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1 ..entity owned_by_field;
2 .float rule;
3 .string model1;
4 .string model2;
5 .string model3;
6
7 .float(entity) waypointsprite_visible_for_player;
8
9 void WaypointSprite_UpdateSprites(entity e, string m1, string m2, string m3)
10 {
11         if(m1 != e.model1)
12         {
13                 e.model1 = m1;
14                 e.SendFlags |= 2;
15         }
16         if(m2 != e.model2)
17         {
18                 e.model2 = m2;
19                 e.SendFlags |= 4;
20         }
21         if(m3 != e.model3)
22         {
23                 e.model3 = m3;
24                 e.SendFlags |= 8;
25         }
26 }
27
28 void WaypointSprite_UpdateHealth(entity e, float f)
29 {
30         f = bound(0, f, e.max_health);
31         if(f != e.health || e.pain_finished)
32         {
33                 e.health = f;
34                 e.pain_finished = 0;
35                 e.SendFlags |= 0x80;
36         }
37 }
38
39 void WaypointSprite_UpdateMaxHealth(entity e, float f)
40 {
41         if(f != e.max_health || e.pain_finished)
42         {
43                 e.max_health = f;
44                 e.pain_finished = 0;
45                 e.SendFlags |= 0x80;
46         }
47 }
48
49 void WaypointSprite_UpdateBuildFinished(entity e, float f)
50 {
51         if(f != e.pain_finished || e.max_health)
52         {
53                 e.max_health = 0;
54                 e.pain_finished = f;
55                 e.SendFlags |= 0x80;
56         }
57 }
58
59 void WaypointSprite_UpdateOrigin(entity e, vector o)
60 {
61         if(o != e.origin)
62         {
63                 setorigin(e, o);
64                 e.SendFlags |= 64;
65         }
66 }
67
68 void WaypointSprite_UpdateRule(entity e, float t, float r)
69 {
70         // no check, as this is never called without doing an actual change (usually only once)
71         e.rule = r;
72         e.team = t;
73         e.SendFlags |= 1;
74 }
75
76 void WaypointSprite_UpdateTeamRadar(entity e, float icon, vector col)
77 {
78         // no check, as this is never called without doing an actual change (usually only once)
79         e.cnt = (icon & 0x7F) | (e.cnt & 0x80);
80         e.colormod = col;
81         e.SendFlags |= 32;
82 }
83
84 .float waypointsprite_pingtime;
85 .float waypointsprite_helpmetime;
86 void WaypointSprite_Ping(entity e)
87 {
88         // anti spam
89         if(time < e.waypointsprite_pingtime)
90                 return;
91         e.waypointsprite_pingtime = time + 0.3;
92         // ALWAYS sends (this causes a radar circle), thus no check
93         e.cnt |= 0x80;
94         e.SendFlags |= 32;
95 }
96
97 float waypointsprite_limitedrange, waypointsprite_deployed_lifetime, waypointsprite_deadlifetime;
98
99 void WaypointSprite_HelpMePing(entity e)
100 {
101         WaypointSprite_Ping(e);
102         e.waypointsprite_helpmetime = time + waypointsprite_deployed_lifetime;
103         e.SendFlags |= 32;
104 }
105
106 void WaypointSprite_FadeOutIn(entity e, float t)
107 {
108         if(!e.fade_time)
109         {
110                 e.fade_time = t;
111                 e.teleport_time = time + t;
112         }
113         else if(t < (e.teleport_time - time))
114         {
115                 // accelerate the waypoint's dying
116                 // ensure:
117                 //   (e.teleport_time - time) / wp.fade_time stays
118                 //   e.teleport_time = time + fadetime
119                 float current_fadetime;
120                 current_fadetime = e.teleport_time - time;
121                 e.teleport_time = time + t;
122                 e.fade_time = e.fade_time * t / current_fadetime;
123         }
124
125         e.SendFlags |= 16;
126 }
127
128 void WaypointSprite_Init()
129 {
130         waypointsprite_limitedrange = autocvar_g_waypointsprite_limitedrange;
131         waypointsprite_deployed_lifetime = autocvar_g_waypointsprite_deployed_lifetime;
132         waypointsprite_deadlifetime = autocvar_g_waypointsprite_deadlifetime;
