Example #1
0
/**
 * @brief Applies morale behaviour on actors
 * @note only called when mor_panic is not zero
 * @sa G_MoralePanic
 * @sa G_MoraleRage
 * @sa G_MoraleStopRage
 * @sa G_MoraleStopPanic
 */
void G_MoraleBehaviour (int team)
{
	edict_t *ent = NULL;
	int newMorale;

	while ((ent = G_EdictsGetNextInUse(ent))) {
		/* this only applies to ET_ACTOR but not to ET_ACTOR2x2 */
		if (ent->type == ET_ACTOR && ent->team == team && !G_IsDead(ent)) {
			/* civilians have a 1:1 chance to randomly run away in multiplayer */
			if (sv_maxclients->integer >= 2 && level.activeTeam == TEAM_CIVILIAN && 0.5 > frand())
				G_MoralePanic(ent, qfalse);
			/* multiplayer needs enabled sv_enablemorale */
			/* singleplayer has this in every case */
			if (G_IsMoraleEnabled()) {
				/* if panic, determine what kind of panic happens: */
				if (ent->morale <= mor_panic->value && !G_IsPaniced(ent) && !G_IsRaged(ent)) {
					qboolean sanity;
					if ((float) ent->morale / mor_panic->value > (m_sanity->value * frand()))
						sanity = qtrue;
					else
						sanity = qfalse;
					if ((float) ent->morale / mor_panic->value > (m_rage->value * frand()))
						G_MoralePanic(ent, sanity);
					else
						G_MoraleRage(ent, sanity);
					/* if shaken, well .. be shaken; */
				} else if (ent->morale <= mor_shaken->value && !G_IsPaniced(ent)
						&& !G_IsRaged(ent)) {
					/* shaken is later reset along with reaction fire */
					G_SetShaken(ent);
					G_SetState(ent, STATE_REACTION);
					G_EventSendState(G_VisToPM(ent->visflags), ent);
					G_ClientPrintf(G_PLAYER_FROM_ENT(ent), PRINT_HUD, _("%s is currently shaken.\n"),
							ent->chr.name);
				} else {
					if (G_IsPaniced(ent))
						G_MoraleStopPanic(ent);
					else if (G_IsRaged(ent))
						G_MoraleStopRage(ent);
				}
			}

			G_ActorSetMaxs(ent);

			/* morale-regeneration, capped at max: */
			newMorale = ent->morale + MORALE_RANDOM(mor_regeneration->value);
			if (newMorale > GET_MORALE(ent->chr.score.skills[ABILITY_MIND]))
				ent->morale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);
			else
				ent->morale = newMorale;

			/* send phys data and state: */
			G_SendStats(ent);
			gi.EndEvents();
		}
	}
}
Example #2
0
/**
 * @brief Applies morale behaviour on actors
 * @note only called when mor_panic is not zero
 * @sa G_MoralePanic
 * @sa G_MoraleRage
 * @sa G_MoraleStopRage
 * @sa G_MoraleStopPanic
 */
void G_MoraleBehaviour (int team)
{
	bool enabled = G_IsMoraleEnabled(team);
	if (!enabled)
		return;

	Edict* ent = nullptr;
	while ((ent = G_EdictsGetNextLivingActorOfTeam(ent, team)) != nullptr) {
		/* this only applies to ET_ACTOR but not to ET_ACTOR2x2 */
		if (ent->type != ET_ACTOR || CHRSH_IsTeamDefRobot(ent->chr.teamDef))
			continue;

		/* if panic, determine what kind of panic happens: */
		if (!G_IsPanicked(ent) && !G_IsRaged(ent)) {
			if (ent->morale <= mor_panic->integer) {
				const float ratio = (float) ent->morale / mor_panic->value;
				const bool sanity = ratio > (m_sanity->value * frand());
				if (!sanity)
					G_SetInsane(ent);
				if (ratio > (m_rage->value * frand()))
					G_MoralePanic(ent);
				else
					G_MoraleRage(ent);
				/* if shaken, well .. be shaken; */
			} else if (ent->morale <= mor_shaken->integer) {
				/* shaken is later reset along with reaction fire */
				G_SetShaken(ent);
				G_ClientStateChange(ent->getPlayer(), ent, STATE_REACTION, false);
				G_EventSendState(G_VisToPM(ent->visflags), *ent);
				G_ClientPrintf(ent->getPlayer(), PRINT_HUD, _("%s is currently shaken."),
						ent->chr.name);
				G_PrintStats("%s is shaken (entnum %i).", ent->chr.name, ent->getIdNum());
			}
		} else {
			if (G_IsPanicked(ent))
				G_MoraleStopPanic(ent);
			else if (G_IsRaged(ent))
				G_MoraleStopRage(ent);
		}

