Exemple #1
0
/**
 * @brief Send the appear or perish event to the affected clients
 * @param[in] playerMask These are the affected players or clients
 * In case of e.g. teamplay there can be more than one client affected - thus
 * this is a player mask
 * @param[in] appear Is this event about an appearing actor (or a perishing one)
 * @param[in] check The edict we are talking about (that appears or perishes)
 * @param[in] ent The edict that was responsible for letting the check edict appear
 * or perish. Might be @c NULL.
 * @sa CL_ActorAppear
 */
void G_AppearPerishEvent (playermask_t playerMask, bool appear, edict_t *check, const edict_t *ent)
{
	teammask_t teamMaskDiff;

	/* test for pointless player mask */
	if (!playerMask)
		return;

	teamMaskDiff = G_PMToVis(playerMask);
	G_VisFlagsSwap(check, teamMaskDiff);

	if (appear) {
		/* appear */
		switch (check->type) {
		case ET_ACTOR:
		case ET_ACTOR2x2:
			G_EventActorAppear(playerMask, check, ent);
			break;

		case ET_CAMERA:
			G_EventCameraAppear(playerMask, check);
			break;

		case ET_ITEM:
			G_EventEdictAppear(playerMask, check);
			G_SendInventory(playerMask, check);
			break;

		case ET_PARTICLE:
			G_EventEdictAppear(playerMask, check);
			G_EventSendParticle(playerMask, check);
			break;

		case ET_TRIGGER_RESCUE:
			G_EventAddBrushModel(playerMask, check);
			break;

		default:
			if (G_IsVisibleOnBattlefield(check))
				gi.Error("Missing edict type %i in G_AppearPerishEvent", check->type);
			break;
		}
	} else if (G_IsVisibleOnBattlefield(check)) {
		G_EventEdictPerish(playerMask, check);
	}
}
Exemple #2
0
/**
 * @brief test if check is visible by from
 * @param[in] team Living team members are always visible. If this is a negative
 * number we inverse the team rules (see comments included). In combination with VT_NOFRUSTUM
 * we can check whether there is any edict (that is no in our team) that can see @c check
 * @param[in] from is from team @c team and must be a living actor
 * @param[in] check The edict we want to get the visibility for
 * @param[in] flags @c VT_NOFRUSTUM, ...
 */
bool G_Vis (const int team, const Edict* from, const Edict* check, const vischeckflags_t flags)
{
	vec3_t eye;

	/* if any of them isn't in use, then they're not visible */
	if (!from->inuse || !check->inuse)
		return false;

	/* only actors and 2x2 units can see anything */
	if (!G_IsLivingActor(from) && !G_IsActiveCamera(from))
		return false;

	/* living team members are always visible */
	if (team >= 0 && check->getTeam() == team && !G_IsDead(check))
		return true;

	/* standard team rules */
	if (team >= 0 && from->getTeam() != team)
		return false;

	/* inverse team rules */
	if (team < 0 && check->getTeam() == -team)
		return false;

	/* check for same pos */
	if (VectorCompare(from->pos, check->pos))
		return true;

	if (!G_IsVisibleOnBattlefield(check))
		return false;

	/* view distance check */
	const int spotDist = G_VisCheckDist(from);
	if (VectorDistSqr(from->origin, check->origin) > spotDist * spotDist)
		return false;

	/* view frustum check */
	if (!(flags & VT_NOFRUSTUM) && !G_FrustumVis(from, check->origin))
		return false;

	/* get viewers eye height */
	G_ActorGetEyeVector(from, eye);

	/* line trace check */
	switch (check->type) {
	case ET_ACTOR:
	case ET_ACTOR2x2:
		return G_ActorVis(eye, from, check, false) > ACTOR_VIS_0;
	case ET_ITEM:
	case ET_CAMERA:
	case ET_PARTICLE:
		return !G_LineVis(eye, check->origin);
	default:
		return false;
	}
}