133 }
134 void WaypointSprite_InitClient(entity e)
135 {
136 }
137
138 void WaypointSprite_Kill(entity wp)
139 {
140         if(!wp)
141                 return;
142         if(wp.owner)
143                 wp.owner.(wp.owned_by_field) = world;
144         remove(wp);
145 }
146
147 void WaypointSprite_Disown(entity wp, float fadetime)
148 {
149         if(!wp)
150                 return;
151         if(wp.classname != "sprite_waypoint")
152         {
153                 backtrace("Trying to disown a non-waypointsprite");
154                 return;
155         }
156         if(wp.owner)
157         {
158                 if(wp.exteriormodeltoclient == wp.owner)
159                         wp.exteriormodeltoclient = world;
160                 wp.owner.(wp.owned_by_field) = world;
161                 wp.owner = world;
162
163                 WaypointSprite_FadeOutIn(wp, fadetime);
164         }
165 }
166
167 void WaypointSprite_Think()
168 {
169         float doremove;
170
171         doremove = FALSE;
172
173         if(self.fade_time)
174         {
175                 if(time >= self.teleport_time)
176                         doremove = TRUE;
177         }
178
179         if(self.exteriormodeltoclient)
180                 WaypointSprite_UpdateOrigin(self, self.exteriormodeltoclient.origin + self.view_ofs);
181
182         if(doremove)
183                 WaypointSprite_Kill(self);
184         else
185                 self.nextthink = time; // WHY?!?
186 }
187
188 float WaypointSprite_visible_for_player(entity e)
189 {
190         // personal waypoints
191         if(self.enemy)
192                 if(self.enemy != other)
193                         return FALSE;
194
195         // team waypoints
196         if(self.team && self.rule == SPRITERULE_DEFAULT)
197         {
198                 if(self.team != other.team)
199                         return FALSE;
200                 if(other.classname != "player")
201                         return FALSE;
202         }
203
204         return TRUE;
205 }
206
207 float WaypointSprite_Customize()
208 {
209         // this is not in SendEntity because it shall run every frame, not just every update
210
211         // make spectators see what the player would see
212         entity e;
213         e = other;
214         if(e.classname == "spectator")
215                 e = e.enemy;
216
217         // as a GENERAL rule:
218         // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
219         // but only apply this to real players, not to spectators
220         if(g_minstagib && (self.owner.items & IT_STRENGTH) && (e == other))
221         {
222                 if(teamplay)
223                 {
224                         if(self.owner.team != e.team)
225                                 return FALSE;
226                 }
227                 else
228                 {
229                         if(self.owner != e)
230                                 return FALSE;
231                 }
232         }
233
234         return self.waypointsprite_visible_for_player(e);
235 }
236
237 float WaypointSprite_SendEntity(entity to, float sendflags)
238 {
239         float dt;
240
241         WriteByte(MSG_ENTITY, ENT_CLIENT_WAYPOINT);
242
243         sendflags = sendflags & 0x7F;
244         
245         if(g_nexball)
246                 sendflags &~= 0x80;
247         else if(self.max_health || (self.pain_finished && (time < self.pain_finished + 0.25)))
248                 sendflags |= 0x80;
249
250         WriteByte(MSG_ENTITY, sendflags);
251
252         if(sendflags & 0x80)
253         {
254                 if(self.max_health)
255                 {
256                         WriteByte(MSG_ENTITY, (self.health / self.max_health) * 191.0);
257                 }
258                 else
259                 {
260                         dt = self.pain_finished - time;
261                         dt = bound(0, dt * 32, 16383);
262                         WriteByte(MSG_ENTITY, (dt & 0xFF00) / 256 + 192);
