quakec/source/server/clientfuncs.qc

713 lines
17 KiB
C++

/*
server/clientfuncs.qc
Used to communicate between server and client
Copyright (C) 2021-2022 NZ:P Team
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
*/
string(string asset) convert_old_asset_path;
void SetUpdate(entity client, float type, float val1, float val2, float val3)
{
#ifdef FTE
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
}
#ifdef FTE
void(entity to, float type, float cost, float weapon) useprint = {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_USEPRINT);
WriteByte(MSG_MULTICAST, type);
WriteShort(MSG_MULTICAST, cost);
WriteByte(MSG_MULTICAST, weapon);
msg_entity = to;
multicast('0 0 0', MULTICAST_ONE);
}
#endif // FTE
void(vector org) CallExplosion = {
#ifndef FTE
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
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_EXPLOSION);
WriteCoord(MSG_MULTICAST, org_x);
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
void NotifyNewRound(float to) {
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_NEWROUND);
WriteByte(MSG_MULTICAST, to);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
void SetRound(entity client, float to) {
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_SETROUND);
WriteByte(MSG_MULTICAST, to);
msg_entity = client;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
void SetPerk(entity client, float to)
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PERK);
WriteLong(MSG_MULTICAST, to);
msg_entity = client;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
void(float to) SwitchWeapon =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONCHANGE);
WriteByte(MSG_MULTICAST, to);
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
// hotfix for weapon2models not reseting
self.weapon2model = GetWeapon2Model(to);
#endif // FTE
}
void(string to, float skin) UpdateVmodel =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATEVMODEL);
WriteString(MSG_MULTICAST, to);
WriteByte(MSG_MULTICAST, skin);
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
void(string to, float skin) UpdateV2model =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATEV2MODEL);
WriteString(MSG_MULTICAST, to);
WriteByte(MSG_MULTICAST, skin);
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
void(float index, float state) ChangeReviveIconState =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVECHANGE);
WriteByte(MSG_MULTICAST, index);
WriteByte(MSG_MULTICAST, state);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
void(float index, vector org) EnableReviveIcon =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVEON);
WriteByte(MSG_MULTICAST, index);
WriteCoord(MSG_MULTICAST, org_x);
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
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 broadcast_time, float type, string str) BroadcastMessageToClient =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
WriteByte(MSG_MULTICAST, broadcast_time);
WriteByte(MSG_MULTICAST, type);
WriteString(MSG_MULTICAST, str);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
// FIXME: basically a copy of CL_SendWeaponFire but for FTE
void(entity who, float weapon) SendWeaponRecoil =
{
#ifdef FTE
vector Wep_Recoil;
Wep_Recoil = GetWeaponRecoil(weapon);
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONRECOIL);
WriteCoord (MSG_MULTICAST, Wep_Recoil_x);
WriteCoord (MSG_MULTICAST, Wep_Recoil_y);
WriteCoord (MSG_MULTICAST, Wep_Recoil_z);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
void(float broadcast_time, float type, string str) BroadcastMessage =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
WriteByte(MSG_MULTICAST, broadcast_time);
WriteByte(MSG_MULTICAST, type);
WriteString(MSG_MULTICAST, str);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints =
{
#ifdef FTE
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
WriteByte(MSG_MULTICAST, playernum);
WriteLong(MSG_MULTICAST, points);
WriteLong(MSG_MULTICAST, am);
WriteLong(MSG_MULTICAST, kills);
WriteString(MSG_MULTICAST, name);
msg_entity = person;
multicast('0 0 0', MULTICAST_ONE);
}
else {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
WriteByte(MSG_MULTICAST, playernum);
WriteLong(MSG_MULTICAST, points);
WriteLong(MSG_MULTICAST, am);
WriteLong(MSG_MULTICAST, kills);
WriteString(MSG_MULTICAST, name);
multicast('0 0 0', MULTICAST_ALL);
}
#endif // FTE
}
void(float count) UpdatePlayerCount = {
#ifdef FTE
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
}
void(float newtime, float newtype, entity change) PromptLevelChange =
{
#ifdef FTE
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BLACKOUT);
WriteByte(MSG_MULTICAST, newtime);
WriteByte(MSG_MULTICAST, newtype);
msg_entity = change;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
}
void(entity who) UpdatePunchangle =
{
#ifdef FTE
// naievil -- shit logic lol...but result looks clean as fuck...
