2 #include <common/gamemodes/_mod.qh>
3 #include <common/resources.qh>
5 #include <server/resources.qh>
8 REGISTRY(EntCSProps, BITS(16) - 1)
9 #define EntCSProps_from(i) _EntCSProps_from(i, NULL)
10 REGISTER_REGISTRY(EntCSProps)
11 REGISTRY_SORT(EntCSProps)
12 REGISTRY_CHECK(EntCSProps)
13 STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
15 // these entcs_props ids need to be referenced directly
16 int ENTCS_PROP_ENTNUM_id = 0;
17 int ENTCS_PROP_ORIGIN_id = 0;
18 STATIC_INIT(EntCSProps_setglobalids)
20 FOREACH(EntCSProps, true, {
21 if (it.registered_id == "ENTCS_PROP_ENTNUM")
22 ENTCS_PROP_ENTNUM_id = it.m_id;
23 if (it.registered_id == "ENTCS_PROP_ORIGIN")
24 ENTCS_PROP_ORIGIN_id = it.m_id;
29 // Force an origin update, for player sounds
30 void entcs_force_origin(entity player)
32 CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id);
37 .bool(entity ent, entity player) m_check;
38 .void(entity ent, entity player) m_set;
39 .void(int chan, entity ent) m_send;
40 .void(entity ent) m_receive;
43 #define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
44 void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
45 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
46 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
47 this.m_public = ispublic; \
48 this.m_check = id##_check; \
49 this.m_set = id##_set; \
50 this.m_send = id##_send; \
53 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
54 bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
55 _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
57 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
58 bool id##_check(entity ent, entity player) { \
59 return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
61 _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
64 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
65 void id##_receive(entity ent) { LAMBDA(clreceive); } \
66 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
67 this.m_public = ispublic; \
68 this.m_receive = id##_receive; \
71 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
72 ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
76 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
77 bool id##_check(entity ent, entity player) { \
78 return (floor(GetResource(ent, checkprop) / decfactor) != floor(GetResource(player, checkprop) / decfactor)); \
80 void id##_set(entity ent, entity player) { SetResourceExplicit(ent, checkprop, GetResource(player, checkprop)); } \
81 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
82 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
83 this.m_public = ispublic; \
84 this.m_check = id##_check; \
85 this.m_set = id##_set; \
86 this.m_send = id##_send; \
89 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
90 void id##_receive(entity ent) { LAMBDA(clreceive); } \
91 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
92 this.m_public = ispublic; \
93 this.m_receive = id##_receive; \
97 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
101 /** the engine player name strings are mutable! */
102 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
106 ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
108 ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
109 { WriteVector(chan, ent.origin); },
110 { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
112 #define DEC_FACTOR (360 / 32)
113 ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
114 { WriteByte(chan, ent.angles.y / DEC_FACTOR); },
115 { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
118 // FIXME: use a better scale?
119 #define DEC_FACTOR 10
120 ENTCS_PROP_RESOURCE(HEALTH, false, RES_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR,
121 { WriteByte(chan, bound(0, GetResource(ent, RES_HEALTH) / DEC_FACTOR, 255)); },
122 { ent.healthvalue = ReadByte() * DEC_FACTOR; })
124 ENTCS_PROP_RESOURCE(ARMOR, false, RES_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR,
125 { WriteByte(chan, bound(0, GetResource(ent, RES_ARMOR) / DEC_FACTOR, 255)); },
126 { SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
129 ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
130 { WriteString(chan, ent.netname); },
131 { strcpy(ent.netname, ReadString()); })
133 ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
134 { WriteString(chan, ent.model); },
135 { strcpy(ent.model, ReadString()); })
137 ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
138 { WriteByte(chan, ent.skin); },
139 { ent.skin = ReadByte(); })
141 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
142 { WriteByte(chan, ent.clientcolors); },
143 { ent.colormap = ReadByte(); })
145 ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
146 { WriteShort(chan, ent.frags); },
147 { ent.frags = ReadShort(); })
149 // use sv_solid to avoid changing solidity state of entcs entities
150 ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
151 { WriteByte(chan, ent.sv_solid); },
152 { ent.sv_solid = ReadByte(); })
156 int ENTCS_PUBLICMASK = 0;
157 STATIC_INIT(ENTCS_PUBLICMASK)
159 FOREACH(EntCSProps, it.m_public,
161 ENTCS_PUBLICMASK |= BIT(it.m_id);
165 bool _entcs_send(entity this, entity to, int sf, int chan)
167 entity player = this.owner;
168 sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private
170 if (IS_PLAYER(player))
172 if (radar_showennemies) break;
173 if (SAME_TEAM(to, player)) break;
174 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
176 sf &= ENTCS_PUBLICMASK; // no private updates
179 sf |= this.m_forceupdate;
180 this.m_forceupdate = 0;
181 if (chan == MSG_ENTITY)
182 WriteHeader(chan, ENT_CLIENT_ENTCS);
184 WriteHeader(chan, CLIENT_ENTCS);
185 WriteByte(chan, etof(player) - 1);
186 WriteShort(chan, sf);
187 FOREACH(EntCSProps, sf & BIT(it.m_id),
189 it.m_send(chan, this);
194 bool entcs_send(entity this, entity to, int sf)
196 return _entcs_send(this, to, sf, MSG_ENTITY);
199 void entcs_think(entity this)
201 this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
202 entity player = this.owner;
203 FOREACH(EntCSProps, it.m_check(this, player),
205 it.m_set(this, player);
206 this.SendFlags |= BIT(it.m_id);
208 setorigin(this, this.origin); // relink
211 void entcs_attach(entity player)
213 entity e = CS(player).entcs = new(entcs_sender);
215 setthink(e, entcs_think);
217 Net_LinkEntity(e, false, 0, entcs_send);
218 if (!IS_REAL_CLIENT(player)) return;
219 FOREACH_CLIENT(true, {
220 assert(CS(it).entcs);
221 _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
225 void entcs_detach(entity player)
227 if (!CS(player).entcs) return;
228 delete(CS(player).entcs);
229 CS(player).entcs = NULL;
236 void Ent_RemoveEntCS(entity this)
238 int n = this.sv_entnum;
239 entity e = entcs_receiver(n);
240 entcs_receiver(n, NULL);
243 if (e != this) delete(e);
246 void entcs_think(entity this)
248 entity e = CSQCModel_server2csqc(this.sv_entnum);
251 this.has_origin = this.has_sv_origin;
254 this.has_origin = true;
255 this.origin = e.origin;
256 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
257 if (this.model != e.model)
259 strcpy(this.model, e.model);
263 bool ReadEntcs(entity this)
266 entity e = entcs_receiver(n);
271 e = new_pure(entcs_receiver);
275 setthink(e, entcs_think);
276 entcs_receiver(n, e);
278 else if (e != this && this)
283 setthink(e, entcs_think);
284 entcs_receiver(n, e);
287 InterpolateOrigin_Undo(e);
289 int sf = ReadShort();
290 e.has_sv_origin = false;
291 e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id));
292 FOREACH(EntCSProps, sf & BIT(it.m_id),
296 e.iflags |= IFLAG_ORIGIN;
297 InterpolateOrigin_Note(e);
302 NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
307 this.classname = "entcs_receiver";
308 this.entremove = Ent_RemoveEntCS;
310 return ReadEntcs(this);
313 NET_HANDLE(CLIENT_ENTCS, bool isnew)
315 return ReadEntcs(NULL);