263                         WriteByte(MSG_ENTITY, (dt & 0x00FF));
264                 }
265         }
266
267         if(sendflags & 64)
268         {
269                 WriteCoord(MSG_ENTITY, self.origin_x);
270                 WriteCoord(MSG_ENTITY, self.origin_y);
271                 WriteCoord(MSG_ENTITY, self.origin_z);
272         }
273
274         if(sendflags & 1)
275         {
276                 WriteByte(MSG_ENTITY, self.team);
277                 WriteByte(MSG_ENTITY, self.rule);
278         }
279
280         if(sendflags & 2)
281                 WriteString(MSG_ENTITY, self.model1);
282
283         if(sendflags & 4)
284                 WriteString(MSG_ENTITY, self.model2);
285
286         if(sendflags & 8)
287                 WriteString(MSG_ENTITY, self.model3);
288
289         if(sendflags & 16)
290         {
291                 WriteCoord(MSG_ENTITY, self.fade_time);
292                 WriteCoord(MSG_ENTITY, self.teleport_time);
293                 WriteShort(MSG_ENTITY, self.fade_rate); // maxdist
294                 float f;
295                 f = 0;
296                 if(self.currentammo)
297                         f |= 1; // hideable
298                 if(self.exteriormodeltoclient == to)
299                         f |= 2; // my own
300                 WriteByte(MSG_ENTITY, f);
301         }
302
303         if(sendflags & 32)
304         {
305                 WriteByte(MSG_ENTITY, self.cnt); // icon on radar
306                 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
307                 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
308                 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
309
310                 dt = (self.waypointsprite_helpmetime - time) / 0.1;
311                 if(dt < 0)
312                         dt = 0;
313                 if(dt > 255)
314                         dt = 255;
315                 WriteByte(MSG_ENTITY, dt);
316         }
317
318         return TRUE;
319 }
320
321 void WaypointSprite_Reset()
322 {
323         // if a WP wants to time out, let it time out immediately; other WPs ought to be reset/killed by their owners
324
325         if(self.fade_time) // there was there before: || g_keyhunt, do we really need this?
326                 WaypointSprite_Kill(self);
327 }
328
329 entity WaypointSprite_Spawn(
330         string spr, // sprite
331         float lifetime, float maxdistance, // lifetime, max distance
332         entity ref, vector ofs, // position
333         entity showto, float t, // show to whom? Use a flag to indicate a team
334         entity own, .entity ownfield, // remove when own gets killed
335         float hideable, // true when it should be controlled by cl_hidewaypoints
336         float icon, vector rgb // initial icon and color
337 )
338 {
339         entity wp;
340         wp = spawn();
341         wp.classname = "sprite_waypoint";
342         wp.teleport_time = time + lifetime;
343         wp.fade_time = lifetime;
344         wp.exteriormodeltoclient = ref;
345         if(ref)
346         {
347                 wp.view_ofs = ofs;
348                 setorigin(wp, ref.origin + ofs);
349         }
350         else
351                 setorigin(wp, ofs);
352         wp.enemy = showto;
353         wp.team = t;
354         wp.owner = own;
355         wp.currentammo = hideable;
356         if(own)
357         {
358                 if(own.ownfield)
359                         remove(own.ownfield);
360                 own.ownfield = wp;
361                 wp.owned_by_field = ownfield;
362         }
363         wp.fade_rate = maxdistance;
364         wp.think = WaypointSprite_Think;
365         wp.nextthink = time;
366         wp.model1 = spr;
367         wp.customizeentityforclient = WaypointSprite_Customize;
368         wp.waypointsprite_visible_for_player = WaypointSprite_visible_for_player;
369         wp.reset2 = WaypointSprite_Reset;
370         wp.cnt = icon;
371         wp.colormod = rgb;
372         Net_LinkEntity(wp, FALSE, 0, WaypointSprite_SendEntity);
