void CL_ActorStateChange (const eventRegister_t *self, struct dbuffer *msg)
{
	le_t *le;
	int entnum, state;
	character_t *chr;

	NET_ReadFormat(msg, self->formatString, &entnum, &state);

	le = LE_Get(entnum);
	if (!le)
		LE_NotFoundError(entnum);

	if (!LE_IsActor(le)) {
		Com_Printf("StateChange message ignored... LE is no actor (number: %i, state: %i, type: %i)\n",
			entnum, state, le->type);
		return;
	}

	/* If standing up or crouching down remove the reserved-state for crouching. */
	if (((state & STATE_CROUCHED) && !LE_IsCrouched(le)) ||
		 (!(state & STATE_CROUCHED) && LE_IsCrouched(le))) {
		if (CL_ActorUsableTUs(le) < TU_CROUCH && CL_ActorReservedTUs(le, RES_CROUCH) >= TU_CROUCH) {
			/* We have not enough non-reserved TUs,
			 * but some reserved for crouching/standing up.
			 * i.e. we only reset the reservation for crouching if it's the very last attempt. */
			CL_ActorReserveTUs(le, RES_CROUCH, 0); /* Reset reserved TUs (0 TUs) */
		}
	}

	/* killed by the server: no animation is played, etc. */
	if ((state & STATE_DEAD) && LE_IsLivingActor(le)) {
		le->state = state;
		FLOOR(le) = NULL;
		LE_SetThink(le, NULL);
		VectorCopy(player_dead_maxs, le->maxs);
		CL_ActorRemoveFromTeamList(le);
		return;
	} else {
		le->state = state;
		LE_SetThink(le, LET_StartIdle);
	}

	/* save those states that the actor should also carry over to other missions */
	chr = CL_ActorGetChr(le);
	if (!chr)
		return;

	chr->state = (le->state & STATE_REACTION);

	/* change reaction button state */
	if (!(le->state & STATE_REACTION)) {
		UI_ExecuteConfunc("disable_reaction");
	} else {
		UI_ExecuteConfunc("startreaction");
	}

	/* state change may have affected move length */
	CL_ActorConditionalMoveCalc(le);
}
Пример #2
0
static void LE_DoPathMove (le_t* le)
{
	/* next part */
	const dvec_t dvec = le->dvtab[le->pathPos];
	const byte dir = getDVdir(dvec);
	const byte crouchingState = LE_IsCrouched(le) ? 1 : 0;
	/* newCrouchingState needs to be set to the current crouching state
	 * and is possibly updated by PosAddDV. */
	byte newCrouchingState = crouchingState;
	PosAddDV(le->pos, newCrouchingState, dvec);

	LE_PlayFootStepSound(le);

	/* only change the direction if the actor moves horizontally. */
	if (dir < CORE_DIRECTIONS || dir >= FLYING_DIRECTIONS)
		le->angle = dir & (CORE_DIRECTIONS - 1);
	le->angles[YAW] = directionAngles[le->angle];
	le->startTime = le->endTime;
	/* check for straight movement or diagonal movement */
	assert(le->speed[le->pathPos]);
	le->endTime += LE_ActorGetStepTime(le, le->pos, le->oldPos, dir, le->speed[le->pathPos]);

	le->positionContents = le->pathContents[le->pathPos];
	le->pathPos++;
}
Пример #3
0
/**
 * @brief draw a simple 'spotted' line from a spotter to the spotted
 */
static void CL_DrawLineOfSight (const le_t *watcher, const le_t *target)
{
	ptl_t *ptl;
	vec3_t eyes;

	if (!watcher || !target)
		return;

	/* start is the watchers origin */
	VectorCopy(watcher->origin, eyes);
	if (LE_IsCrouched(watcher))
		eyes[2] += EYE_HT_CROUCH;
	else
		eyes[2] += EYE_HT_STAND;

	ptl = CL_ParticleSpawn("fadeTracer", 0, eyes, target->origin);

	if (LE_IsCivilian(target))
		VectorSet(ptl->color, 0.2, 0.2, 1);
}
Пример #4
0
/**
 * @brief Decides if following events should be delayed. The delay is the amount of time the actor needs to walk
 * from the start to the end pos.
 */
int CL_ActorDoMoveTime (const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
{
	int time = 0;

	const int eventTime = eventTiming->nextTime;
	const int number = NET_ReadShort(msg);

