465 lines
11 KiB
Plaintext
465 lines
11 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_KEEPALIVE,
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PLAYER_MODELINDEX,
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PLAYER_ORIGIN,
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PLAYER_ORIGIN_Z,
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PLAYER_ANGLES_X,
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PLAYER_ANGLES_Y,
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PLAYER_ANGLES_Z,
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PLAYER_VELOCITY,
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PLAYER_VELOCITY_Z,
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PLAYER_FLAGS,
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PLAYER_WEAPON,
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PLAYER_ITEMS,
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PLAYER_HEALTH,
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PLAYER_ARMOR,
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PLAYER_MOVETYPE,
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PLAYER_VIEWOFS,
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PLAYER_BASEFRAME,
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PLAYER_FRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_UNUSED1,
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PLAYER_UNUSED2
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};
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noref int input_sequence;
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class player:base_player
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{
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/* Weapon specific */
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int bradnailer_mag; int bradnailer_mag_net;
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int nailgun_mag; int nailgun_mag_net;
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int shotgun_mag; int shotgun_mag_net;
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int cmlwbr_mag; int cmlwbr_mag_net;
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int xs_mag; int xs_mag_net;
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int satchel_chg; int satchel_chg_net;
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int ammo_nail; int ammo_nail_net;
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int ammo_buckshot; int ammo_buckshot_net;
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int ammo_bolts; int ammo_bolts_net;
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int ammo_xencandy; int ammo_xencandy_net;
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int ammo_satchel; int ammo_satchel_net;
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#ifdef CLIENT
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/* External model */
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entity p_model;
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int p_hand_bone;
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int p_model_bone;
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float lastweapon;
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virtual void(void) gun_offset;
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virtual void(void) draw;
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virtual float() predraw;
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virtual void(void) postdraw;
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virtual void(float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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#else
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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#endif
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};
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#ifdef CLIENT
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void Weapons_AmmoUpdate(entity);
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new)
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{
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float fl;
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if (new == FALSE) {
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/* Go through all the physics code between the last received frame
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* and the newest frame and keep the changes this time around instead
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* of rolling back, because we'll apply the new server-verified values
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* right after anyway. */
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/* FIXME: splitscreen */
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if (entnum == player_localentnum) {
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/* FIXME: splitscreen */
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pSeat = &g_seats[0];
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for (int i = sequence+1; i <= servercommandframe; i++) {
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/* ...maybe the input state is too old? */
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if (!getinputstate(i)) {
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break;
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}
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input_sequence = i;
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PMove_Run();
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}
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/* any differences in things that are read below are now
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* officially from prediction misses. */
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}
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}
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/* seed for our prediction table */
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sequence = servercommandframe;
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fl = readfloat();
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/* HACK: we need to make this more reliable */
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if (fl == UPDATE_ALL) {
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/* we respawned */
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gravity = __NULL__;
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}
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if (fl & PLAYER_MODELINDEX)
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modelindex = readshort();
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if (fl & PLAYER_ORIGIN) {
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origin[0] = readcoord();
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origin[1] = readcoord();
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}
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if (fl & PLAYER_ORIGIN_Z)
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origin[2] = readcoord();
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if (fl & PLAYER_ANGLES_X)
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pitch = readfloat();
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if (fl & PLAYER_ANGLES_Y)
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angles[1] = readfloat();
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if (fl & PLAYER_ANGLES_Z)
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angles[2] = readfloat();
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if (fl & PLAYER_VELOCITY) {
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velocity[0] = readcoord();
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velocity[1] = readcoord();
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}
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if (fl & PLAYER_VELOCITY_Z)
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velocity[2] = readcoord();
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if (fl & PLAYER_FLAGS) {
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flags = readfloat();
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gflags = readfloat();
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}
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if (fl & PLAYER_WEAPON)
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activeweapon = readbyte();
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if (fl & PLAYER_ITEMS)
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g_items = (__variant)readfloat();
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if (fl & PLAYER_HEALTH)
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health = readbyte();
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if (fl & PLAYER_ARMOR)
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armor = readbyte();
