valve/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 "skeleton.h"
/* all custom 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
{
void(void) 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)
virtual void Physics_Jump(void);
virtual void UpdatePlayerAnimation(float);
#ifdef CLIENT
virtual void UpdatePlayerAttachments(bool);
virtual void ReceiveEntity(float,float);
virtual void PredictPreFrame(void);
virtual void PredictPostFrame(void);
virtual void UpdateAliveCam(void);
#else
virtual void EvaluateEntity(void);
virtual float SendEntity(entity, float);
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 + view_ofs;
ang = view_angles;
}
makevectors(ang);
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
dynamiclight_add(trace_endpos + (trace_plane_normal * 4), 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);
void HUD_AmmoNotify_Check(player pl);
void HUD_ItemNotify_Check(player pl);
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new, float flChanged)
{
/* the generic client attributes */
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(glock_mag, PLAYER_AMMO1)
READENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
READENTITY_BYTE(python_mag, PLAYER_AMMO1)
READENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
READENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
READENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
READENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
READENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
READENTITY_BYTE(ammo_357, PLAYER_AMMO2)
READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
READENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
READENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
READENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
READENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
READENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
READENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
READENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
READENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
READENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
READENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
READENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
READENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
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 (flChanged == UPDATE_ALL)
PredictPreFrame();
if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
Weapons_AmmoUpdate(this);
HUD_AmmoNotify_Check(this);
}
if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH)
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(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)
}
/*
=================
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(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)
}
#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);
/* ammo 1 */
SaveInt(handle, "glock_mag", glock_mag);
SaveInt(handle, "mp5_mag", mp5_mag);
SaveInt(handle, "python_mag", python_mag);
SaveInt(handle, "shotgun_mag", shotgun_mag);
SaveInt(handle, "crossbow_mag", crossbow_mag);
SaveInt(handle, "rpg_mag", rpg_mag);
SaveInt(handle, "satchel_chg", satchel_chg);
/* ammo 2 */
SaveInt(handle, "ammo_9mm", ammo_9mm);
SaveInt(handle, "ammo_357", ammo_357);
SaveInt(handle, "ammo_buckshot", ammo_buckshot);
SaveInt(handle, "ammo_bolt", ammo_bolt);
SaveInt(handle, "ammo_rocket", ammo_rocket);
SaveInt(handle, "ammo_uranium", ammo_uranium);
SaveInt(handle, "ammo_handgrenade", ammo_handgrenade);
SaveInt(handle, "ammo_satchel", ammo_satchel);
SaveInt(handle, "ammo_tripmine", ammo_tripmine);
SaveInt(handle, "ammo_snark", ammo_snark);
SaveInt(handle, "ammo_hornet", ammo_hornet);
/* ammo 3 */
SaveInt(handle, "ammo_m203_grenade", ammo_m203_grenade);
SaveInt(handle, "ammo_gauss_volume", ammo_gauss_volume);
SaveInt(handle, "ammo_rpg_state", ammo_rpg_state);
SaveInt(handle, "mode_tempstate", mode_tempstate);
}
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 "glock_mag":
glock_mag = ReadInt(strValue);
break;
case "mp5_mag":
mp5_mag = ReadInt(strValue);
break;
case "python_mag":
python_mag = ReadInt(strValue);
break;
case "shotgun_mag":
shotgun_mag = ReadInt(strValue);
break;
case "crossbow_mag":
crossbow_mag = ReadInt(strValue);
break;
case "rpg_mag":
rpg_mag = ReadInt(strValue);
break;
case "satchel_chg":
satchel_chg = ReadInt(strValue);
break;
/* AMMO 2 */
case "ammo_9mm":
ammo_9mm = ReadInt(strValue);
break;
case "ammo_357":
ammo_357 = ReadInt(strValue);
break;
case "ammo_buckshot":
ammo_buckshot = ReadInt(strValue);
break;
case "ammo_bolt":
ammo_bolt = ReadInt(strValue);
break;
case "ammo_rocket":
ammo_rocket = ReadInt(strValue);
break;
case "ammo_uranium":
ammo_uranium = ReadInt(strValue);
break;
case "ammo_handgrenade":
ammo_handgrenade = ReadInt(strValue);
break;
case "ammo_satchel":
ammo_satchel = ReadInt(strValue);
break;
case "ammo_tripmine":
ammo_tripmine = ReadInt(strValue);
break;
case "ammo_snark":
ammo_snark = ReadInt(strValue);
break;
case "ammo_hornet":
ammo_hornet = ReadInt(strValue);
break;
/* AMMO 3 */
case "ammo_m203_grenade":
ammo_m203_grenade = ReadInt(strValue);
break;
case "ammo_gauss_volume":
ammo_gauss_volume = ReadInt(strValue);
break;
case "ammo_rpg_state":
ammo_rpg_state = ReadInt(strValue);
break;
case "mode_tempstate":
mode_tempstate = ReadInt(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
player::EvaluateEntity(void)
{
/* the generic client attributes */
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(glock_mag, PLAYER_AMMO1)
EVALUATE_FIELD(mp5_mag, PLAYER_AMMO1)
EVALUATE_FIELD(python_mag, PLAYER_AMMO1)
EVALUATE_FIELD(shotgun_mag, PLAYER_AMMO1)
EVALUATE_FIELD(crossbow_mag, PLAYER_AMMO1)
EVALUATE_FIELD(rpg_mag, PLAYER_AMMO1)
EVALUATE_FIELD(satchel_chg, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_9mm, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_357, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_bolt, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_uranium, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_handgrenade, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_satchel, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_tripmine, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_snark, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_hornet, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_m203_grenade, PLAYER_AMMO3)
EVALUATE_FIELD(ammo_gauss_volume, PLAYER_AMMO3)
EVALUATE_FIELD(ammo_rpg_state, PLAYER_AMMO3)
EVALUATE_FIELD(mode_tempstate, 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(glock_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(python_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_357, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
SENDENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
SENDENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
SENDENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
return (1);
}
#endif
void
player::player(void)
{
anim_top = 0;
anim_top_time = 0;
anim_top_delay = 0;
anim_bottom = 0;
anim_bottom_time = 0;
glock_mag = 0;
mp5_mag = 0;
python_mag = 0;
shotgun_mag = 0;
crossbow_mag = 0;
rpg_mag = 0;
satchel_chg = 0;
ammo_9mm = 0;
ammo_357 = 0;
ammo_buckshot = 0;
ammo_bolt = 0;
ammo_rocket = 0;
ammo_uranium = 0;
ammo_handgrenade = 0;
ammo_satchel = 0;
ammo_tripmine = 0;
ammo_snark = 0;
ammo_hornet = 0;
ammo_m203_grenade = 0;
ammo_gauss_volume = 0;
ammo_rpg_state = 0;
mode_tempstate = 0;
}