2 #include <common/gamemodes/_mod.qh>
3 #include <common/resources.qh>
5 #include <server/resources.qh>
8 REGISTRY(EntCSProps, BITS(16) - 1)
9 REGISTER_REGISTRY(EntCSProps)
10 REGISTRY_SORT(EntCSProps)
11 REGISTRY_CHECK(EntCSProps)
13 REGISTRY_DEFINE_GET(EntCSProps, NULL)
14 STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
16 // these entcs_props ids need to be referenced directly
17 int ENTCS_PROP_ENTNUM_id = 0;
18 int ENTCS_PROP_ORIGIN_id = 0;
19 STATIC_INIT(EntCSProps_setglobalids)
21 FOREACH(EntCSProps, true, {
22 if (it.registered_id == "ENTCS_PROP_ENTNUM")
23 ENTCS_PROP_ENTNUM_id = it.m_id;
24 if (it.registered_id == "ENTCS_PROP_ORIGIN")
25 ENTCS_PROP_ORIGIN_id = it.m_id;
30 // Force an origin update, for player sounds
31 void entcs_force_origin(entity player)
33 CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id);
38 .bool(entity ent, entity player) m_check;
39 .void(entity ent, entity player) m_set;
40 .void(int chan, entity ent) m_send;
41 .void(entity ent) m_receive;
44 #define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
45 void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
46 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
47 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
48 this.m_public = ispublic; \
49 this.m_check = id##_check; \
50 this.m_set = id##_set; \
51 this.m_send = id##_send; \
54 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
55 bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
56 _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
58 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
59 bool id##_check(entity ent, entity player) { \
60 return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
62 _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
65 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
66 void id##_receive(entity ent) { LAMBDA(clreceive); } \
67 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
68 this.m_public = ispublic; \
69 this.m_receive = id##_receive; \
72 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
73 ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
77 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
78 bool id##_check(entity ent, entity player) { \
79 return (floor(GetResource(ent, checkprop) / decfactor) != floor(GetResource(player, checkprop) / decfactor)); \
81 void id##_set(entity ent, entity player) { SetResourceExplicit(ent, checkprop, GetResource(player, checkprop)); } \
82 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
83 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
84 this.m_public = ispublic; \
85 this.m_check = id##_check; \
86 this.m_set = id##_set; \
87 this.m_send = id##_send; \
90 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
91 void id##_receive(entity ent) { LAMBDA(clreceive); } \
92 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
93 this.m_public = ispublic; \
94 this.m_receive = id##_receive; \
98 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
102 /** the engine player name strings are mutable! */
103 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
107 ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
109 ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
110 { WriteVector(chan, ent.origin); },
111 { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
113 #define DEC_FACTOR (360 / 32)
114 ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
115 { WriteByte(chan, ent.angles.y / DEC_FACTOR); },
116 { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
119 // FIXME: use a better scale?
120 #define DEC_FACTOR 10
121 ENTCS_PROP_RESOURCE(HEALTH, false, RES_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR,
122 { WriteByte(chan, bound(0, GetResource(ent, RES_HEALTH) / DEC_FACTOR, 255)); },
123 { ent.healthvalue = ReadByte() * DEC_FACTOR; })
125 ENTCS_PROP_RESOURCE(ARMOR, false, RES_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR,
126 { WriteByte(chan, bound(0, GetResource(ent, RES_ARMOR) / DEC_FACTOR, 255)); },
127 { SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
130 ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
131 { WriteString(chan, ent.netname); },
132 { strcpy(ent.netname, ReadString()); })
134 ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
135 { WriteString(chan, ent.model); },
136 { strcpy(ent.model, ReadString()); })
138 ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
139 { WriteByte(chan, ent.skin); },
140 { ent.skin = ReadByte(); })
142 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
143 { WriteByte(chan, ent.clientcolors); },
144 { ent.colormap = ReadByte(); })
146 ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
147 { WriteShort(chan, ent.frags); },
148 { ent.frags = ReadShort(); })
150 // use sv_solid to avoid changing solidity state of entcs entities
151 ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
152 { WriteByte(chan, ent.sv_solid); },
153 { ent.sv_solid = ReadByte(); })
155 // gamemode specific player survival status (independent of score and frags)
156 ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
157 { WriteShort(chan, ent.survival_status); },
158 { ent.survival_status = ReadShort(); })
162 int ENTCS_PUBLICMASK = 0;
163 STATIC_INIT(ENTCS_PUBLICMASK)
165 FOREACH(EntCSProps, it.m_public,
167 ENTCS_PUBLICMASK |= BIT(it.m_id);
171 bool _entcs_send(entity this, entity to, int sf, int chan)
173 entity player = this.owner;
174 sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private
176 if (IS_PLAYER(player))
178 if (radar_showennemies) break;
179 if (SAME_TEAM(to, player)) break;
180 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
182 sf &= ENTCS_PUBLICMASK; // no private updates
185 sf |= this.m_forceupdate;
186 this.m_forceupdate = 0;
187 if (chan == MSG_ENTITY)
188 WriteHeader(chan, ENT_CLIENT_ENTCS);
190 WriteHeader(chan, CLIENT_ENTCS);
191 WriteByte(chan, etof(player) - 1);
192 WriteShort(chan, sf);
193 FOREACH(EntCSProps, sf & BIT(it.m_id),
195 it.m_send(chan, this);
200 bool entcs_send(entity this, entity to, int sf)
202 return _entcs_send(this, to, sf, MSG_ENTITY);
205 void entcs_think(entity this)
207 this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
208 entity player = this.owner;
209 FOREACH(EntCSProps, it.m_check(this, player),
211 it.m_set(this, player);
212 this.SendFlags |= BIT(it.m_id);
214 setorigin(this, this.origin); // relink
217 void entcs_attach(entity player)
219 entity e = CS(player).entcs = new(entcs_sender);
221 setthink(e, entcs_think);
223 Net_LinkEntity(e, false, 0, entcs_send);
224 if (!IS_REAL_CLIENT(player)) return;
225 FOREACH_CLIENT(true, {
226 assert(CS(it).entcs);
227 _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
231 void entcs_detach(entity player)
233 if (!CS(player).entcs) return;
234 delete(CS(player).entcs);
235 CS(player).entcs = NULL;
242 void Ent_RemoveEntCS(entity this)
244 int n = this.sv_entnum;
245 entity e = entcs_receiver(n);
246 entcs_receiver(n, NULL);
249 if (e != this) delete(e);
252 void entcs_think(entity this)
254 entity e = CSQCModel_server2csqc(this.sv_entnum);
257 this.has_origin = this.has_sv_origin;
260 this.has_origin = true;
261 this.origin = e.origin;
262 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
263 if (this.model != e.model)
265 strcpy(this.model, e.model);
269 bool ReadEntcs(entity this)
272 entity e = entcs_receiver(n);
277 e = new_pure(entcs_receiver);
281 setthink(e, entcs_think);
282 entcs_receiver(n, e);
284 else if (e != this && this)
289 setthink(e, entcs_think);
290 entcs_receiver(n, e);
293 InterpolateOrigin_Undo(e);
295 int sf = ReadShort();
296 e.has_sv_origin = false;
297 e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id));
298 FOREACH(EntCSProps, sf & BIT(it.m_id),
302 e.iflags |= IFLAG_ORIGIN;
303 InterpolateOrigin_Note(e);
308 NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
313 this.classname = "entcs_receiver";
314 this.entremove = Ent_RemoveEntCS;
316 return ReadEntcs(this);
319 NET_HANDLE(CLIENT_ENTCS, bool isnew)
321 return ReadEntcs(NULL);