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1 #include "ent_cs.qh"
2
3 #if defined(CSQC)
4         #include <common/gamemodes/_mod.qh>
5         #include <common/resources/resources.qh>
6 #elif defined(MENUQC)
7 #elif defined(SVQC)
8         #include <common/gamemodes/_mod.qh>
9         #include <common/resources/resources.qh>
10         #include <common/resources/sv_resources.qh>
11 #endif
12
13 REGISTRY(EntCSProps, BITS(16) - 1)
14 REGISTER_REGISTRY(EntCSProps)
15 REGISTRY_SORT(EntCSProps)
16 REGISTRY_CHECK(EntCSProps)
17
18 REGISTRY_DEFINE_GET(EntCSProps, NULL)
19 STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
20
21 // these entcs_props ids need to be referenced directly
22 int ENTCS_PROP_ENTNUM_id = 0;
23 int ENTCS_PROP_ORIGIN_id = 0;
24 int ENTCS_PROP_HEALTH_id = 0;
25 STATIC_INIT(EntCSProps_setglobalids)
26 {
27         FOREACH(EntCSProps, true, {
28                 if (it.registered_id == "ENTCS_PROP_ENTNUM") ENTCS_PROP_ENTNUM_id = it.m_id;
29                 if (it.registered_id == "ENTCS_PROP_ORIGIN") ENTCS_PROP_ORIGIN_id = it.m_id;
30                 if (it.registered_id == "ENTCS_PROP_HEALTH") ENTCS_PROP_HEALTH_id = it.m_id;
31         });
32 }
33
34 #ifdef SVQC
35 // Force an origin update, for player sounds
36 void entcs_force_origin(entity player)
37 {
38         CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id);
39 }
40 #endif
41
42 .bool m_public;
43 .bool(entity ent, entity player) m_check;
44 .void(entity ent, entity player) m_set;
45 .void(int chan, entity ent) m_send;
46 .void(entity ent) m_receive;
47
48 #ifdef SVQC
49 #define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
50         void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
51         void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
52         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
53                 this.m_public = ispublic; \
54                 this.m_check = id##_check; \
55                 this.m_set = id##_set; \
56                 this.m_send = id##_send; \
57         }
58
59 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
60         bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
61         _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
62
63 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
64         bool id##_check(entity ent, entity player) { \
65                 return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
66         } \
67         _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
68
69 #elif defined(CSQC)
70 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
71         void id##_receive(entity ent) { LAMBDA(clreceive); } \
72         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
73                 this.m_public = ispublic; \
74                 this.m_receive = id##_receive; \
75         }
76
77 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
78         ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
79 #endif
80
81 #ifdef SVQC
82 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
83         bool id##_check(entity ent, entity player) { \
84                 return (floor(GetResource(ent, checkprop) / decfactor) != floor(GetResource(player, checkprop) / decfactor)); \
85         } \
86         void id##_set(entity ent, entity player) { SetResourceExplicit(ent, checkprop, GetResource(player, checkprop)); } \
87         void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
88         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
89                 this.m_public = ispublic; \
90                 this.m_check = id##_check; \
91                 this.m_set = id##_set; \
92                 this.m_send = id##_send; \
93         }
94 #elif defined(CSQC)
95 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
96         void id##_receive(entity ent) { LAMBDA(clreceive); } \
97         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
98                 this.m_public = ispublic; \
99                 this.m_receive = id##_receive; \
100         }
101 #endif
102
103 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
104         var = x; \
105 MACRO_END
106
107 /** the engine player name strings are mutable! */
108 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
109         strcpy(var, x); \
110 MACRO_END
111
112 ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
113
114 ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
115         { WriteVector(chan, ent.origin); },
116         { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
117
118 #define DEC_FACTOR (360 / 64)
119 ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
120         { WriteByte(chan, ent.angles.y / DEC_FACTOR); },
121         { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
122 #undef DEC_FACTOR
123
124 // FIXME: use a better scale?
125 #define DEC_FACTOR 10
126 ENTCS_PROP_RESOURCE(HEALTH, false, RES_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR,
127         { WriteByte(chan, bound(0, GetResource(ent, RES_HEALTH) / DEC_FACTOR, 255)); },
128         { ent.healthvalue = ReadByte() * DEC_FACTOR; })
129
130 ENTCS_PROP_RESOURCE(ARMOR, false, RES_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR,
131         { WriteByte(chan, bound(0, GetResource(ent, RES_ARMOR) / DEC_FACTOR, 255)); },
132         { SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
133 #undef DEC_FACTOR
134
135 ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
136         { WriteString(chan, ent.netname); },
137         { strcpy(ent.netname, ReadString()); })
138
139 ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
140         { WriteString(chan, ent.model); },
141         { strcpy(ent.model, ReadString()); })
142
143 ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
144         { WriteByte(chan, ent.skin); },
145         { ent.skin = ReadByte(); })
146
147 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
148         { WriteByte(chan, ent.clientcolors); },
149         { ent.colormap = ReadByte(); })
150
151 ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
152         { WriteShort(chan, ent.frags); },
153         { ent.frags = ReadShort(); })
154
155 // use sv_solid to avoid changing solidity state of entcs entities
156 ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
157         { WriteByte(chan, ent.sv_solid); },
158         { ent.sv_solid = ReadByte(); })
159
160 #ifdef SVQC
161
162         int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0;
163         STATIC_INIT(ENTCS_PUBLICMASK)
164         {
165                 FOREACH(EntCSProps, true,
166                 {
167                         if (it.m_public)
168                                 ENTCS_PUBLICMASK |= BIT(it.m_id);
169                         else
170                                 ENTCS_PRIVATEMASK |= BIT(it.m_id);
171                 });
172         }
173
174         void entcs_update_players(entity player)
175         {
176                 FOREACH_CLIENT(it != player && IS_PLAYER(it),
177                 {
178                         CS(it).entcs.SendFlags |= ENTCS_PRIVATEMASK;
