static int G_DoTestVis (const int team, edict_t * check, bool perish, int playerMask, const edict_t *ent) { int status = 0; const int visFlags = perish ? VT_PERISH : 0; const int vis = G_TestVis(team, check, visFlags); /* visibility has changed ... */ if (vis & VIS_CHANGE) { /* swap the vis mask for the given team */ const bool appear = (vis & VIS_YES) == VIS_YES; if (playerMask == 0) { G_VisFlagsSwap(check, G_TeamToVisMask(team)); } else { G_AppearPerishEvent(playerMask, appear, check, ent); } /* ... to visible */ if (vis & VIS_YES) { status |= VIS_APPEAR; if (G_VisShouldStop(check)) status |= VIS_STOP; } else status |= VIS_PERISH; } return status; }
/** * @param[in] team The team looking at the edict (or not) * @param[in] check The edict to check the visibility for * @param[in] visFlags The flags for the vis check * @param[in] playerMask The mask for the players to send the appear/perish events to. If this is @c 0 the events * are not sent - we only update the visflags of the edict * @param[in] ent The edict that was responsible for letting the check edict appear and is looking */ static int G_DoTestVis (const int team, Edict* check, const vischeckflags_t visFlags, playermask_t playerMask, const Edict* ent) { int status = 0; const int vis = G_TestVis(team, check, visFlags); /* visibility has changed ... */ if (vis & VS_CHANGE) { /* swap the vis mask for the given team */ const bool appear = (vis & VS_YES) == VS_YES; if (playerMask == 0) { G_VisFlagsSwap(*check, G_TeamToVisMask(team)); } else { G_AppearPerishEvent(playerMask, appear, *check, ent); } /* ... to visible */ if (vis & VS_YES) { status |= VIS_APPEAR; if (G_VisShouldStop(check)) status |= VIS_STOP; } else { status |= VIS_PERISH; } } else if (vis == 0 && (visFlags & VT_NEW)) { if (G_IsActor(check)) { G_EventActorAdd(playerMask, *check); } } return status; }
/** * @brief Make everything visible to anyone who can't already see it */ void G_VisMakeEverythingVisible (void) { edict_t *ent = NULL; while ((ent = G_EdictsGetNextInUse(ent))) { const int playerMask = G_VisToPM(ent->visflags); G_AppearPerishEvent(~playerMask, true, ent, NULL); if (G_IsActor(ent)) G_SendInventory(~G_TeamToPM(ent->team), ent); } }
/** * @brief Make everything visible to anyone who can't already see it */ void G_VisMakeEverythingVisible (void) { Edict* ent = nullptr; while ((ent = G_EdictsGetNextInUse(ent))) { const int playerMask = G_VisToPM(ent->visflags); G_AppearPerishEvent(~playerMask, true, *ent, nullptr); if (G_IsActor(ent)) G_SendInventory(~G_TeamToPM(ent->getTeam()), *ent); } }
static void SVCmd_ShowAll_f (void) { Edict* ent = nullptr; /* Make everything visible to anyone who can't already see it */ while ((ent = G_EdictsGetNextInUse(ent))) { G_AppearPerishEvent(~G_VisToPM(ent->visflags), 1, *ent, nullptr); G_VisFlagsAdd(*ent, ~ent->visflags); } gi.DPrintf("All items and creatures revealed to all sides\n"); }
/** * @note Think functions are only executed when the match is running * or in other word, the game has started */ void G_MissionThink (Edict* self) { if (!G_MatchIsRunning()) return; /* when every player has joined the match - spawn the mission target * particle (if given) to mark the trigger */ if (self->particle) { self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle); /* This is automatically freed on map shutdown */ self->particle = nullptr; } Edict* chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { if (chain->item) { const Item* ic; G_GetFloorItems(chain); ic = chain->getFloor(); if (!ic) { /* reset the counter if there is no item */ chain->count = 0; return; } for (; ic; ic = ic->getNext()) { const objDef_t* od = ic->def(); assert(od); /* not the item we are looking for */ if (Q_streq(od->id, chain->item)) break; } if (!ic) { /* reset the counter if it's not the searched item */ chain->count = 0; return; } } if (chain->time) { /* Check that