hhdeath/src/shared/player.qc

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/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "../../../valve/src/shared/skeleton.h"
/* all potential SendFlags bits we can possibly send */
enumflags
{
PLAYER_KEEPALIVE,
PLAYER_MODELINDEX,
PLAYER_ORIGIN,
PLAYER_ORIGIN_Z,
PLAYER_ANGLES_X,
PLAYER_ANGLES_Y,
PLAYER_COLORMAP,
PLAYER_VELOCITY,
PLAYER_VELOCITY_Z,
PLAYER_FLAGS,
PLAYER_WEAPON,
PLAYER_ITEMS,
PLAYER_HEALTH,
PLAYER_ARMOR,
PLAYER_MOVETYPE,
PLAYER_VIEWOFS,
PLAYER_TOPFRAME,
PLAYER_BOTTOMFRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
PLAYER_UNUSED1,
PLAYER_UNUSED2
};
class player:NSClientPlayer
{
PREDICTED_INT(anim_top)
PREDICTED_FLOAT(anim_top_time)
PREDICTED_FLOAT(anim_top_delay)
PREDICTED_INT(anim_bottom)
PREDICTED_FLOAT(anim_bottom_time)
PREDICTED_INT(ammo_forks)
PREDICTED_INT(ammo_knives)
PREDICTED_INT(ammo_legogrenade)
PREDICTED_INT(ammo_legos)
PREDICTED_INT(ammo_soda)
PREDICTED_INT(ammo_spray)
PREDICTED_INT(soda_choice)
#ifdef CLIENT
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
float powerup_time;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
#endif
};
#ifdef CLIENT
void Weapons_AmmoUpdate(entity);
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new, float fl)
{
NSClientPlayer::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
anim_top = readbyte();
anim_top_time = readfloat();
anim_top_delay = readfloat();
}
if (fl & PLAYER_BOTTOMFRAME) {
anim_bottom = readbyte();
anim_bottom_time = readfloat();
}
if (fl & PLAYER_AMMO1) {
}
if (fl & PLAYER_AMMO2) {
ammo_forks = readbyte();
ammo_knives = readbyte();
ammo_legogrenade = readbyte();
ammo_legos = readbyte();
ammo_soda = readbyte();
ammo_spray = readbyte();
}
if (fl & PLAYER_AMMO3) {
soda_choice = readbyte();
}
if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
Weapons_AmmoUpdate(this);
setorigin(this, origin);
}
/*
=================
player::PredictPostFrame
Save the last valid server values away in the _net variants of each field
so we can roll them back later.
=================
*/
void
player::PredictPreFrame(void)
{
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(ammo_forks);
SAVE_STATE(ammo_knives);
SAVE_STATE(ammo_legogrenade);
SAVE_STATE(ammo_legos);
SAVE_STATE(ammo_soda);
SAVE_STATE(ammo_spray);
SAVE_STATE(soda_choice);
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
ROLL_BACK(ammo_forks);
ROLL_BACK(ammo_knives);
ROLL_BACK(ammo_legogrenade);
ROLL_BACK(ammo_legos);
ROLL_BACK(ammo_soda);
ROLL_BACK(ammo_spray);
ROLL_BACK(soda_choice);
}
#else
void
player::EvaluateEntity(void)
{
NSClientPlayer::EvaluateEntity();
/* animation */
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
SendFlags |= PLAYER_BOTTOMFRAME;
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
SendFlags |= PLAYER_TOPFRAME;
if (ATTR_CHANGED(ammo_forks))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(ammo_knives))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(ammo_legogrenade))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(ammo_legos))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(ammo_soda))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(ammo_spray))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(soda_choice))
SendFlags |= PLAYER_AMMO3;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(ammo_forks);
SAVE_STATE(ammo_knives);
SAVE_STATE(ammo_legogrenade);
SAVE_STATE(ammo_legos);
SAVE_STATE(ammo_soda);
SAVE_STATE(ammo_spray);
SAVE_STATE(soda_choice);
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float fChanged)
{
/* don't broadcast invisible players */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
return (0);
if (ePEnt != self) {
fChanged &= ~PLAYER_ITEMS;
fChanged &= ~PLAYER_HEALTH;
fChanged &= ~PLAYER_ARMOR;
fChanged &= ~PLAYER_VIEWOFS;
fChanged &= ~PLAYER_AMMO1;
fChanged &= ~PLAYER_AMMO2;
fChanged &= ~PLAYER_AMMO3;
}
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
NSClientPlayer::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);
WriteFloat(MSG_ENTITY, anim_top_time);
WriteFloat(MSG_ENTITY, anim_top_delay);
}
if (fChanged & PLAYER_BOTTOMFRAME) {
WriteByte(MSG_ENTITY, anim_bottom);
WriteFloat(MSG_ENTITY, anim_bottom_time);
}
if (fChanged & PLAYER_AMMO1) {
}
if (fChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, ammo_forks);
WriteByte(MSG_ENTITY, ammo_knives);
WriteByte(MSG_ENTITY, ammo_legogrenade);
WriteByte(MSG_ENTITY, ammo_legos);
WriteByte(MSG_ENTITY, ammo_soda);
WriteByte(MSG_ENTITY, ammo_spray);
}
if (fChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, soda_choice);
}
return (1);
}
#endif