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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qh
1 #pragma once
2
3 #include "utils.qh"
4 #include <server/intermission.qh>
5 //#include <common/resources/resources.qh>
6 #include <common/replicate.qh>
7 #include <common/sounds/all.qh>
8
9 bool autocvar__notarget;
10 int autocvar_g_balance_armor_start;
11 float autocvar_g_balance_pause_armor_rot_spawn;
12 float autocvar_g_balance_pause_fuel_rot_spawn;
13 float autocvar_g_balance_pause_health_regen_spawn;
14 float autocvar_g_balance_pause_health_rot_spawn;
15 bool autocvar_g_botclip_collisions;
16 bool autocvar_g_fullbrightplayers;
17 bool autocvar_g_playerclip_collisions;
18 float autocvar_g_player_alpha;
19 float autocvar_g_player_brightness;
20 float autocvar_g_player_damageforcescale = 2;
21 float autocvar_g_respawn_delay_small;
22 int autocvar_g_respawn_delay_small_count;
23 float autocvar_g_respawn_delay_large;
24 int autocvar_g_respawn_delay_large_count;
25 float autocvar_g_respawn_delay_max;
26 bool autocvar_g_respawn_delay_forced;
27 bool autocvar_g_respawn_ghosts;
28 float autocvar_g_respawn_ghosts_alpha = 1;
29 float autocvar_g_respawn_ghosts_fadetime = 1.5;
30 float autocvar_g_respawn_ghosts_time = 4.5;
31 float autocvar_g_respawn_ghosts_speed;
32 int autocvar_g_respawn_waves;
33 bool autocvar_g_nodepthtestplayers;
34 string autocvar_g_mutatormsg;
35 float autocvar_sv_foginterval;
36 float autocvar_sv_maxidle;
37 int autocvar_sv_maxidle_minplayers = 2;
38 float autocvar_sv_maxidle_playertospectator = 60;
39 bool autocvar_sv_maxidle_alsokickspectators;
40 int autocvar_sv_maxidle_slots;
41 bool autocvar_sv_maxidle_slots_countbots;
42 bool autocvar_g_forced_respawn;
43 int autocvar_g_maxplayers;
44 float autocvar_g_maxplayers_spectator_blocktime;
45 string autocvar_g_xonoticversion;
46 float autocvar_gameversion;
47 float autocvar_gameversion_min;
48 float autocvar_gameversion_max;
49 string autocvar_hostname;
50 int autocvar_spawn_debug;
51 string autocvar_sv_motd;
52 int autocvar_sv_name_maxlength = 64;
53 bool autocvar_sv_servermodelsonly;
54 int autocvar_sv_spectate;
55 bool autocvar_sv_teamnagger;
56 float autocvar_sv_player_scale;
57 bool autocvar_sv_showspectators;
58
59 // WEAPONTODO
60 .string weaponorder_byimpulse;
61
62 .entity clientdata;
63
64 .float jointime; // time of connecting
65 .float startplaytime; // time of switching from spectator to player
66 .float alivetime; // time of being alive
67
68 .bool wasplayer;
69
70 .int spectatee_status;
71 .bool zoomstate;
72
73 .bool just_joined;
74
75 .int pressedkeys;
76
77 .int playerid;
78
79 .string playermodel;
80 .string playerskin;
81
82 void ClientState_attach(entity this);
83
84 IntrusiveList g_players;
85 STATIC_INIT(g_players) { g_players = IL_NEW(); }
86
87 CLASS(Client, Object)
88     /** Client name */
89     ATTRIB(Client, netname, string, this.netname);
90     ATTRIB(Client, colormap, int, this.colormap);
91     ATTRIB(Client, team, int, this.team);
92     ATTRIB(Client, clientcolors, int, this.clientcolors);
93     /** Client IP */
94     ATTRIB(Client, netaddress, string, this.netaddress);
95     ATTRIB(Client, playermodel, string, this.playermodel);
96     ATTRIB(Client, playerskin, string, this.playerskin);
97
98     /** fingerprint of CA key the player used to authenticate */
99     ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp);
100     /** fingerprint of CA key the server used to authenticate to the player */
101     ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp);
102     /** fingerprint of ID used by the player entity, or string_null if not identified */
103     ATTRIB(Client, crypto_idfp, string, this.crypto_idfp);
104     /** set if the player's ID has been signed */
105     ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed);
106     /** the string "AES128" if encrypting, and string_null if plaintext */
107     ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod);
108     /** the string "HMAC-SHA256" if signing, and string_null if plaintext */
109     ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod);
110
111     // engine client fields
