#pragma once #include "utils.qh" #include //#include #include #include bool autocvar__notarget; bool autocvar_sv_show_entnum; int autocvar_g_balance_armor_start; float autocvar_g_balance_pause_armor_rot_spawn; float autocvar_g_balance_pause_fuel_rot_spawn; float autocvar_g_balance_pause_health_regen_spawn; float autocvar_g_balance_pause_health_rot_spawn; bool autocvar_g_botclip_collisions; bool autocvar_g_fullbrightplayers; bool autocvar_g_playerclip_collisions; float autocvar_g_player_alpha; float autocvar_g_player_brightness; float autocvar_g_player_damageforcescale = 2; float autocvar_g_respawn_delay_small; int autocvar_g_respawn_delay_small_count; float autocvar_g_respawn_delay_large; int autocvar_g_respawn_delay_large_count; float autocvar_g_respawn_delay_max; bool autocvar_g_respawn_delay_forced; bool autocvar_g_respawn_ghosts; float autocvar_g_respawn_ghosts_alpha = 1; float autocvar_g_respawn_ghosts_fadetime = 1.5; float autocvar_g_respawn_ghosts_time = 4.5; float autocvar_g_respawn_ghosts_speed; int autocvar_g_respawn_waves; bool autocvar_g_nodepthtestplayers; string autocvar_g_mutatormsg; float autocvar_sv_foginterval; float autocvar_sv_maxidle; int autocvar_sv_maxidle_minplayers = 2; float autocvar_sv_maxidle_playertospectator = 60; bool autocvar_sv_maxidle_alsokickspectators; int autocvar_sv_maxidle_slots; bool autocvar_sv_maxidle_slots_countbots; bool autocvar_g_forced_respawn; int autocvar_g_maxplayers; float autocvar_g_maxplayers_spectator_blocktime; string autocvar_g_xonoticversion; float autocvar_gameversion; float autocvar_gameversion_min; float autocvar_gameversion_max; string autocvar_hostname; int autocvar_spawn_debug; string autocvar_sv_motd; int autocvar_sv_name_maxlength = 64; string autocvar_sv_quickmenu_file; bool autocvar_sv_servermodelsonly; bool autocvar_sv_showspectators; bool autocvar_sv_spectate; bool autocvar_sv_teamnagger; float autocvar_sv_player_scale; // WEAPONTODO .string weaponorder_byimpulse; .entity clientdata; .float jointime; // time of connecting .float startplaytime; // time of switching from spectator to player .float alivetime; // time of being alive .float death_time; .bool wasplayer; .int spectatee_status; .bool zoomstate; /// > 0 is a team index, if wants_join == -1 the player can't have the team they selected (conflict) .int team_selected; .bool just_joined; /// > 0 is a team index, -1 means team selection is deferred until Join() .int wants_join; .int pressedkeys; .int playerid; .string playermodel; .string playerskin; void ClientState_attach(entity this); CLASS(Client, Object) /** Client name */ ATTRIB(Client, netname, string, this.netname); ATTRIB(Client, colormap, int, this.colormap); ATTRIB(Client, team, int, this.team); ATTRIB(Client, clientcolors, int, this.clientcolors); /** Client IP */ ATTRIB(Client, netaddress, string, this.netaddress); ATTRIB(Client, playermodel, string, this.playermodel); ATTRIB(Client, playerskin, string, this.playerskin); /** fingerprint of CA key the player used to authenticate */ ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp); /** fingerprint of CA key the server used to authenticate to the player */ ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp); /** fingerprint of ID used by the player entity, or string_null if not identified */ ATTRIB(Client, crypto_idfp, string, this.crypto_idfp); /** set if the player's ID has been signed */ ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed); /** the string "AES128" if encrypting, and string_null if plaintext */ ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod); /** the string "HMAC-SHA256" if signing, and string_null if plaintext */ ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod); // engine client fields ATTRIB(Client, impulse, int, this.impulse); ATTRIB(Client, button0, int, this.button0); ATTRIB(Client, button2, int, this.button2); ATTRIB(Client, button3, int, this.button3); ATTRIB(Client, button4, int, this.button4); ATTRIB(Client, button5, int, this.button5); ATTRIB(Client, button6, int, this.button6); ATTRIB(Client, button7, int, this.button7); ATTRIB(Client, button8, int, this.button8); ATTRIB(Client, button9, int, this.button9); ATTRIB(Client, button10, int, this.button10); ATTRIB(Client, button11, int, this.button11); ATTRIB(Client, button12, int, this.button12); ATTRIB(Client, button13, int, this.button13); ATTRIB(Client, button14, int, this.button14); ATTRIB(Client, button15, int, this.button15); ATTRIB(Client, button16, int, this.button16); ATTRIB(Client, buttonuse, int, this.buttonuse); ATTRIB(Client, buttonchat, int, this.buttonchat); ATTRIB(Client, cursor_active, int, this.cursor_active); ATTRIB(Client, cursor_screen, vector, this.cursor_screen); ATTRIB(Client, cursor_trace_start, vector, this.cursor_trace_start); ATTRIB(Client, cursor_trace_endpos, vector, this.cursor_trace_endpos); ATTRIB(Client, cursor_trace_ent, entity, this.cursor_trace_ent); ATTRIB(Client, ping, float, this.ping); ATTRIB(Client, ping_packetloss, float, this.ping_packetloss); ATTRIB(Client, ping_movementloss, float, this.ping_movementloss); ATTRIB(Client, v_angle, vector, this.v_angle); ATTRIB(Client, movement, vector, this.movement); // custom