Exemple #1
0
/**
 * @brief Let an actor fall down if e.g. the func_breakable the actor was standing on was destroyed.
 * @param[in,out] ent The actor that should fall down
 * @todo Handle cases where the grid position the actor would fall to is occupied by another actor already.
 */
void G_ActorFall (edict_t *ent)
{
    edict_t* entAtPos;
    const int oldZ = ent->pos[2];

    ent->pos[2] = gi.GridFall(gi.routingMap, ent->fieldSize, ent->pos);

    if (oldZ == ent->pos[2])
        return;

    entAtPos = G_GetEdictFromPos(ent->pos, ET_NULL);
    if (entAtPos != NULL && (G_IsBreakable(entAtPos) || G_IsBlockingMovementActor(entAtPos))) {
        const int diff = oldZ - ent->pos[2];
        G_TakeDamage(entAtPos, (int)(FALLING_DAMAGE_FACTOR * (float)diff));
    }

    G_EdictCalcOrigin(ent);
    gi.LinkEdict(ent);

    G_CheckVis(ent, true);

    G_EventActorFall(ent);

    gi.EndEvents();
}
Exemple #2
0
/**
 * @brief Reports and handles death or stun of an actor. If the HP of an actor is zero the actor
 * will die, otherwise the actor will get stunned.
 * @param[in] ent Pointer to an entity being killed or stunned actor.
 * @param[in] attacker Pointer to attacker - it must be notified about state of victim.
 * @todo Discuss whether stunned actor should really drop everything to floor. Maybe
 * it should drop only what he has in hands? Stunned actor can wake later during mission.
 */
bool G_ActorDieOrStun (Edict* ent, Edict* attacker)
{
	bool state;

	if (ent->HP == 0)
		state = G_ActorDie(ent, attacker);
	else
		state = G_ActorStun(ent, attacker);

	/* no state change performed? */
	if (!state) {
		gi.DPrintf("G_ActorDieOrStun: State wasn't changed\n");
		return false;
	}

	if (!G_IsStunned(ent))
		ent->solid = SOLID_NOT;

	/* send death */
	G_EventActorDie(*ent, attacker != nullptr);

	/* handle inventory - drop everything but the armour to the floor */
	G_InventoryToFloor(ent);
	G_ClientStateChange(ent->getPlayer(), ent, ~STATE_REACTION, false);

	/* check if the player appears/perishes, seen from other teams */
	G_CheckVis(ent);

	/* check if the attacker appears/perishes, seen from other teams */
	if (attacker)
		G_CheckVis(attacker);

	/* calc new vis for this player */
	G_CheckVisTeamAll(ent->team, 0, attacker);

	/* unlink the floor container */
	ent->resetFloor();

	G_ReactionFireOnDead(ent);

	return true;
}
Exemple #3
0
static void Think_SmokeAndFire (edict_t *self)
{
	if (self->time + self->count <= level.actualRound) {
		bool checkVis = self->type == ET_SMOKE;
		G_EventEdictPerish(G_VisToPM(self->particleLink->visflags), self->particleLink);
		G_FreeEdict(self->particleLink);
		G_FreeEdict(self);
		if (checkVis)
			G_CheckVis(NULL);
	}
}
Exemple #4
0
Edict* G_SpawnCamera (const vec3_t origin, int team, camera_type_t cameraType)
{
	Edict* ent = G_Spawn();
	VectorCopy(origin, ent->origin);
	ent->team = team;

	G_InitCamera(ent, cameraType, 0, true);

	G_CheckVis(ent);

	return ent;
}
Exemple #5
0
static void Think_SmokeAndFire (Edict* self)
{
	const int endRound = self->time + self->count;
	const int spawnIndex = (self->team + level.teamOfs) % MAX_TEAMS;
	const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS;
	if (endRound < level.actualRound || (endRound == level.actualRound && spawnIndex <= currentIndex)) {
		const bool checkVis = self->type == ET_SMOKE;
		G_EventEdictPerish(G_VisToPM(self->particleLink->visflags), *self->particleLink);
		G_FreeEdict(self->particleLink);
		G_FreeEdict(self);
		if (checkVis)
			G_CheckVis(nullptr);
	}
}
Exemple #6
0
static bool G_InventoryPlaceItemAdjacent (edict_t *ent)
{
	vec2_t oldPos; /* if we have to place it to adjacent  */
	edict_t *floorAdjacent;
	int i;

