hunger/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.
*/
/* 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:base_player
{
/* animation */
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
PREDICTED_FLOAT(anim_top_delay);
PREDICTED_INT(anim_bottom);
PREDICTED_FLOAT(anim_bottom_time);
/* ammo 1 */
PREDICTED_INT(glock_mag);
PREDICTED_INT(mp5_mag);
PREDICTED_INT(python_mag);
PREDICTED_INT(shotgun_mag);
PREDICTED_INT(crossbow_mag);
PREDICTED_INT(rpg_mag);
PREDICTED_INT(satchel_chg);
/* ammo 2 */
PREDICTED_INT(ammo_9mm);
PREDICTED_INT(ammo_357);
PREDICTED_INT(ammo_buckshot);
PREDICTED_INT(ammo_bolt);
PREDICTED_INT(ammo_rocket);
PREDICTED_INT(ammo_uranium);
PREDICTED_INT(ammo_handgrenade);
PREDICTED_INT(ammo_satchel);
PREDICTED_INT(ammo_tripmine);
PREDICTED_INT(ammo_snark);
PREDICTED_INT(ammo_hornet);
/* ammo 3 */
PREDICTED_INT(ammo_m203_grenade);
PREDICTED_INT(ammo_gauss_volume);
PREDICTED_INT(ammo_rpg_state);
PREDICTED_INT(mode_tempstate);
/* hunger */
PREDICTED_INT(sniper_mag);
PREDICTED_INT(chaingun_mag);
PREDICTED_INT(ap9_mag);
PREDICTED_INT(taurus_mag);
PREDICTED_INT(ammo_ap9);
PREDICTED_INT(ammo_taurus);
PREDICTED_INT(ammo_sniper);
PREDICTED_INT(ammo_gas);
PREDICTED_INT(ammo_medkit);
PREDICTED_INT(mode_silencer);
#ifdef CLIENT
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
#endif
};
#ifdef CLIENT
void Weapons_AmmoUpdate(entity);
void HUD_AmmoNotify_Check(player pl);
void HUD_ItemNotify_Check(player pl);
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new, float fl)
{
base_player::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) {
glock_mag = readbyte();
mp5_mag = readbyte();
python_mag = readbyte();
shotgun_mag = readbyte();
crossbow_mag = readbyte();
rpg_mag = readbyte();
satchel_chg = readbyte();
/* hunger */
sniper_mag = readbyte();
chaingun_mag = readbyte();
ap9_mag = readbyte();
taurus_mag = readbyte();
}
if (fl & PLAYER_AMMO2) {
ammo_9mm = readbyte();
ammo_357 = readbyte();
ammo_buckshot = readbyte();
ammo_bolt = readbyte();
ammo_rocket = readbyte();
ammo_uranium = readbyte();
ammo_handgrenade = readbyte();
ammo_satchel = readbyte();
ammo_tripmine = readbyte();
ammo_snark = readbyte();
ammo_hornet = readbyte();
/* hunger */
ammo_ap9 = readbyte();
ammo_taurus = readbyte();
ammo_sniper = readbyte();
ammo_gas = readbyte();
ammo_medkit = readbyte();
}
if (fl & PLAYER_AMMO3) {
ammo_m203_grenade = readbyte();
ammo_gauss_volume = readbyte();
ammo_rpg_state = readbyte();
mode_tempstate = readbyte();
mode_silencer = readbyte();
}
setorigin(this, origin);
/* these only concern the current player */
CSQC_UpdateSeat();
if (this != pSeat->m_ePlayer)
return;
/* do not notify us of updates when spawning initially */
if (fl == UPDATE_ALL)
PredictPreFrame();
if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) {
Weapons_AmmoUpdate(this);
HUD_AmmoNotify_Check(this);
}
if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH || fl & PLAYER_ARMOR)
HUD_ItemNotify_Check(this);
}
/*
=================
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)
{
base_player::PredictPreFrame();
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
SAVE_STATE(python_mag);
SAVE_STATE(shotgun_mag);
SAVE_STATE(crossbow_mag);
SAVE_STATE(rpg_mag);
SAVE_STATE(satchel_chg);
SAVE_STATE(ammo_9mm);
SAVE_STATE(ammo_357);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(ammo_bolt);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_uranium);
SAVE_STATE(ammo_handgrenade);
SAVE_STATE(ammo_satchel);
SAVE_STATE(ammo_tripmine);
SAVE_STATE(ammo_snark);
SAVE_STATE(ammo_hornet);
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
/* hunger */
SAVE_STATE(sniper_mag);
SAVE_STATE(chaingun_mag);
SAVE_STATE(ap9_mag);
SAVE_STATE(taurus_mag);
SAVE_STATE(ammo_ap9);
SAVE_STATE(ammo_taurus);
SAVE_STATE(ammo_sniper);
SAVE_STATE(ammo_gas);
SAVE_STATE(ammo_medkit);
SAVE_STATE(mode_silencer);
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
base_player::PredictPostFrame();
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
ROLL_BACK(glock_mag);
ROLL_BACK(mp5_mag);
ROLL_BACK(python_mag);
ROLL_BACK(shotgun_mag);
ROLL_BACK(crossbow_mag);
ROLL_BACK(rpg_mag);
ROLL_BACK(satchel_chg);
ROLL_BACK(ammo_9mm);
ROLL_BACK(ammo_357);
ROLL_BACK(ammo_buckshot);
ROLL_BACK(ammo_m203_grenade);
ROLL_BACK(ammo_bolt);
ROLL_BACK(ammo_rocket);
ROLL_BACK(ammo_uranium);
ROLL_BACK(ammo_handgrenade);
ROLL_BACK(ammo_satchel);
ROLL_BACK(ammo_tripmine);
ROLL_BACK(ammo_snark);
ROLL_BACK(ammo_hornet);
ROLL_BACK(ammo_m203_grenade);
ROLL_BACK(ammo_gauss_volume);
ROLL_BACK(ammo_rpg_state);
ROLL_BACK(mode_tempstate);
/* hunger */
ROLL_BACK(sniper_mag);
ROLL_BACK(chaingun_mag);
ROLL_BACK(ap9_mag);
ROLL_BACK(taurus_mag);
ROLL_BACK(ammo_ap9);