ATTRIB(Client, playerid, int, this.playerid); ATTRIB(Client, parm_idlesince, int, this.parm_idlesince); ATTRIB(Client, muted, bool, this.muted); ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft); ATTRIB(Client, pm_frametime, float, this.pm_frametime); ATTRIB(Client, pressedkeys, int, this.pressedkeys); ATTRIB(Client, movement_old, vector, this.movement_old); ATTRIB(Client, buttons_old, int, this.buttons_old); ATTRIB(Client, teamkill_complain, float, this.teamkill_complain); ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime); ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource); ATTRIB(Client, usekeypressed, bool, this.usekeypressed); ATTRIB(Client, jointime, float, this.jointime); ATTRIB(Client, wants_join, int, this.wants_join); ATTRIB(Client, spectatortime, float, this.spectatortime); ATTRIB(Client, startplaytime, float, this.startplaytime); ATTRIB(Client, version_nagtime, float, this.version_nagtime); ATTRIB(Client, netname_previous, string, this.netname_previous); ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts); ATTRIB(Client, active_minigame, entity, this.active_minigame); ATTRIB(Client, taunt_soundtime, float, this.taunt_soundtime); ATTRIB(Client, killcount, int, this.killcount); ATTRIB(Client, version_mismatch, bool, this.version_mismatch); ATTRIB(Client, version, int, this.version); ATTRIB(Client, spectatee_status, int, this.spectatee_status); ATTRIB(Client, zoomstate, bool, this.zoomstate); ATTRIB(Client, just_joined, bool, this.just_joined); ATTRIB(Client, race_completed, bool, this.race_completed); ATTRIB(Client, latency_sum, float, this.latency_sum); ATTRIB(Client, latency_cnt, int, this.latency_cnt); ATTRIB(Client, latency_time, float, this.latency_time); ATTRIB(Client, v_angle_old, vector, this.v_angle_old); ATTRIB(Client, model_randomizer, float, this.model_randomizer); ATTRIB(Client, accuracy, entity, this.accuracy); ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam); ATTRIB(Client, scorekeeper, entity, this.scorekeeper); ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos); ATTRIB(Client, hitplotfh, int, this.hitplotfh); ATTRIB(Client, clientdata, entity, this.clientdata); ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime); ATTRIB(Client, wasplayer, bool, this.wasplayer); ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse); ATTRIB(Client, autojoin_checked, int, this.wasplayer); // networked cvars // not currently handled by ClientState #if 0 ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name); ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking); ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt); ATTRIB(Client, cvar_cl_voice_directional, int, this.cvar_cl_voice_directional); ATTRIB(Client, cvar_cl_voice_directional_taunt_attenuation, float, this.cvar_cl_voice_directional_taunt_attenuation); ATTRIB(Client, cvar_cl_physics, string, this.cvar_cl_physics); ATTRIB(Client, cvar_cl_buffs_autoreplace, bool, this.cvar_cl_buffs_autoreplace); ATTRIB(Client, cvar_cl_nade_type, int, this.cvar_cl_nade_type); ATTRIB(Client, cvar_cl_pokenade_type, string, this.cvar_cl_pokenade_type); ATTRIB(Client, cvar_cl_spawn_near_teammate, bool, this.cvar_cl_spawn_near_teammate); ATTRIB(Client, cvar_cl_gunalign, int, this.cvar_cl_gunalign); ATTRIB(Client, cvar_cl_handicap_damage_given, float, this.cvar_cl_handicap_damage_given); ATTRIB(Client, cvar_cl_handicap_damage_taken, float, this.cvar_cl_handicap_damage_taken); ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating); ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot); ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump); ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag); ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump); ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode); ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion); ATTRIB(Client, cvar_cl_autoswitch, bool, this.cvar_cl_autoswitch); ATTRIB(Client, cvar_cl_casings, bool, this.cvar_cl_casings); ATTRIB(Client, cvar_r_drawviewmodel, bool, this.cvar_r_drawviewmodel); ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout); ATTRIB(Client, cvar_cl_dodging, float, this.cvar_cl_dodging); ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump); ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share); ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive); ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10); ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority); ATTRIB(Client, cvar_cl_cts_noautoswitch, bool, this.cvar_cl_cts_noautoswitch); ATTRIB(Client, cvar_cl_weapon_switch_reload, bool, this.cvar_cl_weapon_switch_reload); ATTRIB(Client, cvar_cl_weapon_switch_fallback_to_impulse, bool, this.cvar_cl_weapon_switch_fallback_to_impulse); #endif METHOD(Client, m_unwind, bool(Client this)); STATIC_METHOD(Client, Add, void(Client this, int _team)); STATIC_METHOD(Client, Remove, void(Client this)); INIT(Client) { if (this.m_unwind(this)) return this; make_impure(this); this.classname = "player_joining"; static int playerid_last; this.playerid = ++playerid_last; ClientState_attach(this); } DESTRUCTOR(Client) { Client_Remove(this); } CONSTRUCTOR(Client, string name) { CONSTRUCT(Client); this.netname = name; this.netaddress = "local"; this.playermodel = cvar_defstring("sv_defaultplayermodel"); } ENDCLASS(Client) CLASS(Observer, Client) INIT(Observer) { this.classname = STR_OBSERVER; } DESTRUCTOR(Observer) { } ENDCLASS(Observer) CLASS(Spectator, Client) INIT(Spectator) { this.classname = STR_SPECTATOR; } DESTRUCTOR(Spectator) { } ENDCLASS(Spectator) CLASS(Player, Client) // custom ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet! ATTRIB(Player, itemkeys, int, this.itemkeys); ATTRIB(Player, ballistics_density, float, this.ballistics_density); INIT(Player) { this.classname = STR_PLAYER; } DESTRUCTOR(Player) { } ENDCLASS(Player) METHOD(Client, m_unwind, bool(Client this)) { TC(Client, this); #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END switch (this.classname) { case "Observer": UNWIND(Spectator); UNWIND(Player); return true; case "Spectator": UNWIND(Observer); UNWIND(Player); return true; case "Player": UNWIND(Observer); UNWIND(Spectator); return true; } #undef UNWIND return false; } int autocvar__independent_players; bool independent_players; #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME)) .int killcount; void SendWelcomeMessage(entity this, int msg_type); // respawning .int respawn_flags; .float respawn_time; .float respawn_time_max; .float respawn_countdown; // next number to count const int RESPAWN_FORCE = BIT(0); const int RESPAWN_SILENT = BIT(1); const int RESPAWN_DENY = BIT(2); .float spectatortime; // point in time since the client is spectating or observing .bool player_blocked; const int SVC_SETVIEW = 5; // TODO: move to dpdefs where this belongs! // TODO: standardise resource regeneration .float pauseregen_finished; .float pauserothealth_finished; .float pauserotarmor_finished; .float pauserotfuel_finished; // g__str: // If 0, default is used. // If <0, 0 is used. // Otherwise, g_str (default value) is used. // For consistency, negative values there are mapped to zero too. #define GAMETYPE_DEFAULTED_SETTING(str) \ ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \ (gametype_setting_tmp < 0) ? 0 \ : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \ : gametype_setting_tmp) void calculate_player_respawn_time(entity this); bool PlayerInList(entity player, string list); bool PlayerInIDList(entity p, string idlist); bool PlayerInIPList(entity p, string iplist); void ClientData_Touch(entity e); void PlayerUseKey(entity this); void FixClientCvars(entity e); // called when a client connects, useful for updating sounds and such of static objects .void(entity this, entity player) init_for_player; IntrusiveList g_initforplayer; IntrusiveList g_observepoints; STATIC_INIT(client_lists) { g_initforplayer = IL_NEW(); g_observepoints = IL_NEW(); } void play_countdown(entity this, float finished, Sound samp); void player_powerups_remove_all(entity this, bool allow_poweroff_sound); // NOTE: current type is Resource (avoiding circular includes!) void RotRegen(entity this, entity current, float limit_mod, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime); bool Spectate(entity this, entity pl); void ClientInit_Spawn(); void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint); void SetSpectatee(entity this, entity spectatee); void SetSpectatee_status(entity this, int spectatee_num); void FixPlayermodel(entity player); void GiveWarmupResources(entity this); void ClientInit_misc(entity this); int GetPlayerLimit(); const int MIN_SPEC_TIME = 1; void Join(entity this, bool queued_join); int nJoinAllowed(entity this, entity ignore); bool joinAllowed(entity this, int team_index); void PlayerFrame (entity this); #define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee) #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); } const int MAX_SPECTATORS = 7;