2 #include <common/gamemodes/_mod.qh>
3 #include <common/resources.qh>
5 #include <server/resources.qh>
8 REGISTRY(EntCSProps, BITS(16) - 1)
9 REGISTER_REGISTRY(EntCSProps)
10 REGISTRY_SORT(EntCSProps)
11 REGISTRY_CHECK(EntCSProps)
13 REGISTRY_DEFINE_GET(EntCSProps, NULL)
14 STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
16 // these entcs_props ids need to be referenced directly
17 int ENTCS_PROP_ENTNUM_id = 0;
18 int ENTCS_PROP_ORIGIN_id = 0;
19 STATIC_INIT(EntCSProps_setglobalids)
21 FOREACH(EntCSProps, true, {
22 if (it.registered_id == "ENTCS_PROP_ENTNUM")
23 ENTCS_PROP_ENTNUM_id = it.m_id;
24 if (it.registered_id == "ENTCS_PROP_ORIGIN")
25 ENTCS_PROP_ORIGIN_id = it.m_id;
30 // Force an origin update, for player sounds
31 void entcs_force_origin(entity player)
33 CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id);
38 .bool(entity ent, entity player) m_check;
39 .void(entity ent, entity player) m_set;
40 .void(int chan, entity ent) m_send;
41 .void(entity ent) m_receive;
44 #define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
45 void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
46 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
47 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
48 this.m_public = ispublic; \
49 this.m_check = id##_check; \
50 this.m_set = id##_set; \
51 this.m_send = id##_send; \
54 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
55 bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
56 _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
58 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
59 bool id##_check(entity ent, entity player) { \
60 return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
62 _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
65 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
66 void id##_receive(entity ent) { LAMBDA(clreceive); } \
67 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
68 this.m_public = ispublic; \
69 this.m_receive = id##_receive; \
72 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
73 ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
77 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
78 bool id##_check(entity ent, entity player) { \
79 return (floor(GetResource(ent, checkprop) / decfactor) != floor(GetResource(player, checkprop) / decfactor)); \
81 void id##_set(entity ent, entity player) { SetResourceExplicit(ent, checkprop, GetResource(player, checkprop)); } \
82 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
83 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
84 this.m_public = ispublic; \
85 this.m_check = id##_check; \
86 this.m_set = id##_set; \
87 this.m_send = id##_send; \
90 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
91 void id##_receive(entity ent) { LAMBDA(clreceive); } \
92 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
93 this.m_public = ispublic; \
94 this.m_receive = id##_receive; \
98 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
102 /** the engine player name strings are mutable! */
103 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
107 ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
109 ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
110 { WriteVector(chan, ent.origin); },
111 { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
113 #define DEC_FACTOR (360 / 32)
114 ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
115 { WriteByte(chan, ent.angles.y / DEC_FACTOR); },
116 { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
119 // FIXME: use a better scale?
