
else if (field->realSize == 2)
*(short *)toF = *(short *)fromF;
else
*(char *)toF = *(char *)fromF;
#else
*toF = *fromF;
#endif
}
if ( print ) {
endBit = msg->bit;
Com_Printf( " (%i bits)\n", endBit - startBit );
}
}
/*
============================================================================
plyer_state_t communication
============================================================================
*/
// using the stringizing operator to save typing...
#ifdef _XBOX
#define PSF(x) #x,(int)&((playerState_t*)0)->x,sizeof(((playerState_t*)0)->x)
#else
#define PSF(x) #x,(int)&((playerState_t*)0)->x
#endif
//rww - Remember to update ext_data/MP/psf_overrides.txt if you change any of this!
//(for the sake of being consistent)
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#ifdef _OPTIMIZED_VEHICLE_NETWORKING
//Instead of sending 2 full playerStates for the pilot and the vehicle, send a smaller,
//specialized pilot playerState and vehicle playerState. Also removes some vehicle
//fields from the normal playerState -mcg
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
netField_t playerStateFields[] =
{
{ PSF(commandTime), 32 },
{ PSF(origin[1]), 0 },
{ PSF(origin[0]), 0 },
{ PSF(viewangles[1]), 0 },
{ PSF(viewangles[0]), 0 },
{ PSF(origin[2]), 0 },
{ PSF(velocity[0]), 0 },
{ PSF(velocity[1]), 0 },
{ PSF(velocity[2]), 0 },
{ PSF(bobCycle), 8 },
{ PSF(weaponTime), -16 },
{ PSF(delta_angles[1]), 16 },
{ PSF(speed), 0 }, //sadly, the vehicles require negative speed values, so..
{ PSF(legsAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(delta_angles[0]), 16 },
{ PSF(torsoAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(groundEntityNum), GENTITYNUM_BITS },
{ PSF(eFlags), 32 },
{ PSF(fd.forcePower), 8 },
{ PSF(eventSequence), 16 },
{ PSF(torsoTimer), 16 },
{ PSF(legsTimer), 16 },
{ PSF(viewheight), -8 },
{ PSF(fd.saberAnimLevel), 4 },
{ PSF(rocketLockIndex), GENTITYNUM_BITS },
{ PSF(fd.saberDrawAnimLevel), 4 },
{ PSF(genericEnemyIndex), 32 }, //NOTE: This isn't just an index all the time, it's often used as a time value, and thus needs 32 bits
{ PSF(events[0]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(events[1]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(customRGBA[0]), 8 }, //0-255
{ PSF(movementDir), 4 },
{ PSF(saberEntityNum), GENTITYNUM_BITS }, //Also used for channel tracker storage, but should never exceed entity number
{ PSF(customRGBA[3]), 8 }, //0-255
{ PSF(weaponstate), 4 },
{ PSF(saberMove), 32 }, //This value sometimes exceeds the max LS_ value and gets set to a crazy amount, so it needs 32 bits
{ PSF(standheight), 10 },
{ PSF(crouchheight), 10 },
{ PSF(basespeed), -16 },
{ PSF(pm_flags), 16 },
{ PSF(jetpackFuel), 8 },
{ PSF(cloakFuel), 8 },
{ PSF(pm_time), -16 },
{ PSF(customRGBA[1]), 8 }, //0-255
{ PSF(clientNum), GENTITYNUM_BITS },
{ PSF(duelIndex), GENTITYNUM_BITS },
{ PSF(customRGBA[2]), 8 }, //0-255
{ PSF(gravity), 16 },
{ PSF(weapon), 8 },
{ PSF(delta_angles[2]), 16 },
{ PSF(saberCanThrow), 1 },
{ PSF(viewangles[2]), 0 },
{ PSF(fd.forcePowersKnown), 32 },
{ PSF(fd.forcePowerLevel[FP_LEVITATION]), 2 }, //unfortunately we need this for fall damage calculation (client needs to know the distance for the fall noise)
{ PSF(fd.forcePowerDebounce[FP_LEVITATION]), 32 },
{ PSF(fd.forcePowerSelected), 8 },
{ PSF(torsoFlip), 1 },
{ PSF(externalEvent), 10 },
{ PSF(damageYaw), 8 },
{ PSF(damageCount), 8 },
{ PSF(inAirAnim), 1 }, //just transmit it for the sake of knowing right when on the client to play a land anim, it's only 1 bit
{ PSF(eventParms[1]), 8 },
{ PSF(fd.forceSide), 2 }, //so we know if we should apply greyed out shaders to dark/light force enlightenment
{ PSF(saberAttackChainCount), 4 },
{ PSF(pm_type), 8 },
{ PSF(externalEventParm), 8 },
{ PSF(eventParms[0]), -16 },
{ PSF(lookTarget), GENTITYNUM_BITS },
//{ PSF(vehOrientation[0]), 0 },
{ PSF(weaponChargeSubtractTime), 32 }, //? really need 32 bits??
//{ PSF(vehOrientation[1]), 0 },
//{ PSF(moveDir[1]), 0 },
//{ PSF(moveDir[0]), 0 },
{ PSF(weaponChargeTime), 32 }, //? really need 32 bits??
//{ PSF(vehOrientation[2]), 0 },
{ PSF(legsFlip), 1 },
{ PSF(damageEvent), 8 },
//{ PSF(moveDir[2]), 0 },
{ PSF(rocketTargetTime), 32 },
{ PSF(activeForcePass), 6 },
{ PSF(electrifyTime), 32 },
{ PSF(fd.forceJumpZStart), 0 },
{ PSF(loopSound), 16 }, //rwwFIXMEFIXME: max sounds is 256, doesn't this only need to be 8?
{ PSF(hasLookTarget), 1 },
{ PSF(saberBlocked), 8 },
{ PSF(damageType), 2 },
{ PSF(rocketLockTime), 32 },
{ PSF(forceHandExtend), 8 },
{ PSF(saberHolstered), 2 },
{ PSF(fd.forcePowersActive), 32 },
{ PSF(damagePitch), 8 },
{ PSF(m_iVehicleNum), GENTITYNUM_BITS }, // 10 bits fits all possible entity nums (2^10 = 1024). - AReis
//{ PSF(vehTurnaroundTime), 32 },//only used by vehicle?
{ PSF(generic1), 8 },
{ PSF(jumppad_ent), 10 },
{ PSF(hasDetPackPlanted), 1 },
{ PSF(saberInFlight), 1 },
{ PSF(forceDodgeAnim), 16 },
{ PSF(zoomMode), 2 }, // NOTENOTE Are all of these necessary?
{ PSF(hackingTime), 32 },
{ PSF(zoomTime), 32 }, // NOTENOTE Are all of these necessary?
{ PSF(brokenLimbs), 8 }, //up to 8 limbs at once (not that that many are used)
{ PSF(zoomLocked), 1 }, // NOTENOTE Are all of these necessary?
{ PSF(zoomFov), 0 }, // NOTENOTE Are all of these necessary?
{ PSF(fd.forceRageRecoveryTime), 32 },
{ PSF(fallingToDeath), 32 },
{ PSF(fd.forceMindtrickTargetIndex), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(fd.forceMindtrickTargetIndex2), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
//{ PSF(vehWeaponsLinked), 1 },//only used by vehicle?
{ PSF(lastHitLoc[2]), 0 },
//{ PSF(hyperSpaceTime), 32 },//only used by vehicle?
{ PSF(fd.forceMindtrickTargetIndex3), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(lastHitLoc[0]), 0 },
{ PSF(eFlags2), 10 },
{ PSF(fd.forceMindtrickTargetIndex4), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
//{ PSF(hyperSpaceAngles[1]), 0 },//only used by vehicle?
{ PSF(lastHitLoc[1]), 0 }, //currently only used so client knows to orient disruptor disintegration.. seems a bit much for just that though.
//{ PSF(vehBoarding), 1 }, //only used by vehicle? not like the normal boarding value, this is a simple "1 or 0" value
{ PSF(fd.sentryDeployed), 1 },
{ PSF(saberLockTime), 32 },
{ PSF(saberLockFrame), 16 },
//{ PSF(vehTurnaroundIndex), GENTITYNUM_BITS },//only used by vehicle?
