Exemple #1
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);
}
Exemple #2
0
/**
 * @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();
}
Exemple #3
0
/**
 * @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;
}
Exemple #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);
    }
}
Exemple #5
0
/**
 * @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;
}