		G_ActorSetMaxs(ent);

		/* morale-regeneration, capped at max: */
		int newMorale = ent->morale + MORALE_RANDOM(mor_regeneration->value);
		const int maxMorale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);
		if (newMorale > maxMorale)
			ent->morale = maxMorale;
		else
			ent->morale = newMorale;

		/* send phys data and state: */
		G_SendStats(*ent);
	}
}
Example #3
0
void G_EventActorAppear (playermask_t playerMask, const Edict& check, const Edict* ent)
{
	const int mask = G_TeamToPM(check.team) & playerMask;

	/* parsed in CL_ActorAppear */
	G_EventAdd(playerMask, EV_ACTOR_APPEAR, check.number);
	gi.WriteShort(ent && ent->number > 0 ? ent->number : SKIP_LOCAL_ENTITY);
	gi.WriteByte(check.team);
	gi.WriteByte(check.chr.teamDef ? check.chr.teamDef->idx : NONE);
	gi.WriteByte(check.chr.gender);
	gi.WriteShort(check.chr.ucn);
	gi.WriteByte(check.pnum);
	gi.WriteGPos(check.pos);
	gi.WriteByte(check.dir);
	if (check.getRightHandItem()) {
		gi.WriteShort(check.getRightHandItem()->def()->idx);
	} else {
		gi.WriteShort(NONE);
	}

	if (check.getLeftHandItem()) {
		gi.WriteShort(check.getLeftHandItem()->def()->idx);
	} else {
		gi.WriteShort(NONE);
	}

	if (check.body == 0 || check.head == 0) {
		gi.Error("invalid body and/or head model indices");
	}
	gi.WriteShort(check.body);
	gi.WriteShort(check.head);
	gi.WriteByte(check.chr.bodySkin);
	gi.WriteByte(check.chr.headSkin);
	/* strip the server private states */
	gi.WriteShort(check.state & STATE_PUBLIC);
	gi.WriteByte(check.fieldSize);
	/* get the max values for TU and morale */
	gi.WriteByte(G_ActorCalculateMaxTU(&check));
	gi.WriteByte(std::min(MAX_SKILL, GET_MORALE(check.chr.score.skills[ABILITY_MIND])));
	gi.WriteShort(check.chr.maxHP);
	G_EventEnd();

	if (mask) {
		G_EventActorStateChange(mask, check);
		G_SendInventory(mask, check);
	}
}
Example #4
0
/**
 * @brief Used after spawning an actor to set some default values that are not read from the
 * network event.
 * @param ent The actor edict to set the values for.
 */
static void G_ClientAssignDefaultActorValues (edict_t *ent)
{
	/* Mission Scores */
	OBJZERO(scoreMission[scoreMissionNum]);
	ent->chr.scoreMission = &scoreMission[scoreMissionNum];
	scoreMissionNum++;

	/* set initial vital statistics */
	ent->HP = ent->chr.HP;
	ent->morale = ent->chr.morale;

	/** @todo for now, heal fully upon entering mission */
	ent->morale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);

	/* set models */
	ent->body = gi.ModelIndex(CHRSH_CharGetBody(&ent->chr));
	ent->head = gi.ModelIndex(CHRSH_CharGetHead(&ent->chr));
}
Example #5
0
/**
 * @brief Heals a target and treats wounds.
 * @param[in,out] target Pointer to the actor who we want to treat.
 * @param[in] fd Pointer to the firedef used to heal the target.
 * @param[in] heal The value of the damage to heal.
 * @param[in] healerTeam The index of the team of the healer.
 */
void G_TreatActor (Actor* target, const fireDef_t* const fd, const int heal, const int healerTeam)
{
	assert(target->chr.teamDef);