//{ PSF(vehSurfaces), 16 }, //only used by vehicle? allow up to 16 surfaces in the flag I guess
{ PSF(fd.forcePowerLevel[FP_SEE]), 2 }, //needed for knowing when to display players through walls
{ PSF(saberLockEnemy), GENTITYNUM_BITS },
{ PSF(fd.forceGripCripple), 1 }, //should only be 0 or 1 ever
{ PSF(emplacedIndex), GENTITYNUM_BITS },
{ PSF(holocronBits), 32 },
{ PSF(isJediMaster), 1 },
{ PSF(forceRestricted), 1 },
{ PSF(trueJedi), 1 },
{ PSF(trueNonJedi), 1 },
{ PSF(duelTime), 32 },
{ PSF(duelInProgress), 1 },
{ PSF(saberLockAdvance), 1 },
{ PSF(heldByClient), 6 },
{ PSF(ragAttach), GENTITYNUM_BITS },
{ PSF(iModelScale), 10 }, //0-1024 (guess it's gotta be increased if we want larger allowable scale.. but 1024% is pretty big)
{ PSF(hackingBaseTime), 16 }, //up to 65536ms, over 10 seconds would just be silly anyway
//{ PSF(hyperSpaceAngles[0]), 0 },//only used by vehicle?
//{ PSF(hyperSpaceAngles[2]), 0 },//only used by vehicle?
//rww - for use by mod authors only
#ifndef _XBOX
{ PSF(userInt1), 1 },
{ PSF(userInt2), 1 },
{ PSF(userInt3), 1 },
{ PSF(userFloat1), 1 },
{ PSF(userFloat2), 1 },
{ PSF(userFloat3), 1 },
{ PSF(userVec1[0]), 1 },
{ PSF(userVec1[1]), 1 },
{ PSF(userVec1[2]), 1 },
{ PSF(userVec2[0]), 1 },
{ PSF(userVec2[1]), 1 },
{ PSF(userVec2[2]), 1 }
#endif
};
netField_t pilotPlayerStateFields[] =
{
{ PSF(commandTime), 32 },
{ PSF(origin[1]), 0 },
{ PSF(origin[0]), 0 },
{ PSF(viewangles[1]), 0 },
{ PSF(viewangles[0]), 0 },
{ PSF(origin[2]), 0 },
{ PSF(weaponTime), -16 },
{ PSF(delta_angles[1]), 16 },
{ PSF(delta_angles[0]), 16 },
{ PSF(eFlags), 32 },
{ PSF(eventSequence), 16 },
{ PSF(rocketLockIndex), GENTITYNUM_BITS },
{ PSF(events[0]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(events[1]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(weaponstate), 4 },
{ PSF(pm_flags), 16 },
{ PSF(pm_time), -16 },
{ PSF(clientNum), GENTITYNUM_BITS },
{ PSF(weapon), 8 },
{ PSF(delta_angles[2]), 16 },
{ PSF(viewangles[2]), 0 },
{ PSF(externalEvent), 10 },
{ PSF(eventParms[1]), 8 },
{ PSF(pm_type), 8 },
{ PSF(externalEventParm), 8 },
{ PSF(eventParms[0]), -16 },
{ PSF(weaponChargeSubtractTime), 32 }, //? really need 32 bits??
{ PSF(weaponChargeTime), 32 }, //? really need 32 bits??
{ PSF(rocketTargetTime), 32 },
{ PSF(fd.forceJumpZStart), 0 },
{ PSF(rocketLockTime), 32 },
{ PSF(m_iVehicleNum), GENTITYNUM_BITS }, // 10 bits fits all possible entity nums (2^10 = 1024). - AReis
{ PSF(generic1), 8 },//used by passengers
{ PSF(eFlags2), 10 },
//===THESE SHOULD NOT BE CHANGING OFTEN====================================================================
{ PSF(legsAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(torsoAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(torsoTimer), 16 },
{ PSF(legsTimer), 16 },
{ PSF(jetpackFuel), 8 },
{ PSF(cloakFuel), 8 },
{ PSF(saberCanThrow), 1 },
{ PSF(fd.forcePowerDebounce[FP_LEVITATION]), 32 },
{ PSF(torsoFlip), 1 },
{ PSF(legsFlip), 1 },
{ PSF(fd.forcePowersActive), 32 },
{ PSF(hasDetPackPlanted), 1 },
{ PSF(fd.forceRageRecoveryTime), 32 },
{ PSF(saberInFlight), 1 },
{ PSF(fd.forceMindtrickTargetIndex), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(fd.forceMindtrickTargetIndex2), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(fd.forceMindtrickTargetIndex3), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(fd.forceMindtrickTargetIndex4), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(fd.sentryDeployed), 1 },
{ PSF(fd.forcePowerLevel[FP_SEE]), 2 }, //needed for knowing when to display players through walls
{ PSF(holocronBits), 32 },
{ PSF(fd.forcePower), 8 },
//===THE REST OF THESE SHOULD NOT BE RELEVANT, BUT, FOR SAFETY, INCLUDE THEM ANYWAY, JUST AT THE BOTTOM===============================================================
{ PSF(velocity[0]), 0 },
{ PSF(velocity[1]), 0 },
{ PSF(velocity[2]), 0 },
{ PSF(bobCycle), 8 },
{ PSF(speed), 0 }, //sadly, the vehicles require negative speed values, so..
{ PSF(groundEntityNum), GENTITYNUM_BITS },
{ PSF(viewheight), -8 },
{ PSF(fd.saberAnimLevel), 4 },
{ PSF(fd.saberDrawAnimLevel), 4 },
{ PSF(genericEnemyIndex), 32 }, //NOTE: This isn't just an index all the time, it's often used as a time value, and thus needs 32 bits
{ PSF(customRGBA[0]), 8 }, //0-255
{ PSF(movementDir), 4 },
{ PSF(saberEntityNum), GENTITYNUM_BITS }, //Also used for channel tracker storage, but should never exceed entity number
{ PSF(customRGBA[3]), 8 }, //0-255
{ PSF(saberMove), 32 }, //This value sometimes exceeds the max LS_ value and gets set to a crazy amount, so it needs 32 bits
{ PSF(standheight), 10 },
{ PSF(crouchheight), 10 },
{ PSF(basespeed), -16 },
{ PSF(customRGBA[1]), 8 }, //0-255
{ PSF(duelIndex), GENTITYNUM_BITS },
{ PSF(customRGBA[2]), 8 }, //0-255
{ PSF(gravity), 16 },
{ PSF(fd.forcePowersKnown), 32 },
{ PSF(fd.forcePowerLevel[FP_LEVITATION]), 2 }, //unfortunately we need this for fall damage calculation (client needs to know the distance for the fall noise)
{ PSF(fd.forcePowerSelected), 8 },
{ PSF(damageYaw), 8 },
{ PSF(damageCount), 8 },
{ PSF(inAirAnim), 1 }, //just transmit it for the sake of knowing right when on the client to play a land anim, it's only 1 bit
{ PSF(fd.forceSide), 2 }, //so we know if we should apply greyed out shaders to dark/light force enlightenment
{ PSF(saberAttackChainCount), 4 },
{ PSF(lookTarget), GENTITYNUM_BITS },
{ PSF(moveDir[1]), 0 },
{ PSF(moveDir[0]), 0 },
{ PSF(damageEvent), 8 },
{ PSF(moveDir[2]), 0 },
{ PSF(activeForcePass), 6 },
{ PSF(electrifyTime), 32 },
{ PSF(damageType), 2 },
{ PSF(loopSound), 16 }, //rwwFIXMEFIXME: max sounds is 256, doesn't this only need to be 8?
{ PSF(hasLookTarget), 1 },
{ PSF(saberBlocked), 8 },
{ PSF(forceHandExtend), 8 },
{ PSF(saberHolstered), 2 },
{ PSF(damagePitch), 8 },
{ PSF(jumppad_ent), 10 },
{ PSF(forceDodgeAnim), 16 },
{ PSF(zoomMode), 2 }, // NOTENOTE Are all of these necessary?