the target zone is still occupied (last defender might have died) */ if (!chain->item && !G_MissionIsTouched(chain)) { chain->count = 0; } const int endTime = level.actualRound - chain->count; const int spawnIndex = (chain->getTeam() + level.teamOfs) % MAX_TEAMS; const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS; /* not every edict in the group chain has * been occupied long enough */ if (!chain->count || endTime < chain->time || (endTime == chain->time && spawnIndex < currentIndex)) return; } if (chain->target && !chain->time && !chain->item) { if (!G_MissionIsTouched(chain)) return; } } chain = chain->groupChain; } const bool endMission = self->target == nullptr; /* store team before the edict is released */ const int team = self->getTeam(); chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { G_UseEdict(chain, nullptr); if (chain->item != nullptr) { Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM); if (item != nullptr) { if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) { Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->getIdNum()); } else if (!item->getFloor()) { G_EventPerish(*item); G_FreeEdict(item); } } } if (chain->link != nullptr) { Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE); if (particle != nullptr) { G_AppearPerishEvent(G_VisToPM(particle->visflags), false, *particle, nullptr); G_FreeEdict(particle); } chain->link = nullptr; } /* Display mission message */ if (G_ValidMessage(chain)) { const char* msg = chain->message; if (msg[0] == '_') ++msg; gi.BroadcastPrintf(PRINT_HUD, "%s", msg); } } Edict* ent = chain->groupChain; /* free the group chain */ G_FreeEdict(chain); chain = ent; } if (endMission) G_MatchEndTrigger(team, level.activeTeam == TEAM_ALIEN ? 10 : 3); }
/** * @note Think functions are only executed when the match is running * or in other word, the game has started */ void G_MissionThink (Edict* self) { if (!G_MatchIsRunning()) return; /* when every player has joined the match - spawn the mission target * particle (if given) to mark the trigger */ if (self->particle) { self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle); /* This is automatically freed on map shutdown */ self->particle = nullptr; } Edict* chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { if (chain->item) { const Item* ic; G_GetFloorItems(chain); ic = chain->getFloor(); if (!ic) { /* reset the counter if there is no item */ chain->count = 0; return; } for (; ic; ic = ic->getNext()) { const objDef_t* od = ic->def(); assert(od); /* not the item we are looking for */ if (Q_streq(od->id, chain->item)) break; } if (!ic) { /* reset the counter if it's not the searched item */ chain->count = 0; return; } } if (chain->time) { const int endTime = level.actualRound - chain->count; const int spawnIndex = (self->getTeam() + level.teamOfs) % MAX_TEAMS; const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS; /* not every edict in the group chain has * been occupied long enough */ if (!chain->count || endTime < chain->time || (endTime == level.actualRound && spawnIndex <= currentIndex)) return; } /* not destroyed yet */ if ((chain->flags & FL_DESTROYABLE) && chain->HP) return; } chain = chain->groupChain; } if (self->use) self->use(self, nullptr); /* store team before the edict is released */ const int team = self->getTeam(); chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->item != nullptr) { Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM); if (item != nullptr) { if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) { Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->getIdNum()); } else if (!item->getFloor()) { G_EventPerish(*item); G_FreeEdict(item); } } } if (chain->link != nullptr) { Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE); if (particle != nullptr) { G_AppearPerishEvent(PM_ALL, false, *particle, nullptr); G_FreeEdict(particle); } chain->link = nullptr; } Edict* ent = chain->groupChain; /* free the trigger */ if (chain->child()) G_FreeEdict(chain->child()); /* free the group chain */ G_FreeEdict(chain); chain = ent; } self = nullptr; /* still active mission edicts left */ Edict* ent = nullptr; while ((ent = G_EdictsGetNextInUse(ent))) if (ent->type == ET_MISSION && ent->getTeam() == team) return; G_MatchEndTrigger(team, 10); }
