4 #include <common/mutators/base.qh>
6 REGISTER_MUTATOR(status_effects, true);
12 /** Entity statuseffects */
13 .StatusEffects statuseffects;
14 /** Player statuseffects storage (holds previous state) */
15 .StatusEffects statuseffects_store;
17 REGISTER_NET_LINKED(ENT_CLIENT_STATUSEFFECTS)
19 const int StatusEffects_groups_minor = 8; // must be a multiple of 8 (one byte) to optimize bandwidth usage
20 const int StatusEffects_groups_major = 4; // must be >= ceil(REGISTRY_COUNT(StatusEffect) / StatusEffects_groups_minor)
23 // no need to perform these checks on both server and client
25 STATIC_INIT(StatusEffects)
27 if (StatusEffects_groups_minor / 8 != floor(StatusEffects_groups_minor / 8))
28 error("StatusEffects_groups_minor is not a multiple of 8.");
29 int min_major_value = ceil(REGISTRY_COUNT(StatusEffect) / StatusEffects_groups_minor);
30 if (StatusEffects_groups_major < min_major_value)
31 error(sprintf("StatusEffects_groups_major can not be < %d.", min_major_value));
36 #define G_MAJOR(id) (floor((id) / StatusEffects_groups_minor))
37 #define G_MINOR(id) ((id) % StatusEffects_groups_minor)
41 StatusEffects g_statuseffects;
42 void StatusEffects_entremove(entity this)
44 if(g_statuseffects == this)
45 g_statuseffects = NULL;
48 NET_HANDLE(ENT_CLIENT_STATUSEFFECTS, bool isnew)
51 g_statuseffects = this;
52 this.entremove = StatusEffects_entremove;
53 const int majorBits = Readbits(StatusEffects_groups_major);
54 for (int i = 0; i < StatusEffects_groups_major; ++i) {
55 if (!(majorBits & BIT(i))) {
58 const int minorBits = Readbits(StatusEffects_groups_minor);
59 for (int j = 0; j < StatusEffects_groups_minor; ++j) {
60 if (!(minorBits & BIT(j))) {
63 const StatusEffects it = REGISTRY_GET(StatusEffect, StatusEffects_groups_minor * i + j);
64 this.statuseffect_time[it.m_id] = ReadFloat();
65 this.statuseffect_flags[it.m_id] = ReadByte();
73 int SEFminorBitsArr[StatusEffects_groups_major];
74 void StatusEffects_Write(StatusEffects data, StatusEffects store)
77 WriteShort(MSG_ENTITY, 0);
80 TC(StatusEffects, data);
82 for (int i = 0; i < StatusEffects_groups_major; ++i)
83 SEFminorBitsArr[i] = 0;
86 FOREACH(StatusEffect, true, {
87 .float fld = statuseffect_time[it.m_id];
88 .int flg = statuseffect_flags[it.m_id];
89 const bool changed = (store.(fld) != data.(fld) || store.(flg) != data.(flg));
90 store.(fld) = data.(fld);
91 store.(flg) = data.(flg);
93 int maj = G_MAJOR(it.m_id);
94 majorBits = BITSET(majorBits, BIT(maj), true);
95 SEFminorBitsArr[maj] = BITSET(SEFminorBitsArr[maj], BIT(G_MINOR(it.m_id)), true);
99 Writebits(MSG_ENTITY, majorBits, StatusEffects_groups_major);
100 for (int i = 0; i < StatusEffects_groups_major; ++i)
102 if (!(majorBits & BIT(i)))
105 const int minorBits = SEFminorBitsArr[i];
106 Writebits(MSG_ENTITY, minorBits, StatusEffects_groups_minor);
107 for (int j = 0; j < StatusEffects_groups_minor; ++j)
109 if (!(minorBits & BIT(j)))
112 const entity it = REGISTRY_GET(StatusEffect, StatusEffects_groups_minor * i + j);
113 WriteFloat(MSG_ENTITY, data.statuseffect_time[it.m_id]);
114 WriteByte(MSG_ENTITY, data.statuseffect_flags[it.m_id]);
124 bool StatusEffects_Send(StatusEffects this, Client to, int sf)
126 TC(StatusEffects, this);
127 WriteHeader(MSG_ENTITY, ENT_CLIENT_STATUSEFFECTS);
128 StatusEffects_Write(this, to.statuseffects_store);
132 bool StatusEffects_customize(entity this, entity client)
134 // sends to spectators too!
135 return (client.statuseffects == this);
138 void StatusEffects_new(entity this)
140 StatusEffects eff = NEW(StatusEffects);
141 this.statuseffects = eff;
143 if(this.statuseffects_store)
145 setcefc(eff, StatusEffects_customize);
146 Net_LinkEntity(eff, false, 0, StatusEffects_Send);
149 void StatusEffects_delete(entity e) { delete(e.statuseffects); e.statuseffects = NULL; }
150 // may be called on non-player entities, should be harmless!
151 void StatusEffects_update(entity e) { e.statuseffects.SendFlags = 0xFFFFFF; }
153 // this clears the storage entity instead of the statuseffects object, useful for map resets and such
154 void StatusEffects_clearall(entity store)
157 return; // safety net
158 // NOTE: you will need to perform StatusEffects_update after this to update the storage entity
159 // (unless store is the storage entity)
160 FOREACH(StatusEffect, true, {
161 store.statuseffect_time[it.m_id] = 0;
162 store.statuseffect_flags[it.m_id] = 0;
166 void StatusEffectsStorage_attach(entity e) { e.statuseffects_store = NEW(StatusEffects); e.statuseffects_store.drawonlytoclient = e; }
167 void StatusEffectsStorage_delete(entity e) { delete(e.statuseffects_store); e.statuseffects_store = NULL; }
169 // called when an entity is deleted with delete() / remove()
170 // or when a player disconnects
171 void ONREMOVE(entity this)
173 // remove statuseffects object attached to 'this'
174 if(this.statuseffects && this.statuseffects.owner == this)
175 StatusEffects_delete(this);
180 bool StatusEffects_active(StatusEffects this, entity actor);
182 // runs every SV_StartFrame on the server
183 // called by HUD_Powerups_add on the client
184 void StatusEffects_tick(entity actor);
186 // accesses the status effect timer, returns 0 if the entity has no statuseffects object
187 // pass g_statuseffects as the actor on client side
188 // pass the entity with a .statuseffects on server side
189 float StatusEffects_gettime(StatusEffects this, entity actor);
192 // call when applying the effect to an entity
193 void StatusEffects_apply(StatusEffects this, entity actor, float eff_time, int eff_flags);
195 // copies all the status effect fields to the specified storage entity
196 // does not perform an update
197 void StatusEffects_copy(StatusEffects this, entity store, float time_offset);
199 // call when removing the effect
200 void StatusEffects_remove(StatusEffects this, entity actor, int removal_type);
202 void StatusEffects_removeall(entity actor, int removal_type);