{ PSF(hackingTime), 32 },
{ PSF(zoomTime), 32 }, // NOTENOTE Are all of these necessary?
{ PSF(brokenLimbs), 8 }, //up to 8 limbs at once (not that that many are used)
{ PSF(zoomLocked), 1 }, // NOTENOTE Are all of these necessary?
{ PSF(zoomFov), 0 }, // NOTENOTE Are all of these necessary?
{ PSF(fallingToDeath), 32 },
{ PSF(lastHitLoc[2]), 0 },
{ PSF(lastHitLoc[0]), 0 },
{ PSF(lastHitLoc[1]), 0 }, //currently only used so client knows to orient disruptor disintegration.. seems a bit much for just that though.
{ PSF(saberLockTime), 32 },
{ PSF(saberLockFrame), 16 },
{ PSF(saberLockEnemy), GENTITYNUM_BITS },
{ PSF(fd.forceGripCripple), 1 }, //should only be 0 or 1 ever
{ PSF(emplacedIndex), GENTITYNUM_BITS },
{ PSF(isJediMaster), 1 },
{ PSF(forceRestricted), 1 },
{ PSF(trueJedi), 1 },
{ PSF(trueNonJedi), 1 },
{ PSF(duelTime), 32 },
{ PSF(duelInProgress), 1 },
{ PSF(saberLockAdvance), 1 },
{ PSF(heldByClient), 6 },
{ PSF(ragAttach), GENTITYNUM_BITS },
{ PSF(iModelScale), 10 }, //0-1024 (guess it's gotta be increased if we want larger allowable scale.. but 1024% is pretty big)
{ PSF(hackingBaseTime), 16 }, //up to 65536ms, over 10 seconds would just be silly anyway
//===NEVER SEND THESE, ONLY USED BY VEHICLES==============================================================
//{ PSF(vehOrientation[0]), 0 },
//{ PSF(vehOrientation[1]), 0 },
//{ PSF(vehOrientation[2]), 0 },
//{ PSF(vehTurnaroundTime), 32 },//only used by vehicle?
//{ PSF(vehWeaponsLinked), 1 },//only used by vehicle?
//{ PSF(hyperSpaceTime), 32 },//only used by vehicle?
//{ PSF(vehTurnaroundIndex), GENTITYNUM_BITS },//only used by vehicle?
//{ PSF(vehSurfaces), 16 }, //only used by vehicle? allow up to 16 surfaces in the flag I guess
//{ PSF(vehBoarding), 1 }, //only used by vehicle? not like the normal boarding value, this is a simple "1 or 0" value
//{ PSF(hyperSpaceAngles[1]), 0 },//only used by vehicle?
//{ PSF(hyperSpaceAngles[0]), 0 },//only used by vehicle?
//{ PSF(hyperSpaceAngles[2]), 0 },//only used by vehicle?
//rww - for use by mod authors only
#ifndef _XBOX
{ PSF(userInt1), 1 },
{ PSF(userInt2), 1 },
{ PSF(userInt3), 1 },
{ PSF(userFloat1), 1 },
{ PSF(userFloat2), 1 },
{ PSF(userFloat3), 1 },
{ PSF(userVec1[0]), 1 },
{ PSF(userVec1[1]), 1 },
{ PSF(userVec1[2]), 1 },
{ PSF(userVec2[0]), 1 },
{ PSF(userVec2[1]), 1 },
{ PSF(userVec2[2]), 1 }
#endif
};
netField_t vehPlayerStateFields[] =
{
{ PSF(commandTime), 32 },
{ PSF(origin[1]), 0 },
{ PSF(origin[0]), 0 },
{ PSF(viewangles[1]), 0 },
{ PSF(viewangles[0]), 0 },
{ PSF(origin[2]), 0 },
{ PSF(velocity[0]), 0 },
{ PSF(velocity[1]), 0 },
{ PSF(velocity[2]), 0 },
{ PSF(weaponTime), -16 },
{ PSF(delta_angles[1]), 16 },
{ PSF(speed), 0 }, //sadly, the vehicles require negative speed values, so..
{ PSF(legsAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(delta_angles[0]), 16 },
{ PSF(groundEntityNum), GENTITYNUM_BITS },
{ PSF(eFlags), 32 },
{ PSF(eventSequence), 16 },
{ PSF(legsTimer), 16 },
{ PSF(rocketLockIndex), GENTITYNUM_BITS },
//{ PSF(genericEnemyIndex), 32 }, //NOTE: This isn't just an index all the time, it's often used as a time value, and thus needs 32 bits
{ PSF(events[0]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(events[1]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
//{ PSF(customRGBA[0]), 8 }, //0-255
//{ PSF(movementDir), 4 },
//{ PSF(customRGBA[3]), 8 }, //0-255
{ PSF(weaponstate), 4 },
//{ PSF(basespeed), -16 },
{ PSF(pm_flags), 16 },
{ PSF(pm_time), -16 },
//{ PSF(customRGBA[1]), 8 }, //0-255
{ PSF(clientNum), GENTITYNUM_BITS },
//{ PSF(duelIndex), GENTITYNUM_BITS },
//{ PSF(customRGBA[2]), 8 }, //0-255
{ PSF(gravity), 16 },
{ PSF(weapon), 8 },
{ PSF(delta_angles[2]), 16 },
{ PSF(viewangles[2]), 0 },
{ PSF(externalEvent), 10 },
{ PSF(eventParms[1]), 8 },
{ PSF(pm_type), 8 },
{ PSF(externalEventParm), 8 },
{ PSF(eventParms[0]), -16 },
{ PSF(vehOrientation[0]), 0 },
{ PSF(vehOrientation[1]), 0 },
{ PSF(moveDir[1]), 0 },
{ PSF(moveDir[0]), 0 },
{ PSF(vehOrientation[2]), 0 },
{ PSF(moveDir[2]), 0 },
{ PSF(rocketTargetTime), 32 },
//{ PSF(activeForcePass), 6 },//actually, you only need to know this for other vehicles, not your own
{ PSF(electrifyTime), 32 },
//{ PSF(fd.forceJumpZStart), 0 },//set on rider by vehicle, but not used by vehicle
{ PSF(loopSound), 16 }, //rwwFIXMEFIXME: max sounds is 256, doesn't this only need to be 8?
{ PSF(rocketLockTime), 32 },
{ PSF(m_iVehicleNum), GENTITYNUM_BITS }, // 10 bits fits all possible entity nums (2^10 = 1024). - AReis
{ PSF(vehTurnaroundTime), 32 },
//{ PSF(generic1), 8 },//used by passengers of vehicles, but not vehicles themselves
{ PSF(hackingTime), 32 },
{ PSF(brokenLimbs), 8 }, //up to 8 limbs at once (not that that many are used)
{ PSF(vehWeaponsLinked), 1 },
{ PSF(hyperSpaceTime), 32 },
{ PSF(eFlags2), 10 },
{ PSF(hyperSpaceAngles[1]), 0 },
{ PSF(vehBoarding), 1 }, //not like the normal boarding value, this is a simple "1 or 0" value
{ PSF(vehTurnaroundIndex), GENTITYNUM_BITS },
{ PSF(vehSurfaces), 16 }, //allow up to 16 surfaces in the flag I guess
{ PSF(hyperSpaceAngles[0]), 0 },
{ PSF(hyperSpaceAngles[2]), 0 },
//rww - for use by mod authors only
#ifndef _XBOX
{ PSF(userInt1), 1 },
{ PSF(userInt2), 1 },
{ PSF(userInt3), 1 },
{ PSF(userFloat1), 1 },
{ PSF(userFloat2), 1 },
{ PSF(userFloat3), 1 },
{ PSF(userVec1[0]), 1 },
{ PSF(userVec1[1]), 1 },
{ PSF(userVec1[2]), 1 },
{ PSF(userVec2[0]), 1 },
{ PSF(userVec2[1]), 1 },
{ PSF(userVec2[2]), 1 }
#endif
};
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#else//_OPTIMIZED_VEHICLE_NETWORKING
//The unoptimized way, throw *all* the vehicle stuff into the playerState along with everything else... :(
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
netField_t playerStateFields[] =
{
{ PSF(commandTime), 32 },
{ PSF(origin[1]), 0 },
{ PSF(origin[0]), 0 },
{ PSF(viewangles[1]), 0 },
{ PSF(viewangles[0]), 0 },
{ PSF(origin[2]), 0 },
{ PSF(velocity[0]), 0 },
{ PSF(velocity[1]), 0 },
{ PSF(velocity[2]), 0 },
{ PSF(bobCycle), 8 },
{ PSF(weaponTime), -16 },
{ PSF(delta_angles[1]), 16 },
{ PSF(speed), 0 }, //sadly, the vehicles require negative speed values, so..