112     ATTRIB(Client, impulse, int, this.impulse);
113
114     ATTRIB(Client, button0, int, this.button0);
115     ATTRIB(Client, button2, int, this.button2);
116     ATTRIB(Client, button3, int, this.button3);
117     ATTRIB(Client, button4, int, this.button4);
118     ATTRIB(Client, button5, int, this.button5);
119     ATTRIB(Client, button6, int, this.button6);
120     ATTRIB(Client, button7, int, this.button7);
121     ATTRIB(Client, button8, int, this.button8);
122     ATTRIB(Client, button9, int, this.button9);
123     ATTRIB(Client, button10, int, this.button10);
124     ATTRIB(Client, button11, int, this.button11);
125     ATTRIB(Client, button12, int, this.button12);
126     ATTRIB(Client, button13, int, this.button13);
127     ATTRIB(Client, button14, int, this.button14);
128     ATTRIB(Client, button15, int, this.button15);
129     ATTRIB(Client, button16, int, this.button16);
130     ATTRIB(Client, buttonuse, int, this.buttonuse);
131     ATTRIB(Client, buttonchat, int, this.buttonchat);
132
133     ATTRIB(Client, cursor_active, int, this.cursor_active);
134     ATTRIB(Client, cursor_screen, vector, this.cursor_screen);
135     ATTRIB(Client, cursor_trace_start, vector, this.cursor_trace_start);
136     ATTRIB(Client, cursor_trace_endpos, vector, this.cursor_trace_endpos);
137     ATTRIB(Client, cursor_trace_ent, entity, this.cursor_trace_ent);
138
139     ATTRIB(Client, ping, float, this.ping);
140     ATTRIB(Client, ping_packetloss, float, this.ping_packetloss);
141     ATTRIB(Client, ping_movementloss, float, this.ping_movementloss);
142
143     ATTRIB(Client, v_angle, vector, this.v_angle);
144     ATTRIB(Client, movement, vector, this.movement);
145
146     // custom
147
148     ATTRIB(Client, playerid, int, this.playerid);
149
150     ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
151     ATTRIB(Client, muted, bool, this.muted);
152     ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft);
153     ATTRIB(Client, pm_frametime, float, this.pm_frametime);
154     ATTRIB(Client, pressedkeys, int, this.pressedkeys);
155     ATTRIB(Client, movement_old, vector, this.movement_old);
156     ATTRIB(Client, buttons_old, int, this.buttons_old);
157     ATTRIB(Client, teamkill_complain, float, this.teamkill_complain);
158     ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime);
159     ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource);
160     ATTRIB(Client, usekeypressed, bool, this.usekeypressed);
161     ATTRIB(Client, jointime, float, this.jointime);
162     ATTRIB(Client, spectatortime, float, this.spectatortime);
163     ATTRIB(Client, startplaytime, float, this.startplaytime);
164     ATTRIB(Client, version_nagtime, float, this.version_nagtime);
165     ATTRIB(Client, netname_previous, string, this.netname_previous);
166     ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts);
167     ATTRIB(Client, active_minigame, entity, this.active_minigame);
168     ATTRIB(Client, taunt_soundtime, float, this.taunt_soundtime);
169     ATTRIB(Client, killcount, int, this.killcount);
170     ATTRIB(Client, version_mismatch, bool, this.version_mismatch);
171     ATTRIB(Client, version, int, this.version);
172     ATTRIB(Client, spectatee_status, int, this.spectatee_status);
173     ATTRIB(Client, zoomstate, bool, this.zoomstate);
174     ATTRIB(Client, just_joined, bool, this.just_joined);
175     ATTRIB(Client, race_completed, bool, this.race_completed);
176     ATTRIB(Client, latency_sum, float, this.latency_sum);
177     ATTRIB(Client, latency_cnt, int, this.latency_cnt);
178     ATTRIB(Client, latency_time, float, this.latency_time);
179     ATTRIB(Client, v_angle_old, vector, this.v_angle_old);
180     ATTRIB(Client, model_randomizer, float, this.model_randomizer);
181     ATTRIB(Client, accuracy, entity, this.accuracy);
182     ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam);
183     ATTRIB(Client, scorekeeper, entity, this.scorekeeper);
184     ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
185     ATTRIB(Client, hitplotfh, int, this.hitplotfh);
186     ATTRIB(Client, clientdata, entity, this.clientdata);
