quakec/source/server/clientfuncs.qc

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/*
server/clientfuncs.qc
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Used to communicate between server and client
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2024-01-07 23:24:48 +00:00
Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef FTE
//
// FTE_RunParticleEffect(target, particle_type, position, optional_field, optional_entity)
// Fires a CSQC_EVENT_PARTICLE to clients specified (or
// world for global).
//
void(entity target, float particle_type, vector position, float optional_field, entity optional_entity) FTE_RunParticleEffect =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_PARTICLE);
WriteByte(MSG_MULTICAST, particle_type);
WriteCoord(MSG_MULTICAST, position_x);
WriteCoord(MSG_MULTICAST, position_y);
WriteCoord(MSG_MULTICAST, position_z);
WriteByte(MSG_MULTICAST, optional_field);
WriteEntity(MSG_MULTICAST, optional_entity);
if (target != world) {
msg_entity = target;
multicast(position, MULTICAST_ONE);
} else {
multicast(position, MULTICAST_ALL);
}
};
#endif // FTE
void() NotifyGameEnd =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ENDGAME);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
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void SetUpdate(entity client, float type, float val1, float val2, float val3)
{
#ifdef FTE
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if (type != 2)
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATE);
WriteByte(MSG_MULTICAST, type); // UT_HUD
WriteByte(MSG_MULTICAST, val1);
WriteByte(MSG_MULTICAST, val2);
WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed
msg_entity = client;
multicast('0 0 0', MULTICAST_ONE);
}
else
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATE);
WriteByte(MSG_MULTICAST, type); // UT_ROUNDS_CHANGE
WriteByte(MSG_MULTICAST, val1);
WriteByte(MSG_MULTICAST, val2);
WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed
multicast('0 0 0', MULTICAST_ALL);
}
#endif // FTE
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}
#ifdef FTE
void(float mode, entity to) ReportMapMode = {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_MAPTYPE);
WriteByte(MSG_MULTICAST, mode);
msg_entity = to;
multicast('0 0 0', MULTICAST_ONE);
}
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void(entity to, float type, float cost, float weapon) useprint = {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_USEPRINT);
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WriteByte(MSG_MULTICAST, type);
WriteShort(MSG_MULTICAST, cost);
WriteByte(MSG_MULTICAST, weapon);
msg_entity = to;
multicast('0 0 0', MULTICAST_ONE);
}
void(string track_name) songegg =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_MUSICSTREAM);
WriteString(MSG_MULTICAST, track_name);
multicast('0 0 0', MULTICAST_ALL);
};
#endif // FTE
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void(vector org) CallExplosion = {
#ifndef FTE
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
#else
FTE_RunParticleEffect(world, CSQC_PART_EXPLOSION, org, 0, world);
#endif // FTE
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}
#ifdef FTE
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//
// FTE_IncrementRound()
// Alerts all clients of new value for Rounds.
// -- RELIABLE --
//
void(float round) FTE_IncrementRound =
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{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_ROUNDCHANGE);
WriteByte(MSG_MULTICAST, round);
multicast('0 0 0', MULTICAST_ALL_R);
};
#endif // FTE
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void(float player_index, float state) ChangeReviveIconState =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVECHANGE);
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WriteByte(MSG_MULTICAST, player_index);
WriteByte(MSG_MULTICAST, state);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
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void(float player_index) EnableReviveIcon =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVEON);
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WriteByte(MSG_MULTICAST, player_index);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
void(float index) DisableReviveIcon =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVEOFF);
WriteByte(MSG_MULTICAST, index);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
void(entity who, float weapon) CL_SendWeaponFire =
{
float recoil_return_time = getWeaponRecoilReturn(weapon);
vector weapon_recoil = GetWeaponRecoil(weapon);
msg_entity = who;
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONRECOIL);
WriteCoord (MSG_MULTICAST, weapon_recoil_x);
WriteCoord (MSG_MULTICAST, weapon_recoil_y);
WriteCoord (MSG_MULTICAST, weapon_recoil_z);
multicast('0 0 0', MULTICAST_ONE);
#else
WriteByte(MSG_ONE, SVC_WEAPONFIRE);
WriteLong(MSG_ONE, recoil_return_time); // FIXME: A long for this is overkill.
WriteCoord(MSG_ONE, weapon_recoil_x);
WriteCoord(MSG_ONE, weapon_recoil_y);
WriteCoord(MSG_ONE, weapon_recoil_z);
#endif // FTE
self.recoil_delay = 60/recoil_return_time + time;
}
#ifdef FTE
//
// FTE_BroadcastMessage(target, broadcast_type, broadcast_type, player_id)
// Sends a CSQC Event to display text on the screen for the
// desired clients. Use 'world' to send to everyone.
// -- RELIABLE --
//
void(entity target, float broadcast_type, float broadcast_time, float player_id) FTE_BroadcastMessage =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_BROADCASTMESSAGE);
WriteByte(MSG_MULTICAST, broadcast_type);
WriteByte(MSG_MULTICAST, broadcast_time);
WriteByte(MSG_MULTICAST, player_id);
if (target != world) {
msg_entity = target;
multicast('0 0 0', MULTICAST_ONE_R);
} else {
multicast('0 0 0', MULTICAST_ALL_R);
}
};
//
// nzp_screenflash(target, color, duration, type)
// FTE equivalent of nzp_screenflash builtin.