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PUNCHANGLE);
WriteCoord(MSG_MULTICAST, who.punchangle_x);
WriteCoord(MSG_MULTICAST, who.punchangle_y);
WriteCoord(MSG_MULTICAST, who.punchangle_z);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
vector tempv = who.punchangle;
if (fabs(who.punchangle_x) > 0.01) {
if (who.punchangle_x >= 0.05*tempv_x)
who.punchangle_x -= 0.05*tempv_x;
else if (who.punchangle_x <= -0.05*tempv_x)
who.punchangle_x -= 0.05*tempv_x;
else
who.punchangle_x = 0;
} else
who.punchangle_x = 0;
if (fabs(who.punchangle_y) > 0.01) {
if (who.punchangle_y >= 0.05*tempv_y)
who.punchangle_y -= 0.05*tempv_y;
else if (who.punchangle_y <= -0.05*tempv_y)
who.punchangle_y -= 0.05*tempv_y;
else
who.punchangle_y = 0;
} else
who.punchangle_y = 0;
if (fabs(who.punchangle_z) > 0.01) {
if (who.punchangle_z >= 0.05*tempv_z)
who.punchangle_z -= 0.05*tempv_z;
else if (who.punchangle_z <= -0.05*tempv_z)
who.punchangle_z -= 0.05*tempv_z;
else
who.punchangle_z = 0;
} else
who.punchangle_z = 0;
#endif // FTE
}
#ifdef FTE
void(string h, float h2, entity who) pushHUD = {
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_HUDUPDATE);
WriteString(MSG_MULTICAST, h);
WriteByte(MSG_MULTICAST, h2);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
} else {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONUPDATE);
WriteString(MSG_MULTICAST, h);
WriteByte(MSG_MULTICAST, h2);
multicast('0 0 0', MULTICAST_ALL);
}
}
void (float wepnum, string wepname, string wvmodel, float mag, float reserve, string ads, float min, float max, string flash, float flashsize, string v2, float isd, entity who) sendCustomWeapon = {
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONUPDATE);
WriteByte(MSG_MULTICAST, wepnum);
WriteString(MSG_MULTICAST, wepname);
WriteString(MSG_MULTICAST, wvmodel);
WriteByte(MSG_MULTICAST, mag);
WriteByte(MSG_MULTICAST, reserve);
WriteString(MSG_MULTICAST, ads);
WriteByte(MSG_MULTICAST, min);
WriteByte(MSG_MULTICAST, max);
WriteString(MSG_MULTICAST, flash);
WriteByte(MSG_MULTICAST, flashsize);
WriteString(MSG_MULTICAST, v2);
WriteByte(MSG_MULTICAST, isd);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
} else {
WriteByte(MSG_ALL, SVC_CGAMEPACKET);
WriteByte(MSG_ALL, EVENT_WEAPONUPDATE);
WriteByte(MSG_ALL, wepnum);
WriteString(MSG_ALL, wepname);
WriteString(MSG_ALL, wvmodel);
WriteByte(MSG_ALL, mag);
WriteByte(MSG_ALL, reserve);
WriteString(MSG_ALL, ads);
WriteByte(MSG_ALL, min);
WriteByte(MSG_ALL, max);
WriteString(MSG_ALL, flash);
WriteByte(MSG_ALL, flashsize);
WriteString(MSG_ALL, v2);
WriteByte(MSG_ALL, isd);
}
}
void(string msg, entity who) ScrollText = {
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_SCROLLTEXT);
WriteString(MSG_MULTICAST, msg);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
} else {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_SCROLLTEXT);
WriteString(MSG_MULTICAST, msg);
multicast('0 0 0', MULTICAST_ALL);
}
}
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
void (float achievement_id, optional entity who) GiveAchievement =
{
#ifndef FTE
// temp
if (achievement_id > 4)
return;
#endif // FTE
// 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
achievement(who, achievement_id);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
WriteByte(MSG_MULTICAST, achievement_id);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
} else {
#ifndef FTE
entity players;
players = find(world, classname, "player");
while(players != world) {
achievement(players, achievement_id);
players = find(players, classname, "player");
}
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
WriteByte(MSG_MULTICAST, achievement_id);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
}
void (float achievement_id, float progress_value, optional entity who) UpdateAchievementProgress =
{
#ifndef FTE
// temp
if (achievement_id > 4)
return;
#endif // FTE
// this is a progress update specific to an individual
if ((who && who != world) || player_count == 0) {
if (player_count == 0) who = find(world, classname, "player");
#ifndef FTE
//achievement_progress(who, achievement_id, progress_value);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS);
WriteByte(MSG_MULTICAST, achievement_id);
