#include "ent_cs.qh" #include #include #ifdef SVQC #include #endif REGISTRY(EntCSProps, BITS(16) - 1) #define EntCSProps_from(i) _EntCSProps_from(i, NULL) REGISTER_REGISTRY(EntCSProps) REGISTRY_SORT(EntCSProps) REGISTRY_CHECK(EntCSProps) STATIC_INIT(RegisterEntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); } // these entcs_props ids need to be referenced directly int ENTCS_PROP_ENTNUM_id = 0; int ENTCS_PROP_ORIGIN_id = 0; STATIC_INIT(RegisterEntCSProps_setglobalids) { FOREACH(EntCSProps, true, { if (it.registered_id == "ENTCS_PROP_ENTNUM") ENTCS_PROP_ENTNUM_id = it.m_id; if (it.registered_id == "ENTCS_PROP_ORIGIN") ENTCS_PROP_ORIGIN_id = it.m_id; }); } #ifdef SVQC // Force an origin update, for player sounds void entcs_force_origin(entity player) { CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id); } #endif .bool m_public; .bool(entity ent, entity player) m_check; .void(entity ent, entity player) m_set; .void(int chan, entity ent) m_send; .void(entity ent) m_receive; #ifdef SVQC #define _ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \ void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop)); } \ void id##_send(int chan, entity ent) { LAMBDA(svsend); } \ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \ this.m_public = ispublic; \ this.m_check = id##_check; \ this.m_set = id##_set; \ this.m_send = id##_send; \ } #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \ bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop)); } \ _ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) #define ENTCS_PROP_CODED(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \ bool id##_check(entity ent, entity player) { \ return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop)) / decfactor); \ } \ _ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) #elif defined(CSQC) #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \ void id##_receive(entity ent) { LAMBDA(clreceive); } \ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \ this.m_public = ispublic; \ this.m_receive = id##_receive; \ } #define ENTCS_PROP_CODED(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \ ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) #endif #ifdef SVQC #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \ bool id##_check(entity ent, entity player) { \ return (floor(GetResourceAmount(ent, checkprop) / decfactor) != floor(GetResourceAmount(player, checkprop) / decfactor)); \ } \ void id##_set(entity ent, entity player) { SetResourceAmount(ent, checkprop, GetResourceAmount(player, checkprop)); } \ void id##_send(int chan, entity ent) { LAMBDA(svsend); } \ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \ this.m_public = ispublic; \ this.m_check = id##_check; \ this.m_set = id##_set; \ this.m_send = id##_send; \ } #elif defined(CSQC) #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \ void id##_receive(entity ent) { LAMBDA(clreceive); } \ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \ this.m_public = ispublic; \ this.m_receive = id##_receive; \ } #endif #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \ var = x; \ MACRO_END /** the engine player name strings are mutable! */ #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \ strcpy(var, x); \ MACRO_END ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */ ENTCS_PROP(ORIGIN, false, origin, ENTCS_SET_NORMAL, { WriteVector(chan, ent.origin); }, { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); }) #define DEC_FACTOR (360 / 32) ENTCS_PROP_CODED(ANGLES, false, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR, { WriteByte(chan, ent.angles.y / DEC_FACTOR); }, { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; }) #undef DEC_FACTOR // FIXME: use a better scale? #define DEC_FACTOR 10 ENTCS_PROP_RESOURCE(HEALTH, false, RESOURCE_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR, { WriteByte(chan, bound(0, GetResourceAmount(ent, RESOURCE_HEALTH) / DEC_FACTOR, 