//
void(entity target, float color, float duration, float type) nzp_screenflash =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_SCREENFLASH);
WriteByte(MSG_MULTICAST, color);
WriteByte(MSG_MULTICAST, duration);
WriteByte(MSG_MULTICAST, type);
if (target != world) {
msg_entity = target;
multicast('0 0 0', MULTICAST_ONE);
} else {
multicast('0 0 0', MULTICAST_ALL);
}
};
#endif // FTE
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void(float count) UpdatePlayerCount = {
#ifdef FTE
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if (count == 0)
return;
else {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PLAYERUPDATE);
WriteByte(MSG_MULTICAST, count);
multicast('0 0 0', MULTICAST_ALL);
}
#endif // FTE
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}
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#ifdef FTE
void(entity who) grenade_pulse =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_GRENADEPULSE);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
}
#endif // FTE
#ifdef FTE
void(entity who) nzp_bettyprompt =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BETTYPROMPT);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
}
#endif // FTE
#ifdef FTE
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//
// FTE_InterpolatePunchAngle(person)
// Punch Angle interpolation from our native sourceports,
// handled in SSQC for FTE.
//
void(entity person) FTE_InterpolatePunchAngle =
{
vector last_punchangle = person.punchangle;
float lerp_factor = 0.9*frametime; // It's fine that this is server-dependent, since it's server-executed..
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// Early-out: Let's not spam fabs calls if we have no punchangle.
if (person.punchangle_x == 0 && person.punchangle_y == 0)
return;
// Begin interpolation.
for(int i = 0; i < 2; i++) {
float difference = last_punchangle[i] * lerp_factor;
if (fabs(person.punchangle[i]) > 0.01) {
if (person.punchangle[i] >= difference)
person.punchangle[i] -= difference;
else if (person.punchangle[i] <= -difference)
person.punchangle[i] -= difference;
else
person.punchangle[i] = 0;
} else {
person.punchangle[i] = 0;
}
}
};
//
// FTE_UpdateDynamicFOV(person)
// Context-sensitive adjustment of client's viewzoom
// factor.
//
void(entity person) FTE_UpdateDynamicFOV =
{
// Early-out if client is not zoomed in at all
// and viewzoom is correctly applied
if (!person.zoom && person.viewzoom == 1)
return;
// Calculate viewzoom FOV differential
float viewzoom_differential = 1 - (0.018*GetWeaponZoomAmount(person.weapon));
float has_scoped_weapon = WepDef_HasSniperScore(person.weapon);
// Sniper scope-in: Force-set as soon as the Scope draws
if (person.zoom == 2) {
person.viewzoom = viewzoom_differential;
return;
}
// Force-set viewzoom back to one if client is holding a scoped
// weapon and need their viewzoom adjusted.
else if (person.viewzoom != 1 && has_scoped_weapon) {
person.viewzoom = 1;
return;
} else if (has_scoped_weapon) {
return;
}
// Utilize a sigmoid curve to minimize motion sickness.
float sigmoid_input, sigmoid_output;
float viewzoom_adjustment_rate;
// If we're Aiming down the Sight and viewzoom has not reached it's end
if (person.zoom == 1 && person.viewzoom != viewzoom_differential) {
sigmoid_input = (person.viewzoom - viewzoom_differential) * 10;
sigmoid_output = 1 / (1 + exp(-sigmoid_input));
viewzoom_adjustment_rate = 0.06 * (sigmoid_output + 0.5) * (frametime*20);
if (person.viewzoom > viewzoom_differential) {
person.viewzoom -= viewzoom_adjustment_rate;
if (person.viewzoom < viewzoom_differential)
person.viewzoom = viewzoom_differential;
} else {
person.viewzoom = viewzoom_differential;
}
}
// If we're not Aiming down the Sight and viewzoom is not reset
else if (person.zoom != 1 && person.viewzoom != 1) {
// We can zoom out at a constant rate without consequence.
person.viewzoom += 0.85 * frametime;
if (person.viewzoom > 1)
person.viewzoom = 1;
}
};
#endif // FTE
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#ifdef FTE
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//
// nzp_maxammo()
// FTE equivalent of nzp_maxammo builtin.
//
void() nzp_maxammo =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_MAXAMMOTEXT);
multicast('0 0 0', MULTICAST_ALL);
};
//
// nzp_setplayername(target, player_name)
// FTE equivalent of nzp_setplayername builtin.
