/** * @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); }
/** * @brief Sends the actual actor turn event over the netchannel */ static void G_ClientTurn (player_t * player, edict_t* ent, dvec_t dvec) { const int dir = getDVdir(dvec); /* check if action is possible */ if (!G_ActionCheckForCurrentTeam(player, ent, TU_TURN)) return; /* check if we're already facing that direction */ if (ent->dir == dir) return; /* do the turn */ G_ActorDoTurn(ent, dir); G_ActorUseTU(ent, TU_TURN); /* send the turn */ G_EventActorTurn(ent); /* send the new TUs */ G_SendStats(ent); /* end the event */ G_EventEnd(); }
/** * @brief This function 'uses' the edict. E.g. it opens the door when the player wants it to open * @sa PA_USE_DOOR * @param[in] player The player is trying to activate the door * @param[in,out] actor The actor the player is using to activate the entity * @param[in,out] edict The entity that is to be used * @todo Do we have to change the trigger position here, too? I don't think this is really needed. * @sa CL_ActorUse * @sa G_UseEdict */ bool G_ClientUseEdict (const player_t *player, edict_t *actor, edict_t *edict) { /* check whether the actor has sufficient TUs to 'use' this edicts */ if (!G_ActionCheckForCurrentTeam(player, actor, edict->TU)) return false; if (!G_UseEdict(edict, actor)) return false; /* using a group of edicts only costs TUs once (for the master) */ G_ActorUseTU(actor, edict->TU); /* send the new TUs */ G_SendStats(actor); G_EventEnd(); return true; }
/** * @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); } }
/** * @brief Moves an item inside an inventory. Floors are handled special. * @param[in] actor The pointer to the selected/used edict/soldier. * @param[in] fromContType The container (-id) the item should be moved from. * @param[in] fItem The item you want to move. * @param[in] toContType The container (-def) the item should be moved to. * @param[in] tx x position where you want the item to go in the destination container * @param[in] ty y position where you want the item to go in the destination container * @param[in] checkaction Set this to true if you want to check for TUs, otherwise false. * @sa event PA_INVMOVE * @sa AI_ActorThink */ bool G_ActorInvMove (Edict* actor, const invDef_t* fromContType, Item* fItem, const invDef_t* toContType, int tx, int ty, bool checkaction) { Edict* floor; bool newFloor; Item* tc; playermask_t mask; inventory_action_t ia; Item fromItemBackup, toItemBackup; int fx, fy; int originalTU, reservedTU = 0; Player& player = actor->getPlayer(); assert(fItem); assert(fItem->def()); /* Store the location/item of 'from' BEFORE actually moving items with moveInInventory. */ fromItemBackup = *fItem; /* Store the location of 'to' BEFORE actually moving items with moveInInventory * so in case we swap ammo the client can be updated correctly */ tc = actor->chr.inv.getItemAtPos(toContType, tx, ty); if (tc) toItemBackup = *tc; else toItemBackup = *fItem; /* Get first used bit in item. */ fItem->getFirstShapePosition(&fx, &fy); fx += fItem->getX(); fy += fItem->getY(); /* Check if action is possible */ /* TUs are 1 here - but this is only a dummy - the real TU check is done in the inventory functions below */ if (checkaction && !G_ActionCheckForCurrentTeam(player, actor, 1)) return false; if (!actor->chr.inv.canHoldItemWeight(fromContType->id, toContType->id, *fItem, actor->chr.score.skills[ABILITY_POWER])) { G_ClientPrintf(player, PRINT_HUD, _("This soldier can not carry anything else.")); return false; } /* "get floor ready" - searching for existing floor-edict */ floor = G_GetFloorItems(actor); if (toContType->isFloorDef() && !floor) { /* We are moving to the floor, but no existing edict for this floor-tile found -> create new one */ floor = G_SpawnFloor(actor->pos); newFloor = true; } else if (fromContType->isFloorDef() && !floor) { /* We are moving from the floor, but no existing edict for this floor-tile found -> this should never be the case. */ gi.DPrintf("G_ClientInvMove: No source-floor found.\n"); return false; } else { /* There already exists an edict for this floor-tile. */ newFloor = false; } /* search for space */ Item* item2; if (tx == NONE) { item2 = actor->chr.inv.getItemAtPos(fromContType, fItem->getX(), fItem->getY()); if (item2) actor->chr.inv.findSpace(toContType, item2, &tx, &ty, fItem); if (tx == NONE) return false; } /** @todo what if we don't have enough TUs after subtracting the reserved ones? */ /* Because moveInInventory don't know anything about character_t and it updates actor->TU, * we need to save original actor->TU for the sake of checking TU reservations. */ originalTU = actor->TU; reservedTU = G_ActorGetReservedTUs(actor); /* Temporary decrease actor->TU to make moveInInventory do what