tfc/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:NSClientPlayer
{
/* class info */
PREDICTED_INT(classtype);
/* 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(mag_sbs);
PREDICTED_INT(mag_dbs);
PREDICTED_INT(mag_rpg);
/* ammo 2 */
PREDICTED_INT(m_iAmmoRockets);
PREDICTED_INT(m_iAmmoNails);
PREDICTED_INT(m_iAmmoCells);
PREDICTED_INT(m_iAmmoShells);
PREDICTED_INT(m_iAmmoDetpack);
PREDICTED_INT(m_iAmmoMedikit);
/* ammo 3 */
PREDICTED_INT(mode_tempstate);
#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
int m_iMaxHealth;
int m_iMaxArmor;
int m_iMaxShells;
int m_iMaxNails;
int m_iMaxRockets;
int m_iMaxCells;
int m_iMaxDetpack;
int m_iMaxMedikit;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void(void) SpawnIntoGame;
virtual void(classtype_e) MakeClass;
#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)
{
/* the generic client attributes */
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) {
mag_sbs = readbyte();
mag_dbs = readbyte();
mag_rpg = readbyte();
}
if (fl & PLAYER_AMMO2) {
m_iAmmoRockets = readbyte();
m_iAmmoNails = readbyte();
m_iAmmoCells = readbyte();
m_iAmmoShells = readbyte();
m_iAmmoDetpack = readbyte();
m_iAmmoMedikit = readbyte();
}
if (fl & PLAYER_AMMO3) {
mode_tempstate = readbyte();
classtype = 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)
{
/* the generic client attributes */
NSClientPlayer::PredictPreFrame();
SAVE_STATE(classtype);
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(mag_sbs);
SAVE_STATE(mag_dbs);
SAVE_STATE(mag_rpg);
SAVE_STATE(m_iAmmoRockets);
SAVE_STATE(m_iAmmoNails);
SAVE_STATE(m_iAmmoCells);
SAVE_STATE(m_iAmmoShells);
SAVE_STATE(m_iAmmoDetpack);
SAVE_STATE(m_iAmmoMedikit);
SAVE_STATE(mode_tempstate);
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
/* the generic client attributes */
NSClientPlayer::PredictPostFrame();
ROLL_BACK(classtype);
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(mag_sbs);
ROLL_BACK(mag_dbs);
ROLL_BACK(mag_rpg);
ROLL_BACK(m_iAmmoRockets);
ROLL_BACK(m_iAmmoNails);
ROLL_BACK(m_iAmmoCells);
ROLL_BACK(m_iAmmoShells);
ROLL_BACK(m_iAmmoDetpack);
ROLL_BACK(m_iAmmoMedikit);
ROLL_BACK(mode_tempstate);
}
#else
void
player::EvaluateEntity(void)
{
/* the generic client attributes */
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;
/* ammo 1 type updates */
if (ATTR_CHANGED(mag_sbs))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(mag_dbs))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(mag_rpg))
SendFlags |= PLAYER_AMMO1;
/* ammo 2 type updates */
if (ATTR_CHANGED(m_iAmmoRockets))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(m_iAmmoNails))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(m_iAmmoCells))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(m_iAmmoShells))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(m_iAmmoDetpack))
SendFlags |= PLAYER_AMMO2;
else if (ATTR_CHANGED(m_iAmmoMedikit))
SendFlags |= PLAYER_AMMO2;
if (ATTR_CHANGED(mode_tempstate))
SendFlags |= PLAYER_AMMO3;
if (ATTR_CHANGED(classtype))
SendFlags |= PLAYER_AMMO3;
SAVE_STATE(mag_sbs);
SAVE_STATE(mag_dbs);
SAVE_STATE(mag_rpg);
SAVE_STATE(m_iAmmoRockets);
SAVE_STATE(m_iAmmoNails);
SAVE_STATE(m_iAmmoCells);
SAVE_STATE(m_iAmmoShells);
SAVE_STATE(m_iAmmoDetpack);
SAVE_STATE(m_iAmmoMedikit);
SAVE_STATE(mode_tempstate);
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(classtype);
}
void
player::SpawnIntoGame(void)
{
entity spot = world;
/* spawn into the world */
switch (team) {
case 1:
spot = Spawn_SelectRandom("info_teamspawn_blue");
break;
case 2:
spot = Spawn_SelectRandom("info_teamspawn_red");
break;
case 3:
spot = Spawn_SelectRandom("info_teamspawn_yellow");
break;
case 4:
spot = Spawn_SelectRandom("info_teamspawn_green");
break;
}
setorigin(this, spot.origin);
angles = spot.angles;
fixangle = TRUE;
}
void
player::MakeClass(classtype_e class)
{
health = self.max_health = 100;
takedamage = DAMAGE_YES;
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_WALK;
flags = FL_CLIENT;
viewzoom = 1.0;
/* select our class model */
model = g_teammodels[classtype];
setmodel(this, model);
setsize(this, VEC_HULL_MIN, VEC_HULL_MAX);
velocity = [0,0,0];
gravity = __NULL__;
armor = activeweapon = g_items = 0;
iBleeds = TRUE;
forceinfokey(this, "*spec", "0");