{ PSF(legsAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(delta_angles[0]), 16 },
{ PSF(torsoAnim), 16 }, // Maximum number of animation sequences is 2048. Top bit is reserved for the togglebit
{ PSF(groundEntityNum), GENTITYNUM_BITS },
{ PSF(eFlags), 32 },
{ PSF(fd.forcePower), 8 },
{ PSF(eventSequence), 16 },
{ PSF(torsoTimer), 16 },
{ PSF(legsTimer), 16 },
{ PSF(viewheight), -8 },
{ PSF(fd.saberAnimLevel), 4 },
{ PSF(rocketLockIndex), GENTITYNUM_BITS },
{ PSF(fd.saberDrawAnimLevel), 4 },
{ PSF(genericEnemyIndex), 32 }, //NOTE: This isn't just an index all the time, it's often used as a time value, and thus needs 32 bits
{ PSF(events[0]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(events[1]), 10 }, // There is a maximum of 256 events (8 bits transmission, 2 high bits for uniqueness)
{ PSF(customRGBA[0]), 8 }, //0-255
{ PSF(movementDir), 4 },
{ PSF(saberEntityNum), GENTITYNUM_BITS }, //Also used for channel tracker storage, but should never exceed entity number
{ PSF(customRGBA[3]), 8 }, //0-255
{ PSF(weaponstate), 4 },
{ PSF(saberMove), 32 }, //This value sometimes exceeds the max LS_ value and gets set to a crazy amount, so it needs 32 bits
{ PSF(standheight), 10 },
{ PSF(crouchheight), 10 },
{ PSF(basespeed), -16 },
{ PSF(pm_flags), 16 },
{ PSF(jetpackFuel), 8 },
{ PSF(cloakFuel), 8 },
{ PSF(pm_time), -16 },
{ PSF(customRGBA[1]), 8 }, //0-255
{ PSF(clientNum), GENTITYNUM_BITS },
{ PSF(duelIndex), GENTITYNUM_BITS },
{ PSF(customRGBA[2]), 8 }, //0-255
{ PSF(gravity), 16 },
{ PSF(weapon), 8 },
{ PSF(delta_angles[2]), 16 },
{ PSF(saberCanThrow), 1 },
{ PSF(viewangles[2]), 0 },
{ PSF(fd.forcePowersKnown), 32 },
{ PSF(fd.forcePowerLevel[FP_LEVITATION]), 2 }, //unfortunately we need this for fall damage calculation (client needs to know the distance for the fall noise)
{ PSF(fd.forcePowerDebounce[FP_LEVITATION]), 32 },
{ PSF(fd.forcePowerSelected), 8 },
{ PSF(torsoFlip), 1 },
{ PSF(externalEvent), 10 },
{ PSF(damageYaw), 8 },
{ PSF(damageCount), 8 },
{ PSF(inAirAnim), 1 }, //just transmit it for the sake of knowing right when on the client to play a land anim, it's only 1 bit
{ PSF(eventParms[1]), 8 },
{ PSF(fd.forceSide), 2 }, //so we know if we should apply greyed out shaders to dark/light force enlightenment
{ PSF(saberAttackChainCount), 4 },
{ PSF(pm_type), 8 },
{ PSF(externalEventParm), 8 },
{ PSF(eventParms[0]), -16 },
{ PSF(lookTarget), GENTITYNUM_BITS },
{ PSF(vehOrientation[0]), 0 },
{ PSF(weaponChargeSubtractTime), 32 }, //? really need 32 bits??
{ PSF(vehOrientation[1]), 0 },
{ PSF(moveDir[1]), 0 },
{ PSF(moveDir[0]), 0 },
{ PSF(weaponChargeTime), 32 }, //? really need 32 bits??
{ PSF(vehOrientation[2]), 0 },
{ PSF(legsFlip), 1 },
{ PSF(damageEvent), 8 },
{ PSF(moveDir[2]), 0 },
{ PSF(rocketTargetTime), 32 },
{ PSF(activeForcePass), 6 },
{ PSF(electrifyTime), 32 },
{ PSF(fd.forceJumpZStart), 0 },
{ PSF(loopSound), 16 }, //rwwFIXMEFIXME: max sounds is 256, doesn't this only need to be 8?
{ PSF(hasLookTarget), 1 },
{ PSF(saberBlocked), 8 },
{ PSF(damageType), 2 },
{ PSF(rocketLockTime), 32 },
{ PSF(forceHandExtend), 8 },
{ PSF(saberHolstered), 2 },
{ PSF(fd.forcePowersActive), 32 },
{ PSF(damagePitch), 8 },
{ PSF(m_iVehicleNum), GENTITYNUM_BITS }, // 10 bits fits all possible entity nums (2^10 = 1024). - AReis
{ PSF(vehTurnaroundTime), 32 },
{ PSF(generic1), 8 },
{ PSF(jumppad_ent), 10 },
{ PSF(hasDetPackPlanted), 1 },
{ PSF(saberInFlight), 1 },
{ PSF(forceDodgeAnim), 16 },
{ PSF(zoomMode), 2 }, // NOTENOTE Are all of these necessary?
{ PSF(hackingTime), 32 },
{ PSF(zoomTime), 32 }, // NOTENOTE Are all of these necessary?
{ PSF(brokenLimbs), 8 }, //up to 8 limbs at once (not that that many are used)
{ PSF(zoomLocked), 1 }, // NOTENOTE Are all of these necessary?
{ PSF(zoomFov), 0 }, // NOTENOTE Are all of these necessary?
{ PSF(fd.forceRageRecoveryTime), 32 },
{ PSF(fallingToDeath), 32 },
{ PSF(fd.forceMindtrickTargetIndex), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(fd.forceMindtrickTargetIndex2), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(vehWeaponsLinked), 1 },
{ PSF(lastHitLoc[2]), 0 },
{ PSF(hyperSpaceTime), 32 },
{ PSF(fd.forceMindtrickTargetIndex3), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(lastHitLoc[0]), 0 },
{ PSF(eFlags2), 10 },
{ PSF(fd.forceMindtrickTargetIndex4), 16 }, //NOTE: Not just an index, used as a (1 << val) bitflag for up to 16 clients
{ PSF(hyperSpaceAngles[1]), 0 },
{ PSF(lastHitLoc[1]), 0 }, //currently only used so client knows to orient disruptor disintegration.. seems a bit much for just that though.