255)); }, { ent.healthvalue = ReadByte() * DEC_FACTOR; }) ENTCS_PROP_RESOURCE(ARMOR, false, RESOURCE_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR, { WriteByte(chan, bound(0, GetResourceAmount(ent, RESOURCE_ARMOR) / DEC_FACTOR, 255)); }, { SetResourceAmount(ent, RESOURCE_ARMOR, ReadByte() * DEC_FACTOR); }) #undef DEC_FACTOR ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING, { WriteString(chan, ent.netname); }, { strcpy(ent.netname, ReadString()); }) ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL, { WriteString(chan, ent.model); }, { strcpy(ent.model, ReadString()); }) ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL, { WriteByte(chan, ent.skin); }, { ent.skin = ReadByte(); }) ENTCS_PROP(CLIENTCOLORS, true, clientcolors, ENTCS_SET_NORMAL, { WriteByte(chan, ent.clientcolors); }, { ent.colormap = ReadByte(); }) ENTCS_PROP(FRAGS, true, frags, ENTCS_SET_NORMAL, { WriteShort(chan, ent.frags); }, { ent.frags = ReadShort(); }) #ifdef SVQC int ENTCS_PUBLICMASK = 0; STATIC_INIT(ENTCS_PUBLICMASK) { FOREACH(EntCSProps, it.m_public, { ENTCS_PUBLICMASK |= BIT(it.m_id); }); } bool _entcs_send(entity this, entity to, int sf, int chan) { entity player = this.owner; sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private do { if (IS_PLAYER(player)) { if (radar_showennemies) break; if (SAME_TEAM(to, player)) break; if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break; } sf &= ENTCS_PUBLICMASK; // no private updates } while (0); sf |= this.m_forceupdate; this.m_forceupdate = 0; if (chan == MSG_ENTITY) WriteHeader(chan, ENT_CLIENT_ENTCS); else WriteHeader(chan, CLIENT_ENTCS); WriteByte(chan, etof(player) - 1); WriteShort(chan, sf); FOREACH(EntCSProps, sf & BIT(it.m_id), { it.m_set(this, player); it.m_send(chan, this); }); return true; } bool entcs_send(entity this, entity to, int sf) { return _entcs_send(this, to, sf, MSG_ENTITY); } void entcs_think(entity this) { this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing entity o = this.owner; FOREACH(EntCSProps, it.m_check(this, o), { this.SendFlags |= BIT(it.m_id); }); setorigin(this, this.origin); // relink } void entcs_attach(entity player) { entity e = CS(player).entcs = new(entcs_sender); e.owner = player; setthink(e, entcs_think); e.nextthink = time; Net_LinkEntity(e, false, 0, entcs_send); } void entcs_detach(entity player) { if (!CS(player).entcs) return; delete(CS(player).entcs); CS(player).entcs = NULL; } #endif #ifdef CSQC void Ent_RemoveEntCS(entity this) { int n = this.sv_entnum; entity e = entcs_receiver(n); entcs_receiver(n, NULL); strfree(e.netname); strfree(e.model); if (e != this) delete(e); } void entcs_think(entity this) { entity e = CSQCModel_server2csqc(this.sv_entnum); if (e == NULL) { this.has_origin = this.has_sv_origin; return; } this.has_origin = true; this.origin = e.origin; // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it if (this.model != e.model) { strcpy(this.model, e.model); } } bool ReadEntcs(entity this) { int n = ReadByte(); entity e = entcs_receiver(n); if (e == NULL) { if (!this) // initial = temp e = new_pure(entcs_receiver); else // initial = linked e = this; setthink(e, entcs_think); entcs_receiver(n, e); } else if (e != this && this) { // upgrade to linked delete(e); e = this; setthink(e, entcs_think); entcs_receiver(n, e); } InterpolateOrigin_Undo(e); e.sv_entnum = n; int sf = ReadShort(); e.has_sv_origin = false; e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id)); FOREACH(EntCSProps, sf & BIT(it.m_id), { it.m_receive(e); }); e.iflags |= IFLAG_ORIGIN; InterpolateOrigin_Note(e); getthink(e)(e); return true; } NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew) { if (isnew) { make_pure(this); this.classname = "entcs_receiver"; this.entremove = Ent_RemoveEntCS; } return ReadEntcs(this); } NET_HANDLE(CLIENT_ENTCS, bool isnew) { return ReadEntcs(NULL); } #endif