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if (fl & PLAYER_MOVETYPE)
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movetype = readbyte();
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if (fl & PLAYER_VIEWOFS)
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view_ofs[2] = readfloat();
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if (fl & PLAYER_BASEFRAME)
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baseframe = readbyte();
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if (fl & PLAYER_FRAME) {
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frame = readbyte();
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frame1time = 0.0f;
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frame2time = 0.0f;
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}
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if (fl & PLAYER_AMMO1) {
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bradnailer_mag = readbyte();
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nailgun_mag = readbyte();
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shotgun_mag = readbyte();
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cmlwbr_mag = readbyte();
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xs_mag = readbyte();
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satchel_chg = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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ammo_nail = readbyte();
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ammo_buckshot = readbyte();
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ammo_bolts = readbyte();
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ammo_xencandy = readbyte();
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ammo_satchel = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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}
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
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Weapons_AmmoUpdate(this);
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setorigin(this, origin);
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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bradnailer_mag_net = bradnailer_mag;
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nailgun_mag_net = nailgun_mag;
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shotgun_mag_net = shotgun_mag;
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cmlwbr_mag_net = cmlwbr_mag;
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xs_mag_net = xs_mag;
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satchel_chg_net = satchel_chg;
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ammo_nail_net = ammo_nail;
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ammo_buckshot_net = ammo_buckshot;
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ammo_bolts_net = ammo_bolts;
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ammo_xencandy_net = ammo_xencandy;
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ammo_satchel_net = ammo_satchel;
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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void
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player::PredictPostFrame(void)
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{
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bradnailer_mag = bradnailer_mag_net;
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nailgun_mag = nailgun_mag_net;
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shotgun_mag = shotgun_mag_net;
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cmlwbr_mag = cmlwbr_mag_net;
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xs_mag = xs_mag_net;
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satchel_chg = satchel_chg_net;
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ammo_nail = ammo_nail_net;
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ammo_buckshot = ammo_buckshot_net;
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ammo_bolts = ammo_bolts_net;
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ammo_xencandy = ammo_xencandy_net;
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ammo_satchel = ammo_satchel_net;
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}
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#else
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void
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player::EvaluateEntity(void)
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{
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SendFlags |= PLAYER_KEEPALIVE;
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if (old_modelindex != modelindex)
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SendFlags |= PLAYER_MODELINDEX;
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if (old_origin[0] != origin[0])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[1] != origin[1])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[2] != origin[2])
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SendFlags |= PLAYER_ORIGIN_Z;
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if (old_angles[0] != v_angle[0])
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SendFlags |= PLAYER_ANGLES_X;
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if (old_angles[1] != angles[1])
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SendFlags |= PLAYER_ANGLES_Y;
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if (old_angles[2] != angles[2])
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SendFlags |= PLAYER_ANGLES_Z;
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if (old_velocity[0] != velocity[0])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[1] != velocity[1])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[2] != velocity[2])
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SendFlags |= PLAYER_VELOCITY_Z;
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if (old_flags != flags)
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SendFlags |= PLAYER_FLAGS;
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if (old_gflags != gflags)
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SendFlags |= PLAYER_FLAGS;
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if (old_activeweapon != activeweapon)
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SendFlags |= PLAYER_WEAPON;
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if (old_items != g_items)
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SendFlags |= PLAYER_ITEMS;
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if (old_health != health)
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SendFlags |= PLAYER_HEALTH;
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if (old_armor != armor)
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SendFlags |= PLAYER_ARMOR;
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if (old_movetype != movetype)
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SendFlags |= PLAYER_MOVETYPE;
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if (old_viewofs != view_ofs[2])
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SendFlags |= PLAYER_VIEWOFS;
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if (old_baseframe != baseframe)
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SendFlags |= PLAYER_BASEFRAME;
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if (old_frame != frame)
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SendFlags |= PLAYER_FRAME;
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old_modelindex = modelindex;
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old_origin = origin;
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old_angles = angles;
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old_angles[0] = v_angle[0];
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old_velocity = velocity;
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old_flags = flags;
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old_gflags = gflags;
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old_activeweapon = activeweapon;
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old_items = g_items;
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old_health = health;
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old_armor = armor;
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old_movetype = movetype;
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old_viewofs = view_ofs[2];
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old_baseframe = baseframe;
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old_frame = frame;
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if (bradnailer_mag_net != bradnailer_mag)
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SendFlags |= PLAYER_AMMO1;
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if (nailgun_mag_net != nailgun_mag)
