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1 #pragma once
2
3 void ClientState_attach(entity this);
4
5 IntrusiveList g_players;
6 STATIC_INIT(g_players) { g_players = IL_NEW(); }
7
8 CLASS(Client, Object)
9     /** Client name */
10     ATTRIB(Client, netname, string, this.netname);
11     ATTRIB(Client, colormap, int, this.colormap);
12     ATTRIB(Client, team, int, this.team);
13     ATTRIB(Client, clientcolors, int, this.clientcolors);
14     /** Client IP */
15     ATTRIB(Client, netaddress, string, this.netaddress);
16     ATTRIB(Client, playermodel, string, this.playermodel);
17     ATTRIB(Client, playerskin, int, this.playerskin);
18
19     /** fingerprint of CA key the player used to authenticate */
20     ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp);
21     /** fingerprint of CA key the server used to authenticate to the player */
22     ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp);
23     /** fingerprint of ID used by the player entity, or string_null if not identified */
24     ATTRIB(Client, crypto_idfp, string, this.crypto_idfp);
25     /** set if the player's ID has been signed */
26     ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed);
27     /** the string "AES128" if encrypting, and string_null if plaintext */
28     ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod);
29     /** the string "HMAC-SHA256" if signing, and string_null if plaintext */
30     ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod);
31
32     // custom
33
34     ATTRIB(Client, playerid, int, this.playerid);
35
36     ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
37     ATTRIB(Client, muted, bool, this.muted);
38     ATTRIB(Client, killindicator_teamchange, int, this.killindicator_teamchange);
39     ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft);
40
41     METHOD(Client, m_unwind, bool(Client this));
42
43     STATIC_METHOD(Client, Add, void(Client this, int _team));
44     STATIC_METHOD(Client, Remove, void(Client this));
45
46     INIT(Client) {
47         if (this.m_unwind(this)) return this;
48         make_impure(this);
49         this.classname = "player_joining";
50         static int playerid_last;
51         this.playerid = ++playerid_last;
52         ClientState_attach(this);
53     }
54     DESTRUCTOR(Client) {
55         Client_Remove(this);
56     }
57     CONSTRUCTOR(Client, string name) {
58         CONSTRUCT(Client);
59         this.netname = name;
60         this.netaddress = "local";
61         this.playermodel = cvar_defstring("sv_defaultplayermodel");
62     }
63 ENDCLASS(Client)
64
65 CLASS(Observer, Client)
66     INIT(Observer) {
67         this.classname = STR_OBSERVER;
68     }
69     DESTRUCTOR(Observer) { }
70 ENDCLASS(Observer)
71
72 CLASS(Spectator, Client)
73     INIT(Spectator) {
74         this.classname = STR_SPECTATOR;
75     }
76     DESTRUCTOR(Spectator) { }
77 ENDCLASS(Spectator)
78
79 CLASS(Player, Client)
80     INIT(Player) {
81         this.classname = STR_PLAYER;
82         IL_PUSH(g_players, this);
83     }
84     DESTRUCTOR(Player) {
85         IL_REMOVE(g_players, this);
86     }
87 ENDCLASS(Player)
88
89 METHOD(Client, m_unwind, bool(Client this))
90 {
91     TC(Client, this);
92     #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END
93     switch (this.classname) {
94         case "Observer":
95             UNWIND(Spectator);
96             UNWIND(Player);
97             return true;
98         case "Spectator":
99             UNWIND(Observer);
100             UNWIND(Player);
101             return true;
102         case "Player":
103             UNWIND(Observer);
104             UNWIND(Spectator);
105             return true;
106     }
107     #undef UNWIND
108     return false;
109 }
110
111 float c1, c2, c3, c4;
112
113 void play_countdown(entity this, float finished, Sound samp);
114
115 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
116
117 bool Spectate(entity this, entity pl);
118
119 #define SPECTATE_COPY() [[accumulate]] void SpectateCopy(entity this, entity spectatee)
120 #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }