rewolf/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_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
PLAYER_BOTTOMFRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
PLAYER_UNUSED5,
PLAYER_UNUSED6,
PLAYER_UNUSED7
};
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_battery) /* beamgun */
PREDICTED_INT(ammo_chem) /* chemicalgun */
PREDICTED_INT(ammo_rocket) /* dml / grenades */
PREDICTED_INT(ammo_gauss) /* gauspistol */
PREDICTED_INT(ammo_minigun) /* minigun */
PREDICTED_INT(ammo_buckshot) /* shotgun */
PREDICTED_INT(fist_mode) /* knife/fists */
PREDICTED_INT(gauss_mode)
PREDICTED_INT(shotgun_shells)
PREDICTED_INT(shotgun_spread)
PREDICTED_INT(dml_launch) /* when fired, when targeted */
PREDICTED_INT(dml_flightpath) /* guided, homing, spiral */
PREDICTED_INT(dml_detonate) /* on impact, in proximity, timed, when tripped */
PREDICTED_INT(dml_payload) /* explosive, cluster */
PREDICTED_INT(chem_acid)
PREDICTED_INT(chem_neutral)
PREDICTED_INT(chem_base)
PREDICTED_INT(chem_pressure)
PREDICTED_INT(beam_range) /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
PREDICTED_INT(beam_poweracc) /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
PREDICTED_INT(beam_lightning) /* BEAM, CHAIN, BALL */
PREDICTED_INT(gren_detonate) /* when tripped (tripmine), timed, on impact */
PREDICTED_INT(gren_payload) /* cluster, explosive */
PREDICTED_INT(menu_active)
PREDICTED_INT(dml_state)
virtual void UpdatePlayerAnimation(float);
virtual void Physics_Jump(void);
#ifdef CLIENT
virtual void UpdatePlayerAttachments(bool);
virtual void ReceiveEntity(float,float);
virtual void PredictPreFrame(void);
virtual void PredictPostFrame(void);
virtual void UpdateAliveCam(void);
#endif
#ifdef SERVER
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void Save(float);
virtual void Restore(string,string);
#endif
};
void Animation_PlayerUpdate(player);
void Animation_TimerUpdate(player, float);
void
player::UpdatePlayerAnimation(float timelength)
{
/* calculate our skeletal progression */
Animation_PlayerUpdate(this);
/* advance animation timers */
Animation_TimerUpdate(this, timelength);
}
#ifdef CLIENT
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(NSClientPlayer);
void
player::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
g_view.SetCameraOrigin(cam_pos);
Camera_StrafeRoll(view_angles);
g_view.SetCameraAngle(view_angles);
if (vehicle) {
NSVehicle veh = (NSVehicle)vehicle;
if (veh.UpdateView)
veh.UpdateView();
} else if (health) {
if (autocvar_pm_thirdPerson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, this);
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
}
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
}
.string oldmodel;
string Weapons_GetPlayermodel(player, int);
void
player::UpdatePlayerAttachments(bool visible)
{
/* draw the flashlight */
if (gflags & GF_FLASHLIGHT) {
vector src;
vector ang;
if (entnum != player_localentnum) {
src = origin + view_ofs;
ang = v_angle;
} else {
src = pSeat->m_vecPredictedOrigin + [0,0,-8];
ang = view_angles;
}
makevectors(ang);
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
} else {
float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
dynamiclight_set(p, LFIELD_ANGLES, ang);
dynamiclight_set(p, LFIELD_FLAGS, 3);
}
}
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
if (!visible)
return;
/* what's the current weapon model supposed to be anyway? */
p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
/* we changed weapons, update skeletonindex */
if (p_model.model != p_model.oldmodel) {
/* free memory */
if (p_model.skeletonindex)
skel_delete(p_model.skeletonindex);
/* set the new model and mark us updated */
setmodel(p_model, p_model.oldmodel);
p_model.model = p_model.oldmodel;
/* set the new skeletonindex */
p_model.skeletonindex = skel_create(p_model.modelindex);
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
setcustomskin(this, "", "geomset 0 2\n");
else
setcustomskin(this, "", "geomset 0 1\n");
}
/* follow thisayer at all times */
setorigin(p_model, origin);
p_model.angles = angles;
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
/* we have to loop through all valid bones of the weapon model and match them
* to the thisayer one */
for (float i = 0; i < g_pbones.length; i++) {
vector bpos;
float pbone = gettagindex(this, g_pbones[i]);
float wbone = gettagindex(p_model, g_pbones[i]);
/* if the bone doesn't ignore in either skeletal mesh, ignore */
if (wbone <= 0 || pbone <= 0)
continue;
bpos = gettaginfo(this, pbone);
/* the most expensive bit */
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
}
}
void Weapons_AmmoUpdate(entity);
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new, float flChanged)
{
NSClientPlayer::ReceiveEntity(new, flChanged);
/* animation */
READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
READENTITY_BYTE(ammo_battery, PLAYER_AMMO1)
READENTITY_BYTE(ammo_chem, PLAYER_AMMO1)
READENTITY_BYTE(ammo_rocket, PLAYER_AMMO1)
READENTITY_BYTE(ammo_gauss, PLAYER_AMMO1)
READENTITY_BYTE(ammo_minigun, PLAYER_AMMO1)
READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO1)
READENTITY_BYTE(fist_mode, PLAYER_AMMO1)
READENTITY_BYTE(gauss_mode, PLAYER_AMMO1)
READENTITY_BYTE(shotgun_shells, PLAYER_AMMO1)
READENTITY_BYTE(shotgun_spread, PLAYER_AMMO1)
READENTITY_BYTE(dml_launch, PLAYER_AMMO2)
READENTITY_BYTE(dml_flightpath, PLAYER_AMMO2)
READENTITY_BYTE(dml_detonate, PLAYER_AMMO2)
READENTITY_BYTE(dml_payload, PLAYER_AMMO2)
READENTITY_BYTE(chem_acid, PLAYER_AMMO2)
READENTITY_BYTE(chem_neutral, PLAYER_AMMO2)
READENTITY_BYTE(chem_base, PLAYER_AMMO2)
READENTITY_BYTE(chem_pressure, PLAYER_AMMO2)
READENTITY_BYTE(beam_range, PLAYER_AMMO3)
READENTITY_BYTE(beam_poweracc, PLAYER_AMMO3)
READENTITY_BYTE(beam_lightning, PLAYER_AMMO3)
READENTITY_BYTE(gren_detonate, PLAYER_AMMO3)
READENTITY_BYTE(gren_payload, PLAYER_AMMO3)
READENTITY_BYTE(menu_active, PLAYER_AMMO3)
READENTITY_BYTE(dml_state, PLAYER_AMMO3)
if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & 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_battery)
SAVE_STATE(ammo_chem)
SAVE_STATE(ammo_rocket)
SAVE_STATE(ammo_gauss)
SAVE_STATE(ammo_minigun)
SAVE_STATE(ammo_buckshot)
SAVE_STATE(fist_mode)
SAVE_STATE(gauss_mode)
SAVE_STATE(shotgun_shells)
SAVE_STATE(shotgun_spread)
SAVE_STATE(dml_launch)
SAVE_STATE(dml_flightpath)
SAVE_STATE(dml_detonate)
SAVE_STATE(dml_payload)
SAVE_STATE(chem_acid)
SAVE_STATE(chem_neutral)
SAVE_STATE(chem_base)
SAVE_STATE(chem_pressure)
SAVE_STATE(beam_range)
SAVE_STATE(beam_poweracc)
SAVE_STATE(beam_lightning)
SAVE_STATE(gren_detonate)
SAVE_STATE(gren_payload)
SAVE_STATE(menu_active)
SAVE_STATE(dml_state)
}
/*
=================
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_battery)
ROLL_BACK(ammo_chem)
ROLL_BACK(ammo_rocket)
ROLL_BACK(ammo_gauss)
ROLL_BACK(ammo_minigun)
ROLL_BACK(ammo_buckshot)
ROLL_BACK(fist_mode)
ROLL_BACK(gauss_mode)
ROLL_BACK(shotgun_shells)
ROLL_BACK(shotgun_spread)
ROLL_BACK(dml_launch)
ROLL_BACK(dml_flightpath)
ROLL_BACK(dml_detonate)
ROLL_BACK(dml_payload)
ROLL_BACK(chem_acid)
ROLL_BACK(chem_neutral)
ROLL_BACK(chem_base)
ROLL_BACK(chem_pressure)
ROLL_BACK(beam_range)
ROLL_BACK(beam_poweracc)
ROLL_BACK(beam_lightning)
ROLL_BACK(gren_detonate)
ROLL_BACK(gren_payload)
ROLL_BACK(menu_active)
ROLL_BACK(dml_state)
}
#else
void
player::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "anim_top", anim_top);
SaveFloat(handle, "anim_top_time", anim_top_time);
SaveFloat(handle, "anim_top_delay", anim_top_delay);
SaveInt(handle, "anim_bottom", anim_bottom);
SaveFloat(handle, "anim_bottom_time", anim_bottom_time);
SaveInt(handle, "ammo_battery", ammo_battery); /* beamgun */
SaveInt(handle, "ammo_chem", ammo_chem); /* chemicalgun */
SaveInt(handle, "ammo_rocket", ammo_rocket); /* dml / grenades */
SaveInt(handle, "ammo_gauss", ammo_gauss); /* gauspistol */
SaveInt(handle, "ammo_minigun", ammo_minigun); /* minigun */
SaveInt(handle, "ammo_buckshot", ammo_buckshot); /* shotgun */
SaveInt(handle, "fist_mode", fist_mode); /* knife/fists */
SaveInt(handle, "gauss_mode", gauss_mode);
SaveInt(handle, "shotgun_shells", shotgun_shells);
SaveInt(handle, "shotgun_spread", shotgun_spread);
SaveInt(handle, "dml_launch", dml_launch); /* when fired, when targeted */
SaveInt(handle, "dml_flightpath", dml_flightpath); /* guided, homing, spiral */
SaveInt(handle, "dml_detonate", dml_detonate); /* on impact, in proximity, timed, when tripped */
SaveInt(handle, "dml_payload", dml_payload); /* explosive, cluster */
SaveInt(handle, "chem_acid", chem_acid);
SaveInt(handle, "chem_neutral", chem_neutral);
SaveInt(handle, "chem_base", chem_base);
SaveInt(handle, "chem_pressure", chem_pressure);
SaveInt(handle, "beam_range", beam_range); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
SaveInt(handle, "beam_poweracc", beam_poweracc); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
SaveInt(handle, "beam_lightning", beam_lightning); /* BEAM, CHAIN, BALL */
SaveInt(handle, "gren_detonate", gren_detonate); /* when tripped (tripmine);, timed, on impact */
SaveInt(handle, "gren_payload", gren_payload); /* cluster, explosive */
SaveInt(handle, "menu_active", menu_active);
SaveInt(handle, "dml_state", dml_state);
}
void
player::Restore(string strKey, string strValue)
{
switch (strKey) {
case "anim_top":
anim_top = ReadInt(strValue);
break;
case "anim_top_time":
anim_top_time = ReadFloat(strValue);
break;
case "anim_top_delay":
anim_top_delay = ReadFloat(strValue);
break;
case "anim_bottom":
anim_bottom = ReadInt(strValue);
break;
case "anim_bottom_time":
anim_bottom_time = ReadFloat(strValue);
break;
/* AMMO 1 */
case "ammo_battery":
ammo_battery = ReadInt(strValue); /* beamgun */
break;
case "ammo_chem":
ammo_chem = ReadInt(strValue); /* chemicalgun */
break;
case "ammo_rocket":
ammo_rocket = ReadInt(strValue); /* dml / grenades */
break;
case "ammo_gauss":
ammo_gauss = ReadInt(strValue); /* gauspistol */
break;
case "ammo_minigun":
ammo_minigun = ReadInt(strValue); /* minigun */
break;
case "ammo_buckshot":
ammo_buckshot = ReadInt(strValue); /* shotgun */
break;
case "fist_mode":
fist_mode = ReadInt(strValue); /* knife/fists */
break;
case "gauss_mode":
gauss_mode = ReadInt(strValue);
break;
case "shotgun_shells":
shotgun_shells = ReadInt(strValue);
break;
case "shotgun_spread":
shotgun_spread = ReadInt(strValue);
break;
case "dml_launch":
dml_launch = ReadInt(strValue); /* when fired, when targeted */
break;
case "dml_flightpath":
dml_flightpath = ReadInt(strValue); /* guided, homing, spiral */
break;
case "dml_detonate":
dml_detonate = ReadInt(strValue); /* on impact, in proximity, timed, when tripped */
break;
case "dml_payload":
dml_payload = ReadInt(strValue); /* explosive, cluster */
break;
case "chem_acid":
chem_acid = ReadInt(strValue);
break;
case "chem_neutral":
chem_neutral = ReadInt(strValue);
break;
case "chem_base":
chem_base = ReadInt(strValue);
break;
case "chem_pressure":
chem_pressure = ReadInt(strValue);
break;
case "beam_range":
beam_range = ReadInt(strValue); /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
break;
case "beam_poweracc":
beam_poweracc = ReadInt(strValue); /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
break;
case "beam_lightning":
beam_lightning = ReadInt(strValue); /* BEAM, CHAIN, BALL */
break;
case "gren_detonate":
gren_detonate = ReadInt(strValue); /* when tripped (tripmine = ReadInt(strValue);, timed, on impact */
break;
case "gren_payload":
gren_payload = ReadInt(strValue); /* cluster, explosive */
break;
case "menu_active":
menu_active = ReadInt(strValue);
break;
case "dml_state":
dml_state = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
player::EvaluateEntity(void)
{
NSClientPlayer::EvaluateEntity();
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(ammo_battery, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_chem, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_gauss, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_minigun, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO1)
EVALUATE_FIELD(fist_mode, PLAYER_AMMO1)
EVALUATE_FIELD(gauss_mode, PLAYER_AMMO1)
EVALUATE_FIELD(shotgun_shells, PLAYER_AMMO1)
EVALUATE_FIELD(shotgun_spread, PLAYER_AMMO1)
EVALUATE_FIELD(dml_launch, PLAYER_AMMO2)
EVALUATE_FIELD(dml_flightpath, PLAYER_AMMO2)
EVALUATE_FIELD(dml_detonate, PLAYER_AMMO2)
EVALUATE_FIELD(dml_payload, PLAYER_AMMO2)
EVALUATE_FIELD(chem_acid, PLAYER_AMMO2)
EVALUATE_FIELD(chem_neutral, PLAYER_AMMO2)
EVALUATE_FIELD(chem_base, PLAYER_AMMO2)
EVALUATE_FIELD(chem_pressure, PLAYER_AMMO2)
EVALUATE_FIELD(beam_range, PLAYER_AMMO3)
EVALUATE_FIELD(beam_poweracc, PLAYER_AMMO3)
EVALUATE_FIELD(beam_lightning, PLAYER_AMMO3)
EVALUATE_FIELD(gren_detonate, PLAYER_AMMO3)
EVALUATE_FIELD(gren_payload, PLAYER_AMMO3)
EVALUATE_FIELD(menu_active, PLAYER_AMMO3)
EVALUATE_FIELD(dml_state, PLAYER_AMMO3)
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float flChanged)
{
/* don't broadcast invisible players */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
return (0);
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, flChanged);
/* the generic client attributes */
NSClientPlayer::SendEntity(ePEnt, flChanged);
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
SENDENTITY_BYTE(ammo_battery, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_chem, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_gauss, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_minigun, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO1)
SENDENTITY_BYTE(fist_mode, PLAYER_AMMO1)
SENDENTITY_BYTE(gauss_mode, PLAYER_AMMO1)
SENDENTITY_BYTE(shotgun_shells, PLAYER_AMMO1)
SENDENTITY_BYTE(shotgun_spread, PLAYER_AMMO1)
SENDENTITY_BYTE(dml_launch, PLAYER_AMMO2)
SENDENTITY_BYTE(dml_flightpath, PLAYER_AMMO2)
SENDENTITY_BYTE(dml_detonate, PLAYER_AMMO2)
SENDENTITY_BYTE(dml_payload, PLAYER_AMMO2)
SENDENTITY_BYTE(chem_acid, PLAYER_AMMO2)
SENDENTITY_BYTE(chem_neutral, PLAYER_AMMO2)
SENDENTITY_BYTE(chem_base, PLAYER_AMMO2)
SENDENTITY_BYTE(chem_pressure, PLAYER_AMMO2)
SENDENTITY_BYTE(beam_range, PLAYER_AMMO3)
SENDENTITY_BYTE(beam_poweracc, PLAYER_AMMO3)
SENDENTITY_BYTE(beam_lightning, PLAYER_AMMO3)
SENDENTITY_BYTE(gren_detonate, PLAYER_AMMO3)
SENDENTITY_BYTE(gren_payload, PLAYER_AMMO3)
SENDENTITY_BYTE(menu_active, PLAYER_AMMO3)
SENDENTITY_BYTE(dml_state, PLAYER_AMMO3)
return (1);
}
#endif