120 #define DEC_FACTOR 10
121 ENTCS_PROP_RESOURCE(HEALTH, false, RES_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR,
122 { WriteByte(chan, bound(0, GetResource(ent, RES_HEALTH) / DEC_FACTOR, 255)); },
123 { ent.healthvalue = ReadByte() * DEC_FACTOR; })
125 ENTCS_PROP_RESOURCE(ARMOR, false, RES_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR,
126 { WriteByte(chan, bound(0, GetResource(ent, RES_ARMOR) / DEC_FACTOR, 255)); },
127 { SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
130 ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
131 { WriteString(chan, ent.netname); },
132 { strcpy(ent.netname, ReadString()); })
134 ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
135 { WriteString(chan, ent.model); },
136 { strcpy(ent.model, ReadString()); })
138 ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
139 { WriteByte(chan, ent.skin); },
140 { ent.skin = ReadByte(); })
142 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
143 { WriteByte(chan, ent.clientcolors); },
144 { ent.colormap = ReadByte(); })
146 ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
147 { WriteShort(chan, ent.frags); },
148 { ent.frags = ReadShort(); })
150 ENTCS_PROP(COUNTRYCODE, true, countrycode, countrycode, ENTCS_SET_NORMAL,
151 { WriteByte(chan, ent.countrycode); },
152 { ent.countrycode = ReadByte(); })
154 // use sv_solid to avoid changing solidity state of entcs entities
155 ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
156 { WriteByte(chan, ent.sv_solid); },
157 { ent.sv_solid = ReadByte(); })
161 int ENTCS_PUBLICMASK = 0;
162 STATIC_INIT(ENTCS_PUBLICMASK)
164 FOREACH(EntCSProps, it.m_public,
166 ENTCS_PUBLICMASK |= BIT(it.m_id);
170 bool _entcs_send(entity this, entity to, int sf, int chan)
172 entity player = this.owner;
173 sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private
175 if (IS_PLAYER(player))
177 if (radar_showenemies) break;
178 if (SAME_TEAM(to, player)) break;
179 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
181 sf &= ENTCS_PUBLICMASK; // no private updates
184 sf |= this.m_forceupdate;
185 this.m_forceupdate = 0;
186 if (chan == MSG_ENTITY)
187 WriteHeader(chan, ENT_CLIENT_ENTCS);
189 WriteHeader(chan, CLIENT_ENTCS);
190 WriteByte(chan, etof(player) - 1);
191 WriteShort(chan, sf);
192 FOREACH(EntCSProps, sf & BIT(it.m_id),
194 it.m_send(chan, this);
199 bool entcs_send(entity this, entity to, int sf)
201 return _entcs_send(this, to, sf, MSG_ENTITY);
204 void entcs_think(entity this)
206 this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
207 entity player = this.owner;
208 FOREACH(EntCSProps, it.m_check(this, player),
210 it.m_set(this, player);
211 this.SendFlags |= BIT(it.m_id);
213 setorigin(this, this.origin); // relink
216 void entcs_attach(entity player)
218 entity e = CS(player).entcs = new(entcs_sender);
220 setthink(e, entcs_think);
222 Net_LinkEntity(e, false, 0, entcs_send);
223 if (!IS_REAL_CLIENT(player)) return;
224 FOREACH_CLIENT(true, {
225 assert(CS(it).entcs);
226 _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
230 void entcs_detach(entity player)
232 if (!CS(player).entcs) return;
233 delete(CS(player).entcs);
234 CS(player).entcs = NULL;
241 void Ent_RemoveEntCS(entity this)
243 int n = this.sv_entnum;
244 entity e = entcs_receiver(n);
245 entcs_receiver(n, NULL);
248 if (e != this) delete(e);
251 void entcs_think(entity this)
253 entity e = CSQCModel_server2csqc(this.sv_entnum);
256 this.has_origin = this.has_sv_origin;
259 this.has_origin = true;
260 this.origin = e.origin;
261 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
262 if (this.model != e.model)
264 strcpy(this.model, e.model);
268 bool ReadEntcs(entity this)
271 entity e = entcs_receiver(n);
276 e = new_pure(entcs_receiver);
280 setthink(e, entcs_think);
281 entcs_receiver(n, e);
283 else if (e != this && this)
288 setthink(e, entcs_think);
289 entcs_receiver(n, e);
292 InterpolateOrigin_Undo(e);
294 int sf = ReadShort();
295 e.has_sv_origin = false;
296 e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id));
297 FOREACH(EntCSProps, sf & BIT(it.m_id),
301 e.iflags |= IFLAG_ORIGIN;
302 InterpolateOrigin_Note(e);
307 NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
312 this.classname = "entcs_receiver";
313 this.entremove = Ent_RemoveEntCS;
315 return ReadEntcs(this);
318 NET_HANDLE(CLIENT_ENTCS, bool isnew)
320 return ReadEntcs(NULL);