{ PSF(vehBoarding), 1 }, //not like the normal boarding value, this is a simple "1 or 0" value
{ PSF(fd.sentryDeployed), 1 },
{ PSF(saberLockTime), 32 },
{ PSF(saberLockFrame), 16 },
{ PSF(vehTurnaroundIndex), GENTITYNUM_BITS },
{ PSF(vehSurfaces), 16 }, //allow up to 16 surfaces in the flag I guess
{ PSF(fd.forcePowerLevel[FP_SEE]), 2 }, //needed for knowing when to display players through walls
{ PSF(saberLockEnemy), GENTITYNUM_BITS },
{ PSF(fd.forceGripCripple), 1 }, //should only be 0 or 1 ever
{ PSF(emplacedIndex), GENTITYNUM_BITS },
{ PSF(holocronBits), 32 },
{ PSF(isJediMaster), 1 },
{ PSF(forceRestricted), 1 },
{ PSF(trueJedi), 1 },
{ PSF(trueNonJedi), 1 },
{ PSF(duelTime), 32 },
{ PSF(duelInProgress), 1 },
{ PSF(saberLockAdvance), 1 },
{ PSF(heldByClient), 6 },
{ PSF(ragAttach), GENTITYNUM_BITS },
{ PSF(iModelScale), 10 }, //0-1024 (guess it's gotta be increased if we want larger allowable scale.. but 1024% is pretty big)
{ PSF(hackingBaseTime), 16 }, //up to 65536ms, over 10 seconds would just be silly anyway
{ PSF(hyperSpaceAngles[0]), 0 },
{ PSF(hyperSpaceAngles[2]), 0 },
//rww - for use by mod authors only
#ifndef _XBOX
{ PSF(userInt1), 1 },
{ PSF(userInt2), 1 },
{ PSF(userInt3), 1 },
{ PSF(userFloat1), 1 },
{ PSF(userFloat2), 1 },
{ PSF(userFloat3), 1 },
{ PSF(userVec1[0]), 1 },
{ PSF(userVec1[1]), 1 },
{ PSF(userVec1[2]), 1 },
{ PSF(userVec2[0]), 1 },
{ PSF(userVec2[1]), 1 },
{ PSF(userVec2[2]), 1 }
#endif
};
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#endif//_OPTIMIZED_VEHICLE_NETWORKING
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#ifndef _XBOX // No mods on Xbox
typedef struct bitStorage_s bitStorage_t;
struct bitStorage_s
{
bitStorage_t *next;
int bits;
};
static bitStorage_t *g_netfBitStorage = NULL;
static bitStorage_t *g_psfBitStorage = NULL;
//rww - Check the overrides files to see if the mod wants anything changed
void MSG_CheckNETFPSFOverrides(qboolean psfOverrides)
{
char overrideFile[4096];
char entryName[4096];
char bits[4096];
char *fileName;
int ibits;
int i = 0;
int j;
int len;
int numFields;
fileHandle_t f;
bitStorage_t **bitStorage;
if (psfOverrides)
{ //do PSF overrides instead of NETF
fileName = "psf_overrides.txt";
bitStorage = &g_psfBitStorage;
numFields = sizeof(playerStateFields)/sizeof(playerStateFields[0]);
}
else
{
fileName = "netf_overrides.txt";
bitStorage = &g_netfBitStorage;
numFields = sizeof(entityStateFields)/sizeof(entityStateFields[0]);
}
if (*bitStorage)
{ //if we have saved off the defaults before we want to stuff them all back in now
bitStorage_t *restore = *bitStorage;
while (i < numFields)
{
assert(restore);
if (psfOverrides)
{
playerStateFields[i].bits = restore->bits;
}
else
{
entityStateFields[i].bits = restore->bits;
}
i++;
restore = restore->next;
}
}
len = FS_FOpenFileRead(va("ext_data/MP/%s", fileName), &f, qfalse);
if (!f)
{ //silently exit since this file is not needed to proceed.
return;
}
if (len >= 4096)
{
Com_Printf("WARNING: %s is >= 4096 bytes and is being ignored\n", fileName);
FS_FCloseFile(f);
return;
}
//Get contents of the file
FS_Read(overrideFile, len, f);
FS_FCloseFile(f);
//because FS_Read does not do this for us.
overrideFile[len] = 0;
//If we haven't saved off the initial stuff yet then stuff it all into
//a list.
if (!*bitStorage)
{
i = 0;
while (i < numFields)
{
//Alloc memory for this new ptr
*bitStorage = (bitStorage_t *)Z_Malloc(sizeof(bitStorage_t), TAG_GENERAL, qtrue);
if (psfOverrides)
{
(*bitStorage)->bits = playerStateFields[i].bits;
}
else
{
(*bitStorage)->bits = entityStateFields[i].bits;
}
//Point to the ->next of the existing current ptr
bitStorage = &(*bitStorage)->next;
i++;
}
}
i = 0;
//Now parse through. Lines beginning with ; are disabled.
while (overrideFile[i])
{
if (overrideFile[i] == ';')
{ //parse to end of the line
while (overrideFile[i] != '\n')
{
i++;
}
}
if (overrideFile[i] != ';' &&
overrideFile[i] != '\n' &&
overrideFile[i] != '\r')
{ //on a valid char I guess, parse it
j = 0;
while (overrideFile[i] && overrideFile[i] != ',')
{
entryName[j] = overrideFile[i];
j++;
i++;
}
entryName[j] = 0;
if (!overrideFile[i])
{ //just give up, this shouldn't happen
Com_Printf("WARNING: Parsing error for %s\n", fileName);
return;
}
while (overrideFile[i] == ',' || overrideFile[i] == ' ')
{ //parse to the start of the value
i++;
}
j = 0;
while (overrideFile[i] != '\n' && overrideFile[i] != '\r')
{ //now read the value in
bits[j] = overrideFile[i];
j++;
i++;
}
bits[j] = 0;
if (bits[0])
{
if (!strcmp(bits, "GENTITYNUM_BITS"))
{ //special case
ibits = GENTITYNUM_BITS;
}
else
{
ibits = atoi(bits);
}
j = 0;
//Now go through all the fields and see if we can find a match
while (j < numFields)
{
if (psfOverrides)
{ //check psf fields
if (!strcmp(playerStateFields[j].name, entryName))
{ //found it, set the bits
playerStateFields[j].bits = ibits;
break;
}
}
else
{ //otherwise check netf fields
if (!strcmp(entityStateFields[j].name, entryName))
{ //found it, set the bits
entityStateFields[j].bits = ibits;
break;
}
}
j++;
}
if (j == numFields)
{ //failed to find the value
Com_Printf("WARNING: Value '%s' from %s is not valid\n", entryName, fileName);
}
}
else
{ //also should not happen
Com_Printf("WARNING: Parsing error for %s\n", fileName);
return;
}
}
i++;
}
}
#endif // Xbox - No mods on Xbox
//MAKE SURE THIS MATCHES THE ENUM IN BG_PUBLIC.H!!!
//This is in caps, because it is important.
#define STAT_WEAPONS 4
/*
=============
MSG_WriteDeltaPlayerstate
=============
*/
#ifdef _ONEBIT_COMBO
void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to, int *bitComboDelta, int *bitNumDelta, qboolean isVehiclePS ) {
#else
void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to, qboolean isVehiclePS ) {
#endif
int i;
playerState_t dummy;
int statsbits;
int persistantbits;
int ammobits;
int powerupbits;
int numFields;
int c;
netField_t *field;
netField_t *PSFields = playerStateFields;
int *fromF, *toF;
float fullFloat;
int trunc, lc;
#ifdef _ONEBIT_COMBO
int bitComboMask = 0;
int numBitsInMask = 0;
#endif
if (!from) {
from = &dummy;
Com_Memset (&dummy, 0, sizeof(dummy));
}
c = msg->cursize;
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#ifdef _OPTIMIZED_VEHICLE_NETWORKING
if ( isVehiclePS )
{//a vehicle playerstate
numFields = sizeof( vehPlayerStateFields ) / sizeof( vehPlayerStateFields[0] );
PSFields = vehPlayerStateFields;
}
else
{//regular client playerstate
if ( to->m_iVehicleNum
&& (to->eFlags&EF_NODRAW) )
{//pilot riding *inside* a vehicle!