//
void(entity target, string player_name) nzp_setplayername =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_PLAYERNAME);
WriteString(MSG_MULTICAST, player_name);
msg_entity = target;
multicast('0 0 0', MULTICAST_ONE);
};
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void(string chaptertitle, string location, string date, string person, entity who) WorldText = {
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WORLDDATA);
WriteString(MSG_MULTICAST, chaptertitle);
WriteString(MSG_MULTICAST, location);
WriteString(MSG_MULTICAST, date);
WriteString(MSG_MULTICAST, person);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
} else {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WORLDDATA);
WriteString(MSG_MULTICAST, chaptertitle);
WriteString(MSG_MULTICAST, location);
WriteString(MSG_MULTICAST, date);
WriteString(MSG_MULTICAST, person);
multicast('0 0 0', MULTICAST_ALL);
}
}
#endif // FTE
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void (float achievement_id, optional entity who) GiveAchievement =
{
#ifndef FTE
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// temp
if (achievement_id > 4)
return;
#endif // FTE
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// this is an achievement specific to an individual
if ((who && who != world) || player_count == 0) {
if (player_count == 0) who = find(world, classname, "player");
#ifndef FTE
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achievement(who, achievement_id);
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#else
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_GIVEACHIEVEMENT);
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WriteByte(MSG_MULTICAST, achievement_id);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
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} else {
#ifndef FTE
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entity players;
players = find(world, classname, "player");
while(players != world) {
achievement(players, achievement_id);
players = find(players, classname, "player");
}
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#else
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, CSQC_EVENT_GIVEACHIEVEMENT);
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WriteByte(MSG_MULTICAST, achievement_id);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
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}
}
#ifdef FTE
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void CSQC_SendChatMessage(float player_id, string message) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_CHATMESSAGE);
WriteByte(MSG_MULTICAST, num_for_edict(self) - 1);
WriteByte(MSG_MULTICAST, player_id);
WriteString(MSG_MULTICAST, message);
multicast('0 0 0', MULTICAST_ALL);
}
/*
=================
Player_SendEntity
Networks the player info
=================
*/
float Player_SendEntity( entity ePVEnt, float flChanged ) {
WriteByte( MSG_ENTITY, 1 );
WriteCoord( MSG_ENTITY, self.origin_x ); // Position X
WriteCoord( MSG_ENTITY, self.origin_y ); // Position Y
WriteCoord( MSG_ENTITY, self.origin_z ); // Position Z
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WriteAngle( MSG_ENTITY, self.angles_x ); // Angle X
WriteAngle( MSG_ENTITY, self.angles_y ); // Angle Y
WriteAngle( MSG_ENTITY, self.angles_z ); // Angle Z
WriteShort( MSG_ENTITY, self.velocity_x ); // Velocity X
WriteShort( MSG_ENTITY, self.velocity_y ); // Velocity X
WriteShort( MSG_ENTITY, self.velocity_z ); // Velocity X
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WriteByte( MSG_ENTITY, self.playernum ); // Player ID
WriteShort( MSG_ENTITY, self.modelindex ); // Player Model
WriteByte( MSG_ENTITY, self.frame ); // Player's Frame
WriteShort( MSG_ENTITY, self.movetype ); // Player Movetype
WriteShort( MSG_ENTITY, self.flags ); // Flags, important for physics
WriteByte( MSG_ENTITY, self.stance ); // Player Stance
WriteFloat( MSG_ENTITY, self.points ); // Player Score
WriteShort( MSG_ENTITY, self.kills ); // Player Kills
WriteByte( MSG_ENTITY, self.is_in_menu ); // Player is in a Menu State
return TRUE;
}
void(entity who, float version) nzp_setdoubletapver =
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_DOUBLETAPUPDATE);
WriteByte(MSG_MULTICAST, version);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
};
#endif // FTE
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void(vector org) Effect_Fire =
{
#ifndef FTE
particle (self.origin, v_up*8, 111, 0);
#else
FTE_RunParticleEffect(world, CSQC_PART_FIRE, org, 0, world);
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#endif // FTE
};
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// *****************************************
// Unrelated to engine, but custom functions
// *****************************************
// "Removes" an entity that is placed back on restart.
void(entity ent) Ent_FakeRemove =
{
ent.entity_removed = true;
ent.oldmodel = ent.model;
ent.oldorigin = ent.origin;
ent.bbmins = ent.mins;
ent.bbmaxs = ent.maxs;
ent.sprintflag = ent.solid;
ent.solid = SOLID_NOT;
setsize(ent, '0 0 0', '0 0 0');
setmodel(ent, "");
}
void(string modelname) Precache_Set = // Precache model, and set myself to it
{
modelname = Compat_ConvertOldAssetPath(modelname);
precache_model(modelname);
setmodel(self, modelname);
};
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float() crandom =
{
return 2*(random() - 0.5);
}
float(entity them, entity me) PlayerIsLooking =
{
float ret = false;
float old_solid = me.solid;
me.solid = SOLID_BBOX;
setorigin(me, me.origin);
vector source;
makevectors (them.v_angle);
source = them.origin + them.view_ofs;
// Standard 'are we facing' test..
traceline(source, source + v_forward*50, 0, them);
// We're inside of an object.. is it the target?
if (trace_startsolid) {
if (v_forward*normalize(me.origin - them.origin) > 0.7)
ret = true;
} else if (trace_ent == me) {
ret = true;
}
me.solid = old_solid;
setorigin(me, me.origin);
return ret;
};