	/* Treat wounds */
	if (fd->dmgweight == gi.csi->damNormal) {
		int mostWounded = 0;
		woundInfo_t* wounds = &target->chr.wounds;

		/* Find the worst not treated wound */
		for (int bodyPart = 0; bodyPart < target->chr.teamDef->bodyTemplate->numBodyParts(); ++bodyPart)
			if (wounds->woundLevel[bodyPart] > wounds->woundLevel[mostWounded])
				mostWounded = bodyPart;

		if (wounds->woundLevel[mostWounded] > 0) {
			const int woundsHealed = std::min(static_cast<int>(abs(heal) / target->chr.teamDef->bodyTemplate->bleedingFactor(mostWounded)),
					wounds->woundLevel[mostWounded]);
			G_TakeDamage(target, heal);
			wounds->woundLevel[mostWounded] -= woundsHealed;
			wounds->treatmentLevel[mostWounded] += woundsHealed;

			/* Update stats here to get info on how many HP the target received. */
			if (target->chr.scoreMission)
				target->chr.scoreMission->heal += abs(heal);
		}
	}

	/* Treat stunned actors */
	if (fd->dmgweight == gi.csi->damStunElectro && target->isStunned()) {
		if (CHRSH_IsTeamDefAlien(target->chr.teamDef) && target->getTeam() != healerTeam)
			/** @todo According to specs it should only be possible to use the medikit to keep an alien sedated when
			 * 'live alien' is researched, is it possible to find if a tech is researched here? */
			target->setStun(std::min(255, target->getStun() - heal));
		else
			target->setStun(std::max(0, target->getStun() + heal));
		G_ActorCheckRevitalise(target);
	}

	/* Increase morale */
	if (fd->dmgweight == gi.csi->damShock)
		target->setMorale(std::min(GET_MORALE(target->chr.score.skills[ABILITY_MIND]), target->morale - heal));

	G_SendWoundStats(target);
}
Example #6
0
/**
 * @brief Applies morale changes to actors around a wounded or killed actor.
 * @note only called when mor_panic is not zero
 * @param[in] type Type of morale modifier (@sa morale_modifiers)
 * @param[in] victim An actor being a victim of the attack.
 * @param[in] attacker An actor being attacker in this attack.
 * @param[in] param Used to modify morale changes, for G_Damage() it is value of damage.
 * @sa G_Damage
 */
static void G_Morale (int type, const edict_t * victim, const edict_t * attacker, int param)
{
	edict_t *ent = NULL;
	int newMorale;
	float mod;