MSG_WriteBits( msg, 1, 1 ); // Pilot player state
numFields = sizeof( pilotPlayerStateFields ) / sizeof( pilotPlayerStateFields[0] ) - 82;
PSFields = pilotPlayerStateFields;
}
else
{//normal client
MSG_WriteBits( msg, 0, 1 ); // Normal player state
numFields = sizeof( playerStateFields ) / sizeof( playerStateFields[0] );
}
}
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#else// _OPTIMIZED_VEHICLE_NETWORKING
numFields = sizeof( playerStateFields ) / sizeof( playerStateFields[0] );
#endif// _OPTIMIZED_VEHICLE_NETWORKING
lc = 0;
for ( i = 0, field = PSFields ; i < numFields ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
if ( *fromF != *toF ) {
lc = i+1;
#ifndef FINAL_BUILD
field->mCount++;
#endif
}
}
MSG_WriteByte( msg, lc ); // # of changes
#ifndef FINAL_BUILD
gLastBitIndex = lc;
#endif
oldsize += numFields - lc;
for ( i = 0, field = PSFields ; i < lc ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
#ifdef _ONEBIT_COMBO
if (numBitsInMask < 32 &&
field->bits == 1)
{
bitComboMask |= (*toF)<<numBitsInMask;
numBitsInMask++;
continue;
}
#endif
if ( *fromF == *toF ) {
MSG_WriteBits( msg, 0, 1 ); // no change
continue;
}
MSG_WriteBits( msg, 1, 1 ); // changed
if ( field->bits == 0 ) {
// float
fullFloat = *(float *)toF;
trunc = (int)fullFloat;
if ( trunc == fullFloat && trunc + FLOAT_INT_BIAS >= 0 &&
trunc + FLOAT_INT_BIAS < ( 1 << FLOAT_INT_BITS ) ) {
// send as small integer
MSG_WriteBits( msg, 0, 1 );
MSG_WriteBits( msg, trunc + FLOAT_INT_BIAS, FLOAT_INT_BITS );
} else {
// send as full floating point value
MSG_WriteBits( msg, 1, 1 );
MSG_WriteBits( msg, *toF, 32 );
}
} else {
// integer
MSG_WriteBits( msg, *toF, field->bits );
}
}
c = msg->cursize - c;
//
// send the arrays
//
statsbits = 0;
for (i=0 ; i<16 ; i++) {
if (to->stats[i] != from->stats[i]) {
statsbits |= 1<<i;
}
}
persistantbits = 0;
for (i=0 ; i<16 ; i++) {
if (to->persistant[i] != from->persistant[i]) {
persistantbits |= 1<<i;
}
}
ammobits = 0;
for (i=0 ; i<16 ; i++) {
if (to->ammo[i] != from->ammo[i]) {
ammobits |= 1<<i;
}
}
powerupbits = 0;
for (i=0 ; i<16 ; i++) {
if (to->powerups[i] != from->powerups[i]) {
powerupbits |= 1<<i;
}
}
if (!statsbits && !persistantbits && !ammobits && !powerupbits) {
MSG_WriteBits( msg, 0, 1 ); // no change
oldsize += 4;
#ifdef _ONEBIT_COMBO
goto sendBitMask;
#else
return;
#endif
}
MSG_WriteBits( msg, 1, 1 ); // changed
if ( statsbits ) {
MSG_WriteBits( msg, 1, 1 ); // changed
MSG_WriteShort( msg, statsbits );
for (i=0 ; i<16 ; i++)
{
if (statsbits & (1<<i) )
{
if (i == STAT_WEAPONS)
{ //ugly.. but we're gonna need it anyway -rww
//(just send this one in MAX_WEAPONS bits, so that we can add up to MAX_WEAPONS weaps without hassle)
MSG_WriteBits(msg, to->stats[i], MAX_WEAPONS);
}
else
{
MSG_WriteShort (msg, to->stats[i]);
}
}
}
} else {
MSG_WriteBits( msg, 0, 1 ); // no change
}
if ( persistantbits ) {
MSG_WriteBits( msg, 1, 1 ); // changed
MSG_WriteShort( msg, persistantbits );
for (i=0 ; i<16 ; i++)
if (persistantbits & (1<<i) )
MSG_WriteShort (msg, to->persistant[i]);
} else {
MSG_WriteBits( msg, 0, 1 ); // no change
}
if ( ammobits ) {
MSG_WriteBits( msg, 1, 1 ); // changed
MSG_WriteShort( msg, ammobits );
for (i=0 ; i<16 ; i++)
if (ammobits & (1<<i) )
MSG_WriteShort (msg, to->ammo[i]);
} else {
MSG_WriteBits( msg, 0, 1 ); // no change
}
if ( powerupbits ) {
MSG_WriteBits( msg, 1, 1 ); // changed
MSG_WriteShort( msg, powerupbits );
for (i=0 ; i<16 ; i++)
if (powerupbits & (1<<i) )
MSG_WriteLong( msg, to->powerups[i] );
} else {
MSG_WriteBits( msg, 0, 1 ); // no change
}
#ifdef _ONEBIT_COMBO
sendBitMask:
if (numBitsInMask)
{ //don't need to send at all if we didn't pass any 1bit values
if (!bitComboDelta ||
bitComboMask != *bitComboDelta ||
numBitsInMask != *bitNumDelta)
{ //send the mask, it changed
MSG_WriteBits(msg, 1, 1);
MSG_WriteBits(msg, bitComboMask, numBitsInMask);
if (bitComboDelta)
{
*bitComboDelta = bitComboMask;
*bitNumDelta = numBitsInMask;
}
}
else
{ //send 1 bit 0 to indicate no change
MSG_WriteBits(msg, 0, 1);
}
}
#endif
}
/*
===================
MSG_ReadDeltaPlayerstate
===================
*/
void MSG_ReadDeltaPlayerstate (msg_t *msg, playerState_t *from, playerState_t *to, qboolean isVehiclePS ) {
int i, lc;
int bits;
netField_t *field;
netField_t *PSFields = playerStateFields;
int numFields;
int startBit, endBit;
int print;
int *fromF, *toF;
int trunc;
#ifdef _ONEBIT_COMBO
int numBitsInMask = 0;
#endif
playerState_t dummy;
if ( !from ) {
from = &dummy;
Com_Memset( &dummy, 0, sizeof( dummy ) );
}
*to = *from;
if ( msg->bit == 0 ) {
startBit = msg->readcount * 8 - GENTITYNUM_BITS;
} else {
startBit = ( msg->readcount - 1 ) * 8 + msg->bit - GENTITYNUM_BITS;
}
// shownet 2/3 will interleave with other printed info, -2 will
// just print the delta records
if ( cl_shownet->integer >= 2 || cl_shownet->integer == -2 ) {
print = 1;
Com_Printf( "%3i: playerstate ", msg->readcount );
} else {
print = 0;
}
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#ifdef _OPTIMIZED_VEHICLE_NETWORKING
if ( isVehiclePS )
{//a vehicle playerstate
numFields = sizeof( vehPlayerStateFields ) / sizeof( vehPlayerStateFields[0] );
PSFields = vehPlayerStateFields;
}
else
{
int isPilot = MSG_ReadBits( msg, 1 );
if ( isPilot )
{//pilot riding *inside* a vehicle!
