/** * @brief Collecting stunned aliens and alien bodies after the mission. * @param[in] aircraft Pointer to the aircraft with cargo. * @sa CL_ParseResults * @sa CL_GameAutoGo */ void AL_CollectingAliens (aircraft_t *aircraft) { le_t *le = NULL; while ((le = LE_GetNextInUse(le))) { if (LE_IsActor(le) && LE_IsAlien(le)) { assert(le->teamDef); if (LE_IsStunned(le)) AL_AddAlienTypeToAircraftCargo(aircraft, le->teamDef, 1, qfalse); else if (LE_IsDead(le)) AL_AddAlienTypeToAircraftCargo(aircraft, le->teamDef, 1, qtrue); } } }
/** * @brief Starts shooting with actor. * @param[in] self Pointer to the event structure that is currently executed * @param[in] msg The netchannel message * @sa CL_ActorShootHidden * @sa CL_ActorShoot * @sa CL_ActorDoShoot * @todo Improve detection of left- or right animation. * @sa EV_ACTOR_START_SHOOT */ void CL_ActorStartShoot (const eventRegister_t *self, dbuffer *msg) { le_t *le; pos3_t from, target; int entnum; shoot_types_t shootType; NET_ReadFormat(msg, self->formatString, &entnum, &shootType, &from, &target); /* shooting actor */ le = LE_Get(entnum); /* center view (if wanted) */ if (cl.actTeam != cls.team) CL_CameraRoute(from, target); /* actor dependent stuff following */ if (!le) /* it's OK, the actor is not visible */ return; if (!LE_IsLivingActor(le) || LE_IsStunned(le)) { Com_Printf("CL_ActorStartShoot: LE (%i) not a living actor (type: %i)\n", entnum, le->type); return; } /* ET_ACTORHIDDEN actors don't have a model yet */ if (le->type == ET_ACTORHIDDEN) return; /* Animate - we have to check if it is right or left weapon usage. */ if (IS_SHOT_RIGHT(shootType)) { R_AnimChange(&le->as, le->model1, LE_GetAnim("move", le->right, le->left, le->state)); } else if (IS_SHOT_LEFT(shootType)) { R_AnimChange(&le->as, le->model1, LE_GetAnim("move", le->left, le->right, le->state)); } else if (!IS_SHOT_HEADGEAR(shootType)) { /* no animation for headgear (yet) */ Com_Error(ERR_DROP, "CL_ActorStartShoot: Invalid shootType given (entnum: %i, shootType: %i).\n", shootType, entnum); } }
/** * @brief Searches a local entity at the given position. * @param[in] pos The grid position to search a local entity at * @param[in] includingStunned Also search for stunned actors if @c true. * @param[in] actor The current selected actor */ le_t* CL_BattlescapeSearchAtGridPos (const pos3_t pos, bool includingStunned, const le_t *actor) { le_t *le; le_t *nonActor = NULL; /* search for an actor on this field */ le = NULL; while ((le = LE_GetNextInUse(le))) { if (actor != NULL && le == actor->clientAction) { /* if the actor has a client action assigned and we click onto the actor, * we will trigger this client action */ if (VectorCompare(actor->pos, pos)) nonActor = le; } else if (le != actor && LE_IsLivingAndVisibleActor(le) && (includingStunned || !LE_IsStunned(le))) switch (le->fieldSize) { case ACTOR_SIZE_NORMAL: if (VectorCompare(le->pos, pos)) return le; break; case ACTOR_SIZE_2x2: { pos3_t actor2x2[3]; VectorSet(actor2x2[0], le->pos[0] + 1, le->pos[1], le->pos[2]); VectorSet(actor2x2[1], le->pos[0], le->pos[1] + 1, le->pos[2]); VectorSet(actor2x2[2], le->pos[0] + 1, le->pos[1] + 1, le->pos[2]); if (VectorCompare(le->pos, pos) || VectorCompare(actor2x2[0], pos) || VectorCompare(actor2x2[1], pos) || VectorCompare(actor2x2[2], pos)) return le; break; } default: Com_Error(ERR_DROP, "Grid_MoveCalc: unknown actor-size: %i!", le->fieldSize); } } return nonActor; }
/** * @brief Plays step sounds and draw particles for different terrain types * @param[in] le The local entity to play the sound and draw the particle for * @param[in] textureName The name of the texture the actor is standing on * @sa LET_PathMove */ static void LE_PlaySoundFileAndParticleForSurface (le_t* le, const char* textureName) { const terrainType_t* t = Com_GetTerrainType(textureName); if (!t) return; /* origin might not be up-to-date here - but pos should be */ vec3_t origin; PosToVec(le->pos, origin); /** @todo use the Grid_Fall method (ACTOR_SIZE_NORMAL) to ensure, that the particle is * drawn at the ground (if needed - maybe the origin is already ground aligned)*/ if (t->particle) { /* check whether actor is visible */ if (!LE_IsStunned(le) && LE_IsLivingAndVisibleActor(le)) CL_ParticleSpawn(t->particle, 0, origin); } if (t->footstepSound) { Com_DPrintf(DEBUG_SOUND, "LE_PlaySoundFileAndParticleForSurface: volume %.2f\n", t->footstepVolume); S_LoadAndPlaySample(t->footstepSound, origin, SOUND_ATTN_STATIC, t->footstepVolume); } }
