/** * @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(); }
/** * @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); } }
/** * @brief Turns an actor around * @param[in] ent the actor (edict) we are talking about * @param[in] dir the direction to turn the edict into, might be an action * @return Bitmask of visible (VIS_*) values * @sa G_CheckVisTeamAll */ int G_ActorDoTurn (Edict* ent, byte dir) { assert(ent->dir < CORE_DIRECTIONS); assert(dir < PATHFINDING_DIRECTIONS); /* * If dir is at least CORE_DIRECTIONS but less than FLYING_DIRECTIONS, * then the direction is an action. */ /** @todo If performing an action, ensure the actor is facing the direction * needed to perform the action if needed (climbing ladders). */ if (dir >= CORE_DIRECTIONS && dir < FLYING_DIRECTIONS) return 0; /* Clamp dir between 0 and CORE_DIRECTIONS - 1. */ dir &= (CORE_DIRECTIONS - 1); assert(dir < CORE_DIRECTIONS); /* Return if no rotation needs to be done. */ if (ent->dir == dir) return 0; /* calculate angle difference */ float angleDiv = directionAngles[dir] - directionAngles[ent->dir]; if (angleDiv > 180.0) angleDiv -= 360.0; if (angleDiv < -180.0) angleDiv += 360.0; /* prepare rotation - decide whether the actor turns around the left * shoulder or the right - this is needed the get the rotation vector * that is used below to check in each of the rotation steps * (1/8, 22.5 degree) whether something became visible while turning */ const byte* rot; int num; if (angleDiv > 0) { const int angleStep = (360.0 / CORE_DIRECTIONS); rot = dvleft; num = (angleDiv + angleStep / 2) / angleStep; } else { const int angleStep = (360.0 / CORE_DIRECTIONS); rot = dvright; num = (-angleDiv + angleStep / 2) / angleStep; } /* do rotation and vis checks */ int status = 0; /* check every angle (1/8 steps - on the way to the end direction) in the rotation * whether something becomes visible and stop before reaching the final direction * if this happened */ for (int i = 0; i < num; i++) { ent->dir = rot[ent->dir]; assert(ent->dir < CORE_DIRECTIONS); status |= G_CheckVisTeamAll(ent->team, 0, ent); } if (status & VIS_STOP) { /* send the turn */ G_EventActorTurn(*ent); } return status; }