numFields = sizeof( pilotPlayerStateFields ) / sizeof( pilotPlayerStateFields[0] ) - 82;
PSFields = pilotPlayerStateFields;
}
else
{//normal client
numFields = sizeof( playerStateFields ) / sizeof( playerStateFields[0] );
}
}
//=====_OPTIMIZED_VEHICLE_NETWORKING=======================================================================
#else//_OPTIMIZED_VEHICLE_NETWORKING
numFields = sizeof( playerStateFields ) / sizeof( playerStateFields[0] );
#endif//_OPTIMIZED_VEHICLE_NETWORKING
lc = MSG_ReadByte(msg);
#ifdef _DONETPROFILE_
int startBytes,endBytes;
#endif
for ( i = 0, field = PSFields ; i < lc ; i++, field++ ) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
#ifdef _ONEBIT_COMBO
if (numBitsInMask < 32 &&
field->bits == 1)
{
*toF = *fromF;
numBitsInMask++;
continue;
}
#endif
#ifdef _DONETPROFILE_
startBytes=msg->readcount;
#endif
if ( ! MSG_ReadBits( msg, 1 ) ) {
// no change
*toF = *fromF;
} else {
if ( field->bits == 0 ) {
// float
if ( MSG_ReadBits( msg, 1 ) == 0 ) {
// integral float
trunc = MSG_ReadBits( msg, FLOAT_INT_BITS );
// bias to allow equal parts positive and negative
trunc -= FLOAT_INT_BIAS;
*(float *)toF = trunc;
if ( print ) {
Com_Printf( "%s:%i ", field->name, trunc );
}
} else {
// full floating point value
*toF = MSG_ReadBits( msg, 32 );
if ( print ) {
Com_Printf( "%s:%f ", field->name, *(float *)toF );
}
}
} else {
// integer
*toF = MSG_ReadBits( msg, field->bits );
if ( print ) {
Com_Printf( "%s:%i ", field->name, *toF );
}
}
}
#ifdef _DONETPROFILE_
endBytes=msg->readcount;
ClReadProf().AddField(field->name,endBytes-startBytes);
#endif
}
for ( i=lc,field = &PSFields[lc];i<numFields; i++, field++) {
fromF = (int *)( (byte *)from + field->offset );
toF = (int *)( (byte *)to + field->offset );
// no change
*toF = *fromF;
}
// read the arrays
#ifdef _DONETPROFILE_
startBytes=msg->readcount;
#endif
if (MSG_ReadBits( msg, 1 ) ) {
// parse stats
if ( MSG_ReadBits( msg, 1 ) ) {
LOG("PS_STATS");
bits = MSG_ReadShort (msg);
for (i=0 ; i<16 ; i++) {
if (bits & (1<<i) )
{
if (i == STAT_WEAPONS)
{ //ugly.. but we're gonna need it anyway -rww
to->stats[i] = MSG_ReadBits(msg, MAX_WEAPONS);
}
else
{
to->stats[i] = MSG_ReadShort(msg);
}
}
}
}
#ifdef _DONETPROFILE_
endBytes=msg->readcount;
ClReadProf().AddField("PS_STATS",endBytes-startBytes);
#endif
// parse persistant stats
#ifdef _DONETPROFILE_
startBytes=msg->readcount;
#endif
if ( MSG_ReadBits( msg, 1 ) ) {
LOG("PS_PERSISTANT");
bits = MSG_ReadShort (msg);
for (i=0 ; i<16 ; i++) {
if (bits & (1<<i) ) {
to->persistant[i] = MSG_ReadShort(msg);
}
}
}
#ifdef _DONETPROFILE_
endBytes=msg->readcount;
ClReadProf().AddField("PS_PERSISTANT",endBytes-startBytes);
#endif
// parse ammo
#ifdef _DONETPROFILE_
startBytes=msg->readcount;
#endif
if ( MSG_ReadBits( msg, 1 ) ) {
LOG("PS_AMMO");
bits = MSG_ReadShort (msg);
for (i=0 ; i<16 ; i++) {
if (bits & (1<<i) ) {
to->ammo[i] = MSG_ReadShort(msg);
}
}
}
#ifdef _DONETPROFILE_
endBytes=msg->readcount;
ClReadProf().AddField("PS_AMMO",endBytes-startBytes);
#endif
// parse powerups
#ifdef _DONETPROFILE_
startBytes=msg->readcount;
#endif
if ( MSG_ReadBits( msg, 1 ) ) {
LOG("PS_POWERUPS");
bits = MSG_ReadShort (msg);
for (i=0 ; i<16 ; i++) {
if (bits & (1<<i) ) {
to->powerups[i] = MSG_ReadLong(msg);
}
}
}
}
#ifdef _DONETPROFILE_
endBytes=msg->readcount;
ClReadProf().AddField("PS_POWERUPS",endBytes-startBytes);
#endif
if ( print ) {
if ( msg->bit == 0 ) {
endBit = msg->readcount * 8 - GENTITYNUM_BITS;
} else {
endBit = ( msg->readcount - 1 ) * 8 + msg->bit - GENTITYNUM_BITS;
}
Com_Printf( " (%i bits)\n", endBit - startBit );
}
#ifdef _ONEBIT_COMBO
if (numBitsInMask &&
MSG_ReadBits( msg, 1 ))
{ //mask changed...
int newBitMask = MSG_ReadBits(msg, numBitsInMask);
int nOneBit = 0;
//we have to go through all the fields again now to match the values
for ( i = 0, field = PSFields ; i < lc ; i++, field++ )
{
if (field->bits == 1)
{ //a 1 bit value, get the sent value from the mask
toF = (int *)( (byte *)to + field->offset );
*toF = (newBitMask>>nOneBit)&1;
nOneBit++;
}
}
}
#endif
}
/*
// New data gathered to tune Q3 to JK2MP. Takes longer to crunch and gain was minimal.
int msg_hData[256] =
{
3163878, // 0
473992, // 1
564019, // 2
136497, // 3
129559, // 4
283019, // 5
75812, // 6
179836, // 7
85958, // 8
168542, // 9
78898, // 10
82007, // 11
48613, // 12
138741, // 13
35482, // 14
47433, // 15
65214, // 16
51636, // 17
63741, // 18
52823, // 19
42464, // 20
44495, // 21
45347, // 22
40260, // 23
59168, // 24
44990, // 25
52957, // 26
42700, // 27
42414, // 28
36451, // 29
45653, // 30
44667, // 31
125336, // 32
38435, // 33
53658, // 34
42621, // 35
40932, // 36
33409, // 37
35470, // 38
40769, // 39
33813, // 40
32480, // 41
33664, // 42
32303, // 43
32394, // 44
34822, // 45
37724, // 46
48016, // 47
94212, // 48
53774, // 49
54522, // 50
44044, // 51
42800, // 52
47597, // 53
29742, // 54
30237, // 55
34291, // 56
106496, // 57
20963, // 58
19342, // 59
20603, // 60
19568, // 61
23013, // 62
23939, // 63
44995, // 64
37128, // 65
44264, // 66
46636, // 67
56400, // 68
32746, // 69
23458, // 70
29702, // 71
25305, // 72
20159, // 73
19645, // 74
20593, // 75
21729, // 76
19362, // 77
24760, // 78
22788, // 79
25085, // 80
21074, // 81
97271, // 82
22048, // 83
24131, // 84
19287, // 85
20296, // 86
20131, // 87
86477, // 88
25352, // 89
20872, // 90
21382, // 91
38744, // 92
137256, // 93
26025, // 94
22243, // 95
23974, // 96
43305, // 97
28191, // 98
34638, // 99
37613, // 100
46003, // 101
31415, // 102
25746, // 103
28338, // 104
34689, // 105
24948, // 106
27110, // 107
39950, // 108
32793, // 109
42639, // 110
47883, // 111
37439, // 112
23875, // 113
36092, // 114
46471, // 115
37392, // 116
33063, // 117
29604, // 118
42140, // 119
61745, // 120
45618, // 121
51779, // 122
49684, // 123
57644, // 124
65021, // 125
67318, // 126
88197, // 127
258378, // 128
76806, // 129
72430, // 130
64936, // 131
62196, // 132
56461, // 133
166474, // 134
70036, // 135
40735, // 136
29598, // 137
26966, // 138
26093, // 139
25853, // 140
26065, // 141
26176, // 142
26777, // 143
26684, // 144
23880, // 145
22932, // 146
24566, // 147
24305, // 148
26399, // 149
23487, // 150
24485, // 151
25956, // 152
26065, // 153
26151, // 154
23111, // 155
23900, // 156
22128, // 157
24096, // 158
20863, // 159
24298, // 160
22572, // 161
22364, // 162
20813, // 163
21414, // 164
21570, // 165
20799, // 166
20971, // 167
22485, // 168
20397, // 169
88096, // 170
17802, // 171
20091, // 172
84250, // 173
21953, // 174
21406, // 175
23401, // 176
19546, // 177
19180, // 178
18843, // 179
20673, // 180
19918, // 181
20640, // 182
20326, // 183
21174, // 184
21736, // 185
22511, // 186
20290, // 187
23303, // 188
19800, // 189
25465, // 190
22801, // 191
28831, // 192
26663, // 193
36485, // 194
45768, // 195
49795, // 196
36026, // 197
24119, // 198
18543, // 199
19261, // 200
17137, // 201
19435, // 202
23672, // 203
22988, // 204
18107, // 205
18734, // 206
19847, // 207
101897, // 208
18405, // 209
21260, // 210
17818, // 211
18971, // 212
19317, // 213
19112, // 214
19395, // 215
20688, // 216
18438, // 217
18945, // 218
29309, // 219
19666, // 220
18735, // 221
87691, // 222
18478, // 223
22634, // 224
20984, // 225
20079, // 226
18624, // 227
20045, // 228
18369, // 229
19014, // 230
83179, // 231
20899, // 232
17854, // 233
19332, // 234
17875, // 235
28647, // 236
17465, // 237
20277, // 238
18994, // 239
22192, // 240
17443, // 241
20243, // 242
28174, // 243
134871, // 244
17753, // 245
18924, // 246
18281, // 247
18937, // 248
17419, // 249
20679, // 250
17865, // 251
17984, // 252
58615, // 253
35506, // 254
123499, // 255
};
*/
// Q3 TA freq. table.