/** * @brief Revitalizes a stunned actor (all that is needed is the local entity state set). * @param[in] msg The netchannel message * @param[in] self Pointer to the event structure that is currently executed */ void CL_ActorRevitalised (const eventRegister_t* self, dbuffer* msg) { int entnum, state; NET_ReadFormat(msg, self->formatString, &entnum, &state); /* get les */ le_t* le = LE_Get(entnum); if (!le) LE_NotFoundError(entnum); if (!LE_IsStunned(le) && !LE_IsLivingActor(le)) Com_Error(ERR_DROP, "CL_ActorRevitalised: Can't revitalise, LE is not a dead or stunned actor"); LE_Lock(le); /* link any floor container into the actor temp floor container */ le_t* floor = LE_Find(ET_ITEM, le->pos); if (floor) le->setFloor(floor); le->state = state; /* play animation */ LE_SetThink(le, LET_StartIdle); /* Print some info. */ if (le->team == cls.team) { const character_t* chr = CL_ActorGetChr(le); if (chr) { char tmpbuf[128]; Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s was revitalised\n"), chr->name); HUD_DisplayMessage(tmpbuf); } } else { switch (le->team) { case (TEAM_CIVILIAN): HUD_DisplayMessage(_("A civilian was revitalised.")); break; case (TEAM_ALIEN): HUD_DisplayMessage(_("An alien was revitalised.")); break; case (TEAM_PHALANX): HUD_DisplayMessage(_("A soldier was revitalised.")); break; default: HUD_DisplayMessage(va(_("A member of team %i was revitalised."), le->team)); break; } } le->aabb.setMaxs(player_maxs); if (le->ptl) { CL_ParticleFree(le->ptl); le->ptl = nullptr; } /* add team members to the actor list */ CL_ActorAddToTeamList(le); /* update pathing as we maybe not can walk onto this actor anymore */ CL_ActorConditionalMoveCalc(selActor); LE_Unlock(le); }
/** * @brief Kills an actor (all that is needed is the local entity state set to STATE_DEAD). * @note Also changes the animation to a random death sequence and appends the dead animation * @param[in] msg The netchannel message * @param[in] self Pointer to the event structure that is currently executed */ void CL_ActorDie (const eventRegister_t *self, dbuffer *msg) { le_t *le; int entnum, state, playerNum; NET_ReadFormat(msg, self->formatString, &entnum, &state, &playerNum); /* get les */ le = LE_Get(entnum); if (!le) LE_NotFoundError(entnum); if (!LE_IsLivingActor(le)) Com_Error(ERR_DROP, "CL_ActorDie: Can't kill, LE is not an actor (type: %i)", le->type); if (!LE_IsStunned(le) && LE_IsDead(le)) Com_Error(ERR_DROP, "CL_ActorDie: Can't kill, actor already dead"); LE_Lock(le); /* set relevant vars */ FLOOR(le) = NULL; le->state = state; /* count spotted aliens */ cl.numEnemiesSpotted = CL_CountVisibleEnemies(); /* play animation */ LE_SetThink(le, NULL); R_AnimChange(&le->as, le->model1, va("death%i", LE_GetAnimationIndexForDeath(le))); R_AnimAppend(&le->as, le->model1, va("dead%i", LE_GetAnimationIndexForDeath(le))); /* Print some info about the death or stun. */ if (le->team == cls.team) { if (playerNum != le->pnum) { const char *playerName = CL_PlayerGetName(playerNum); char tmpbuf[128]; Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s lost a soldier\n"), playerName); HUD_DisplayMessage(tmpbuf); } else { const character_t *chr = CL_ActorGetChr(le); if (chr) { char tmpbuf[128]; if (LE_IsStunned(le)) { Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s was stunned\n"), chr->name); } else { Com_sprintf(tmpbuf, lengthof(tmpbuf), _("%s was killed\n"), chr->name); } HUD_DisplayMessage(tmpbuf); } } } else { switch (le->team) { case (TEAM_CIVILIAN): if (LE_IsStunned(le)) HUD_DisplayMessage(_("A civilian was stunned.")); else HUD_DisplayMessage(_("A civilian was killed.")); break; case (TEAM_ALIEN): if (LE_IsStunned(le)) HUD_DisplayMessage(_("An alien was stunned.")); else HUD_DisplayMessage(_("An alien was killed.")); break; case (TEAM_PHALANX): if (LE_IsStunned(le)) HUD_DisplayMessage(_("A soldier was stunned.")); else HUD_DisplayMessage(_("A soldier was killed.")); break; default: if (LE_IsStunned(le)) HUD_DisplayMessage(va(_("A member of team %i was stunned."), le->team)); else HUD_DisplayMessage(va(_("A member of team %i was killed."), le->team)); break; } } /** * @todo CHRSH_IsTeamDefRobot: spawn smoke particles for robots */ CL_ActorPlaySound(le, SND_DEATH); VectorCopy(player_dead_maxs, le->maxs); if (!LE_IsStunned(le)) le->contents = CONTENTS_DEADACTOR; CL_ActorRemoveFromTeamList(le); /* update pathing as we maybe can walk onto the dead actor now */ CL_ActorConditionalMoveCalc(selActor); LE_Unlock(le); }
/** * @sa CL_ActorAddToTeamList * @sa G_AppearPerishEvent * @sa CL_ActorAdd * @note EV_ACTOR_APPEAR */ void CL_ActorAppear (const eventRegister_t *self, struct dbuffer *msg) { le_t *le, *leResponsible; int entnum, entnumResponsible, modelnum1, modelnum2; int teamDefID = -1; /* check if the actor is already visible */ entnum = NET_ReadShort(msg); entnumResponsible = NET_ReadShort(msg); le = LE_Get(entnum); leResponsible = LE_Get(entnumResponsible); if (entnumResponsible != SKIP_LOCAL_ENTITY && !leResponsible) LE_NotFoundError(entnumResponsible); /* mission start - no actor is spawned yet - so create it */ if (!le) le = LE_Add(entnum); /* Locking should be unnecessary if CL_CheckDefault filters this call, since this event starts and * ends in this function only. Adding lock/unlock just to be sure. */ LE_Lock(le); /* maybe added via CL_ActorAdd before */ le->invis = false; /* get the info */ NET_ReadFormat(msg, self->formatString, &le->team, &teamDefID, &le->gender, &le->ucn, &le->pnum, &le->pos, &le->angle, &le->right, &le->left, &modelnum1, &modelnum2, &le->bodySkin, &le->headSkin, &le->state, &le->fieldSize, &le->maxTU, &le->maxMorale, &le->maxHP); if (teamDefID < 0 || teamDefID > csi.numTeamDefs) Com_Printf("CL_ActorAppear: Invalid teamDef index\n"); else le->teamDef = &csi.teamDef[teamDefID]; switch (le->fieldSize) { case ACTOR_SIZE_NORMAL: le->addFunc = CL_AddActor; le->type = ET_ACTOR; break; case ACTOR_SIZE_2x2: le->addFunc = CL_AddUGV; le->type = ET_ACTOR2x2; break; default: Com_Error(ERR_DROP, "Unknown fieldSize for le in CL_ActorAppear (EV_ACTOR_APPEAR)"); } le->modelnum1 = modelnum1; le->modelnum2 = modelnum2; le->model1 = LE_GetDrawModel(modelnum1); le->model2 = LE_GetDrawModel(modelnum2); Grid_PosToVec(cl.mapData->map, le->fieldSize, le->pos, le->origin); le->angles[YAW] = directionAngles[le->angle]; if (LE_IsDead(le) && !LE_IsStunned(le)) le->contents = CONTENTS_DEADACTOR; else le->contents = CONTENTS_ACTOR; VectorCopy(player_mins, le->mins); if (LE_IsDead(le)) VectorCopy(player_dead_maxs, le->maxs); else VectorCopy(player_maxs, le->maxs); LE_SetThink(le, LET_StartIdle); /* count spotted aliens (also stunned) */ cl.numEnemiesSpotted = CL_CountVisibleEnemies(); if (LE_IsLivingActor(le)) { if (cl.actTeam != cls.team) { /* center view (if wanted) */ LE_CenterView(le); } /* draw line of sight */ if (le->team != cls.team) { if (leResponsible) CL_DrawLineOfSight(leResponsible, le); /* message */ if (le->team != TEAM_CIVILIAN) { if (GAME_TeamIsKnown(le->teamDef)) { char tmpbuf[128]; Com_sprintf(tmpbuf, sizeof(tmpbuf), _("Enemy spotted: %s!"), _(le->teamDef->name)); HUD_DisplayMessage(tmpbuf); } else HUD_DisplayMessage(_("Unknown enemy spotted!")); } else HUD_DisplayMessage(_("Civilian spotted.")); /* update pathing as new actor could block path */ CL_ActorConditionalMoveCalc(leResponsible ? leResponsible : selActor); } } /* add team members to the actor list */ CL_ActorAddToTeamList(le); LE_Unlock(le); }
/** * @brief Checks whether the given le is a living actor (but might be hidden) * @param[in] le The local entity to perform the check for * @sa G_IsLivingActor * @sa LE_IsActor */ bool LE_IsLivingActor (const le_t* le) { assert(le); return LE_IsActor(le) && (LE_IsStunned(le) || !LE_IsDead(le)); }