	Vector2Copy(ent->pos, oldPos);
	floorAdjacent = NULL;

	for (i = 0; i < DIRECTIONS; i++) {
		/** @todo Check whether movement is possible here - otherwise don't use this field */
		/* extend pos with the direction vectors */
		/** @todo Don't know why the adjacent stuff has been disabled, but if it was buggy, it's probably */
		/** because the third ent->pos in the next line should be pos[1] ?!. (Duke, 13.1.11) */
		Vector2Set(ent->pos, ent->pos[0] + dvecs[i][0], ent->pos[0] + dvecs[i][1]);
		/* now try to get a floor entity for that new location */
		floorAdjacent = G_GetFloorItems(ent);
		if (!floorAdjacent) {
			floorAdjacent = G_SpawnFloor(ent->pos);
		} else {
			/* destroy this edict (send this event to all clients that see the edict) */
			G_EventPerish(floorAdjacent);
			G_VisFlagsReset(floorAdjacent);
		}

		INVSH_FindSpace(&floorAdjacent->i, &ic->item, INVDEF(gi.csi->idFloor), &x, &y, ic);
		if (x != NONE) {
			ic->x = x;
			ic->y = y;
			ic->next = FLOOR(floorAdjacent);
			FLOOR(floorAdjacent) = ic;
			break;
		}
		/* restore original pos */
		Vector2Copy(oldPos, ent->pos);
	}

	/* added to adjacent pos? */
	if (i < DIRECTIONS) {
		/* restore original pos - if no free space, this was done
		 * already in the for loop */
		Vector2Copy(oldPos, ent->pos);
		return false;
	}

	if (floorAdjacent)
		G_CheckVis(floorAdjacent, true);

	return true;
}
Exemple #7
0
/**
 * This is only for particles that are spawned during a match - not for map particles.
 * @return A particle edict
 */
Edict* G_SpawnParticle (const vec3_t origin, int spawnflags, const char* particle)
{
	Edict* ent = G_Spawn("particle");
	ent->type = ET_PARTICLE;
	VectorCopy(origin, ent->origin);

	/* Set the position of the entity */
	VecToPos(ent->origin, ent->pos);

	ent->particle = particle;
	ent->spawnflags = spawnflags;

	G_CheckVis(ent);

	return ent;
}
Exemple #8
0
/**
 * @brief After an actor changed his state, he might get visible for other
 * players. Check the vis here and send the state change to the clients that
 * are seeing him already.
 * @param ent The actor edict
 */
static void G_ClientStateChangeUpdate (edict_t *ent)
{
	/* Send the state change. */
	G_EventSendState(G_VisToPM(ent->visflags), ent);

	/* Check if the player appears/perishes, seen from other teams. */
	G_CheckVis(ent);

	/* Calc new vis for this player. */
	G_CheckVisTeamAll(ent->team, 0, ent);

	/* Send the new TUs. */
	G_SendStats(ent);

	/* End the event. */
	G_EventEnd();
}
Exemple #9
0
static void G_ActorRevitalise (Edict* ent)
{
	if (G_IsStunned(ent)) {
		G_RemoveStunned(ent);
		/** @todo have a look at the morale value of
		 * the ent and maybe get into rage or panic? */
		G_ActorModifyCounters(ent->link, ent, 1, 0, -1);
		G_GetFloorItems(ent);
	}
	G_ActorSetMaxs(ent);

	/* check if the player appears/perishes, seen from other teams */
	G_CheckVis(ent);

	/* calc new vis for this player */
	G_CheckVisTeamAll(ent->team, 0, ent);

