4 #include <server/intermission.qh>
5 #include <common/replicate.qh>
6 #include <common/sounds/all.qh>
8 bool autocvar__notarget;
9 int autocvar_g_balance_armor_start;
10 float autocvar_g_balance_pause_armor_rot_spawn;
11 float autocvar_g_balance_pause_fuel_rot_spawn;
12 float autocvar_g_balance_pause_health_regen_spawn;
13 float autocvar_g_balance_pause_health_rot_spawn;
14 bool autocvar_g_botclip_collisions;
15 bool autocvar_g_fullbrightplayers;
16 bool autocvar_g_playerclip_collisions;
17 float autocvar_g_player_alpha;
18 float autocvar_g_player_brightness;
19 float autocvar_g_player_damageforcescale = 2;
20 float autocvar_g_respawn_delay_small;
21 int autocvar_g_respawn_delay_small_count;
22 float autocvar_g_respawn_delay_large;
23 int autocvar_g_respawn_delay_large_count;
24 float autocvar_g_respawn_delay_max;
25 bool autocvar_g_respawn_delay_forced;
26 bool autocvar_g_respawn_ghosts;
27 float autocvar_g_respawn_ghosts_alpha = 1;
28 float autocvar_g_respawn_ghosts_fadetime = 1.5;
29 float autocvar_g_respawn_ghosts_time = 4.5;
30 float autocvar_g_respawn_ghosts_speed;
31 int autocvar_g_respawn_waves;
32 bool autocvar_g_nodepthtestplayers;
33 string autocvar_g_mutatormsg;
34 float autocvar_sv_foginterval;
35 float autocvar_sv_maxidle;
36 float autocvar_sv_maxidle_playertospectator;
37 bool autocvar_sv_maxidle_spectatorsareidle;
38 int autocvar_sv_maxidle_slots;
39 bool autocvar_sv_maxidle_slots_countbots;
40 bool autocvar_g_forced_respawn;
41 int autocvar_g_maxplayers;
42 float autocvar_g_maxplayers_spectator_blocktime;
43 string autocvar_g_xonoticversion;
44 float autocvar_gameversion;
45 float autocvar_gameversion_min;
46 float autocvar_gameversion_max;
47 string autocvar_hostname;
48 int autocvar_spawn_debug;
49 string autocvar_sv_motd;
50 string autocvar_sv_motd_permanent;
51 int autocvar_sv_name_maxlength = 64;
52 bool autocvar_sv_servermodelsonly;
53 int autocvar_sv_spectate;
54 bool autocvar_sv_teamnagger;
55 float autocvar_sv_player_scale;
56 bool autocvar_sv_showspectators;
59 string autocvar_hostname_full;
60 string autocvar_g_teamnames_red;
61 string autocvar_g_teamnames_blue;
62 string autocvar_g_teamnames_yellow;
63 string autocvar_g_teamnames_pink;
66 .string weaponorder_byimpulse;
70 .float jointime; // time of connecting
71 .float startplaytime; // time of switching from spectator to player
72 .float alivetime; // time of being alive
73 .float motd_actived_time; // used for both motd and campaign_message
77 .int spectatee_status;
89 void ClientState_attach(entity this);
91 IntrusiveList g_players;
92 STATIC_INIT(g_players) { g_players = IL_NEW(); }
96 ATTRIB(Client, netname, string, this.netname);
97 ATTRIB(Client, colormap, int, this.colormap);
98 ATTRIB(Client, team, int, this.team);
99 ATTRIB(Client, clientcolors, int, this.clientcolors);
100 ATTRIB(Client, countrycode, int, this.countrycode);
102 ATTRIB(Client, netaddress, string, this.netaddress);
103 ATTRIB(Client, playermodel, string, this.playermodel);
104 ATTRIB(Client, playerskin, string, this.playerskin);
106 /** fingerprint of CA key the player used to authenticate */
107 ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp);
108 /** fingerprint of CA key the server used to authenticate to the player */
109 ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp);
110 /** fingerprint of ID used by the player entity, or string_null if not identified */
111 ATTRIB(Client, crypto_idfp, string, this.crypto_idfp);
112 /** set if the player's ID has been signed */
113 ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed);
114 /** the string "AES128" if encrypting, and string_null if plaintext */
115 ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod);
116 /** the string "HMAC-SHA256" if signing, and string_null if plaintext */
117 ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod);
119 // engine client fields
120 ATTRIB(Client, impulse, int, this.impulse);
122 ATTRIB(Client, button0, int, this.button0);
123 ATTRIB(Client, button2, int, this.button2);
124 ATTRIB(Client, button3, int, this.button3);
125 ATTRIB(Client, button4, int, this.button4);
126 ATTRIB(Client, button5, int, this.button5);
127 ATTRIB(Client, button6, int, this.button6);
128 ATTRIB(Client, button7, int, this.button7);
129 ATTRIB(Client, button8, int, this.button8);
130 ATTRIB(Client, button9, int, this.button9);
131 ATTRIB(Client, button10, int, this.button10);
132 ATTRIB(Client, button11, int, this.button11);
133 ATTRIB(Client, button12, int, this.button12);
134 ATTRIB(Client, button13, int, this.button13);
135 ATTRIB(Client, button14, int, this.button14);
136 ATTRIB(Client, button15, int, this.button15);
137 ATTRIB(Client, button16, int, this.button16);
138 ATTRIB(Client, buttonuse, int, this.buttonuse);
139 ATTRIB(Client, buttonchat, int, this.buttonchat);
141 ATTRIB(Client, cursor_active, int, this.cursor_active);