WriteFloat(MSG_MULTICAST, progress_value);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // FTE
} else {
#ifndef FTE
entity players;
players = find(world, classname, "player");
while(players != world) {
//achievement_progress(players, achievement_id, progress_value);
players = find(players, classname, "player");
}
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS);
WriteByte(MSG_MULTICAST, achievement_id);
WriteFloat(MSG_MULTICAST, progress_value);
multicast('0 0 0', MULTICAST_ALL);
#endif // FTE
}
}
// *****************************************
// Unrelated to engine, but custom functions
// *****************************************
void(string modelname) Precache_Set = // Precache model, and set myself to it
{
modelname = convert_old_asset_path(modelname);
precache_model(modelname);
setmodel(self, modelname);
};
float() crandom =
{
return 2*(random() - 0.5);
}
void WeaponSwitch(entity player) {
float wep, cmag, cmag2, cammo;
wep = other.weapon;
other.weapon = other.secondaryweapon;
other.secondaryweapon = wep;
cmag = other.currentmag;
other.currentmag = other.secondarymag;
other.secondarymag = cmag;
cmag2 = other.currentmag2;
other.currentmag2 = other.secondarymag2;
other.secondarymag2 = cmag2;
cammo = other.currentammo;
other.currentammo = other.secondaryammo;
other.secondaryammo = cammo;
entity tempe = self;
self = player;
SwitchWeapon(other.weapon);
self = tempe;
}
void(entity person, float expamt, float doublepoint) addmoney =
{
if (person.classname != "player" || person.downed)
return;
if (expamt > 0 && doublepoint == TRUE && x2_finished > time) {
expamt *= 2;
person.score += expamt;
}
// Combine the positive score with the powerup score tally
if (expamt > 0)
total_powerup_points += expamt;
person.points += expamt;
UpdatePlayerPoints(person.playernum, person.points, expamt, person.kills, person.netname, person);
};
//
// Util_GetPlayerAmmoInSlot(person, slot)
// Returns the reserve ammo the player has in a weapon slot.
//
float(entity person, float slot) Util_GetPlayerAmmoInSlot =
{
switch(slot) {
case 1: return person.currentammo; break;
case 2: return person.secondaryammo; break;
case 3: return person.thirdammo; break;
default: return 0; break;
}
}
//
// Util_SetPlayerAmmoInSlot(person, slot, ammo)
// Sets the player's reserve ammo in a slot to param3.
//
void(entity person, float slot, float ammo) Util_SetPlayerAmmoInSlot =
{
switch(slot) {
case 1: person.currentammo = ammo; break;
case 2: person.secondaryammo = ammo; break;
case 3: person.thirdammo = ammo; break;
default: return; break;
}
};
//
// Util_PlayerHasWeapon(peron, comparison, include_pap)
// Checks to see if the Player is holding a weapon in any
// of their three slots. `include_pap` dictates whether to
// consider Pack-A-Punch'd varients. Returns 1, 2, 3 depending
// on the slot the weapon is contained in.
//
float(entity person, float comparison, float include_pap) Util_PlayerHasWeapon =
{
// Storage.
float first, second, third;
// If we're including pap'd weapons, just convert the weapon set to the base
// ones to save on comparison checks.
if (include_pap == true) {
first = EqualNonPapWeapon(person.weapon);
second = EqualNonPapWeapon(person.secondaryweapon);
third = EqualNonPapWeapon(person.thirdweapon);
} else {
first = person.weapon;
second = person.secondaryweapon;
third = person.thirdweapon;
}
// Now do the comparisons
if (first == comparison)
return 1;
if (second == comparison)
return 2;
if (third == comparison)
return 3;
return 0;
};
//
// Util_WeaponIsSemiAutomatic(float weapon)
// Checks weapon firetypes and returns true if intended
// to be semi-automatic.
//
float(float weapon) Util_WeaponIsSemiAutomatic =
{
float firetype = GetFiretype(weapon);
// Valid firetypes
if (firetype == FIRETYPE_SEMIAUTO || firetype == FIRETYPE_GRENADE ||
firetype == FIRETYPE_TESLA)
return true;
return false;
}
//
// Util_WeaponFiresTraceshot(weapon)
// Simply returns true if given weapon's firetype requires a
// firetrace to be used properly.
//
float(float weapon) Util_WeaponFiresTraceshot =
{
float firetype = GetFiretype(weapon);
// Valid firetypes
if (firetype == FIRETYPE_FULLAUTO || firetype == FIRETYPE_SEMIAUTO)
return true;
return false;
}