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1 #include "ent_cs.qh"
2
3 #if defined(CSQC)
4         #include <common/gamemodes/_mod.qh>
5         #include <common/resources.qh>
6 #elif defined(MENUQC)
7 #elif defined(SVQC)
8         #include <common/gamemodes/_mod.qh>
9         #include <common/resources.qh>
10         #include <server/resources.qh>
11 #endif
12
13 REGISTRY(EntCSProps, BITS(16) - 1)
14 REGISTER_REGISTRY(EntCSProps)
15 REGISTRY_SORT(EntCSProps)
16 REGISTRY_CHECK(EntCSProps)
17
18 REGISTRY_DEFINE_GET(EntCSProps, NULL)
19 STATIC_INIT(EntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
20
21 // these entcs_props ids need to be referenced directly
22 int ENTCS_PROP_ENTNUM_id = 0;
23 int ENTCS_PROP_ORIGIN_id = 0;
24 int ENTCS_PROP_HEALTH_id = 0;
25 STATIC_INIT(EntCSProps_setglobalids)
26 {
27         FOREACH(EntCSProps, true, {
28                 if (it.registered_id == "ENTCS_PROP_ENTNUM") ENTCS_PROP_ENTNUM_id = it.m_id;
29                 if (it.registered_id == "ENTCS_PROP_ORIGIN") ENTCS_PROP_ORIGIN_id = it.m_id;
30                 if (it.registered_id == "ENTCS_PROP_HEALTH") ENTCS_PROP_HEALTH_id = it.m_id;
31         });
32 }
33
34 #ifdef SVQC
35 // Force an origin update, for player sounds
36 void entcs_force_origin(entity player)
37 {
38         CS(player).entcs.m_forceupdate = BIT(ENTCS_PROP_ORIGIN_id);
39 }
40 #endif
41
42 .bool m_public;
43 .bool(entity ent, entity player) m_check;
44 .void(entity ent, entity player) m_set;
45 .void(int chan, entity ent) m_send;
46 .void(entity ent) m_receive;
47
48 #ifdef SVQC
49 #define _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
50         void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop_pl)); } \
51         void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
52         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
53                 this.m_public = ispublic; \
54                 this.m_check = id##_check; \
55                 this.m_set = id##_set; \
56                 this.m_send = id##_send; \
57         }
58
59 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
60         bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop_pl)); } \
61         _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
62
63 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
64         bool id##_check(entity ent, entity player) { \
65                 return (floor(ent.(checkprop)) / decfactor != floor(player.(checkprop_pl)) / decfactor); \
66         } \
67         _ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
68
69 #elif defined(CSQC)
70 #define ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive) \
71         void id##_receive(entity ent) { LAMBDA(clreceive); } \
72         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
73                 this.m_public = ispublic; \
74                 this.m_receive = id##_receive; \
75         }
76
77 #define ENTCS_PROP_CODED(id, ispublic, checkprop, checkprop_pl, setprop, decfactor, svsend, clreceive) \
78         ENTCS_PROP(id, ispublic, checkprop, checkprop_pl, setprop, svsend, clreceive)
79 #endif
80
81 #ifdef SVQC
82 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
83         bool id##_check(entity ent, entity player) { \
84                 return (floor(GetResource(ent, checkprop) / decfactor) != floor(GetResource(player, checkprop) / decfactor)); \
85         } \
86         void id##_set(entity ent, entity player) { SetResourceExplicit(ent, checkprop, GetResource(player, checkprop)); } \
87         void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
88         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
89                 this.m_public = ispublic; \
90                 this.m_check = id##_check; \
91                 this.m_set = id##_set; \
92                 this.m_send = id##_send; \
93         }
94 #elif defined(CSQC)
95 #define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, decfactor, svsend, clreceive) \
96         void id##_receive(entity ent) { LAMBDA(clreceive); } \
97         REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
98                 this.m_public = ispublic; \
99                 this.m_receive = id##_receive; \
100         }
101 #endif
102
103 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
104         var = x; \
105 MACRO_END
106
107 /** the engine player name strings are mutable! */
108 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
109         strcpy(var, x); \
110 MACRO_END
111
112 ENTCS_PROP(ENTNUM, false, sv_entnum, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
113
114 ENTCS_PROP(ORIGIN, false, origin, origin, ENTCS_SET_NORMAL,
115         { WriteVector(chan, ent.origin); },
116         { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
117
118 #define DEC_FACTOR (360 / 32)
119 ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
120         { WriteByte(chan, ent.angles.y / DEC_FACTOR); },
121         { vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
122 #undef DEC_FACTOR
123
124 // FIXME: use a better scale?