	G_PrintStats("%s is revitalized.", ent->chr.name);
}
Exemple #10
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 #11
0
/**
 * @brief Deals damage of a give type and amount to a target.
 * @param[in,out] target What we want to damage.
 * @param[in] fd The fire definition that defines what type of damage is dealt.
 * @param[in] damage The value of the damage.
 * @param[in] attacker The attacker.
 * @param[in] mock pseudo shooting - only for calculating mock values - nullptr for real shots
 * @param[in] impact impact location - @c nullptr for splash damage
 * @return @c true if damage could be dealt (even if it was 0) @c false otherwise
 * @sa G_SplashDamage
 * @sa G_TakeDamage
 * @sa G_PrintActorStats
 */
static bool G_Damage (Edict* target, const fireDef_t* fd, int damage, Actor* attacker, shot_mock_t* mock, const vec3_t impact)
{
	assert(target);

	const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro);
	const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas);
	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);
	const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke);

	/* Breakables */
	if (G_IsBrushModel(target) && G_IsBreakable(target)) {
		/* Breakables are immune to stun & shock damage. */
		if (stunEl || stunGas || shock || mock || smoke)
			return false;

		if (damage >= target->HP) {
			/* don't reset the HP value here, this value is used to distinguish
			 * between triggered destroy and a shoot */
			assert(target->destroy);
			target->destroy(target);

			/* maybe the attacker is seeing something new? */
			G_CheckVisTeamAll(attacker->getTeam(), 0, attacker);

			/* check if attacker appears/perishes for any other team */
			G_CheckVis(attacker);
		} else {
			G_TakeDamage(target, damage);
		}
		return true;
	}

	/* Actors don't die again. */
	if (!G_IsLivingActor(target))
		return false;
	/* Now we know that the target is an actor */
	Actor* victim = makeActor(target);

	/* only actors after this point - and they must have a teamdef */
	assert(victim->chr.teamDef);
	const bool isRobot = CHRSH_IsTeamDefRobot(victim->chr.teamDef);

	/* Apply armour effects. */
	if (damage > 0) {
		damage = G_ApplyProtection(victim, fd->dmgweight, damage);
	} else if (damage < 0) {
		/* Robots can't be healed. */
		if (isRobot)
			return false;
	}
	Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage);

	/* Apply difficulty settings. */
	if (G_IsSinglePlayer()) {
		if (G_IsAlien(attacker) && !G_IsAlien(victim))
			damage *= pow(1.18f, g_difficulty->value);
		else if (!G_IsAlien(attacker) && G_IsAlien(victim))
			damage *= pow(1.18f, -g_difficulty->value);
	}

	assert(attacker->getTeam() >= 0 && attacker->getTeam() < MAX_TEAMS);
	assert(victim->getTeam() >= 0 && victim->getTeam() < MAX_TEAMS);

	if ((g_nodamage != nullptr && !g_nodamage->integer) || mock) {
		/* hit */
		if (mock) {
			G_UpdateShotMock(mock, attacker, victim, damage);
		} else if (stunEl) {
			victim->addStun(damage);
		} else if (stunGas) {
			if (!isRobot) /* Can't stun robots with gas */
				victim->addStun(damage);
		} else if (shock) {
			/* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */
			if (!isRobot && !victim->isSameTeamAs(attacker)) {
				/** @todo there should be a possible protection, too */
				/* dazed entity wont reaction fire */
				victim->removeReaction();
				G_ActorReserveTUs(victim, 0, victim->chr.reservedTus.shot, victim->chr.reservedTus.crouch);
				/* flashbangs kill TUs */
				G_ActorSetTU(victim, 0);
				G_SendStats(*victim);
				/* entity is dazed */
				victim->setDazed();
				G_EventSendState(G_VisToPM(victim->visflags), *victim);
				return !mock;
			} else {
				return false;
			}
		} else {
			if (damage < 0) {
				/* The 'attacker' is healing the victim. */
				G_TreatActor(victim, fd, damage, attacker->getTeam());
			} else {
				/* Real damage was dealt. */
				G_DamageActor(victim, damage, impact);
				/* Update overall splash damage for stats/score. */
				if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */
					G_UpdateHitScore(attacker, victim, fd, damage);
			}
		}
	}

	if (mock)
		return false;