142 ATTRIB(Client, cursor_screen, vector, this.cursor_screen);
143 ATTRIB(Client, cursor_trace_start, vector, this.cursor_trace_start);
144 ATTRIB(Client, cursor_trace_endpos, vector, this.cursor_trace_endpos);
145 ATTRIB(Client, cursor_trace_ent, entity, this.cursor_trace_ent);
147 ATTRIB(Client, ping, float, this.ping);
148 ATTRIB(Client, ping_packetloss, float, this.ping_packetloss);
149 ATTRIB(Client, ping_movementloss, float, this.ping_movementloss);
151 ATTRIB(Client, v_angle, vector, this.v_angle);
152 ATTRIB(Client, movement, vector, this.movement);
156 ATTRIB(Client, playerid, int, this.playerid);
158 ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
159 ATTRIB(Client, muted, bool, this.muted);
160 ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft);
161 ATTRIB(Client, pm_frametime, float, this.pm_frametime);
162 ATTRIB(Client, pressedkeys, int, this.pressedkeys);
163 ATTRIB(Client, movement_old, vector, this.movement_old);
164 ATTRIB(Client, buttons_old, int, this.buttons_old);
165 ATTRIB(Client, teamkill_complain, float, this.teamkill_complain);
166 ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime);
167 ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource);
168 ATTRIB(Client, usekeypressed, bool, this.usekeypressed);
169 ATTRIB(Client, motd_actived_time, float, this.motd_actived_time);
170 ATTRIB(Client, jointime, float, this.jointime);
171 ATTRIB(Client, spectatortime, float, this.spectatortime);
172 ATTRIB(Client, startplaytime, float, this.startplaytime);
173 ATTRIB(Client, version_nagtime, float, this.version_nagtime);
174 ATTRIB(Client, netname_previous, string, this.netname_previous);
175 ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts);
176 ATTRIB(Client, active_minigame, entity, this.active_minigame);
177 ATTRIB(Client, taunt_soundtime, float, this.taunt_soundtime);
178 ATTRIB(Client, killcount, int, this.killcount);
179 ATTRIB(Client, version_mismatch, bool, this.version_mismatch);
180 ATTRIB(Client, version, int, this.version);
181 ATTRIB(Client, spectatee_status, int, this.spectatee_status);
182 ATTRIB(Client, zoomstate, bool, this.zoomstate);
183 ATTRIB(Client, just_joined, bool, this.just_joined);
184 ATTRIB(Client, race_completed, bool, this.race_completed);
185 ATTRIB(Client, latency_sum, float, this.latency_sum);
186 ATTRIB(Client, latency_cnt, int, this.latency_cnt);
187 ATTRIB(Client, latency_time, float, this.latency_time);
188 ATTRIB(Client, v_angle_old, vector, this.v_angle_old);
189 ATTRIB(Client, model_randomizer, float, this.model_randomizer);
190 ATTRIB(Client, accuracy, entity, this.accuracy);
191 ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam);
192 ATTRIB(Client, scorekeeper, entity, this.scorekeeper);
193 ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
194 ATTRIB(Client, hitplotfh, int, this.hitplotfh);
195 ATTRIB(Client, clientdata, entity, this.clientdata);
196 ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount);
197 ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
198 ATTRIB(Client, wasplayer, bool, this.wasplayer);
199 ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
200 ATTRIB(Client, autojoin_checked, int, this.wasplayer);
204 // not currently handled by ClientState
206 ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
207 ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name);
208 ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking);
209 ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt);
210 ATTRIB(Client, cvar_cl_voice_directional, int, this.cvar_cl_voice_directional);
211 ATTRIB(Client, cvar_cl_voice_directional_taunt_attenuation, float, this.cvar_cl_voice_directional_taunt_attenuation);
212 ATTRIB(Client, cvar_cl_physics, string, this.cvar_cl_physics);
213 ATTRIB(Client, cvar_cl_buffs_autoreplace, bool, this.cvar_cl_buffs_autoreplace);
214 ATTRIB(Client, cvar_cl_nade_type, int, this.cvar_cl_nade_type);
215 ATTRIB(Client, cvar_cl_pokenade_type, string, this.cvar_cl_pokenade_type);
216 ATTRIB(Client, cvar_cl_spawn_near_teammate, bool, this.cvar_cl_spawn_near_teammate);
217 ATTRIB(Client, cvar_cl_gunalign, int, this.cvar_cl_gunalign);
218 ATTRIB(Client, cvar_cl_chat_sounds, bool, this.cvar_cl_chat_sounds);
219 ATTRIB(Client, cvar_cl_handicap, float, this.cvar_cl_handicap);
220 ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating);
221 ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot);
222 ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump);
223 ATTRIB(Client, cvar_cl_newusekeysupported, bool, this.cvar_cl_newusekeysupported);
224 ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag);
225 ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump);
226 ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode);
227 ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion);
228 ATTRIB(Client, autoswitch, bool, this.autoswitch);
229 ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings);