187     ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount);
188     ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
189     ATTRIB(Client, wasplayer, bool, this.wasplayer);
190     ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
191     ATTRIB(Client, autojoin_checked, int, this.wasplayer);
192
193     // networked cvars
194
195 // not currently handled by ClientState
196 #if 0
197     ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
198     ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name);
199     ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking);
200     ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt);
201     ATTRIB(Client, cvar_cl_voice_directional, int, this.cvar_cl_voice_directional);
202     ATTRIB(Client, cvar_cl_voice_directional_taunt_attenuation, float, this.cvar_cl_voice_directional_taunt_attenuation);
203     ATTRIB(Client, cvar_cl_physics, string, this.cvar_cl_physics);
204     ATTRIB(Client, cvar_cl_buffs_autoreplace, bool, this.cvar_cl_buffs_autoreplace);
205     ATTRIB(Client, cvar_cl_nade_type, int, this.cvar_cl_nade_type);
206     ATTRIB(Client, cvar_cl_pokenade_type, string, this.cvar_cl_pokenade_type);
207     ATTRIB(Client, cvar_cl_spawn_near_teammate, bool, this.cvar_cl_spawn_near_teammate);
208     ATTRIB(Client, cvar_cl_gunalign, int, this.cvar_cl_gunalign);
209     ATTRIB(Client, cvar_cl_handicap, float, this.cvar_cl_handicap);
210     ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating);
211     ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot);
212     ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump);
213     ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag);
214     ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump);
215     ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode);
216     ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion);
217     ATTRIB(Client, cvar_cl_autoswitch, bool, this.cvar_cl_autoswitch);
218     ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings);
219     ATTRIB(Client, cvar_r_drawviewmodel, bool, this.cvar_r_drawviewmodel);
220     ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout);
221     ATTRIB(Client, cvar_cl_dodging, float, this.cvar_cl_dodging);
222     ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
223     ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share);
224     ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive);
225     ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10);
226     ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority);
227     ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch);
228     ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload);
229     ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse);
230 #endif
231
232     METHOD(Client, m_unwind, bool(Client this));
233
234     STATIC_METHOD(Client, Add, void(Client this, int _team));
235     STATIC_METHOD(Client, Remove, void(Client this));
236
237     INIT(Client) {
238         if (this.m_unwind(this)) return this;
239         make_impure(this);
240         this.classname = "player_joining";
241         static int playerid_last;
242         this.playerid = ++playerid_last;
243         ClientState_attach(this);
244     }
245     DESTRUCTOR(Client) {
246         Client_Remove(this);
247     }
248     CONSTRUCTOR(Client, string name) {
249         CONSTRUCT(Client);
250         this.netname = name;
251         this.netaddress = "local";
252         this.playermodel = cvar_defstring("sv_defaultplayermodel");
253     }
254 ENDCLASS(Client)
255
256 CLASS(Observer, Client)
257     INIT(Observer) {
258         this.classname = STR_OBSERVER;
259     }
260     DESTRUCTOR(Observer) { }
261 ENDCLASS(Observer)
262
263 CLASS(Spectator, Client)
264     INIT(Spectator) {
265         this.classname = STR_SPECTATOR;
266     }
267     DESTRUCTOR(Spectator) { }
268 ENDCLASS(Spectator)
269
270 CLASS(Player, Client)
271
272     // custom
273
274     ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
275     ATTRIB(Player, itemkeys, int, this.itemkeys);