	G_CheckDeathOrKnockout(victim, attacker, fd, damage);
	return true;
}
Exemple #12
0
/**
 * @brief Opens/closes a door
 * @note Use function for func_door
 * @todo Check if the door can be opened or closed - there should not be
 * anything in the way (e.g. an actor)
 */
static bool Door_Use (edict_t *door, edict_t *activator)
{
    if (door->doorState == STATE_CLOSED) {
        door->doorState = STATE_OPENED;

        /* change rotation/origin and relink */
        if (door->type == ET_DOOR) {
            if (door->dir & DOOR_OPEN_REVERSE)
                door->angles[door->dir & 3] -= DOOR_ROTATION_ANGLE;
            else
                door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE;
        } else if (door->type == ET_DOOR_SLIDING) {
            Door_SlidingUse(door);
        }
        gi.LinkEdict(door);

        /* maybe the server called this because the door starts opened */
        if (G_MatchIsRunning()) {
            /* let everybody know, that the door opens */
            G_EventDoorOpen(door);
            if (door->noise[0] != '\0')
                G_EventSpawnSound(PM_ALL, false, door, door->origin, door->noise);
        }
    } else if (door->doorState == STATE_OPENED) {
        door->doorState = STATE_CLOSED;

        /* change rotation and relink */
        if (door->type == ET_DOOR) {
            if (door->dir & DOOR_OPEN_REVERSE)
                door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE;
            else
                door->angles[door->dir & 3] -= DOOR_ROTATION_ANGLE;
        } else if (door->type == ET_DOOR_SLIDING) {
            Door_SlidingUse(door);
        }
        gi.LinkEdict(door);

        /* closed is the standard, opened is handled above - we need an active
         * team here already */
        if (G_MatchIsRunning()) {
            /* let everybody know, that the door closes */
            G_EventDoorClose(door);
            if (door->noise[0] != '\0')
                G_EventSpawnSound(PM_ALL, false, door, door->origin, door->noise);
        }
    } else
        return false;

    /* Update model orientation */
    gi.SetInlineModelOrientation(door->model, door->origin, door->angles);
    Com_DPrintf(DEBUG_GAME, "Server processed door movement.\n");

    /* Update path finding table */
    G_RecalcRouting(door->model);

    if (activator && G_IsLivingActor(activator)) {
        /* Check if the player appears/perishes, seen from other teams. */
        G_CheckVis(activator, true);

        /* Calc new vis for the activator. */
        G_CheckVisTeamAll(activator->team, false, activator);
    }

    return true;
}
Exemple #13
0
/**
 * @brief Opens/closes a door
 * @note Use function for func_door
 * @todo Check if the door can be opened or closed - there should not be
 * anything in the way (e.g. an actor)
 */
static bool Door_Use (edict_t *door, edict_t *activator)
{
	int opening = 1;

	if (door->doorState == STATE_CLOSED) {
		door->doorState = STATE_OPENED;
		opening = 1;
	} else if (door->doorState == STATE_OPENED) {
		door->doorState = STATE_CLOSED;
		opening = -1;
	} else
		return false;

	/* remember the old location */
	AABB oldAABB;
	gi.GetInlineModelAABB(door->model, oldAABB);
	GridBox rerouteOldBox(oldAABB);

	/* change rotation and relink */
	if (door->type == ET_DOOR) {
		if (door->dir & DOOR_OPEN_REVERSE)
			opening *= -1;
		door->angles[door->dir & 3] += DOOR_ROTATION_ANGLE * opening;
	} else if (door->type == ET_DOOR_SLIDING) {
		Door_SlidingUse(door);
	}
	gi.LinkEdict(door);

	/* maybe the server called this because the door starts opened */
	if (G_MatchIsRunning()) {
		/* let everybody know, that the door moves */
		if (door->doorState == STATE_OPENED)
			G_EventDoorOpen(door);
		else
			G_EventDoorClose(door);
		if (door->noise[0] != '\0') {
			const playermask_t playerMask = G_GetClosePlayerMask(door->origin, UNIT_SIZE * 10);
			G_EventSpawnSound(playerMask, false, door, door->origin, door->noise);
		}
	}