forceinfokey(this, "*team", ftos(team));
switch (classtype) {
case CLASS_SCOUT:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
m_iAmmoShells = 17;
m_iAmmoNails = 100;
m_iMaxHealth = 75;
m_iMaxArmor = 50;
health = m_iMaxHealth;
armor = 25;
m_iMaxShells = 50;
m_iMaxNails = 200;
m_iMaxCells = 100;
m_iMaxRockets = 25;
env_message_single(this, "HELP_SCOUT");
break;
case CLASS_SNIPER:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SNIPER, -1);
Weapons_AddItem(this, WEAPON_AUTORIFLE, -1);
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
m_iAmmoShells = 60; /* sniper rifles use shells */
m_iAmmoNails = 50;
m_iMaxHealth = 90;
m_iMaxArmor = 50;
health = m_iMaxHealth;
armor = 0;
m_iMaxShells = 75;
m_iMaxNails = 100;
m_iMaxCells = 50;
m_iMaxRockets = 25;
env_message_single(this, "HELP_SNIPER");
break;
case CLASS_SOLDIER:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_RPG, -1);
m_iAmmoShells = 26;
m_iAmmoRockets = 6;
m_iMaxHealth = 100;
m_iMaxArmor = 200;
health = m_iMaxHealth;
armor = 100;
m_iMaxShells = 100;
m_iMaxNails = 100;
m_iMaxCells = 50;
m_iMaxRockets = 50;
env_message_single(this, "HELP_SOLDIER");
break;
case CLASS_DEMO:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_GLAUNCHER, -1);
Weapons_AddItem(this, WEAPON_PIPEBOMB, -1);
m_iAmmoShells = 22;
m_iAmmoRockets = 14;
m_iMaxHealth = 90;
m_iMaxArmor = 100;
health = m_iMaxHealth;
armor = 50;
m_iMaxShells = 75;
m_iMaxNails = 50;
m_iMaxCells = 50;
m_iMaxRockets = 50;
env_message_single(this, "HELP_DEMOMAN");
break;
case CLASS_MEDIC:
Weapons_AddItem(this, WEAPON_MEDKIT, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_SUPERNAIL, -1);
m_iAmmoShells = 26;
m_iAmmoNails = 50;
m_iMaxHealth = 90;
m_iMaxArmor = 100;
health = m_iMaxHealth;
armor = 50;
m_iMaxShells = 75;
m_iMaxNails = 150;
m_iMaxCells = 50;
m_iMaxRockets = 25;
env_message_single(this, "HELP_MEDIC");
break;
case CLASS_HVYWEAPON:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_ASSCAN, -1);
m_iAmmoShells = 176; /* all of the heavy's weapons use shells */
m_iMaxHealth = 100;
m_iMaxArmor = 250;
health = m_iMaxHealth;
armor = 150;
m_iMaxShells = 200;
m_iMaxNails = 200;
m_iMaxCells = 50;
m_iMaxRockets = 25;
env_message_single(this, "HELP_HWGUY");
break;
case CLASS_PYRO:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_FLAMER, -1);
Weapons_AddItem(this, WEAPON_INCENDIARY, -1);
m_iAmmoShells = 12;
m_iAmmoCells = 120;
m_iAmmoRockets = 5;
m_iMaxHealth = 100;
m_iMaxArmor = 150;
health = m_iMaxHealth;
armor = 50;
m_iMaxShells = 40;
m_iMaxNails = 50;
m_iMaxCells = 200;
m_iMaxRockets = 60;
env_message_single(this, "HELP_PYRO");
break;
case CLASS_SPY:
Weapons_AddItem(this, WEAPON_KNIFE, -1);
Weapons_AddItem(this, WEAPON_TRANQUIL, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
m_iAmmoShells = 24; /* tranquil and dbs use shells */
m_iAmmoNails = 50;
m_iMaxHealth = 90;
m_iMaxArmor = 100;
health = m_iMaxHealth;
armor = 25;
m_iMaxShells = 40;
m_iMaxNails = 50;
m_iMaxCells = 30;
m_iMaxRockets = 15;
env_message_single(this, "HELP_SPY");
break;
case CLASS_ENGINEER:
Weapons_AddItem(this, WEAPON_WRENCH, -1);
Weapons_AddItem(this, WEAPON_RAILGUN, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
m_iAmmoCells = 100;
m_iAmmoNails = 25;
m_iAmmoShells = 4;
m_iMaxHealth = 80;
m_iMaxArmor = 50;
health = m_iMaxHealth;
armor = 25;
m_iMaxShells = 50;
m_iMaxNails = 50;
m_iMaxCells = 200;
m_iMaxRockets = 30;
env_message_single(this, "HELP_ENGINEER");
break;
}
g_items |= ITEM_SUIT;
}
/*
=================
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);
/* other players don't need to know about these attributes */
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);
/* the generic client attributes */
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) {
WriteByte(MSG_ENTITY, mag_sbs);
WriteByte(MSG_ENTITY, mag_dbs);
WriteByte(MSG_ENTITY, mag_rpg);
}
if (fChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, m_iAmmoRockets);
WriteByte(MSG_ENTITY, m_iAmmoNails);
WriteByte(MSG_ENTITY, m_iAmmoCells);
WriteByte(MSG_ENTITY, m_iAmmoShells);
WriteByte(MSG_ENTITY, m_iAmmoDetpack);
WriteByte(MSG_ENTITY, m_iAmmoMedikit);
}
if (fChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, mode_tempstate);
WriteByte(MSG_ENTITY, classtype);
}
return (1);
}
#endif