Пример #1
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
}
Пример #2
0
static int SV_ReadShort (void)
{
	return NET_ReadShort(sv->messageBuffer);
}
Пример #3
0
/**
 * @sa CL_ActorAddToTeamList
 * @sa G_AppearPerishEvent
 * @sa CL_ActorAdd
 * @note EV_ACTOR_APPEAR
 */
void CL_ActorAppear (const eventRegister_t *self, 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->flags &= ~LE_INVISIBLE;

	/* 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);
}