	/* Update model orientation */
	gi.SetInlineModelOrientation(door->model, door->origin, door->angles);
	AABB newAabb;
	gi.GetInlineModelAABB(door->model, newAabb);
	GridBox rerouteNewBox(newAabb);
	Com_DPrintf(DEBUG_GAME, "Server processed door movement.\n");

	/* Update path finding table for the new location of the model */
	G_RecalcRouting(door->model, rerouteOldBox);							/* Update path finding table */
	G_RecalcRouting(door->model, rerouteNewBox);

	if (activator && G_IsLivingActor(activator)) {
		/* Check if the player appears/perishes, seen from other teams. */
		G_CheckVis(activator);

		/* Calc new vis for the activator. */
		G_CheckVisTeamAll(activator->team, 0, activator);
	}

	return true;
}
Exemple #14
0
static void SP_misc_smoke (edict_t *ent)
{
	G_SpawnField(ent, "smoke", ET_SMOKE, SOLID_NOT);
	G_CheckVis(NULL);
}
Exemple #15
0
/**
 * @brief Deals damage of a give type and amount to a target.
 * @param[in,out] target What we want to damage.
 * @param[in] fd The fire definition that defines what type of damage is dealt.
 * @param[in] damage The value of the damage.
 * @param[in] attacker The attacker.
 * @param[in] mock pseudo shooting - only for calculating mock values - NULL for real shots
 * @param[in] impact impact location - @c NULL for splash damage
 * @sa G_SplashDamage
 * @sa G_TakeDamage
 * @sa G_PrintActorStats
 */
static void G_Damage (edict_t *target, const fireDef_t *fd, int damage, edict_t *attacker, shot_mock_t *mock, const vec3_t impact)
{
	const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro);
	const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas);
	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);
	const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke);
	bool isRobot;

	assert(target);

	/* Breakables */
	if (G_IsBrushModel(target) && G_IsBreakable(target)) {
		/* Breakables are immune to stun & shock damage. */
		if (stunEl || stunGas || shock || mock || smoke)
			return;

		if (damage >= target->HP) {
			/* don't reset the HP value here, this value is used to distinguish
			 * between triggered destroy and a shoot */
			assert(target->destroy);
			target->destroy(target);

			/* maybe the attacker is seeing something new? */
			G_CheckVisTeamAll(attacker->team, 0, attacker);

			/* check if attacker appears/perishes for any other team */
			G_CheckVis(attacker);
		} else {
			G_TakeDamage(target, damage);
		}
		return;
	}

	/* Actors don't die again. */
	if (!G_IsLivingActor(target))
		return;

	/* only actors after this point - and they must have a teamdef */
	assert(target->chr.teamDef);
	isRobot = CHRSH_IsTeamDefRobot(target->chr.teamDef);

	/* Apply armour effects. */
	if (damage > 0) {
		damage = G_ApplyProtection(target, fd->dmgweight, damage);
	} else if (damage < 0) {
		/* Robots can't be healed. */
		if (isRobot)
			return;
	}
	Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage);

	/* Apply difficulty settings. */
	if (sv_maxclients->integer == 1) {
		if (G_IsAlien(attacker) && !G_IsAlien(target))
			damage *= pow(1.18, g_difficulty->value);
		else if (!G_IsAlien(attacker) && G_IsAlien(target))
			damage *= pow(1.18, -g_difficulty->value);
	}

	assert(attacker->team >= 0 && attacker->team < MAX_TEAMS);
	assert(target->team >= 0 && target->team < MAX_TEAMS);