125 #define DEC_FACTOR 10
126 ENTCS_PROP_RESOURCE(HEALTH, false, RES_HEALTH, ENTCS_SET_NORMAL, DEC_FACTOR,
127         { WriteByte(chan, bound(0, GetResource(ent, RES_HEALTH) / DEC_FACTOR, 255)); },
128         { ent.healthvalue = ReadByte() * DEC_FACTOR; })
129
130 ENTCS_PROP_RESOURCE(ARMOR, false, RES_ARMOR, ENTCS_SET_NORMAL, DEC_FACTOR,
131         { WriteByte(chan, bound(0, GetResource(ent, RES_ARMOR) / DEC_FACTOR, 255)); },
132         { SetResourceExplicit(ent, RES_ARMOR, ReadByte() * DEC_FACTOR); })
133 #undef DEC_FACTOR
134
135 ENTCS_PROP(NAME, true, netname, netname, ENTCS_SET_MUTABLE_STRING,
136         { WriteString(chan, ent.netname); },
137         { strcpy(ent.netname, ReadString()); })
138
139 ENTCS_PROP(MODEL, true, model, model, ENTCS_SET_NORMAL,
140         { WriteString(chan, ent.model); },
141         { strcpy(ent.model, ReadString()); })
142
143 ENTCS_PROP(SKIN, true, skin, skin, ENTCS_SET_NORMAL,
144         { WriteByte(chan, ent.skin); },
145         { ent.skin = ReadByte(); })
146
147 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
148         { WriteByte(chan, ent.clientcolors); },
149         { ent.colormap = ReadByte(); })
150
151 ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
152         { WriteShort(chan, ent.frags); },
153         { ent.frags = ReadShort(); })
154         
155 ENTCS_PROP(COUNTRYCODE, true, countrycode, countrycode, ENTCS_SET_NORMAL,
156         { WriteByte(chan, ent.countrycode); },
157         { ent.countrycode = ReadByte(); })
158
159 // use sv_solid to avoid changing solidity state of entcs entities
160 ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
161         { WriteByte(chan, ent.sv_solid); },
162         { ent.sv_solid = ReadByte(); })
163
164 // z411 weapon
165 ENTCS_PROP(ACTIVEWEPID, false, activewepid, activewepid, ENTCS_SET_NORMAL,
166         { WriteByte(chan, ent.activewepid); },
167         { ent.activewepid = ReadByte(); })
168
169 //LegendGuard adds ENTCS_PROP from Mario/survival 15-02-2021
170 // gamemode specific player survival status (independent of score and frags)
171 ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
172         { WriteShort(chan, ent.survival_status); },
173         { ent.survival_status = ReadShort(); })
174
175
176 #ifdef SVQC
177
178         int ENTCS_PUBLICMASK = 0;
179         STATIC_INIT(ENTCS_PUBLICMASK)
180         {
181                 FOREACH(EntCSProps, it.m_public,
182                 {
183                         ENTCS_PUBLICMASK |= BIT(it.m_id);
184                 });
185         }
186
187         bool _entcs_send(entity this, entity to, int sf, int chan)
188         {
189                 entity player = this.owner;
190                 sf |= BIT(ENTCS_PROP_ENTNUM_id); // assume private
191                 do {
192                         if (IS_PLAYER(player))
193                         {
194                                 if (radar_showenemies) break;
195                                 if (SAME_TEAM(to, player)) break;
196                                 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
197                         }
198                         sf &= ENTCS_PUBLICMASK; // no private updates
199                 } while (0);
200
201                 sf |= this.m_forceupdate;
202                 this.m_forceupdate = 0;
203                 if (chan == MSG_ENTITY)
204                         WriteHeader(chan, ENT_CLIENT_ENTCS);
205                 else
206                         WriteHeader(chan, CLIENT_ENTCS);
207                 WriteByte(chan, etof(player) - 1);
208                 WriteShort(chan, sf);
209                 FOREACH(EntCSProps, sf & BIT(it.m_id),
210                 {
211                         it.m_send(chan, this);
212                 });
213                 return true;
214         }
215
216         bool entcs_send(entity this, entity to, int sf)
217         {
218                 return _entcs_send(this, to, sf, MSG_ENTITY);
219         }
220
221         void entcs_think(entity this)
222         {
223                 this.nextthink = time + 0.033333333333;  // TODO: increase this to like 0.15 once the client can do smoothing
224                 entity player = this.owner;
225                 FOREACH(EntCSProps, it.m_check(this, player),
226                 {
227                         it.m_set(this, player);
228                         this.SendFlags |= BIT(it.m_id);