expected. */ G_ActorUseTU(actor, reservedTU); /* Try to actually move the item and check the return value after restoring valid actor->TU. */ ia = game.i.moveInInventory(&actor->chr.inv, fromContType, fItem, toContType, tx, ty, checkaction ? &actor->TU : nullptr, &item2); /* Now restore the original actor->TU and decrease it for TU used for inventory move. */ G_ActorSetTU(actor, originalTU - (originalTU - reservedTU - actor->TU)); switch (ia) { case IA_NONE: /* No action possible - abort */ return false; case IA_NOTIME: G_ClientPrintf(player, PRINT_HUD, _("Can't perform action - not enough TUs!")); return false; case IA_NORELOAD: G_ClientPrintf(player, PRINT_HUD, _("Can't perform action - weapon already fully loaded with the same ammunition!")); return false; default: /* Continue below. */ break; } /* successful inventory change; remove the item in clients */ if (fromContType->isFloorDef()) { /* We removed an item from the floor - check how the client * needs to be updated. */ assert(!newFloor); if (actor->getFloor()) { /* There is still something on the floor. */ floor->setFloor(actor); /* Delay this if swapping ammo, otherwise the le will be removed in the client before we can add back * the current ammo because removeNextFrame is set in LE_PlaceItem() if the floor le has no items */ if (ia != IA_RELOAD_SWAP) G_EventInventoryDelete(*floor, G_VisToPM(floor->visflags), fromContType->id, fx, fy); } else { /* Floor is empty, remove the edict (from server + client) if we are * not moving to it. */ if (!toContType->isFloorDef()) { G_EventPerish(*floor); G_FreeEdict(floor); } else G_EventInventoryDelete(*floor, G_VisToPM(floor->visflags), fromContType->id, fx, fy); } } else { G_EventInventoryDelete(*actor, G_TeamToPM(actor->team), fromContType->id, fx, fy); } /* send tu's */ G_SendStats(*actor); assert(item2); Item item = *item2; if (ia == IA_RELOAD || ia == IA_RELOAD_SWAP) { /* reload */ if (toContType->isFloorDef()) mask = G_VisToPM(floor->visflags); else mask = G_TeamToPM(actor->team); G_EventInventoryReload(toContType->isFloorDef() ? *floor : *actor, mask, &item, toContType, item2); if (ia == IA_RELOAD) { return true; } else { /* ia == IA_RELOAD_SWAP */ item.setAmmoLeft(NONE_AMMO); item.setAmmoDef(nullptr); item.setDef(toItemBackup.ammoDef()); item.rotated = fromItemBackup.rotated; item.setAmount(toItemBackup.getAmount()); toContType = fromContType; if (toContType->isFloorDef()) { /* moveInInventory placed the swapped ammo in an available space, check where it was placed * so we can place it at the same place in the client, otherwise since fItem hasn't been removed * this could end in a different place in the client - will cause an error if trying to use it again */ item2 = actor->chr.inv.findInContainer(toContType->id, &item); assert(item2); fromItemBackup = item; fromItemBackup.setX(item2->getX()); fromItemBackup.setY(item2->getY()); } tx = fromItemBackup.getX(); ty = fromItemBackup.getY(); } } /* We moved an item to the floor - check how the client needs to be updated. */ if (toContType->isFloorDef()) { /* we have to link the temp floor container to the new floor edict or add * the item to an already existing floor edict - the floor container that * is already linked might be from a different entity (this might happen * in case of a throw by another actor) */ floor->setFloor(actor); /* A new container was created for the floor. */ if (newFloor) { /* Send item info to the clients */ G_CheckVis(floor); } else { /* use the backup item to use the old amount values, because the clients have to use the same actions * on the original amount. Otherwise they would end in a different amount of items as the server (+1) */ G_EventInventoryAdd(*floor, G_VisToPM(floor->visflags), 1); G_WriteItem(fromItemBackup, toContType->id, tx, ty); G_EventEnd(); /* Couldn't remove it before because that would remove the le from the client and would cause battlescape to crash * when trying to add back the swapped ammo above */ if (ia == IA_RELOAD_SWAP) G_EventInventoryDelete(*floor, G_VisToPM(floor->visflags), fromContType->id, fx, fy); } } else { G_EventInventoryAdd(*actor, G_TeamToPM(actor->team), 1); G_WriteItem(item, toContType->id, tx, ty); G_EventEnd(); } G_ReactionFireSettingsUpdate(actor, actor->chr.RFmode.getFmIdx(), actor->chr.RFmode.getHand(), actor->chr.RFmode.getWeapon()); /* Other players receive weapon info only. */ mask = G_VisToPM(actor->visflags) & ~G_TeamToPM(actor->team); if (mask) { if (fromContType->isRightDef() || fromContType->isLeftDef()) { G_EventInventoryDelete(*actor, mask, fromContType->id, fx, fy); } if (toContType->isRightDef() || toContType->isLeftDef()) { G_EventInventoryAdd(*actor, mask, 1); G_WriteItem(item, toContType->id, tx, ty); G_EventEnd(); } } return true; }