/**
 * @brief Applies morale behaviour on actors
 * @note only called when mor_panic is not zero
 * @sa G_MoralePanic
 * @sa G_MoraleRage
 * @sa G_MoraleStopRage
 * @sa G_MoraleStopPanic
 */
void G_MoraleBehaviour (int team)
{
	edict_t *ent = NULL;
	int newMorale;

	while ((ent = G_EdictsGetNextInUse(ent))) {
		/* this only applies to ET_ACTOR but not to ET_ACTOR2x2 */
		if (ent->type == ET_ACTOR && ent->team == team && !G_IsDead(ent)) {
			/* civilians have a 1:1 chance to randomly run away in multiplayer */
			if (sv_maxclients->integer >= 2 && level.activeTeam == TEAM_CIVILIAN && 0.5 > frand())
				G_MoralePanic(ent, qfalse);
			/* multiplayer needs enabled sv_enablemorale */
			/* singleplayer has this in every case */
			if (G_IsMoraleEnabled()) {
				/* if panic, determine what kind of panic happens: */
				if (ent->morale <= mor_panic->value && !G_IsPaniced(ent) && !G_IsRaged(ent)) {
					qboolean sanity;
					if ((float) ent->morale / mor_panic->value > (m_sanity->value * frand()))
						sanity = qtrue;
					else
						sanity = qfalse;
					if ((float) ent->morale / mor_panic->value > (m_rage->value * frand()))
						G_MoralePanic(ent, sanity);
					else
						G_MoraleRage(ent, sanity);
					/* if shaken, well .. be shaken; */
				} else if (ent->morale <= mor_shaken->value && !G_IsPaniced(ent)
						&& !G_IsRaged(ent)) {
					/* shaken is later reset along with reaction fire */
					G_SetShaken(ent);
					G_SetState(ent, STATE_REACTION);
					G_EventSendState(G_VisToPM(ent->visflags), ent);
					G_ClientPrintf(G_PLAYER_FROM_ENT(ent), PRINT_HUD, _("%s is currently shaken.\n"),
							ent->chr.name);
				} else {
					if (G_IsPaniced(ent))
						G_MoraleStopPanic(ent);
					else if (G_IsRaged(ent))
						G_MoraleStopRage(ent);
				}
			}

			G_ActorSetMaxs(ent);

			/* morale-regeneration, capped at max: */
			newMorale = ent->morale + MORALE_RANDOM(mor_regeneration->value);
			if (newMorale > GET_MORALE(ent->chr.score.skills[ABILITY_MIND]))
				ent->morale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);
			else
				ent->morale = newMorale;

			/* send phys data and state: */
			G_SendStats(ent);
			gi.EndEvents();
		}
	}
}
Exemple #2
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/**
 * @brief Applies morale behaviour on actors
 * @note only called when mor_panic is not zero
 * @sa G_MoralePanic
 * @sa G_MoraleRage
 * @sa G_MoraleStopRage
 * @sa G_MoraleStopPanic
 */
void G_MoraleBehaviour (int team)
{
	bool enabled = G_IsMoraleEnabled(team);
	if (!enabled)
		return;

	Edict* ent = nullptr;
	while ((ent = G_EdictsGetNextLivingActorOfTeam(ent, team)) != nullptr) {
		/* this only applies to ET_ACTOR but not to ET_ACTOR2x2 */
		if (ent->type != ET_ACTOR || CHRSH_IsTeamDefRobot(ent->chr.teamDef))
			continue;

		/* if panic, determine what kind of panic happens: */
		if (!G_IsPanicked(ent) && !G_IsRaged(ent)) {
			if (ent->morale <= mor_panic->integer) {
				const float ratio = (float) ent->morale / mor_panic->value;
				const bool sanity = ratio > (m_sanity->value * frand());
				if (!sanity)
					G_SetInsane(ent);
				if (ratio > (m_rage->value * frand()))
					G_MoralePanic(ent);
				else
					G_MoraleRage(ent);
				/* if shaken, well .. be shaken; */
			} else if (ent->morale <= mor_shaken->integer) {
				/* shaken is later reset along with reaction fire */
				G_SetShaken(ent);
				G_ClientStateChange(ent->getPlayer(), ent, STATE_REACTION, false);
				G_EventSendState(G_VisToPM(ent->visflags), *ent);
				G_ClientPrintf(ent->getPlayer(), PRINT_HUD, _("%s is currently shaken."),
						ent->chr.name);
				G_PrintStats("%s is shaken (entnum %i).", ent->chr.name, ent->getIdNum());
			}
		} else {
			if (G_IsPanicked(ent))
				G_MoraleStopPanic(ent);
			else if (G_IsRaged(ent))
				G_MoraleStopRage(ent);
		}

		G_ActorSetMaxs(ent);

		/* morale-regeneration, capped at max: */
		int newMorale = ent->morale + MORALE_RANDOM(mor_regeneration->value);
		const int maxMorale = GET_MORALE(ent->chr.score.skills[ABILITY_MIND]);
		if (newMorale > maxMorale)
			ent->morale = maxMorale;
		else
			ent->morale = newMorale;

		/* send phys data and state: */
		G_SendStats(*ent);
	}
}