#include "ent_cs.qh"
+#include <common/gamemodes/_mod.qh>
+#include <common/resources.qh>
+#ifdef SVQC
+#include <server/resources.qh>
+#endif
REGISTRY(EntCSProps, BITS(16) - 1)
-#define EntCSProps_from(i) _EntCSProps_from(i, NULL)
REGISTER_REGISTRY(EntCSProps)
REGISTRY_SORT(EntCSProps)
REGISTRY_CHECK(EntCSProps)
-STATIC_INIT(RegisterEntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
+
+REGISTRY_DEFINE_GET(EntCSProps, NULL)
+STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
+
+// these entcs_props ids need to be referenced directly
+int ENTCS_PROP_ENTNUM_id = 0;
+int ENTCS_PROP_ORIGIN_id = 0;
+STATIC_INIT(EntCSProps_setglobalids)
+{
+ FOREACH(EntCSProps, true, {
+ if (it.registered_id == "ENTCS_PROP_ENTNUM")
+ ENTCS_PROP_ENTNUM_id = it.m_id;
+ if (it.registered_id == "ENTCS_PROP_ORIGIN")
+ ENTCS_PROP_ORIGIN_id = it.m_id;
+ });
+}
+
+#ifdef SVQC
+// Force an origin update, for player sounds
+void entcs_force_origin(entity player)
+{
+ CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id);
+}
+#endif
.bool m_public;
.bool(entity ent, entity player) m_check;
.void(entity ent) m_receive;
#ifdef SVQC
-#define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
- bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop)); } \
- void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop)); } \
+#define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
+ void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
+ void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
+ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
+ this.m_public = ispublic; \
+ this.m_check = id##_check; \
+ this.m_set = id##_set; \
+ this.m_send = id##_send; \
+ }
+
+#define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
+ bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
+ _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
+
+#define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
+ bool id##_check(entity ent, entity player) { \
+ return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
+ } \
+ _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
+
+#elif defined(CSQC)
+#define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
+ void id##_receive(entity ent) { LAMBDA(clreceive); } \
+ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
+ this.m_public = ispublic; \
+ this.m_receive = id##_receive; \
+ }
+
+#define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
+ ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
+#endif
+
+#ifdef SVQC
+#define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
+ bool id##_check(entity ent, entity player) { \
+ return (floor(GetResource(ent, checkprop) / decfactor) != floor(GetResource(player, checkprop) / decfactor)); \
+ } \
+ void id##_set(entity ent, entity player) { SetResourceExplicit(ent, checkprop, GetResource(player, checkprop)); } \
void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
this.m_public = ispublic; \
this.m_send = id##_send; \
}
#elif defined(CSQC)
-#define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
+#define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
void id##_receive(entity ent) { LAMBDA(clreceive); } \
REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
this.m_public = ispublic; \
/** the engine player name strings are mutable! */
#define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
- if (var) strunzone(var); \
- var = strzone(x); \
+ strcpy(var, x); \
MACRO_END
-ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
+ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
-ENTCS_PROP(ORIGIN, false, origin, ENTCS_SET_NORMAL,
+ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
{ WriteVector(chan, ent.origin); },
{ ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
-ENTCS_PROP(ANGLES, false, angles_y, ENTCS_SET_NORMAL,
- { WriteByte(chan, ent.angles.y / 360 * 256); },
- { vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; ent.angles = v; })
+#define DEC_FACTOR (360 / 32)
+ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
+ { WriteByte(chan, ent.angles.y / DEC_FACTOR); },
+ { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
+#undef DEC_FACTOR
-ENTCS_PROP(HEALTH, false, health, ENTCS_SET_NORMAL,
- { WriteByte(chan, bound(0, ent.health / 10, 255)); /* FIXME: use a better scale? */ },
- { ent.healthvalue = ReadByte() * 10; })
+// FIXME: use a better scale?