	/* get le */
	const le_t *le = LE_Get(number);
	if (!le)
		LE_NotFoundError(number);

	pos3_t pos;
	VectorCopy(le->pos, pos);
	byte crouchingState = LE_IsCrouched(le) ? 1 : 0;

	/* the end of this event is marked with a 0 */
	while (NET_PeekLong(msg) != 0) {
		const dvec_t dvec = NET_ReadShort(msg);
		const byte dir = getDVdir(dvec);
		pos3_t oldPos;
		VectorCopy(pos, oldPos);
		PosAddDV(pos, crouchingState, dvec);
		time += LE_ActorGetStepTime(le, pos, oldPos, dir, NET_ReadShort(msg));
		NET_ReadShort(msg);
	}

	/* skip the end of move marker */
	NET_ReadLong(msg);

	/* Also skip the final position */
	NET_ReadByte(msg);
	NET_ReadByte(msg);
	NET_ReadByte(msg);

	assert(NET_PeekByte(msg) == EV_NULL);

	eventTiming->nextTime += time + 400;

	return eventTime;
}
Пример #5
0
/**
 * @brief Plays sound of content for moving actor.
 * @param[in] le Pointer to local entity being an actor.
 * @param[in] contents The contents flag of the brush we are currently in
 * @note Currently it supports only CONTENTS_WATER, any other special contents
 * can be added here anytime.
 */
static void LE_PlaySoundFileForContents (le_t* le, int contents)
{
	/* only play those water sounds when an actor jumps into the water - but not
	 * if he enters carefully in crouched mode */
	if (!LE_IsCrouched(le)) {
		if (contents & CONTENTS_WATER) {
			/* were we already in the water? */
			if (le->positionContents & CONTENTS_WATER) {
				/* play water moving sound */
				S_PlayStdSample(SOUND_WATER_MOVE, le->origin, SOUND_ATTN_IDLE, SND_VOLUME_FOOTSTEPS);
			} else {
				/* play water entering sound */
				S_PlayStdSample(SOUND_WATER_IN, le->origin, SOUND_ATTN_IDLE, SND_VOLUME_FOOTSTEPS);
			}
			return;
		}

		if (le->positionContents & CONTENTS_WATER) {
			/* play water leaving sound */
			S_PlayStdSample(SOUND_WATER_OUT, le->origin, SOUND_ATTN_IDLE, SND_VOLUME_FOOTSTEPS);
		}
	}
}
Пример #6
0
/**
 * @brief Decides if following events should be delayed. The delay is the amount of time the actor needs to walk
 * from the start to the end pos.
 */
int CL_ActorDoMoveTime (const eventRegister_t* self, dbuffer* msg, eventTiming_t* eventTiming)
{
	int time = 0;

	const int eventTime = eventTiming->nextTime;
	const int number = NET_ReadShort(msg);
	/* get le */
	le_t* le = LE_Get(number);
	if (!le)
		LE_NotFoundError(number);

	pos3_t pos;
	VectorCopy(le->pos, pos);
	byte crouchingState = LE_IsCrouched(le) ? 1 : 0;

	leStep_t* newStep = Mem_AllocType(leStep_t);
	if (le->stepList == nullptr) {
		le->stepList = newStep;
		le->stepIndex = 0;
	} else {
		/* append to the list */
		leStep_t* step = le->stepList;
		while (step) {
			if (step->next == nullptr) {
				step->next = newStep;
				le->stepIndex++;
				break;
			}
			step = step->next;
		}
	}