ROLL_BACK(ammo_taurus);
ROLL_BACK(ammo_sniper);
ROLL_BACK(ammo_gas);
ROLL_BACK(ammo_medkit);
ROLL_BACK(mode_silencer);
}
#else
void
player::EvaluateEntity(void)
{
base_player::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;
/* ammo 1 type updates */
if (ATTR_CHANGED(glock_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(mp5_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(python_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(shotgun_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(crossbow_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(rpg_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(satchel_chg))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(sniper_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(chaingun_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(ap9_mag))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(taurus_mag))
SendFlags |= PLAYER_AMMO1;
/* ammo 2 type updates */
if (ATTR_CHANGED(ammo_9mm))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_357))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_buckshot))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_bolt))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_rocket))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_uranium))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_handgrenade))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_satchel))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_tripmine))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_snark))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_hornet))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_ap9))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_taurus))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_sniper))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_gas))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(ammo_medkit))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(ammo_m203_grenade))
SendFlags |= PLAYER_AMMO3;
else if (ATTR_CHANGED(ammo_gauss_volume))
SendFlags |= PLAYER_AMMO3;
else if (ATTR_CHANGED(ammo_rpg_state))
SendFlags |= PLAYER_AMMO3;
else if (ATTR_CHANGED(mode_tempstate))
SendFlags |= PLAYER_AMMO3;
else if (ATTR_CHANGED(mode_silencer)) /* hunger */
SendFlags |= PLAYER_AMMO3;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
SAVE_STATE(python_mag);
SAVE_STATE(shotgun_mag);
SAVE_STATE(crossbow_mag);
SAVE_STATE(rpg_mag);
SAVE_STATE(satchel_chg);
SAVE_STATE(ammo_9mm);
SAVE_STATE(ammo_357);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(ammo_bolt);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_uranium);
SAVE_STATE(ammo_handgrenade);
SAVE_STATE(ammo_satchel);
SAVE_STATE(ammo_tripmine);
SAVE_STATE(ammo_snark);
SAVE_STATE(ammo_hornet);
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
/* hunger */
SAVE_STATE(sniper_mag);
SAVE_STATE(chaingun_mag);
SAVE_STATE(ap9_mag);
SAVE_STATE(taurus_mag);
SAVE_STATE(ammo_ap9);
SAVE_STATE(ammo_taurus);
SAVE_STATE(ammo_sniper);
SAVE_STATE(ammo_gas);
SAVE_STATE(ammo_medkit);
SAVE_STATE(mode_silencer);
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float fChanged)
{
if (health <= 0 && ePEnt != this) {
return (0);
}
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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);
base_player::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) {
WriteByte(MSG_ENTITY, glock_mag);
WriteByte(MSG_ENTITY, mp5_mag);
WriteByte(MSG_ENTITY, python_mag);
WriteByte(MSG_ENTITY, shotgun_mag);
WriteByte(MSG_ENTITY, crossbow_mag);
WriteByte(MSG_ENTITY, rpg_mag);
WriteByte(MSG_ENTITY, satchel_chg);
/* hunger */
WriteByte(MSG_ENTITY, sniper_mag);
WriteByte(MSG_ENTITY, chaingun_mag);
WriteByte(MSG_ENTITY, ap9_mag);
WriteByte(MSG_ENTITY, taurus_mag);
}
if (fChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, ammo_9mm);
WriteByte(MSG_ENTITY, ammo_357);
WriteByte(MSG_ENTITY, ammo_buckshot);
WriteByte(MSG_ENTITY, ammo_bolt);
WriteByte(MSG_ENTITY, ammo_rocket);
WriteByte(MSG_ENTITY, ammo_uranium);
WriteByte(MSG_ENTITY, ammo_handgrenade);
WriteByte(MSG_ENTITY, ammo_satchel);
WriteByte(MSG_ENTITY, ammo_tripmine);
WriteByte(MSG_ENTITY, ammo_snark);
WriteByte(MSG_ENTITY, ammo_hornet);
/* hunger */
WriteByte(MSG_ENTITY, ammo_ap9);
WriteByte(MSG_ENTITY, ammo_taurus);
WriteByte(MSG_ENTITY, ammo_sniper);
WriteByte(MSG_ENTITY, ammo_gas);
WriteByte(MSG_ENTITY, ammo_medkit);
}
if (fChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, ammo_m203_grenade);
WriteByte(MSG_ENTITY, ammo_gauss_volume);
WriteByte(MSG_ENTITY, ammo_rpg_state);
WriteByte(MSG_ENTITY, mode_tempstate);
WriteByte(MSG_ENTITY, mode_silencer);
}
return (1);
}
#endif