276     ATTRIB(Player, ballistics_density, float, this.ballistics_density);
277
278     INIT(Player) {
279         this.classname = STR_PLAYER;
280         IL_PUSH(g_players, this);
281     }
282     DESTRUCTOR(Player) {
283         IL_REMOVE(g_players, this);
284     }
285 ENDCLASS(Player)
286
287 METHOD(Client, m_unwind, bool(Client this))
288 {
289     TC(Client, this);
290     #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END
291     switch (this.classname) {
292         case "Observer":
293             UNWIND(Spectator);
294             UNWIND(Player);
295             return true;
296         case "Spectator":
297             UNWIND(Observer);
298             UNWIND(Player);
299             return true;
300         case "Player":
301             UNWIND(Observer);
302             UNWIND(Spectator);
303             return true;
304     }
305     #undef UNWIND
306     return false;
307 }
308
309 int autocvar__independent_players;
310 bool independent_players;
311 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
312 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
313 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
314
315 .int killcount;
316
317 //flood fields
318 .float nickspamtime; // time of last nick change
319 .float nickspamcount;
320
321 void SendWelcomeMessage(entity this, int msg_type);
322
323 // respawning
324 .int respawn_flags;
325 .float respawn_time;
326 .float respawn_time_max;
327
328 .float respawn_countdown; // next number to count
329
330 const int RESPAWN_FORCE = BIT(0);
331 const int RESPAWN_SILENT = BIT(1);
332 const int RESPAWN_DENY = BIT(2);
333
334 float blockSpectators; // if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
335 .float spectatortime; // point in time since the client is spectating or observing
336
337 .bool player_blocked;
338
339 const int SVC_SETVIEW = 5; // TODO: move to dpdefs where this belongs!
340
341 // TODO: standardise resource regeneration
342 .float pauseregen_finished;
343 .float pauserothealth_finished;
344 .float pauserotarmor_finished;
345 .float pauserotfuel_finished;
346
347 // g_<gametype>_str:
348 // If 0, default is used.
349 // If <0, 0 is used.
350 // Otherwise, g_str (default value) is used.
351 // For consistency, negative values there are mapped to zero too.
352 #define GAMETYPE_DEFAULTED_SETTING(str) \
353     ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
354     (gametype_setting_tmp < 0) ? 0 \
355     : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
356     : gametype_setting_tmp)
357
358 void calculate_player_respawn_time(entity this);
359
360 bool PlayerInList(entity player, string list);
361
362 void ClientData_Touch(entity e);
363
364 int nJoinAllowed(entity this, entity ignore);
365
366 void PlayerUseKey(entity this);
367
368 void FixClientCvars(entity e);
369
370 // called when a client connects, useful for updating sounds and such of static objects
371 .void(entity this, entity player) init_for_player;
372
373 IntrusiveList g_initforplayer;
374 STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
375
376 void play_countdown(entity this, float finished, Sound samp);
377 void player_powerups_remove_all(entity this);
378
379 // NOTE: current type is Resource (avoiding circular includes!)
380 void RotRegen(entity this, entity current, float limit_mod,
381         float regenstable, float regenfactor, float regenlinear, float regenframetime,
382         float rotstable, float rotfactor, float rotlinear, float rotframetime);
383
384 bool Spectate(entity this, entity pl);
385
386 void ClientInit_Spawn();
387
388 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint);
389
390 void SetSpectatee(entity this, entity spectatee);
391 void SetSpectatee_status(entity this, int spectatee_num);
392
393 void FixPlayermodel(entity player);
394
395 void ClientInit_misc(entity this);
396
397 int GetPlayerLimit();
398
399 const int MIN_SPEC_TIME = 1;
400 bool joinAllowed(entity this);
401 void Join(entity this);
402
403 #define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee)
404 #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }
405
406 const int MAX_SPECTATORS = 7;