+#define DEC_FACTOR 10
+ENTCS_PROP_RESOURCE(HEALTH, false, RES_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR,
+ { WriteByte(chan, bound(0, GetResource(ent, RES_HEALTH) / DEC_FACTOR, 255)); },
+ { ent.healthvalue = ReadByte() * DEC_FACTOR; })
-ENTCS_PROP(ARMOR, false, armorvalue, ENTCS_SET_NORMAL,
- { WriteByte(chan, bound(0, ent.armorvalue / 10, 255)); /* FIXME: use a better scale? */ },
- { ent.armorvalue = ReadByte() * 10; })
+ENTCS_PROP_RESOURCE(ARMOR, false, RES_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR,
+ { WriteByte(chan, bound(0, GetResource(ent, RES_ARMOR) / DEC_FACTOR, 255)); },
+ { SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
+#undef DEC_FACTOR
-ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING,
+ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
{ WriteString(chan, ent.netname); },
- { if (ent.netname) strunzone(ent.netname); ent.netname = strzone(ReadString()); })
+ { strcpy(ent.netname, ReadString()); })
-ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL,
+ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
{ WriteString(chan, ent.model); },
- { if (ent.model) strunzone(ent.model); ent.model = strzone(ReadString()); })
+ { strcpy(ent.model, ReadString()); })
-ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL,
+ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
{ WriteByte(chan, ent.skin); },
{ ent.skin = ReadByte(); })
-ENTCS_PROP(CLIENTCOLORS, true, clientcolors, ENTCS_SET_NORMAL,
+ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
{ WriteByte(chan, ent.clientcolors); },
{ ent.colormap = ReadByte(); })
-ENTCS_PROP(FRAGS, true, frags, ENTCS_SET_NORMAL,
+ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
{ WriteShort(chan, ent.frags); },
{ ent.frags = ReadShort(); })
+// use sv_solid to avoid changing solidity state of entcs entities
+ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
+ { WriteByte(chan, ent.sv_solid); },
+ { ent.sv_solid = ReadByte(); })
+
#ifdef SVQC
int ENTCS_PUBLICMASK = 0;
bool _entcs_send(entity this, entity to, int sf, int chan)
{
entity player = this.owner;
- sf |= BIT(0); // assume private
+ sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private
do {
if (IS_PLAYER(player))
{
void entcs_think(entity this)
{
this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
- entity o = this.owner;
- FOREACH(EntCSProps, it.m_check(this, o),
+ entity player = this.owner;
+ FOREACH(EntCSProps, it.m_check(this, player),
{
- it.m_set(this, o);
+ it.m_set(this, player);
this.SendFlags |= BIT(it.m_id);
});
- setorigin(this, this.origin); // relink
+ setorigin(this, this.origin); // relink
}
void entcs_attach(entity player)
{
- entity e = player.entcs = new(entcs_sender);
+ entity e = CS(player).entcs = new(entcs_sender);
e.owner = player;
setthink(e, entcs_think);
e.nextthink = time;
Net_LinkEntity(e, false, 0, entcs_send);
if (!IS_REAL_CLIENT(player)) return;
FOREACH_CLIENT(true, {
- assert(it.entcs);
- _entcs_send(it.entcs, msg_entity = player, BITS(23), MSG_ONE);
+ assert(CS(it).entcs);
+ _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
});
}
void entcs_detach(entity player)
{
- if (!player.entcs) return;
- delete(player.entcs);
- player.entcs = NULL;
+ if (!CS(player).entcs) return;
+ delete(CS(player).entcs);
+ CS(player).entcs = NULL;
}
#endif
int n = this.sv_entnum;
entity e = entcs_receiver(n);
entcs_receiver(n, NULL);
- if (e.netname) strunzone(e.netname);
- e.netname = string_null;
- if (e.model) strunzone(e.model);
- e.model = string_null;
+ strfree(e.netname);
+ strfree(e.model);
if (e != this) delete(e);
}
// `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
if (this.model != e.model)
{
- if (this.model) strunzone(this.model);
- this.model = strzone(e.model);
+ strcpy(this.model, e.model);
}
}
e.sv_entnum = n;
int sf = ReadShort();
e.has_sv_origin = false;
- e.m_entcs_private = boolean(sf & BIT(0));
+ e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id));
FOREACH(EntCSProps, sf & BIT(it.m_id),
{
it.m_receive(e);