	/* the end of this event is marked with a 0 */
	while (NET_PeekLong(msg) != 0) {
		newStep->steps = NET_ReadByte(msg);
		const dvec_t dvec = NET_ReadShort(msg);
		const byte dir = getDVdir(dvec);
		pos3_t oldPos;
		VectorCopy(pos, oldPos);
		PosAddDV(pos, crouchingState, dvec);
		const int stepTime = LE_ActorGetStepTime(le, pos, oldPos, dir, NET_ReadShort(msg));
		newStep->stepTimes[newStep->steps] = stepTime;
		time += stepTime;
		NET_ReadShort(msg);
	}
	++newStep->steps;

	if (newStep->steps > MAX_ROUTE)
		Com_Error(ERR_DROP, "route length overflow: %i", newStep->steps);

	/* skip the end of move marker */
	NET_ReadLong(msg);

	/* Also skip the final position */
	NET_ReadByte(msg);
	NET_ReadByte(msg);
	NET_ReadByte(msg);

	assert(NET_PeekByte(msg) == EV_NULL);

	eventTiming->nextTime += time + 400;
	newStep->lastMoveTime = eventTime;
	newStep->lastMoveDuration = time;
	return eventTime;
}
Пример #7
0
/**
 * @brief Calculates chance to hit if the actor has a fire mode activated.
 * @param[in] actor The local entity of the actor to calculate the hit probability for.
 * @todo The hit probability should work somewhat differently for splash damage weapons.
 * Since splash damage weapons can deal damage even when they don't directly hit an actor,
 * the hit probability should be defined as the predicted percentage of the maximum splash
 * damage of the firemode, assuming the projectile explodes at the desired location. This
 * means that a percentage should be displayed for EVERY actor in the predicted blast
 * radius. This will likely require specialized code.
 */
int CL_GetHitProbability (const le_t* actor)
{
	vec3_t shooter, target;
	float distance, pseudosin, width, height, acc, perpX, perpY, hitchance,
		stdevupdown, stdevleftright, crouch, commonfactor;
	int distx, disty, n;
	le_t *le;
	const character_t *chr;
	pos3_t toPos;

	assert(actor);
	assert(actor->fd);

	if (IS_MODE_FIRE_PENDING(actor->actorMode))
		VectorCopy(actor->mousePendPos, toPos);
	else
		VectorCopy(mousePos, toPos);

	/** @todo use LE_FindRadius */
	le = LE_GetFromPos(toPos);
	if (!le)
		return 0;

	/* or suicide attempted */
	if (le->selected && !FIRESH_IsMedikit(le->fd))
		return 0;

	VectorCopy(actor->origin, shooter);
	VectorCopy(le->origin, target);

	/* Calculate HitZone: */
	distx = fabs(shooter[0] - target[0]);
	disty = fabs(shooter[1] - target[1]);
	distance = sqrt(distx * distx + disty * disty);
	if (distx > disty)
		pseudosin = distance / distx;
	else
		pseudosin = distance / disty;
	width = 2 * PLAYER_WIDTH * pseudosin;
	height = LE_IsCrouched(le) ? PLAYER_CROUCHING_HEIGHT : PLAYER_STANDING_HEIGHT;

	chr = CL_ActorGetChr(actor);
	if (!chr)
		Com_Error(ERR_DROP, "No character given for local entity");

	acc = GET_ACC(chr->score.skills[ABILITY_ACCURACY], actor->fd->weaponSkill ? chr->score.skills[actor->fd->weaponSkill] : 0.0)
			* CL_ActorInjuryModifier(actor, MODIFIER_ACCURACY);

	crouch = (LE_IsCrouched(actor) && actor->fd->crouch) ? actor->fd->crouch : 1.0;

	commonfactor = crouch * torad * distance * GET_INJURY_MULT(chr->score.skills[ABILITY_MIND], actor->HP, actor->maxHP);
	stdevupdown = (actor->fd->spread[0] * (WEAPON_BALANCE + SKILL_BALANCE * acc)) * commonfactor;
	stdevleftright = (actor->fd->spread[1] * (WEAPON_BALANCE + SKILL_BALANCE * acc)) * commonfactor;
	hitchance = (stdevupdown > LOOKUP_EPSILON ? CL_LookupErrorFunction(height * 0.3536f / stdevupdown) : 1.0f)
			  * (stdevleftright > LOOKUP_EPSILON ? CL_LookupErrorFunction(width * 0.3536f / stdevleftright) : 1.0f);
	/* 0.3536=sqrt(2)/4 */

