Beispiel #1
0
/**
 * @brief Check whether ent can reaction fire at target, i.e. that it can see it and neither is dead etc.
 * @param[in] ent The entity that might be firing
 * @param[in] target The entity that might be fired at
 * @return @c true if 'ent' can actually fire at 'target', @c false otherwise
 */
static bool G_ReactionFireIsPossible (const edict_t *ent, const edict_t *target)
{
	float actorVis;
	bool frustum;

	/* an entity can't reaction fire at itself */
	if (ent == target)
		return false;

	/* Don't react in your own turn */
	if (ent->team == level.activeTeam)
		return false;

	/* ent can't use RF if is in STATE_DAZED (flashbang impact) */
	if (G_IsDazed(ent))
		return false;

	if (G_IsDead(target))
		return false;

	/* check ent has reaction fire enabled */
	if (!G_IsShaken(ent) && !G_IsReaction(ent))
		return false;

	/* check ent has weapon in RF hand */
	/* @todo Should this situation even happen when G_IsReaction(ent) is true? */
	if (!ACTOR_GET_INV(ent, ent->chr.RFmode.hand)) {
		/* print character info if this happens, for now */
		gi.DPrintf("Reaction fire enabled but no weapon for hand (name=%s,hand=%i,fmIdx=%i)\n",
				ent->chr.name, ent->chr.RFmode.hand, ent->chr.RFmode.fmIdx);
		return false;
	}

	if (!G_IsVisibleForTeam(target, ent->team))
		return false;

	/* If reaction fire is triggered by a friendly unit
	 * and the shooter is still sane, don't shoot;
	 * well, if the shooter isn't sane anymore... */
	if (G_IsCivilian(target) || target->team == ent->team)
		if (!G_IsShaken(ent) || (float) ent->morale / mor_shaken->value > frand())
			return false;

	/* check in range and visible */
	if (VectorDistSqr(ent->origin, target->origin) > MAX_SPOT_DIST * MAX_SPOT_DIST)
		return false;

	frustum = G_FrustumVis(ent, target->origin);
	if (!frustum)
		return false;

	actorVis = G_ActorVis(ent->origin, ent, target, true);
	if (actorVis <= 0.2)
		return false;

	/* okay do it then */
	return true;
}
Beispiel #2
0
/**
 * @brief Check whether ent can reaction fire at target, i.e. that it can see it and neither is dead etc.
 * @param[in] ent The entity that might be firing
 * @param[in] target The entity that might be fired at
 * @return @c true if 'ent' can actually fire at 'target', @c false otherwise
 */
static bool G_ReactionFireIsPossible (Edict *ent, const Edict *target)
{
	/* an entity can't reaction fire at itself */
	if (ent == target)
		return false;

	/* Don't react in your own turn */
	if (ent->team == level.activeTeam)
		return false;

	/* ent can't use RF if is in STATE_DAZED (flashbang impact) */
	if (G_IsDazed(ent))
		return false;

	if (G_IsDead(target))
		return false;

	/* check ent has reaction fire enabled */
	if (!G_IsReaction(ent))
		return false;

	/* check ent has weapon in RF hand */
	if (!ent->getHandItem(ent->chr.RFmode.getHand())) {
		/* print character info if this happens, for now */
		gi.DPrintf("Reaction fire enabled but no weapon for hand (name=%s,entnum=%i,hand=%i,fmIdx=%i)\n",
				ent->chr.name, ent->number, ent->chr.RFmode.getHand(), ent->chr.RFmode.getFmIdx());
		G_RemoveReaction(ent);
		return false;
	}

	if (!G_IsVisibleForTeam(target, ent->team))
		return false;

	/* If reaction fire is triggered by a friendly unit
	 * and the shooter is still sane, don't shoot;
	 * well, if the shooter isn't sane anymore... */
	if (G_IsCivilian(target) || target->team == ent->team)
		if (!G_IsShaken(ent) || (float) ent->morale / mor_shaken->value > frand())
			return false;

	/* check in range and visible */
	const int spotDist = G_VisCheckDist(ent);
	if (VectorDistSqr(ent->origin, target->origin) > spotDist * spotDist)
		return false;

	const bool frustum = G_FrustumVis(ent, target->origin);
	if (!frustum)
		return false;

	const float actorVis = G_ActorVis(ent->origin, ent, target, true);
	if (actorVis <= 0.2)
		return false;

	/* okay do it then */
	return true;
}
Beispiel #3
0
/**
 * @brief Check whether ent can reaction fire at target, i.e. that it can see it and neither is dead etc.
 * @param[in] ent The entity that might be firing
 * @param[in] target The entity that might be fired at
 * @return @c true if 'ent' can actually fire at 'target', @c false otherwise
 */
static qboolean G_ReactionFireIsPossible (const edict_t *ent, const edict_t *target)
{
	float actorVis;
	qboolean frustum;

	/* an entity can't reaction fire at itself */
	if (ent == target)
		return qfalse;

	/* Don't react in your own turn */
	if (ent->team == level.activeTeam)
		return qfalse;