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SendFlags |= PLAYER_AMMO1;
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if (shotgun_mag_net != shotgun_mag)
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SendFlags |= PLAYER_AMMO1;
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if (cmlwbr_mag_net != cmlwbr_mag)
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SendFlags |= PLAYER_AMMO1;
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if (xs_mag_net != xs_mag)
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SendFlags |= PLAYER_AMMO1;
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if (satchel_chg_net != satchel_chg)
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SendFlags |= PLAYER_AMMO1;
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if (ammo_nail_net != ammo_nail)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_buckshot_net != ammo_buckshot)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_bolts_net != ammo_bolts)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_xencandy_net != ammo_xencandy)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_satchel_net != ammo_satchel)
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SendFlags |= PLAYER_AMMO2;
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bradnailer_mag_net = bradnailer_mag;
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nailgun_mag_net = nailgun_mag;
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shotgun_mag_net = shotgun_mag;
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cmlwbr_mag_net = cmlwbr_mag;
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xs_mag_net = xs_mag;
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satchel_chg_net = satchel_chg;
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ammo_nail_net = ammo_nail;
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ammo_buckshot_net = ammo_buckshot;
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ammo_bolts_net = ammo_bolts;
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ammo_xencandy_net = ammo_xencandy;
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ammo_satchel_net = ammo_satchel;
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}
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/*
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=================
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player::SendEntity
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=================
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*/
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float
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player::SendEntity(entity ePEnt, float fChanged)
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{
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if (health <= 0 && ePEnt != this) {
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return FALSE;
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}
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if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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return FALSE;
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}
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if (ePEnt != self) {
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fChanged &= ~PLAYER_ITEMS;
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fChanged &= ~PLAYER_HEALTH;
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fChanged &= ~PLAYER_ARMOR;
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fChanged &= ~PLAYER_VIEWOFS;
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fChanged &= ~PLAYER_AMMO1;
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fChanged &= ~PLAYER_AMMO2;
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fChanged &= ~PLAYER_AMMO3;
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}
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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/* really trying to get our moneys worth with 23 bits of mantissa */
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if (fChanged & PLAYER_MODELINDEX)
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WriteShort(MSG_ENTITY, modelindex);
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if (fChanged & PLAYER_ORIGIN) {
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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}
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if (fChanged & PLAYER_ORIGIN_Z)
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WriteCoord(MSG_ENTITY, origin[2]);
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if (fChanged & PLAYER_ANGLES_X)
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WriteFloat(MSG_ENTITY, v_angle[0]);
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if (fChanged & PLAYER_ANGLES_Y)
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WriteFloat(MSG_ENTITY, angles[1]);
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if (fChanged & PLAYER_ANGLES_Z)
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WriteFloat(MSG_ENTITY, angles[2]);
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if (fChanged & PLAYER_VELOCITY) {
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WriteCoord(MSG_ENTITY, velocity[0]);
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WriteCoord(MSG_ENTITY, velocity[1]);
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}
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if (fChanged & PLAYER_VELOCITY_Z)
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WriteCoord(MSG_ENTITY, velocity[2]);
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if (fChanged & PLAYER_FLAGS) {
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WriteFloat(MSG_ENTITY, flags);
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WriteFloat(MSG_ENTITY, gflags);
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}
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if (fChanged & PLAYER_WEAPON)
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WriteByte(MSG_ENTITY, activeweapon);
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if (fChanged & PLAYER_ITEMS)
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WriteFloat(MSG_ENTITY, (__variant)g_items);
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if (fChanged & PLAYER_HEALTH)
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WriteByte(MSG_ENTITY, bound(0, health, 255));
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if (fChanged & PLAYER_ARMOR)
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WriteByte(MSG_ENTITY, armor);
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if (fChanged & PLAYER_MOVETYPE)
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WriteByte(MSG_ENTITY, movetype);
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if (fChanged & PLAYER_VIEWOFS)
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WriteFloat(MSG_ENTITY, view_ofs[2]);
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if (fChanged & PLAYER_BASEFRAME)
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WriteByte(MSG_ENTITY, baseframe);
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if (fChanged & PLAYER_FRAME)
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WriteByte(MSG_ENTITY, frame);
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if (fChanged & PLAYER_AMMO1) {
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WriteByte(MSG_ENTITY, bradnailer_mag);
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WriteByte(MSG_ENTITY, nailgun_mag);
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WriteByte(MSG_ENTITY, shotgun_mag);
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WriteByte(MSG_ENTITY, cmlwbr_mag);
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WriteByte(MSG_ENTITY, xs_mag);
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WriteByte(MSG_ENTITY, satchel_chg);
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}
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if (fChanged & PLAYER_AMMO2) {
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WriteByte(MSG_ENTITY, ammo_nail);
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WriteByte(MSG_ENTITY, ammo_buckshot);
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WriteByte(MSG_ENTITY, ammo_bolts);
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WriteByte(MSG_ENTITY, ammo_xencandy);
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WriteByte(MSG_ENTITY, ammo_satchel);
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}
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if (fChanged & PLAYER_AMMO3) {
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}
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return TRUE;
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}
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#endif
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