	/* Calculate cover: */
	n = 0;
	height = height / 18;
	width = width / 18;
	target[2] -= UNIT_HEIGHT / 2;
	target[2] += height * 9;
	perpX = disty / distance * width;
	perpY = 0 - distx / distance * width;

	target[0] += perpX;
	perpX *= 2;
	target[1] += perpY;
	perpY *= 2;
	target[2] += 6 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[0] += perpX;
	target[1] += perpY;
	target[2] -= 6 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[0] += perpX;
	target[1] += perpY;
	target[2] += 4 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[2] += 4 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[0] -= perpX * 3;
	target[1] -= perpY * 3;
	target[2] -= 12 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[0] -= perpX;
	target[1] -= perpY;
	target[2] += 6 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[0] -= perpX;
	target[1] -= perpY;
	target[2] -= 4 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;
	target[0] -= perpX;
	target[1] -= perpY;
	target[2] += 10 * height;
	if (!CL_TestLine(shooter, target, TL_FLAG_NONE))
		n++;

	return 100 * (hitchance * (0.125) * n);
}
Пример #8
0
/**
 * @brief Calculates the time the event should get executed. If two events return the same time,
 * they are going to be executed in the order the were parsed.
 * @param[in] eType The event type
 * @param[in,out] msg The message buffer that can be modified to get the event time
 * @param[in] dt Delta time in msec since the last event was parsed
 */
int CL_GetEventTime (const event_t eType, struct dbuffer *msg, const int dt)
{
	const eventRegister_t *eventData = CL_GetEvent(eType);

#ifdef OLDEVENTTIME
	/* the time the event should be executed. This value is used to sort the
	 * event chain to determine which event must be executed at first. This
	 * value also ensures, that the events are executed in the correct
	 * order. E.g. @c impactTime is used to delay some events in case the
	 * projectile needs some time to reach its target. */
	int eventTime;

	if (eType == EV_RESET) {
		parsedDeath = qfalse;
		nextTime = 0;
		shootTime = 0;
		impactTime = 0;
	} else if (eType == EV_ACTOR_DIE)
		parsedDeath = qtrue;

	/* get event time */
	if (nextTime < cl.time)
		nextTime = cl.time;
	if (impactTime < cl.time)
		impactTime = cl.time;

	if (eType == EV_ACTOR_DIE || eType == EV_MODEL_EXPLODE)
		eventTime = impactTime;
	else if (eType == EV_ACTOR_SHOOT || eType == EV_ACTOR_SHOOT_HIDDEN)
		eventTime = shootTime;
	else if (eType == EV_RESULTS)
		eventTime = nextTime + 1400;
	else
		eventTime = nextTime;

	if (eType == EV_ENT_APPEAR || eType == EV_INV_ADD || eType == EV_PARTICLE_APPEAR || eType == EV_PARTICLE_SPAWN) {
		if (parsedDeath) { /* drop items after death (caused by impact) */
			eventTime = impactTime + 400;
			/* EV_INV_ADD messages are the last events sent after a death */
			if (eType == EV_INV_ADD)
				parsedDeath = qfalse;
		} else if (impactTime > cl.time) { /* item thrown on the ground */
			eventTime = impactTime + 75;
		}
	}

	/* calculate time interval before the next event */
	switch (eType) {
	case EV_ACTOR_APPEAR:
		if (cl.actTeam != cls.team)
			nextTime += 600;
		break;
	case EV_INV_RELOAD:
		/* let the reload sound play */
		nextTime += 600;
		break;
	case EV_ACTOR_START_SHOOT:
		nextTime += 300;
		shootTime = nextTime;
		break;
	case EV_ACTOR_SHOOT_HIDDEN:
		{
			int first;
			int objIdx;
			const objDef_t *obj;
			weaponFireDefIndex_t weapFdsIdx;
			fireDefIndex_t fireDefIndex;