	/* ent can't use RF if is in STATE_DAZED (flashbang impact) */
	if (G_IsDazed(ent))
		return qfalse;

	if (G_IsDead(target))
		return qfalse;

	/* check ent has reaction fire enabled */
	if (!G_IsShaken(ent) && !G_IsReaction(ent))
		return qfalse;

	if (!G_IsVisibleForTeam(target, ent->team))
		return qfalse;

	/* If reaction fire is triggered by a friendly unit
	 * and the shooter is still sane, don't shoot;
	 * well, if the shooter isn't sane anymore... */
	if (G_IsCivilian(target) || target->team == ent->team)
		if (!G_IsShaken(ent) || (float) ent->morale / mor_shaken->value > frand())
			return qfalse;

	/* check in range and visible */
	if (VectorDistSqr(ent->origin, target->origin) > MAX_SPOT_DIST * MAX_SPOT_DIST)
		return qfalse;

	frustum = G_FrustumVis(ent, target->origin);
	if (!frustum)
		return qfalse;

	actorVis = G_ActorVis(ent->origin, target, qtrue);
	if (actorVis <= 0.2)
		return qfalse;

	/* okay do it then */
	return qtrue;
}
Beispiel #4
0
/**
 * @brief Generates the client events that are send over the netchannel to move an actor
 * @param[in] player Player who is moving an actor
 * @param[in] visTeam The team to check the visibility for - if this is 0 we build the forbidden list
 * above all edicts - for the human controlled actors this would mean that clicking to a grid
 * position that is not reachable because an invisible actor is standing there would not result in
 * a single step - as the movement is aborted before. For AI movement this is in general @c 0 - but
 * not if they e.g. hide.
 * @param[in] ent Edict to move
 * @param[in] to The grid position to walk to
 * @sa CL_ActorStartMove
 * @sa PA_MOVE
 */
void G_ClientMove (const player_t * player, int visTeam, edict_t* ent, const pos3_t to)
{
    int status, initTU;
    dvec_t dvtab[MAX_DVTAB];
    int dir;
    byte numdv, length;
    pos3_t pos;
    float div;
    int oldState;
    int oldHP;
    bool autoCrouchRequired = false;
    byte crouchingState;

    if (VectorCompare(ent->pos, to))
        return;

    /* check if action is possible */
    if (!G_ActionCheckForCurrentTeam(player, ent, TU_MOVE_STRAIGHT))
        return;

    crouchingState = G_IsCrouched(ent) ? 1 : 0;
    oldState = oldHP = 0;

    /* calculate move table */
    G_MoveCalc(visTeam, ent, ent->pos, crouchingState, ent->TU);
    length = gi.MoveLength(level.pathingMap, to, crouchingState, false);

    /* length of ROUTING_NOT_REACHABLE means not reachable */
    if (length && length >= ROUTING_NOT_REACHABLE)
        return;

    /* Autostand: check if the actor is crouched and player wants autostanding...*/
    if (crouchingState && player->autostand) {
        /* ...and if this is a long walk... */
        if (SHOULD_USE_AUTOSTAND(length)) {
            /* ...make them stand first. If the player really wants them to walk a long
             * way crouched, he can move the actor in several stages.
             * Uses the threshold at which standing, moving and crouching again takes
             * fewer TU than just crawling while crouched. */
            G_ClientStateChange(player, ent, STATE_CROUCHED, true); /* change to stand state */
            crouchingState = G_IsCrouched(ent) ? 1 : 0;
            if (!crouchingState) {
                G_MoveCalc(visTeam, ent, ent->pos, crouchingState, ent->TU);
                length = gi.MoveLength(level.pathingMap, to, crouchingState, false);
                autoCrouchRequired = true;
            }
        }
    }

    /* this let the footstep sounds play even over network */
    ent->think = G_PhysicsStep;
    ent->nextthink = level.time;

    /* assemble dvec-encoded move data */
    VectorCopy(to, pos);
    initTU = ent->TU;

    numdv = G_FillDirectionTable(dvtab, lengthof(dvtab), crouchingState, pos);

    /* make sure to end any other pending events - we rely on EV_ACTOR_MOVE not being active anymore */
    gi.EndEvents();

    /* everything ok, found valid route? */
    if (VectorCompare(pos, ent->pos)) {
        byte* stepAmount = NULL;
        int usedTUs = 0;
        /* no floor inventory at this point */
        FLOOR(ent) = NULL;

        while (numdv > 0) {
            /* A flag to see if we needed to change crouch state */
            int crouchFlag;
            const byte oldDir = ent->dir;
            int dvec;

            /* get next dvec */
            numdv--;
            dvec = dvtab[numdv];
            /* This is the direction to make the step into */
            dir = getDVdir(dvec);

            /* turn around first */
            status = G_ActorDoTurn(ent, dir);
            if (status & VIS_STOP) {
                autoCrouchRequired = false;
                if (ent->moveinfo.steps == 0)
                    usedTUs += TU_TURN;
                break;
            }

            if (G_ActorShouldStopInMidMove(ent, status, dvtab, numdv)) {
                /* don't autocrouch if new enemy becomes visible */
                autoCrouchRequired = false;
                /* if something appears on our route that didn't trigger a VIS_STOP, we have to
                 * send the turn event if this is our first step */
                if (oldDir != ent->dir && ent->moveinfo.steps == 0) {
                    G_EventActorTurn(ent);
                    usedTUs += TU_TURN;
                }
                break;
            }

