TEST_F(GameTest, InventoryForDiedAlien) { const char* mapName = "test_game"; ASSERT_NE(-1, FS_CheckFile("maps/%s.bsp", mapName)) << "Map resource '" << mapName << ".bsp' for test is missing."; Actor* diedEnt; Actor* actor; Edict* floorItems; Item* invlist; int count; SV_Map(true, mapName, nullptr); level.activeTeam = TEAM_ALIEN; /* first alien that should die and drop its inventory */ diedEnt = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN); ASSERT_TRUE(nullptr != diedEnt); diedEnt->HP = 0; ASSERT_TRUE(G_ActorDieOrStun(diedEnt, nullptr)); ASSERT_TRUE(diedEnt->isDead()); /* now try to collect the inventory with a second alien */ actor = G_EdictsGetNextLivingActorOfTeam(nullptr, TEAM_ALIEN); ASSERT_TRUE(nullptr != actor); /* move to the location of the first died alien to drop the inventory into the same floor container */ Player& player = actor->getPlayer(); ASSERT_TRUE(G_IsAIPlayer(&player)); G_ClientMove(player, 0, actor, diedEnt->pos); ASSERT_TRUE(VectorCompare(actor->pos, diedEnt->pos)); floorItems = G_GetFloorItems(actor); ASSERT_TRUE(nullptr != floorItems); ASSERT_EQ(floorItems->getFloor(), actor->getFloor()); /* drop everything to floor to make sure we have space in the backpack */ G_InventoryToFloor(actor); ASSERT_EQ(0, GAMETEST_GetItemCount(actor, CID_BACKPACK)); invlist = actor->getContainer(CID_BACKPACK); ASSERT_TRUE(nullptr == invlist); count = GAMETEST_GetItemCount(actor, CID_FLOOR); if (count > 0) { Item* entryToMove = actor->getFloor(); int tx, ty; actor->chr.inv.findSpace(INVDEF(CID_BACKPACK), entryToMove, &tx, &ty, entryToMove); if (tx == NONE) return; Com_Printf("trying to move item %s from floor into backpack to pos %i:%i\n", entryToMove->def()->name, tx, ty); ASSERT_TRUE(G_ActorInvMove(actor, INVDEF(CID_FLOOR), entryToMove, INVDEF(CID_BACKPACK), tx, ty, false)); ASSERT_EQ(count - 1, GAMETEST_GetItemCount(actor, CID_FLOOR)) << "item " << entryToMove->def()->name << " could not get moved successfully from floor into backpack"; Com_Printf("item %s was removed from floor\n", entryToMove->def()->name); ASSERT_EQ(1, GAMETEST_GetItemCount(actor, CID_BACKPACK)) << "item " << entryToMove->def()->name << " could not get moved successfully from floor into backpack"; Com_Printf("item %s was moved successfully into the backpack\n", entryToMove->def()->name); invlist = actor->getContainer(CID_BACKPACK); ASSERT_TRUE(nullptr != invlist); } }
/** * @note Think functions are only executed when the match is running * or in other word, the game has started */ void G_MissionThink (Edict* self) { if (!G_MatchIsRunning()) return; /* when every player has joined the match - spawn the mission target * particle (if given) to mark the trigger */ if (self->particle) { self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle); /* This is automatically freed on map shutdown */ self->particle = nullptr; } Edict* chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { if (chain->item) { const Item* ic; G_GetFloorItems(chain); ic = chain->getFloor(); if (!ic) { /* reset the counter if there is no item */ chain->count = 0; return; } for (; ic; ic = ic->getNext()) { const objDef_t* od = ic->def(); assert(od); /* not the item we are looking for */ if (Q_streq(od->id, chain->item)) break; } if (!ic) { /* reset the counter if it's not the searched item */ chain->count = 0; return; } } if (chain->time) { /* Check that the target zone is still occupied (last defender might have died) */ if (!chain->item && !G_MissionIsTouched(chain)) { chain->count = 0; } const int endTime = level.actualRound - chain->count; const int spawnIndex = (chain->getTeam() + level.teamOfs) % MAX_TEAMS; const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS; /* not every edict in the group chain has * been occupied long enough */ if (!chain->count || endTime < chain->time || (endTime == chain->time && spawnIndex < currentIndex)) return; } if (chain->target && !chain->time && !chain->item) { if (!G_MissionIsTouched(chain)) return; } } chain = chain->groupChain; } const bool endMission = self->target == nullptr; /* store team before the edict is released */ const int team = self->getTeam(); chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { G_UseEdict(chain, nullptr); if (chain->item != nullptr) { Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM); if (item != nullptr) { if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) { Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->getIdNum()); } else if (!item->getFloor()) { G_EventPerish(*item); G_FreeEdict(item); } } } if (chain->link != nullptr) { Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE); if (particle != nullptr) { G_AppearPerishEvent(G_VisToPM(particle->visflags), false, *particle, nullptr); G_FreeEdict(particle); } chain->link = nullptr; } /* Display mission message */ if (G_ValidMessage(chain)) { const char* msg = chain->message; if (msg[0] == '_') ++msg; gi.BroadcastPrintf(PRINT_HUD, "%s", msg); } } Edict* ent = chain->groupChain; /* free the group chain */ G_FreeEdict(chain); chain = ent; } if (endMission) G_MatchEndTrigger(team, level.activeTeam == TEAM_ALIEN ? 10 : 3); }
/** * @note Think functions are only executed when the match is running * or in other word, the game has started */ void G_MissionThink (Edict* self) { if (!G_MatchIsRunning()) return; /* when every player has joined the match - spawn the mission target * particle (if given) to mark the trigger */ if (self->particle) { self->link = G_SpawnParticle(self->origin, self->spawnflags, self->particle); /* This is automatically freed on map shutdown */ self->particle = nullptr; } Edict* chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->type == ET_MISSION) { if (chain->item) { const Item* ic; G_GetFloorItems(chain); ic = chain->getFloor(); if (!ic) { /* reset the counter if there is no item */ chain->count = 0; return; } for (; ic; ic = ic->getNext()) { const objDef_t* od = ic->def(); assert(od); /* not the item we are looking for */ if (Q_streq(od->id, chain->item)) break; } if (!ic) { /* reset the counter if it's not the searched item */ chain->count = 0; return; } } if (chain->time) { const int endTime = level.actualRound - chain->count; const int spawnIndex = (self->getTeam() + level.teamOfs) % MAX_TEAMS; const int currentIndex = (level.activeTeam + level.teamOfs) % MAX_TEAMS; /* not every edict in the group chain has * been occupied long enough */ if (!chain->count || endTime < chain->time || (endTime == level.actualRound && spawnIndex <= currentIndex)) return; } /* not destroyed yet */ if ((chain->flags & FL_DESTROYABLE) && chain->HP) return; } chain = chain->groupChain; } if (self->use) self->use(self, nullptr); /* store team before the edict is released */ const int team = self->getTeam(); chain = self->groupMaster; if (!chain) chain = self; while (chain) { if (chain->item != nullptr) { Edict* item = G_GetEdictFromPos(chain->pos, ET_ITEM); if (item != nullptr) { if (!G_InventoryRemoveItemByID(chain->item, item, CID_FLOOR)) { Com_Printf("Could not remove item '%s' from floor edict %i\n", chain->item, item->getIdNum()); } else if (!item->getFloor()) { G_EventPerish(*item); G_FreeEdict(item); } } } if (chain->link != nullptr) { Edict* particle = G_GetEdictFromPos(chain->pos, ET_PARTICLE); if (particle != nullptr) { G_AppearPerishEvent(PM_ALL, false, *particle, nullptr); G_FreeEdict(particle); } chain->link = nullptr; } Edict* ent = chain->groupChain; /* free the trigger */ if (chain->child()) G_FreeEdict(chain->child()); /* free the group chain */ G_FreeEdict(chain); chain = ent; } self = nullptr; /* still active mission edicts left */ Edict* ent = nullptr; while ((ent = G_EdictsGetNextInUse(ent))) if (ent->type == ET_MISSION && ent->getTeam() == team) return; G_MatchEndTrigger(team, 10); }