int msg_hData[256] = {
250315, // 0
41193, // 1
6292, // 2
7106, // 3
3730, // 4
3750, // 5
6110, // 6
23283, // 7
33317, // 8
6950, // 9
7838, // 10
9714, // 11
9257, // 12
17259, // 13
3949, // 14
1778, // 15
8288, // 16
1604, // 17
1590, // 18
1663, // 19
1100, // 20
1213, // 21
1238, // 22
1134, // 23
1749, // 24
1059, // 25
1246, // 26
1149, // 27
1273, // 28
4486, // 29
2805, // 30
3472, // 31
21819, // 32
1159, // 33
1670, // 34
1066, // 35
1043, // 36
1012, // 37
1053, // 38
1070, // 39
1726, // 40
888, // 41
1180, // 42
850, // 43
960, // 44
780, // 45
1752, // 46
3296, // 47
10630, // 48
4514, // 49
5881, // 50
2685, // 51
4650, // 52
3837, // 53
2093, // 54
1867, // 55
2584, // 56
1949, // 57
1972, // 58
940, // 59
1134, // 60
1788, // 61
1670, // 62
1206, // 63
5719, // 64
6128, // 65
7222, // 66
6654, // 67
3710, // 68
3795, // 69
1492, // 70
1524, // 71
2215, // 72
1140, // 73
1355, // 74
971, // 75
2180, // 76
1248, // 77
1328, // 78
1195, // 79
1770, // 80
1078, // 81
1264, // 82
1266, // 83
1168, // 84
965, // 85
1155, // 86
1186, // 87
1347, // 88
1228, // 89
1529, // 90
1600, // 91
2617, // 92
2048, // 93
2546, // 94
3275, // 95
2410, // 96
3585, // 97
2504, // 98
2800, // 99
2675, // 100
6146, // 101
3663, // 102
2840, // 103
14253, // 104
3164, // 105
2221, // 106
1687, // 107
3208, // 108
2739, // 109
3512, // 110
4796, // 111
4091, // 112
3515, // 113
5288, // 114
4016, // 115
7937, // 116
6031, // 117
5360, // 118
3924, // 119
4892, // 120
3743, // 121
4566, // 122
4807, // 123
5852, // 124
6400, // 125
6225, // 126
8291, // 127
23243, // 128
7838, // 129
7073, // 130
8935, // 131
5437, // 132
4483, // 133
3641, // 134
5256, // 135
5312, // 136
5328, // 137
5370, // 138
3492, // 139
2458, // 140
1694, // 141
1821, // 142
2121, // 143
1916, // 144
1149, // 145
1516, // 146
1367, // 147
1236, // 148
1029, // 149
1258, // 150
1104, // 151
1245, // 152
1006, // 153
1149, // 154
1025, // 155
1241, // 156
952, // 157
1287, // 158
997, // 159
1713, // 160
1009, // 161
1187, // 162
879, // 163
1099, // 164
929, // 165
1078, // 166
951, // 167
1656, // 168
930, // 169
1153, // 170
1030, // 171
1262, // 172
1062, // 173
1214, // 174
1060, // 175
1621, // 176
930, // 177
1106, // 178
912, // 179
1034, // 180
892, // 181
1158, // 182
990, // 183
1175, // 184
850, // 185
1121, // 186
903, // 187
1087, // 188
920, // 189
1144, // 190
1056, // 191
3462, // 192
2240, // 193
4397, // 194
12136, // 195
7758, // 196
1345, // 197
1307, // 198
3278, // 199
1950, // 200
886, // 201
1023, // 202
1112, // 203
1077, // 204
1042, // 205
1061, // 206
1071, // 207
1484, // 208
1001, // 209
1096, // 210
915, // 211
1052, // 212
995, // 213
1070, // 214
876, // 215
1111, // 216
851, // 217
1059, // 218
805, // 219
1112, // 220
923, // 221
1103, // 222
817, // 223
1899, // 224
1872, // 225
976, // 226
841, // 227
1127, // 228
956, // 229
1159, // 230
950, // 231
7791, // 232
954, // 233
1289, // 234
933, // 235
1127, // 236
3207, // 237
1020, // 238
927, // 239
1355, // 240
768, // 241
1040, // 242
745, // 243
952, // 244
805, // 245
1073, // 246
740, // 247
1013, // 248
805, // 249
1008, // 250
796, // 251
996, // 252
1057, // 253
11457, // 254
13504, // 255
};
#ifndef _USINGNEWHUFFTABLE_
void MSG_initHuffman() {
int i,j;
#ifdef _NEWHUFFTABLE_
fp=fopen("c:\\netchan.bin", "a");
#endif // _NEWHUFFTABLE_
msgInit = qtrue;
Huff_Init(&msgHuff);
for(i=0;i<256;i++) {
for (j=0;j<msg_hData[i];j++) {
Huff_addRef(&msgHuff.compressor, (byte)i); // Do update
Huff_addRef(&msgHuff.decompressor, (byte)i); // Do update
}
}
}
#else
void MSG_initHuffman() {
byte *data;
int size, i, ch;
int array[256];
msgInit = qtrue;
Huff_Init(&msgHuff);
// load it in
size = FS_ReadFile( "netchan\\netchan.bin", (void **)&data );
for(i=0;i<256;i++) {
array[i] = 0;
}
for(i=0;i<size;i++) {
ch = data[i];
Huff_addRef(&msgHuff.compressor, ch); // Do update
Huff_addRef(&msgHuff.decompressor, ch); // Do update
array[ch]++;
}
Com_Printf("msg_hData {\n");
for(i=0;i<256;i++) {
if (array[i] == 0) {
Huff_addRef(&msgHuff.compressor, i); // Do update
Huff_addRef(&msgHuff.decompressor, i); // Do update
}
Com_Printf("%d, // %d\n", array[i], i);
}
Com_Printf("};\n");
FS_FreeFile( data );
Cbuf_AddText( "condump dump.txt\n" );
}
#endif _USINGNEWHUFFTABLE_
void MSG_shutdownHuffman()
{
#ifdef _NEWHUFFTABLE_
if(fp)
{
fclose(fp);
}
#endif // _NEWHUFFTABLE_
}
/*
=================
MSG_ReportChangeVectors_f
Prints out a table from the current statistics for copying to code
=================
*/
void MSG_ReportChangeVectors_f( void ) {
#ifndef _XBOX
#ifndef FINAL_BUILD
int numFields, i;
netField_t *field;
numFields = sizeof(entityStateFields)/sizeof(entityStateFields[0]);
Com_Printf("Entity State Fields:\n");
for ( i = 0, field = entityStateFields ; i < numFields ; i++, field++ )
{
Com_Printf("%s\t\t%d\n", field->name, field->mCount);
field->mCount = 0;
}
Com_Printf("\nPlayer State Fields:\n");
numFields = sizeof( playerStateFields ) / sizeof( playerStateFields[0] );
for ( i = 0, field = playerStateFields ; i < numFields ; i++, field++ )
{
Com_Printf("%s\t\t%d\n", field->name, field->mCount);
field->mCount = 0;
}
#endif // FINAL_BUILD
#endif
}
//===========================================================================