            /* decrease TUs */
            div = gi.GetTUsForDirection(dir, G_IsCrouched(ent));
            if ((int) (usedTUs + div) > ent->TU)
                break;
            usedTUs += div;

            /* This is now a flag to indicate a change in crouching - we need this for
             * the stop in mid move call(s), because we need the updated entity position */
            crouchFlag = 0;
            /* Calculate the new position after the decrease in TUs, otherwise the game
             * remembers the false position if the time runs out */
            PosAddDV(ent->pos, crouchFlag, dvec);

            /* slower if crouched */
            if (G_IsCrouched(ent))
                ent->speed = ACTOR_SPEED_CROUCHED;
            else
                ent->speed = ACTOR_SPEED_NORMAL;
            ent->speed *= g_actorspeed->value;

            if (crouchFlag == 0) { /* No change in crouch */
                edict_t* clientAction;
                int contentFlags;
                vec3_t pointTrace;

                G_EdictCalcOrigin(ent);
                VectorCopy(ent->origin, pointTrace);
                pointTrace[2] += PLAYER_MIN;

                contentFlags = gi.PointContents(pointTrace);

                /* link it at new position - this must be done for every edict
                 * movement - to let the server know about it. */
                gi.LinkEdict(ent);

                /* Only the PHALANX team has these stats right now. */
                if (ent->chr.scoreMission) {
                    float truediv = gi.GetTUsForDirection(dir, 0);		/* regardless of crouching ! */
                    if (G_IsCrouched(ent))
                        ent->chr.scoreMission->movedCrouched += truediv;
                    else
                        ent->chr.scoreMission->movedNormal += truediv;
                }
                /* write the step to the net */
                G_WriteStep(ent, &stepAmount, dvec, contentFlags);

                /* check if player appears/perishes, seen from other teams */
                G_CheckVis(ent, true);

                /* check for anything appearing, seen by "the moving one" */
                status = G_CheckVisTeamAll(ent->team, false, ent);

                /* Set ent->TU because the reaction code relies on ent->TU being accurate. */
                G_ActorSetTU(ent, initTU - usedTUs);

                clientAction = ent->clientAction;
                oldState = ent->state;
                oldHP = ent->HP;
                /* check triggers at new position */
                if (G_TouchTriggers(ent)) {
                    if (!clientAction)
                        status |= VIS_STOP;
                }

                G_TouchSolids(ent, 10.0f);

                /* state has changed - maybe we walked on a trigger_hurt */
                if (oldState != ent->state)
                    status |= VIS_STOP;
                else if (oldHP != ent->HP)
                    status |= VIS_STOP;
            } else if (crouchFlag == 1) {
                /* Actor is standing */
                G_ClientStateChange(player, ent, STATE_CROUCHED, true);
            } else if (crouchFlag == -1) {
                /* Actor is crouching and should stand up */
                G_ClientStateChange(player, ent, STATE_CROUCHED, false);
            }

            /* check for reaction fire */
            if (G_ReactionFireOnMovement(ent)) {
                status |= VIS_STOP;

                autoCrouchRequired = false;
            }

            /* check for death */
            if (((oldHP != 0 && oldHP != ent->HP) || (oldState != ent->state)) && !G_IsDazed(ent)) {
                /** @todo Handle dazed via trigger_hurt */
                /* maybe this was due to rf - then the G_ActorDie was already called */
                if (!G_IsDead(ent)) {
                    G_CheckDeathOrKnockout(ent, NULL, NULL, oldHP - ent->HP);
                }
                return;
            }

            if (G_ActorShouldStopInMidMove(ent, status, dvtab, numdv - 1)) {
                /* don't autocrouch if new enemy becomes visible */
                autoCrouchRequired = false;
                break;
            }

            /* Restore ent->TU because the movement code relies on it not being modified! */
            G_ActorSetTU(ent, initTU);
        }

        /* submit the TUs / round down */
        if (g_notu != NULL && g_notu->integer)
            G_ActorSetTU(ent, initTU);
        else
            G_ActorSetTU(ent, initTU - usedTUs);

        G_SendStats(ent);

        /* end the move */
        G_GetFloorItems(ent);
        gi.EndEvents();
    }

    if (autoCrouchRequired) {
        /* toggle back to crouched state */
        G_ClientStateChange(player, ent, STATE_CROUCHED, true);
    }
}
Beispiel #5
0
/**
 * @brief Set time units for the given edict. Based on speed skills
 * @param ent The actor edict
 */
void G_ActorGiveTimeUnits (Edict* ent)
{
	const int tus = G_IsDazed(ent) ? 0 : G_ActorCalculateMaxTU(ent);
	G_ActorSetTU(ent, tus);
	G_RemoveDazed(ent);
}