230 ATTRIB(Client, cvar_r_drawviewmodel, bool, this.cvar_r_drawviewmodel);
231 ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout);
232 ATTRIB(Client, cvar_cl_dodging, float, this.cvar_cl_dodging);
233 ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
234 ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share);
235 ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive);
236 ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10);
237 ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority);
238 ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch);
239 ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload);
240 ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse);
243 METHOD(Client, m_unwind, bool(Client this));
245 STATIC_METHOD(Client, Add, void(Client this, int _team));
246 STATIC_METHOD(Client, Remove, void(Client this));
249 if (this.m_unwind(this)) return this;
251 this.classname = "player_joining";
252 static int playerid_last;
253 this.playerid = ++playerid_last;
254 ClientState_attach(this);
259 CONSTRUCTOR(Client, string name) {
262 this.netaddress = "local";
263 this.playermodel = cvar_defstring("sv_defaultplayermodel");
267 CLASS(Observer, Client)
269 this.classname = STR_OBSERVER;
271 DESTRUCTOR(Observer) { }
274 CLASS(Spectator, Client)
276 this.classname = STR_SPECTATOR;
278 DESTRUCTOR(Spectator) { }
281 CLASS(Player, Client)
285 ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
286 ATTRIB(Player, itemkeys, int, this.itemkeys);
287 ATTRIB(Player, ballistics_density, float, this.ballistics_density);
288 ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound);
289 ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt);
290 ATTRIB(Player, buff_shield, float, this.buff_shield);
293 this.classname = STR_PLAYER;
294 IL_PUSH(g_players, this);
297 IL_REMOVE(g_players, this);
301 METHOD(Client, m_unwind, bool(Client this))
304 #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END
305 switch (this.classname) {
323 int autocvar__independent_players;
324 bool independent_players;
325 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
326 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
327 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
334 .float nickspamtime; // time of last nick change
335 .float nickspamcount;
340 .float respawn_time_max;
342 .float respawn_countdown; // next number to count
344 const int RESPAWN_FORCE = BIT(0);
345 const int RESPAWN_SILENT = BIT(1);
346 const int RESPAWN_DENY = BIT(2);
348 float blockSpectators; // if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
349 .float spectatortime; // point in time since the client is spectating or observing
351 .bool player_blocked;
353 const int SVC_SETVIEW = 5; // TODO: move to dpdefs where this belongs!
355 // TODO: standardise resource regeneration
356 .float pauseregen_finished;
357 .float pauserothealth_finished;
358 .float pauserotarmor_finished;
359 .float pauserotfuel_finished;
362 // If 0, default is used.
364 // Otherwise, g_str (default value) is used.
365 // For consistency, negative values there are mapped to zero too.
366 #define GAMETYPE_DEFAULTED_SETTING(str) \
367 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
368 (gametype_setting_tmp < 0) ? 0 \
369 : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
370 : gametype_setting_tmp)
372 void calculate_player_respawn_time(entity this);
374 bool PlayerInList(entity player, string list);
376 void ClientData_Touch(entity e);
378 int nJoinAllowed(entity this, entity ignore);
380 void PlayerUseKey(entity this);
382 void FixClientCvars(entity e);
384 // called when a client connects, useful for updating sounds and such of static objects
385 .void(entity this, entity player) init_for_player;
387 IntrusiveList g_initforplayer;
388 STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
390 void play_countdown(entity this, float finished, Sound samp);
391 void player_powerups_remove_all(entity this);
393 void RotRegen(entity this, float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod);
395 bool Spectate(entity this, entity pl);
397 void ClientInit_Spawn();
399 void PutObserverInServer(entity this);
401 void SetSpectatee(entity this, entity spectatee);
402 void SetSpectatee_status(entity this, int spectatee_num);
404 void FixPlayermodel(entity player);
406 void ClientInit_misc(entity this);
408 int GetPlayerLimit();
410 const int MIN_SPEC_TIME = 1;
411 bool joinAllowed(entity this);
412 void Join(entity this);
414 #define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee)
415 #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }
417 const int MAX_SPECTATORS = 7;
420 #define Give_Medal(entity,medalname) \
421 _medal_times = GameRules_scoring_add(entity, MEDAL_##medalname, 1); \
422 Send_Notification(NOTIF_ONE, entity, MSG_MEDAL, MEDAL_##medalname, _medal_times);