	while ((ent = G_EdictsGetNextInUse(ent))) {
		/* this only applies to ET_ACTOR but not ET_ACTOR2x2 */
		if (ent->type == ET_ACTOR && !G_IsDead(ent) && ent->team != TEAM_CIVILIAN) {
			switch (type) {
			case ML_WOUND:
			case ML_DEATH:
				/* morale damage depends on the damage */
				mod = mob_wound->value * param;
				/* death hurts morale even more than just damage */
				if (type == ML_DEATH)
					mod += mob_death->value;
				/* seeing how someone gets shot increases the morale change */
				if (ent == victim || (G_FrustumVis(ent, victim->origin) && G_ActorVis(ent->origin, ent, victim, false)))
					mod *= mof_watching->value;
				if (attacker != NULL && ent->team == attacker->team) {
					/* teamkills are considered to be bad form, but won't cause an increased morale boost for the enemy */
					/* morale boost isn't equal to morale loss (it's lower, but morale gets regenerated) */
					if (victim->team == attacker->team)
						mod *= mof_teamkill->value;
					else
						mod *= mof_enemy->value;
				}
				/* seeing a civilian die is more "acceptable" */
				if (G_IsCivilian(victim))
					mod *= mof_civilian->value;
				/* if an ally (or in singleplayermode, as human, a civilian) got shot, lower the morale, don't heighten it. */
				if (victim->team == ent->team || (G_IsCivilian(victim) && ent->team != TEAM_ALIEN && sv_maxclients->integer == 1))
					mod *= -1;
				if (attacker != NULL) {
					/* if you stand near to the attacker or the victim, the morale change is higher. */
					mod *= mor_default->value + pow(0.5, VectorDist(ent->origin, victim->origin) / mor_distance->value)
						* mor_victim->value + pow(0.5, VectorDist(ent->origin, attacker->origin) / mor_distance->value)
						* mor_attacker->value;
				} else {
					mod *= mor_default->value + pow(0.5, VectorDist(ent->origin, victim->origin) / mor_distance->value)
						* mor_victim->value;
				}
				/* morale damage depends on the number of living allies */
				mod *= (1 - mon_teamfactor->value)
					+ mon_teamfactor->value * (level.num_spawned[victim->team] + 1)
					/ (level.num_alive[victim->team] + 1);
				/* being hit isn't fun */
				if (ent == victim)
					mod *= mor_pain->value;
				break;
			default:
				gi.DPrintf("Undefined morale modifier type %i\n", type);
				mod = 0;
				break;
			}
			/* clamp new morale */
			/*+0.9 to allow weapons like flamethrowers to inflict panic (typecast rounding) */
			newMorale = ent->morale + (int) (MORALE_RANDOM(mod) + 0.9);
			if (newMorale > GET_MORALE(ent->chr.score.skills[ABILITY_MIND]))
				ent->morale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);
			else if (newMorale < 0)
				ent->morale = 0;
			else
				ent->morale = newMorale;

			/* send phys data */
			G_SendStats(ent);
		}
	}
}
Example #7
0
/**
 * @brief Generates a skill and ability set for any character.
 * @param[in] chr Pointer to the character, for which we generate stats.
 * @param[in] multiplayer If this is true we use the skill values from @c soldier_mp
 * mulitplayer is a special case here
 */
void CHRSH_CharGenAbilitySkills (character_t * chr, bool multiplayer)
{
	int i;
	const int (*chrTemplate)[2];
	const teamDef_t *td;
	const chrTemplate_t *ct;

	td = chr->teamDef;

	/* Add modifiers for difficulty setting here! */
	if (multiplayer && td->race == RACE_PHALANX_HUMAN) {
		for (i = 0; i < td->numTemplates; i++) {
			if (Q_streq(td->characterTemplates[i]->id, "soldier_mp")) {
				ct = td->characterTemplates[i];
				break;
			}
		}
		if (i >= td->numTemplates)
			Sys_Error("CHRSH_CharGenAbilitySkills: No multiplayer character template found (soldier_mp)");
	} else if (td->characterTemplates[0]) {
		if (td->numTemplates > 1) {
			float sumRate = 0.0;
			for (i = 0; i < td->numTemplates; i++) {
				ct = td->characterTemplates[i];
				sumRate += ct->rate;
			}
			if (sumRate) {
				const float soldierRoll = frand();
				float curRate = 0.0;
				for (ct = td->characterTemplates[0]; ct->id; ct++) {
					curRate += ct->rate;
					if (curRate && soldierRoll <= (curRate / sumRate))
						break;
				}
			} else
				/* No rates or all set to 0 default to first template */
				ct = td->characterTemplates[0];
		} else
			/* Only one template */
			ct = td->characterTemplates[0];
	} else
		Sys_Error("CHRSH_CharGenAbilitySkills: No character template for team %s!", td->id);
	chrTemplate = ct->skills;

	assert(chrTemplate);

	/* Abilities and skills -- random within the range */
	for (i = 0; i < SKILL_NUM_TYPES; i++) {
		const int abilityWindow = chrTemplate[i][1] - chrTemplate[i][0];
		/* Reminder: In case if abilityWindow==0 the ability will be set to the lower limit. */
		const int temp = (frand() * abilityWindow) + chrTemplate[i][0];
		chr->score.skills[i] = temp;
		chr->score.initialSkills[i] = temp;
	}

	{
		/* Health. */
		const int abilityWindow = chrTemplate[i][1] - chrTemplate[i][0];
		const int temp = (frand() * abilityWindow) + chrTemplate[i][0];
		chr->score.initialSkills[SKILL_NUM_TYPES] = temp;
		chr->maxHP = temp;
		chr->HP = temp;
	}