/** * @brief Deals splash damage to a target and its surroundings. * @param[in] ent The shooting actor * @param[in] fd The fire definition that defines what type of damage is dealt and how big the splash radius is. * @param[in] impact The impact vector where the grenade is exploding * @param[in,out] mock pseudo shooting - only for calculating mock values - NULL for real shots * @param[in] tr The trace where the grenade hits something (or not) */ static void G_SplashDamage (edict_t *ent, const fireDef_t *fd, vec3_t impact, shot_mock_t *mock, const trace_t* tr) { edict_t *check = NULL; vec3_t center; float dist; int damage; const bool shock = (fd->obj->dmgtype == gi.csi->damShock); assert(fd->splrad > 0.0); while ((check = G_EdictsGetNextInUse(check))) { /* If we use a blinding weapon we skip the target if it's looking * away from the impact location. */ if (shock && !G_FrustumVis(check, impact)) continue; if (G_IsBrushModel(check) && G_IsBreakable(check)) VectorCenterFromMinsMaxs(check->absmin, check->absmax, center); else if (G_IsLivingActor(check) || G_IsBreakable(check)) VectorCopy(check->origin, center); else continue; /* check for distance */ dist = VectorDist(impact, center); dist = dist > UNIT_SIZE / 2 ? dist - UNIT_SIZE / 2 : 0; if (dist > fd->splrad) continue; if (fd->irgoggles) { if (G_IsActor(check)) { /* check whether this actor (check) is in the field of view of the 'shooter' (ent) */ if (G_FrustumVis(ent, check->origin)) { if (!mock) { const unsigned int playerMask = G_TeamToPM(ent->team) ^ G_VisToPM(check->visflags); G_AppearPerishEvent(playerMask, true, check, ent); G_VisFlagsAdd(check, G_PMToVis(playerMask)); } } } continue; } /* check for walls */ if (G_IsLivingActor(check) && !G_ActorVis(impact, ent, check, false)) continue; /* do damage */ if (shock) damage = 0; else damage = fd->spldmg[0] * (1.0 - dist / fd->splrad); if (mock) mock->allow_self = true; G_Damage(check, fd, damage, ent, mock, NULL); if (mock) mock->allow_self = false; } /** @todo splash might also hit other surfaces and the trace doesn't handle that */ if (tr && G_FireAffectedSurface(tr->surface, fd)) { /* move a little away from the impact vector */ VectorMA(impact, 1, tr->plane.normal, impact); G_SpawnParticle(impact, tr->contentFlags >> 8, "burning"); }
/** * @brief Deals splash damage to a target and its surroundings. * @param[in] ent The shooting actor * @param[in] fd The fire definition that defines what type of damage is dealt and how big the splash radius is. * @param[in] impact The impact vector where the grenade is exploding * @param[in,out] mock pseudo shooting - only for calculating mock values - nullptr for real shots * @param[in] tr The trace where the grenade hits something (or not) */ static void G_SplashDamage (Actor* ent, const fireDef_t* fd, vec3_t impact, shot_mock_t* mock, const trace_t* tr) { assert(fd->splrad > 0.0f); const bool shock = (fd->obj->dmgtype == gi.csi->damShock); Edict* check = nullptr; while ((check = G_EdictsGetNextInUse(check))) { /* If we use a blinding weapon we skip the target if it's looking * away from the impact location. */ if (shock && !G_FrustumVis(check, impact)) continue; const bool isActor = G_IsLivingActor(check); vec3_t center; if (G_IsBrushModel(check) && G_IsBreakable(check)) check->absBox.getCenter(center); else if (isActor || G_IsBreakable(check)) VectorCopy(check->origin, center); else continue; /* check for distance */ float dist = VectorDist(impact, center); dist = dist > UNIT_SIZE / 2 ? dist - UNIT_SIZE / 2 : 0.0f; if (dist > fd->splrad) continue; if (fd->irgoggles) { if (isActor) { /* check whether this actor (check) is in the field of view of the 'shooter' (ent) */ if (G_FrustumVis(ent, check->origin)) { if (!mock) { vec3_t eyeEnt; G_ActorGetEyeVector(ent, eyeEnt); if (!G_SmokeVis(eyeEnt, check)) { const unsigned int playerMask = G_TeamToPM(ent->getTeam()) ^ G_VisToPM(check->visflags); G_AppearPerishEvent(playerMask, true, *check, ent); G_VisFlagsAdd(*check, G_PMToVis(playerMask)); } } } } continue; } /* check for walls */ if (isActor && G_TestLine(impact, check->origin)) continue; /* do damage */ const int damage = shock ? 0 : fd->spldmg[0] * (1.0f - dist / fd->splrad); if (mock) mock->allow_self = true; /* Send hurt sounds for actors, but only if they'll recieve damage from this attack */ if (G_Damage(check, fd, damage, ent, mock, nullptr) && isActor && (G_ApplyProtection(check, fd->dmgweight, damage) > 0) && !shock) { const teamDef_t* teamDef = check->chr.teamDef; const int gender = check->chr.gender; const char* sound = teamDef->getActorSound(gender, SND_HURT); G_EventSpawnSound(G_VisToPM(check->visflags), *check, nullptr, sound); } if (mock) mock->allow_self = false; } /** @todo splash might also hit other surfaces and the trace doesn't handle that */ if (tr && G_FireAffectedSurface(tr->surface, fd)) { /* move a little away from the impact vector */ VectorMA(impact, 1, tr->plane.normal, impact); G_SpawnParticle(impact, tr->contentFlags >> 8, "burning"); }
/** * @note Think functions are only executed when the match is running * or in other word, the game has started */ void G_MissionThink (edict_t *self) { edict_t *chain = self->groupMaster; edict_t *ent; int team; if (!G_MatchIsRunning()) return; /* when every player has joined the match - spawn the mission target * particle (if given) to mark the trigger */ if (self->particle) { G_SpawnParticle(self->origin, self->spawnflags, self->particle); /* This is automatically freed on map shutdown */ self->particle = NULL; } if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { if (chain->item) { const invList_t *ic; G_GetFloorItems(chain); ic = FLOOR(chain); if (!ic) { /* reset the counter if there is no item */ chain->count = 0; return; } for (; ic; ic = ic->next) { const objDef_t *od = ic->item.t; assert(od); /* not the item we are looking for */ if (Q_streq(od->id, chain->item)) break; } if (!ic) { /* reset the counter if it's not the searched item */ chain->count = 0; return; } } if (chain->time) { /* not every edict in the group chain has * been occupied long enough */ if (!chain->count || level.actualRound - chain->count < chain->time) return; } /* not destroyed yet */ if ((chain->flags & FL_DESTROYABLE) && chain->HP) return; } chain = chain->groupChain; } if (self->use) self->use(self, NULL); /* store team before the edict is released */ team = self->team; chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->item != NULL) { edict_t *item = G_GetEdictFromPos(chain->pos, ET_ITEM); if (item != NULL) { if (!G_InventoryRemoveItemByID(chain->item, item, gi.csi->idFloor)) { Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->number); } else { G_AppearPerishEvent(G_VisToPM(item->visflags), false, item, NULL); } } } if (chain->particle != NULL) { /** @todo not yet working - particle stays active */ edict_t *particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE); if (particle != NULL) { G_AppearPerishEvent(PM_ALL, false, particle, NULL); G_FreeEdict(particle); } } ent = chain->groupChain; /* free the trigger */ if (chain->child) G_FreeEdict(chain->child); /* free the group chain */ G_FreeEdict(chain); chain = ent; } self = NULL; /* still active mission edicts left */ ent = NULL; while ((ent = G_EdictsGetNextInUse(ent))) if (ent->type == ET_MISSION && ent->team == team) return; G_MatchEndTrigger(team, 10); }