373         return wp;
374 }
375
376 entity WaypointSprite_SpawnFixed(
377         string spr,
378         vector ofs,
379         entity own,
380         .entity ownfield,
381         float icon, vector rgb // initial icon and color
382 )
383 {
384         return WaypointSprite_Spawn(spr, 0, 0, world, ofs, world, 0, own, ownfield, TRUE, icon, rgb);
385 }
386
387 .entity waypointsprite_deployed_fixed;
388 entity WaypointSprite_DeployFixed(
389         string spr,
390         float limited_range,
391         vector ofs,
392         float icon, vector rgb // initial icon and color
393 )
394 {
395         float t, maxdistance;
396         if(teamplay)
397                 t = self.team;
398         else
399                 t = 0;
400         if(limited_range)
401                 maxdistance = waypointsprite_limitedrange;
402         else
403                 maxdistance = 0;
404         return WaypointSprite_Spawn(spr, waypointsprite_deployed_lifetime, maxdistance, world, ofs, world, t, self, waypointsprite_deployed_fixed, FALSE, icon, rgb);
405 }
406
407 .entity waypointsprite_deployed_personal;
408 entity WaypointSprite_DeployPersonal(
409         string spr,
410         vector ofs,
411         float icon, vector rgb // initial icon and color
412 )
413 {
414         return WaypointSprite_Spawn(spr, 0, 0, world, ofs, world, 0, self, waypointsprite_deployed_personal, FALSE, icon, rgb);
415 }
416
417 .entity waypointsprite_attached;
418 .entity waypointsprite_attachedforcarrier;
419 entity WaypointSprite_Attach(
420         string spr,
421         float limited_range,
422         float icon, vector rgb // initial icon and color
423 )
424 {
425         float t, maxdistance;
426         if(self.waypointsprite_attachedforcarrier)
427                 return world; // can't attach to FC
428         if(teamplay)
429                 t = self.team;
430         else
431                 t = 0;
432         if(limited_range)
433                 maxdistance = waypointsprite_limitedrange;
434         else
435                 maxdistance = 0;
436         return WaypointSprite_Spawn(spr, waypointsprite_deployed_lifetime, maxdistance, self, '0 0 64', world, t, self, waypointsprite_attached, FALSE, icon, rgb);
437 }
438
439 entity WaypointSprite_AttachCarrier(
440         string spr,
441         entity carrier,
442         float icon, vector rgb // initial icon and color
443 )
444 {
445         entity e;
446         WaypointSprite_Kill(carrier.waypointsprite_attached); // FC overrides attached
447         e = WaypointSprite_Spawn(spr, 0, 0, carrier, '0 0 64', world, carrier.team, carrier, waypointsprite_attachedforcarrier, FALSE, icon, rgb);
448         if(e)
449         {
450                 WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
451                 WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent));
452         }
453         return e;
454 }
455
456 void WaypointSprite_DetachCarrier(entity carrier)
457 {
458         WaypointSprite_Disown(carrier.waypointsprite_attachedforcarrier, waypointsprite_deadlifetime);
459 }
460
461 void WaypointSprite_ClearPersonal()
462 {
463         WaypointSprite_Kill(self.waypointsprite_deployed_personal);
464 }
465
466 void WaypointSprite_ClearOwned()
467 {
468         WaypointSprite_Kill(self.waypointsprite_deployed_fixed);
469         WaypointSprite_Kill(self.waypointsprite_deployed_personal);
470         WaypointSprite_Kill(self.waypointsprite_attached);
471 }
472
473 void WaypointSprite_PlayerDead()
474 {
475         WaypointSprite_Disown(self.waypointsprite_attached, waypointsprite_deadlifetime);
476         WaypointSprite_DetachCarrier(self);
477 }
478
479 void WaypointSprite_PlayerGone()
480 {
481         WaypointSprite_Disown(self.waypointsprite_deployed_fixed, waypointsprite_deadlifetime);
482         WaypointSprite_Kill(self.waypointsprite_deployed_personal);
483         WaypointSprite_Disown(self.waypointsprite_attached, waypointsprite_deadlifetime);
484         WaypointSprite_DetachCarrier(self);
485 }