예제 #1
0
/**
 * @brief Shoot with weapon.
 * @sa CL_ActorShoot
 * @sa CL_ActorShootHidden
 * @todo Improve detection of left- or right animation.
 * @sa EV_ACTOR_SHOOT
 */
void CL_ActorDoShoot (const eventRegister_t* self, dbuffer* msg)
{
	vec3_t muzzle, impact;
	int flags, normal, shooterEntnum, victimEntnum;
	int objIdx;
	int first;
	weaponFireDefIndex_t weapFdsIdx;
	fireDefIndex_t fdIdx;
	int surfaceFlags;
	shoot_types_t shootType;

	/* read data */
	NET_ReadFormat(msg, self->formatString, &shooterEntnum, &victimEntnum, &first, &objIdx, &weapFdsIdx, &fdIdx, &shootType, &flags, &surfaceFlags, &muzzle, &impact, &normal);

	le_t* leVictim;
	if (victimEntnum != SKIP_LOCAL_ENTITY) {
		leVictim = LE_Get(victimEntnum);
		if (!leVictim)
			LE_NotFoundError(victimEntnum);
	} else {
		leVictim = nullptr;
	}

	/* get shooter le */
	le_t* leShooter = LE_Get(shooterEntnum);

	/* get the fire def */
	const objDef_t* obj = INVSH_GetItemByIDX(objIdx);
	const fireDef_t* fd = FIRESH_GetFiredef(obj, weapFdsIdx, fdIdx);

	CL_ActorGetMuzzle(leShooter, muzzle, shootType);

	/* add effect le */
	LE_AddProjectile(fd, flags, muzzle, impact, normal, leVictim);

	/* start the sound */
	if ((first || !fd->soundOnce) && fd->fireSound != nullptr && !(flags & SF_BOUNCED))
		S_LoadAndPlaySample(fd->fireSound, muzzle, fd->fireAttenuation, SND_VOLUME_WEAPONS);

	/* do actor related stuff */
	if (!leShooter)
		return; /* maybe hidden or inuse is false? */

	if (!LE_IsActor(leShooter))
		Com_Error(ERR_DROP, "Can't shoot, LE not an actor (type: %i)", leShooter->type);

	/* no animations for hidden actors */
	if (leShooter->type == ET_ACTORHIDDEN)
		return;

	if (LE_IsDead(leShooter)) {
		Com_DPrintf(DEBUG_CLIENT, "Can't shoot, actor dead or stunned.\n");
		return;
	}

	/* Animate - we have to check if it is right or left weapon usage. */
	if (IS_SHOT_RIGHT(shootType)) {
		R_AnimChange(&leShooter->as, leShooter->model1, LE_GetAnim("shoot", leShooter->right, leShooter->left, leShooter->state));
		R_AnimAppend(&leShooter->as, leShooter->model1, LE_GetAnim("stand", leShooter->right, leShooter->left, leShooter->state));
	} else if (IS_SHOT_LEFT(shootType)) {
		R_AnimChange(&leShooter->as, leShooter->model1, LE_GetAnim("shoot", leShooter->left, leShooter->right, leShooter->state));
		R_AnimAppend(&leShooter->as, leShooter->model1, LE_GetAnim("stand", leShooter->left, leShooter->right, leShooter->state));
	} else if (IS_SHOT_HEADGEAR(shootType)) {
		if (fd->irgoggles) {
			leShooter->state |= RF_IRGOGGLESSHOT;
			if (LE_IsSelected(leShooter))
				refdef.rendererFlags |= RDF_IRGOGGLES;
		}
	} else {
		/* no animation for headgear (yet) */
		Com_Error(ERR_DROP, "CL_ActorDoShoot: Invalid shootType given (entnum: %i, shootType: %i).\n", shootType, shooterEntnum);
	}
}
예제 #2
0
/**
 * @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);
}