tfc/src/shared/player.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <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(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
/* External model */
entity p_model;
int p_hand_bone;
int p_model_bone;
float lastweapon;
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;
#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 */
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) {
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();
}
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 */
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(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 */
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(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 */
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(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;
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);
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float fChanged)
{
/* remove our entity to other clients if we're dead */
if (health <= 0 && ePEnt != this) {
return (0);
}
/* target client isn't real, they have no client-side. abandon */
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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 */
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, 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);
}
return (1);
}
#endif