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.
*/
/* 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
{
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(void) Physics_Jump;
virtual void UpdatePlayerAnimation(void);
#ifdef CLIENT
////virtual void(void) draw;
//virtual float() predraw;
//virtual void(void) postdraw;
virtual void UpdatePlayerAttachments(bool);
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void(float) Save;
virtual void(string,string) Restore;
#endif
};
#ifdef CLIENT
void Animation_PlayerUpdate(player);
void Animation_TimerUpdate(player, float);
#endif
void
player::UpdatePlayerAnimation(void)
{
#ifdef CLIENT
/* calculate our skeletal progression */
Animation_PlayerUpdate(this);
/* advance animation timers */
Animation_TimerUpdate(this, clframetime);
#endif
}
#ifdef CLIENT
void Player_HandleWeaponModel(NSClientPlayer pp, float thirdperson);
void Player_Flashlight(NSClientPlayer);
void
player::UpdatePlayerAttachments(bool visible)
{
Player_Flashlight(this);
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
if (visible)
Player_HandleWeaponModel(this, visible ? 1:0);
}
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)
{
}