229                 });
230                 if (intermission_running)
231                 {
232                         // health is set to special values after the game ends, ignore any change
233                         this.SendFlags &= ~BIT(ENTCS_PROP_HEALTH_id);
234                 }
235                 setorigin(this, this.origin); // relink
236         }
237
238         void entcs_attach(entity player)
239         {
240                 entity e = CS(player).entcs = new(entcs_sender);
241                 e.owner = player;
242                 setthink(e, entcs_think);
243                 e.nextthink = time;
244                 Net_LinkEntity(e, false, 0, entcs_send);
245                 // NOTE: the following code block has been disabled as a workaround for https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/1824
246 #if 0
247                 if (!IS_REAL_CLIENT(player)) return;
248                 FOREACH_CLIENT(true, {
249                         assert(CS(it).entcs);
250                         _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
251                 });
252 #endif
253         }
254
255         void entcs_detach(entity player)
256         {
257                 if (!CS(player).entcs) return;
258                 delete(CS(player).entcs);
259                 CS(player).entcs = NULL;
260         }
261
262 #endif
263
264 #ifdef CSQC
265
266         void Ent_RemoveEntCS(entity this)
267         {
268                 int n = this.sv_entnum;
269                 entity e = entcs_receiver(n);
270                 entcs_receiver(n, NULL);
271                 strfree(e.netname);
272                 strfree(e.model);
273                 if (e != this) delete(e);
274         }
275
276         void entcs_think(entity this)
277         {
278                 entity e = CSQCModel_server2csqc(this.sv_entnum);
279                 if (e == NULL)
280                 {
281                         this.has_origin = this.has_sv_origin;
282                         return;
283                 }
284                 this.has_origin = true;
285                 this.origin = e.origin;
286                 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
287                 if (this.model != e.model)
288                 {
289                         strcpy(this.model, e.model);
290                 }
291         }
292
293         bool ReadEntcs(entity this)
294         {
295                 int n = ReadByte();
296                 entity e = entcs_receiver(n);
297                 if (e == NULL)
298                 {
299                         if (!this)
300                                 // initial = temp
301                                 e = new_pure(ENT_CLIENT_ENTCS);
302                         else
303                                 // initial = linked
304                                 e = this;
305                         setthink(e, entcs_think);
306                         entcs_receiver(n, e);
307                 }
308                 else if (e != this && this)
309                 {
310                         // upgrade to linked
311                         delete(e);
312                         e = this;
313                         setthink(e, entcs_think);
314                         entcs_receiver(n, e);
315                 }
316
317                 InterpolateOrigin_Undo(e);
318                 e.sv_entnum = n;
319                 int sf = ReadShort();
320                 e.has_sv_origin = false;
321                 e.m_entcs_private = boolean(sf & BIT(ENTCS_PROP_ENTNUM_id));
322                 FOREACH(EntCSProps, sf & BIT(it.m_id),
323                 {
324                         it.m_receive(e);
325                 });
326                 e.iflags |= IFLAG_ORIGIN;
327                 InterpolateOrigin_Note(e);
328                 getthink(e)(e);
329                 return true;
330         }
331
332         NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
333         {
334                 if (isnew)
335                 {
336                         make_pure(this);
337                         this.entremove = Ent_RemoveEntCS;
338                 }
339                 return ReadEntcs(this);
340         }
341
342         NET_HANDLE(CLIENT_ENTCS, bool isnew)
343         {
344                 return ReadEntcs(NULL);
345         }
346
347 #endif