	if (g_nodamage != NULL && !g_nodamage->integer) {
		/* hit */
		if (mock) {
			G_UpdateShotMock(mock, attacker, target, damage);
		} else if (stunEl) {
			target->STUN += damage;
		} else if (stunGas) {
			if (!isRobot) /* Can't stun robots with gas */
				target->STUN += damage;
		} else if (shock) {
			/* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */
			if (!isRobot && target->team != attacker->team) {
				/** @todo there should be a possible protection, too */
				/* dazed entity wont reaction fire */
				G_RemoveReaction(target);
				G_ActorReserveTUs(target, 0, target->chr.reservedTus.shot, target->chr.reservedTus.crouch);
				/* flashbangs kill TUs */
				G_ActorSetTU(target, 0);
				G_SendStats(target);
				/* entity is dazed */
				G_SetDazed(target);
				G_ClientPrintf(G_PLAYER_FROM_ENT(target), PRINT_HUD, _("Soldier is dazed!\nEnemy used flashbang!"));
				return;
			}
		} else {
			if (damage < 0) {
				/* The 'attacker' is healing the target. */
				G_TreatActor(target, fd, damage, attacker->team);
			} else {
				/* Real damage was dealt. */
				G_DamageActor(target, damage, impact);
				/* Update overall splash damage for stats/score. */
				if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */
					G_UpdateHitScore(attacker, target, fd, damage);
			}
		}
	}

	if (mock)
		return;

	G_CheckDeathOrKnockout(target, attacker, fd, damage);
}
Exemple #16
0
/**
 * @brief Move the whole given inventory to the floor and destroy the items that do not fit there.
 * @param[in] ent Pointer to an edict_t being an actor.
 * @sa G_ActorDie
 */
void G_InventoryToFloor (edict_t *ent)
{
	invList_t *ic, *next;
	containerIndex_t container;
	edict_t *floor;
	item_t item;

	/* check for items */
	for (container = 0; container < gi.csi->numIDs; container++) {
		/* ignore items linked from any temp container */
		if (INVDEF(container)->temp)
			continue;
		if (G_InventoryDropToFloorCheck(ent, container))
			break;
	}

	/* edict is not carrying any items */
	if (container >= gi.csi->numIDs)
		return;

	/* find the floor */
	floor = G_GetFloorItems(ent);
	if (!floor) {
		floor = G_SpawnFloor(ent->pos);
	} else {
		/* destroy this edict (send this event to all clients that see the edict) */
		G_EventPerish(floor);
		G_VisFlagsReset(floor);
	}

	/* drop items */
	/* cycle through all containers */
	for (container = 0; container < gi.csi->numIDs; container++) {
		/* skip floor - we want to drop to floor */
		if (container == gi.csi->idFloor)
			continue;

		/* skip csi->idArmour, we will collect armours using idArmour container,
		 * not idFloor */
		if (container == gi.csi->idArmour)
			continue;

		/* now cycle through all items for the container of the character (or the entity) */
		for (ic = CONTAINER(ent, container); ic; ic = next) {
			/* Save the next inv-list before it gets overwritten below.
			 * Do not put this in the "for" statement,
			 * unless you want an endless loop. ;) */
			next = ic->next;
			item = ic->item;

			/* only floor can summarize, so everything on the actor must have amount=1 */
			assert(item.amount == 1);
			if (!game.i.RemoveFromInventory(&game.i, &ent->chr.i, INVDEF(container), ic))
				gi.Error("Could not remove item '%s' from inventory %i of entity %i",
						ic->item.item->id, container, ent->number);
			if (game.i.AddToInventory(&game.i, &floor->chr.i, &item, INVDEF(gi.csi->idFloor), NONE, NONE, 1) == NULL)
				gi.Error("Could not add item '%s' from inventory %i of entity %i to floor container",
						ic->item.item->id, container, ent->number);
#ifdef ADJACENT
			G_InventoryPlaceItemAdjacent(ent);
#endif
		}
		/* destroy link */
		CONTAINER(ent, container) = NULL;
	}

	FLOOR(ent) = FLOOR(floor);

	/* send item info to the clients */
	G_CheckVis(floor);
}
Exemple #17
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;
}
Exemple #18
0
static void SP_misc_smoke (Edict* ent)
{
	G_SpawnField(ent, "smoke", ET_SMOKE, SOLID_NOT);
	G_CheckVis(nullptr);
}