	/* Morale */
	chr->morale = GET_MORALE(chr->score.skills[ABILITY_MIND]);
	if (chr->morale >= MAX_SKILL)
		chr->morale = MAX_SKILL;

	/* Initialize the experience values */
	for (i = 0; i <= SKILL_NUM_TYPES; i++) {
		chr->score.experience[i] = 0;
	}
}
Example #8
0
/**
 * @brief Applies morale changes to actors around a wounded or killed actor.
 * @note only called when mor_panic is not zero
 * @param[in] type Type of morale modifier (@sa morale_modifiers)
 * @param[in] victim An actor being a victim of the attack.
 * @param[in] attacker An actor being attacker in this attack.
 * @param[in] param Used to modify morale changes, for G_Damage() it is value of damage.
 * @sa G_Damage
 */
static void G_Morale (morale_modifiers type, const Edict* victim, const Edict* attacker, int param)
{
	Actor* actor = nullptr;
	while ((actor = G_EdictsGetNextLivingActor(actor))) {
		/* this only applies to ET_ACTOR but not ET_ACTOR2x2 */
		if (actor->type != ET_ACTOR)
			continue;
		if (G_IsCivilian(actor))
			continue;

		/* morale damage depends on the damage */
		float mod = mob_wound->value * param;
		if (type == ML_SHOOT)
			mod *= mob_shoot->value;
		/* death hurts morale even more than just damage */
		if (type == ML_DEATH)
			mod += mob_death->value;
		/* seeing how someone gets shot increases the morale change */
		if (actor == victim || (G_FrustumVis(actor, victim->origin) && G_ActorVis(actor, victim, false)))
			mod *= mof_watching->value;
		if (attacker != nullptr && actor->isSameTeamAs(attacker)) {
			/* teamkills are considered to be bad form, but won't cause an increased morale boost for the enemy */
			/* morale boost isn't equal to morale loss (it's lower, but morale gets regenerated) */
			if (victim->isSameTeamAs(attacker))
				mod *= mof_teamkill->value;
			else
				mod *= mof_enemy->value;
		}
		/* seeing a civilian die is more "acceptable" */
		if (G_IsCivilian(victim))
			mod *= mof_civilian->value;
		/* if an ally (or in singleplayermode, as human, a civilian) got shot, lower the morale, don't heighten it. */
		if (victim->isSameTeamAs(actor) || (G_IsCivilian(victim) && !G_IsAlien(actor) && G_IsSinglePlayer()))
			mod *= -1;
		if (attacker != nullptr) {
			/* if you stand near to the attacker or the victim, the morale change is higher. */
			mod *= mor_default->value + pow(0.5f, VectorDist(actor->origin, victim->origin) / mor_distance->value)
				* mor_victim->value + pow(0.5f, VectorDist(actor->origin, attacker->origin) / mor_distance->value)
				* mor_attacker->value;
		} else {
			mod *= mor_default->value + pow(0.5f, VectorDist(actor->origin, victim->origin) / mor_distance->value)
				* mor_victim->value;
		}
		/* morale damage depends on the number of living allies */
		mod *= (1 - mon_teamfactor->value)
			+ mon_teamfactor->value * (level.num_spawned[victim->getTeam()] + 1)
			/ (level.num_alive[victim->getTeam()] + 1);
		/* being hit isn't fun */
		if (actor == victim)
			mod *= mor_pain->value;
		/* clamp new morale */
		/*+0.9 to allow weapons like flamethrowers to inflict panic (typecast rounding) */
		const int newMorale = actor->morale + (int) (MORALE_RANDOM(mod) + 0.9);
		if (newMorale > GET_MORALE(actor->chr.score.skills[ABILITY_MIND]))
			actor->setMorale(GET_MORALE(actor->chr.score.skills[ABILITY_MIND]));
		else if (newMorale < 0)
			actor->setMorale(0);
		else
			actor->setMorale(newMorale);

		/* send phys data */
		G_SendStats(*actor);
	}
}