179                 });
180         }
181
182         bool _entcs_send(entity this, entity to, int sf, int chan)
183         {
184                 entity player = this.owner;
185                 sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private
186                 do {
187                         if (IS_PLAYER(player))
188                         {
189                                 if (radar_showenemies) break;
190                                 if (SAME_TEAM(to, player)) break;
191                                 if (!(IS_PLAYER(to) || INGAME(to))) break;
192                         }
193                         sf &= ENTCS_PUBLICMASK; // no private updates
194                 } while (0);
195
196                 sf |= this.m_forceupdate;
197                 this.m_forceupdate = 0;
198                 if (chan == MSG_ENTITY)
199                         WriteHeader(chan, ENT_CLIENT_ENTCS);
200                 else
201                         WriteHeader(chan, CLIENT_ENTCS);
202                 WriteByte(chan, etof(player) - 1);
203                 WriteShort(chan, sf);
204                 FOREACH(EntCSProps, sf & BIT(it.m_id),
205                 {
206                         it.m_send(chan, this);
207                 });
208                 return true;
209         }
210
211         bool entcs_send(entity this, entity to, int sf)
212         {
213                 return _entcs_send(this, to, sf, MSG_ENTITY);
214         }
215
216         void entcs_think(entity this)
217         {
218                 this.nextthink = time + 0.033333333333;  // TODO: increase this to like 0.15 once the client can do smoothing
219                 entity player = this.owner;
220                 FOREACH(EntCSProps, it.m_check(this, player),
221                 {
222                         it.m_set(this, player);
223                         this.SendFlags |= BIT(it.m_id);
224                 });
225
226                 if (intermission_running)
227                 {
228                         // health is set to special values after the game ends, ignore any change
229                         this.SendFlags &= ~BIT(ENTCS_PROP_HEALTH_id);
230                 }
231
232                 // always send origin of players even if they stand still otherwise
233                 // if a teammate isn't in my pvs and his health (or view angle or name
234                 // etc...) changes then his tag disappears
235                 if (IS_PLAYER(this.owner))
236                         this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id);
237
238                 // not needed, origin is just data to be sent
239                 //setorigin(this, this.origin); // relink
240         }
241
242         void entcs_attach(entity player)
243         {
244                 entity e = CS(player).entcs = new_pure(entcs_sender);
245                 e.owner = player;
246                 setthink(e, entcs_think);
247                 e.nextthink = time;
248                 Net_LinkEntity(e, false, 0, entcs_send);
249                 // NOTE: the following code block has been disabled as a workaround for https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1824
250 #if 0
251                 if (!IS_REAL_CLIENT(player)) return;
252                 FOREACH_CLIENT(true, {
253                         assert(CS(it).entcs);
254                         _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
255                 });
256 #endif
257         }
258
259         void entcs_detach(entity player)
260         {
261                 if (!CS(player).entcs) return;
262                 delete(CS(player).entcs);
263                 CS(player).entcs = NULL;
264         }
265
266 #endif
267
268 #ifdef CSQC
269
270         void Ent_RemoveEntCS(entity this)
271         {
272                 int n = this.sv_entnum;
273                 entity e = entcs_receiver(n);
274                 entcs_receiver(n, NULL);
275                 strfree(e.netname);
276                 strfree(e.model);
277                 if (e != this) delete(e);
278         }
279
280         void entcs_think(entity this)
281         {
282                 entity e = CSQCModel_server2csqc(this.sv_entnum);
283                 if (e == NULL)
284                 {
285                         // player model is NOT in client's PVS
286                         InterpolateOrigin_Do(this);
287                         this.has_origin = this.has_sv_origin;
288                         return;
289                 }
290                 this.has_origin = true;
291                 // when a player model is in client's PVS we use its origin directly
292                 // (entcs networked origin is overriden)
293                 this.origin = e.origin;
294                 InterpolateOrigin_Reset(this);
295                 setorigin(this, this.origin);
296                 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
297                 if (this.model != e.model)
298                 {
299                         strcpy(this.model, e.model);
300                 }
301         }
302
303         bool ReadEntcs(entity this)
304         {
305                 int n = ReadByte();
306                 entity e = entcs_receiver(n);
307                 if (e == NULL)
308                 {
309                         if (!this)
310                                 // initial = temp
311                                 e = new_pure(ENT_CLIENT_ENTCS);
312                         else
313                                 // initial = linked
314                                 e = this;
315                         setthink(e, entcs_think);
316                         entcs_receiver(n, e);
317                 }
318                 else if (e != this && this)
319                 {
320                         // upgrade to linked
321                         delete(e);
322                         e = this;
323                         setthink(e, entcs_think);
324                         entcs_receiver(n, e);
325                 }
326
327                 InterpolateOrigin_Undo(e);
328                 e.sv_entnum = n;
329                 int sf = ReadShort();
330                 e.has_sv_origin = false;
331                 e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id));
332                 FOREACH(EntCSProps, sf & BIT(it.m_id),
333                 {
334                         it.m_receive(e);
335                 });
336                 e.iflags |= IFLAG_ORIGIN;
337                 InterpolateOrigin_Note(e);
338                 getthink(e)(e);
339                 return true;
340         }
341
342         NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
343         {
344                 if (isnew)
345                 {
346                         make_pure(this);
347                         this.entremove = Ent_RemoveEntCS;
348                 }
349                 return ReadEntcs(this);
350         }
351
352         NET_HANDLE(CLIENT_ENTCS, bool isnew)
353         {
354                 return ReadEntcs(NULL);
355         }
356
357 #endif