Exemplo n.º 1
0
/**
 * @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();
		}
	}
}
Exemplo n.º 2
0
/**
 * @brief Perform the reaction fire shot
 * @param[in] player The player this action belongs to (the human player or the ai)
 * @param[in] shooter The actor that is trying to shoot
 * @param[in] at Position to fire on.
 * @param[in] type What type of shot this is (left, right reaction-left etc...).
 * @param[in] firemode The firemode index of the ammo for the used weapon (objDef.fd[][x])  .
 * @return true if everything went ok (i.e. the shot(s) where fired ok), otherwise false.
 * @sa G_ClientShoot
 */
static bool G_ReactionFireShoot (const player_t *player, edict_t *shooter, const pos3_t at, shoot_types_t type, fireDefIndex_t firemode)
{
	const int minhit = 30;
	shot_mock_t mock;
	int ff, i;
	/* this is the max amount of friendly units that were hit during the mock calculation */
	int maxff;

	if (G_IsInsane(shooter))
		maxff = 100;
	else if (G_IsRaged(shooter))
		maxff = 60;
	else if (G_IsPaniced(shooter))
		maxff = 30;
	else if (G_IsShaken(shooter))
		maxff = 15;
	else
		maxff = 5;

	/* calculate the mock values - e.g. how many friendly units we would hit
	 * when opening the reaction fire */
	OBJZERO(mock);
	for (i = 0; i < 100; i++)
		if (!G_ClientShoot(player, shooter, at, type, firemode, &mock, false, 0))
			break;

	ff = mock.friendCount + (G_IsAlien(shooter) ? 0 : mock.civilian);
	if (ff <= maxff && mock.enemyCount >= minhit)
		return G_ClientShoot(player, shooter, at, type, firemode, NULL, false, 0);

	return false;
}