#include "ent_cs.qh" REGISTRY(EntCSProps, BITS(16) - 1) #define EntCSProps_from(i) _EntCSProps_from(i, NULL) REGISTER_REGISTRY(EntCSProps) REGISTRY_SORT(EntCSProps) REGISTRY_CHECK(EntCSProps) STATIC_INIT(RegisterEntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); } .bool m_public; .bool(entity ent, entity player) m_check; .void(entity ent, entity player) m_set; .void(int chan, entity ent) m_send; .void(entity ent) m_receive; #ifdef SVQC #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \ bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop)); } \ void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop)); } \ void id##_send(int chan, entity ent) { LAMBDA(svsend); } \ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \ this.m_public = ispublic; \ this.m_check = id##_check; \ this.m_set = id##_set; \ this.m_send = id##_send; \ } #elif defined(CSQC) #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \ void id##_receive(entity ent) { LAMBDA(clreceive); } \ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \ this.m_public = ispublic; \ this.m_receive = id##_receive; \ } #endif #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \ var = x; \ MACRO_END /** the engine player name strings are mutable! */ #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \ if (var) strunzone(var); \ var = strzone(x); \ MACRO_END ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */ ENTCS_PROP(ORIGIN, false, origin, ENTCS_SET_NORMAL, { WriteVector(chan, ent.origin); }, { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); }) ENTCS_PROP(ANGLES, false, angles_y, ENTCS_SET_NORMAL, { WriteByte(chan, ent.angles.y / 360 * 256); }, { vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; ent.angles = v; }) ENTCS_PROP(HEALTH, false, health, ENTCS_SET_NORMAL, { WriteByte(chan, bound(0, ent.health / 10, 255)); /* FIXME: use a better scale? */ }, { ent.healthvalue = ReadByte() * 10; }) ENTCS_PROP(ARMOR, false, armorvalue, ENTCS_SET_NORMAL, { WriteByte(chan, bound(0, ent.armorvalue / 10, 255)); /* FIXME: use a better scale? */ }, { ent.armorvalue = ReadByte() * 10; }) ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING, { WriteString(chan, ent.netname); }, { if (ent.netname) strunzone(ent.netname); ent.netname = strzone(ReadString()); }) ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL, { WriteString(chan, ent.model); }, { if (ent.model) strunzone(ent.model); ent.model = strzone(ReadString()); }) ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL, { WriteByte(chan, ent.skin); }, { ent.skin = ReadByte(); }) ENTCS_PROP(CLIENTCOLORS, true, clientcolors, ENTCS_SET_NORMAL, { WriteByte(chan, ent.clientcolors); }, { ent.colormap = ReadByte(); }) ENTCS_PROP(FRAGS, true, frags, ENTCS_SET_NORMAL, { WriteShort(chan, ent.frags); }, { ent.frags = ReadShort(); }) #ifdef SVQC int ENTCS_PUBLICMASK = 0; STATIC_INIT(ENTCS_PUBLICMASK) { FOREACH(EntCSProps, it.m_public, { ENTCS_PUBLICMASK |= BIT(it.m_id); }); } bool _entcs_send(entity this, entity to, int sf, int chan) { entity player = this.owner; sf |= BIT(0); // assume private do { if (IS_PLAYER(player)) { if (radar_showennemies) break; if (SAME_TEAM(to, player)) break; if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break; } sf &= ENTCS_PUBLICMASK; // no private updates } while (0); sf |= this.m_forceupdate; this.m_forceupdate = 0; if (chan == MSG_ENTITY) WriteHeader(chan, ENT_CLIENT_ENTCS); else WriteHeader(chan, CLIENT_ENTCS); WriteByte(chan, etof(player) - 1); WriteShort(chan, sf); FOREACH(EntCSProps, sf & BIT(it.m_id), { it.m_send(chan, this); }); return true; } bool entcs_send(entity this, entity to, int sf) { return _entcs_send(this, to, sf, MSG_ENTITY); } void entcs_think(entity this) { this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing entity o = this.owner; FOREACH(EntCSProps, it.m_check(this, o), { it.m_set(this, o); this.SendFlags |= BIT(it.m_id); }); setorigin(this, this.origin); // relink } void entcs_attach(entity player) { entity e = player.entcs = new(entcs_sender); e.owner = player; setthink(e, entcs_think); e.nextthink = time; Net_LinkEntity(e, false, 0, entcs_send); if (!IS_REAL_CLIENT(player)) return; FOREACH_CLIENT(true, { assert(it.entcs); _entcs_send(it.entcs, msg_entity = player, BITS(23), MSG_ONE); }); } void entcs_detach(entity player) { if (!player.entcs) return; delete(player.entcs); player.entcs = NULL; } #endif #ifdef CSQC void Ent_RemoveEntCS(entity this) { int n = this.sv_entnum; entity e = entcs_receiver(n); entcs_receiver(n, NULL); if (e.netname) strunzone(e.netname); e.netname = string_null; if (e.model) strunzone(e.model); e.model = string_null; if (e != this) delete(e); } void entcs_think(entity this) { entity e = CSQCModel_server2csqc(this.sv_entnum); if (e == NULL) { this.has_origin = this.has_sv_origin; return; } this.has_origin = true; this.origin = e.origin; // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it if (this.model != e.model) { if (this.model) strunzone(this.model); this.model = strzone(e.model); } } bool ReadEntcs(entity this) { int n = ReadByte(); entity e = entcs_receiver(n); if (e == NULL) { if (!this) // initial = temp e = new_pure(entcs_receiver); else // initial = linked e = this; setthink(e, entcs_think); entcs_receiver(n, e); } else if (e != this && this) { // upgrade to linked delete(e); e = this; setthink(e, entcs_think); entcs_receiver(n, e); } InterpolateOrigin_Undo(e); e.sv_entnum = n; int sf = ReadShort(); e.has_sv_origin = false; e.m_entcs_private = boolean(sf & BIT(0)); FOREACH(EntCSProps, sf & BIT(it.m_id), { it.m_receive(e); }); e.iflags |= IFLAG_ORIGIN; InterpolateOrigin_Note(e); getthink(e)(e); return true; } NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew) { if (isnew) { make_pure(this); this.classname = "entcs_receiver"; this.entremove = Ent_RemoveEntCS; } return ReadEntcs(this); } NET_HANDLE(CLIENT_ENTCS, bool isnew) { return ReadEntcs(NULL); } #endif