2 #include <common/gamemodes/_mod.qh>
4 REGISTRY(EntCSProps, BITS(16) - 1)
5 #define EntCSProps_from(i) _EntCSProps_from(i, NULL)
6 REGISTER_REGISTRY(EntCSProps)
7 REGISTRY_SORT(EntCSProps)
8 REGISTRY_CHECK(EntCSProps)
9 STATIC_INIT(RegisterEntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
12 .bool(entity ent, entity player) m_check;
13 .void(entity ent, entity player) m_set;
14 .void(int chan, entity ent) m_send;
15 .void(entity ent) m_receive;
18 #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
19 bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop)); } \
20 void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop)); } \
21 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
22 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
23 this.m_public = ispublic; \
24 this.m_check = id##_check; \
25 this.m_set = id##_set; \
26 this.m_send = id##_send; \
29 #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
30 void id##_receive(entity ent) { LAMBDA(clreceive); } \
31 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
32 this.m_public = ispublic; \
33 this.m_receive = id##_receive; \
37 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
41 /** the engine player name strings are mutable! */
42 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
46 ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
48 ENTCS_PROP(ORIGIN, false, origin, ENTCS_SET_NORMAL,
49 { WriteVector(chan, ent.origin); },
50 { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
52 ENTCS_PROP(ANGLES, false, angles_y, ENTCS_SET_NORMAL,
53 { WriteByte(chan, ent.angles.y / 360 * 256); },
54 { vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; ent.angles = v; })
56 ENTCS_PROP(HEALTH, false, health, ENTCS_SET_NORMAL,
57 { WriteByte(chan, bound(0, ent.health / 10, 255)); /* FIXME: use a better scale? */ },
58 { ent.healthvalue = ReadByte() * 10; })
60 ENTCS_PROP(ARMOR, false, armorvalue, ENTCS_SET_NORMAL,
61 { WriteByte(chan, bound(0, ent.armorvalue / 10, 255)); /* FIXME: use a better scale? */ },
62 { ent.armorvalue = ReadByte() * 10; })
64 ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING,
65 { WriteString(chan, ent.netname); },
66 { strcpy(ent.netname, ReadString()); })
68 ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL,
69 { WriteString(chan, ent.model); },
70 { strcpy(ent.model, ReadString()); })
72 ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL,
73 { WriteByte(chan, ent.skin); },
74 { ent.skin = ReadByte(); })
76 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, ENTCS_SET_NORMAL,
77 { WriteByte(chan, ent.clientcolors); },
78 { ent.colormap = ReadByte(); })
80 ENTCS_PROP(FRAGS, true, frags, ENTCS_SET_NORMAL,
81 { WriteShort(chan, ent.frags); },
82 { ent.frags = ReadShort(); })
86 int ENTCS_PUBLICMASK = 0;
87 STATIC_INIT(ENTCS_PUBLICMASK)
89 FOREACH(EntCSProps, it.m_public,
91 ENTCS_PUBLICMASK |= BIT(it.m_id);
95 bool _entcs_send(entity this, entity to, int sf, int chan)
97 entity player = this.owner;
98 sf |= BIT(0); // assume private
100 if (IS_PLAYER(player))
102 if (radar_showennemies) break;
103 if (SAME_TEAM(to, player)) break;
104 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
106 sf &= ENTCS_PUBLICMASK; // no private updates
109 sf |= this.m_forceupdate;
110 this.m_forceupdate = 0;
111 if (chan == MSG_ENTITY)
112 WriteHeader(chan, ENT_CLIENT_ENTCS);
114 WriteHeader(chan, CLIENT_ENTCS);
115 WriteByte(chan, etof(player) - 1);
116 WriteShort(chan, sf);
117 FOREACH(EntCSProps, sf & BIT(it.m_id),
119 it.m_send(chan, this);
124 bool entcs_send(entity this, entity to, int sf)
126 return _entcs_send(this, to, sf, MSG_ENTITY);
129 void entcs_think(entity this)
131 this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
132 entity o = this.owner;
133 FOREACH(EntCSProps, it.m_check(this, o),
136 this.SendFlags |= BIT(it.m_id);
138 setorigin(this, this.origin); // relink
141 void entcs_attach(entity player)
143 entity e = player.entcs = new(entcs_sender);
145 setthink(e, entcs_think);
147 Net_LinkEntity(e, false, 0, entcs_send);
148 if (!IS_REAL_CLIENT(player)) return;
149 FOREACH_CLIENT(true, {
151 _entcs_send(it.entcs, msg_entity = player, BITS(23), MSG_ONE);
155 void entcs_detach(entity player)
157 if (!player.entcs) return;
158 delete(player.entcs);
166 void Ent_RemoveEntCS(entity this)
168 int n = this.sv_entnum;
169 entity e = entcs_receiver(n);
170 entcs_receiver(n, NULL);
173 if (e != this) delete(e);
176 void entcs_think(entity this)
178 entity e = CSQCModel_server2csqc(this.sv_entnum);
181 this.has_origin = this.has_sv_origin;
184 this.has_origin = true;
185 this.origin = e.origin;
186 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
187 if (this.model != e.model)
189 strcpy(this.model, e.model);
193 bool ReadEntcs(entity this)
196 entity e = entcs_receiver(n);
201 e = new_pure(entcs_receiver);
205 setthink(e, entcs_think);
206 entcs_receiver(n, e);
208 else if (e != this && this)
213 setthink(e, entcs_think);
214 entcs_receiver(n, e);
217 InterpolateOrigin_Undo(e);
219 int sf = ReadShort();
220 e.has_sv_origin = false;
221 e.m_entcs_private = boolean(sf & BIT(0));
222 FOREACH(EntCSProps, sf & BIT(it.m_id),
226 e.iflags |= IFLAG_ORIGIN;
227 InterpolateOrigin_Note(e);
232 NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
237 this.classname = "entcs_receiver";
238 this.entremove = Ent_RemoveEntCS;
240 return ReadEntcs(this);
243 NET_HANDLE(CLIENT_ENTCS, bool isnew)
245 return ReadEntcs(NULL);