Example #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;
}
Example #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;
}
Example #3
0
/**
 * @brief Changes the state of a player/soldier.
 * @param[in,out] player The player who controlls the actor
 * @param[in] ent the edict to perform the state change for
 * @param[in] reqState The bit-map of the requested state change
 * @param[in] checkaction only activate the events - network stuff is handled in the calling function
 * don't even use the G_ActionCheckForCurrentTeam function
 * @note Use checkaction true only for e.g. spawning values
 */
void G_ClientStateChange (const player_t* player, edict_t* ent, int reqState, bool checkaction)
{
	/* Check if any action is possible. */
	if (checkaction && !G_ActionCheckForCurrentTeam(player, ent, 0))
		return;

	if (!reqState)
		return;

	switch (reqState) {
	case STATE_CROUCHED: /* Toggle between crouch/stand. */
		/* Check if player has enough TUs (TU_CROUCH TUs for crouch/uncrouch). */
		if (!checkaction || G_ActionCheckForCurrentTeam(player, ent, TU_CROUCH)) {
			if (G_IsCrouched(ent)) {
				if (!gi.CanActorStandHere(ent->fieldSize, ent->pos))
					break;
			}
			G_ToggleCrouched(ent);
			G_ActorUseTU(ent, TU_CROUCH);
			G_ActorSetMaxs(ent);
		}
		break;
	case ~STATE_REACTION: /* Request to turn off reaction fire. */
		if (G_IsReaction(ent)) {
			if (G_IsShaken(ent)) {
				G_ClientPrintf(player, PRINT_HUD, _("Currently shaken, won't let their guard down."));
			} else {
				/* Turn off reaction fire. */
				G_RemoveReaction(ent);
				G_ActorReserveTUs(ent, 0, ent->chr.reservedTus.shot, ent->chr.reservedTus.crouch);
			}
		}
		break;
	/* Request to turn on multi- or single-reaction fire mode. */
	case STATE_REACTION:
		/* Disable reaction fire. */
		G_RemoveReaction(ent);

		if (G_ReactionFireSettingsReserveTUs(ent)) {
			/* Enable requested reaction fire. */
			G_SetState(ent, reqState);
		}
		break;
	default:
		gi.DPrintf("G_ClientStateChange: unknown request %i, ignoring\n", reqState);
		return;
	}

	/* Only activate the events - network stuff is handled in the calling function */
	if (!checkaction)
		return;

	G_ClientStateChangeUpdate(ent);
}
Example #4
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;
}
Example #5
0
/**
 * @brief Updates the reaction fire settings in case something was moved into a hand or from a hand
 * that would make the current settings invalid
 * @param[in,out] ent The actor edict to check the settings for
 * @param[in] fmIdx The fire mode index that should be used for reaction fire
 * @param[in] hand The hand that should be used for reaction fire
 * @param[in] od The object/weapon for the reaction fire
 */
void G_ReactionFireSettingsUpdate (Edict *ent, fireDefIndex_t fmIdx, actorHands_t hand, const objDef_t *od)
{
	ent->chr.RFmode.set(hand, fmIdx, od);	/* FiremodeSettings */

	if (!G_ActorHasWorkingFireModeSet(ent)) {
		/* Disable reaction fire if no valid firemode was found. */
		G_ClientStateChange(ent->getPlayer(), ent, ~STATE_REACTION, true);
		return;
	}

	G_EventReactionFireChange(*ent);

	/* If reaction fire is active, update the reserved TUs */
	if (G_IsReaction(ent)) {
		G_ReactionFireSettingsReserveTUs(ent);
	}
}
Example #6
0
/**
 * @brief Updates the reaction fire settings in case something was moved into a hand or from a hand
 * that would make the current settings invalid
 * @param[in,out] ent The actor edict to check the settings for
 * @param[in] fmIdx The fire mode index that should be used for reaction fire
 * @param[in] hand The hand that should be used for reaction fire
 * @param[in] od The object/weapon for the reaction fire
 */
void G_ReactionFireUpdate (edict_t *ent, fireDefIndex_t fmIdx, actorHands_t hand, const objDef_t *od)
{
	chrFiremodeSettings_t *fm = &ent->chr.RFmode;
	fm->fmIdx = fmIdx;
	fm->hand = hand;
	fm->weapon = od;

	if (!G_ActorHasWorkingFireModeSet(ent)) {
		/* Disable reaction fire if no valid firemode was found. */
		G_ClientStateChange(G_PLAYER_FROM_ENT(ent), ent, ~STATE_REACTION, true);
		return;
	}

	G_EventReactionFireChange(ent);

	/* If reaction fire is active, update the reserved TUs */
	if (G_IsReaction(ent)) {
		G_ReactionFireSettingsReserveTUs(ent);
	}
}
Example #7
0
/**
 * @brief Sets the actor's reaction fire mode.
 */
static int AIL_reactionfire (lua_State *L)
{
	int reactionState = 0;
	if (lua_gettop(L) > 0) {

		if (lua_isstring(L, 1)) {
			/* get reaction fire mode */
			const char* cmd = lua_tostring(L, 1);
			reactionState = Q_streq(cmd, "disable") ? ~STATE_REACTION : STATE_REACTION;
		}

		if (reactionState && lua_gettop(L) > 1 && lua_isboolean(L, 2)) {
			const int state = lua_toboolean(L, 2);
			G_ClientStateChange(AIL_player, AIL_ent, reactionState,
				(state) ? true : false);
		} else {
			AIL_invalidparameter(reactionState ? 2 : 1);
		}
	}

	lua_pushboolean(L, G_IsReaction(AIL_ent));
	return 1;
}