			NET_ReadFormat(msg, eventData->formatString, &first, &objIdx, &weapFdsIdx, &fireDefIndex);

			obj = INVSH_GetItemByIDX(objIdx);
			if (first) {
				nextTime += 500;
				impactTime = shootTime = nextTime;
			} else {
				const fireDef_t *fd = FIRESH_GetFiredef(obj, weapFdsIdx, fireDefIndex);
				/* impact right away - we don't see it at all
				 * bouncing is not needed here, too (we still don't see it) */
				impactTime = shootTime;
				nextTime = shootTime + 1400;
				if (fd->delayBetweenShots > 0.0)
					shootTime += 1000 / fd->delayBetweenShots;
			}
			parsedDeath = qfalse;
		}
		break;
	case EV_ACTOR_MOVE:
		{
			le_t *le;
			int number, i;
			int time = 0;
			int pathLength;
			byte crouchingState;
			pos3_t pos, oldPos;

			number = NET_ReadShort(msg);
			/* get le */
			le = LE_Get(number);
			if (!le)
				LE_NotFoundError(number);

			pathLength = NET_ReadByte(msg);

			/* Also skip the final position */
			NET_ReadByte(msg);
			NET_ReadByte(msg);
			NET_ReadByte(msg);

			VectorCopy(le->pos, pos);
			crouchingState = LE_IsCrouched(le) ? 1 : 0;

			for (i = 0; i < pathLength; i++) {
				const dvec_t dvec = NET_ReadShort(msg);
				const byte dir = getDVdir(dvec);
				VectorCopy(pos, oldPos);
				PosAddDV(pos, crouchingState, dvec);
				time += LE_ActorGetStepTime(le, pos, oldPos, dir, NET_ReadShort(msg));
				NET_ReadShort(msg);
			}
			nextTime += time + 400;
		}
		break;
	case EV_ACTOR_SHOOT:
		{
			const fireDef_t	*fd;
			int flags, dummy;
			int objIdx, surfaceFlags;
			objDef_t *obj;
			int weap_fds_idx, fd_idx;
			shoot_types_t shootType;
			vec3_t muzzle, impact;

			/* read data */
			NET_ReadFormat(msg, eventData->formatString, &dummy, &dummy, &dummy, &objIdx, &weap_fds_idx, &fd_idx, &shootType, &flags, &surfaceFlags, &muzzle, &impact, &dummy);

			obj = INVSH_GetItemByIDX(objIdx);
			fd = FIRESH_GetFiredef(obj, weap_fds_idx, fd_idx);

			if (!(flags & SF_BOUNCED)) {
				/* shooting */
				if (fd->speed > 0.0 && !CL_OutsideMap(impact, UNIT_SIZE * 10)) {
					impactTime = shootTime + 1000 * VectorDist(muzzle, impact) / fd->speed;
				} else {
					impactTime = shootTime;
				}
				if (cl.actTeam != cls.team)
					nextTime = impactTime + 1400;
				else
					nextTime = impactTime + 400;
				if (fd->delayBetweenShots > 0.0)
					shootTime += 1000 / fd->delayBetweenShots;
			} else {
				/* only a bounced shot */
				eventTime = impactTime;
				if (fd->speed > 0.0) {
					impactTime += 1000 * VectorDist(muzzle, impact) / fd->speed;
					nextTime = impactTime;
				}
			}
			parsedDeath = qfalse;
		}
		break;
	case EV_ACTOR_THROW:
		nextTime += NET_ReadShort(msg);
		impactTime = shootTime = nextTime;
		parsedDeath = qfalse;
		break;
	default:
		break;
	}

	Com_DPrintf(DEBUG_EVENTSYS, "%s => eventTime: %i, nextTime: %i, impactTime: %i, shootTime: %i\n",
			eventData->name, eventTime, nextTime, impactTime, shootTime);

	return eventTime;
#else
	if (!eventData->timeCallback)
		return cl.time;

	return eventData->timeCallback(eventData, msg, dt);
#endif
}