示例#1
0
/**
 * @brief Let an actor fall down if e.g. the func_breakable the actor was standing on was destroyed.
 * @param[in,out] ent The actor that should fall down
 * @todo Handle cases where the grid position the actor would fall to is occupied by another actor already.
 */
void G_ActorFall (edict_t *ent)
{
    edict_t* entAtPos;
    const int oldZ = ent->pos[2];

    ent->pos[2] = gi.GridFall(gi.routingMap, ent->fieldSize, ent->pos);

    if (oldZ == ent->pos[2])
        return;

    entAtPos = G_GetEdictFromPos(ent->pos, ET_NULL);
    if (entAtPos != NULL && (G_IsBreakable(entAtPos) || G_IsBlockingMovementActor(entAtPos))) {
        const int diff = oldZ - ent->pos[2];
        G_TakeDamage(entAtPos, (int)(FALLING_DAMAGE_FACTOR * (float)diff));
    }

    G_EdictCalcOrigin(ent);
    gi.LinkEdict(ent);

    G_CheckVis(ent, true);

    G_EventActorFall(ent);

    gi.EndEvents();
}
示例#2
0
/**
 * @brief Do the shooting
 * @param ent The entity that is doing the shooting
 * @param visMask the vis mask to determine the clients from this event is send to
 * @param fd The firedefinition to use for the shoot
 * @param firstShoot Is this the first shoot
 * @param shootType The type of the shoot
 * @param flags Define some flags in a bitmask: @c SF_BODY, @c SF_IMPACT, @c SF_BOUNCING and @c SF_BOUNCING
 * @param trace The trace what was used to determine whether this shot has hit something
 * @param from The position the entity shoots from
 * @param impact The impact world vector for the shot
 */
void G_EventShoot (const edict_t* ent, vismask_t visMask, const fireDef_t* fd, bool firstShoot, shoot_types_t shootType, int flags, const trace_t* trace, const vec3_t from, const vec3_t impact)
{
	const edict_t *targetEdict = trace->ent;

	G_EventAdd(G_VisToPM(visMask), EV_ACTOR_SHOOT, ent->number);
	if (targetEdict && G_IsBreakable(targetEdict))
		gi.WriteShort(targetEdict->number);
	else
		gi.WriteShort(SKIP_LOCAL_ENTITY);
	gi.WriteByte(firstShoot ? 1 : 0);
	gi.WriteShort(fd->obj->idx);
	gi.WriteByte(fd->weapFdsIdx);
	gi.WriteByte(fd->fdIdx);
	gi.WriteByte(shootType);
	gi.WriteByte(flags);
	gi.WriteByte(trace->contentFlags);
	gi.WritePos(from);
	gi.WritePos(impact);
	gi.WriteDir(trace->plane.normal);
	G_EventEnd();
}
示例#3
0
/**
 * @brief Do the shooting
 * @param ent The entity that is doing the shooting
 * @param teamMask the vis mask to determine the clients from this event is send to
 * @param fd The firedefinition to use for the shoot
 * @param firstShoot Is this the first shoot
 * @param shootType The type of the shoot
 * @param flags Define some flags in a bitmask: @c SF_BODY, @c SF_IMPACT, @c SF_BOUNCING and @c SF_BOUNCING
 * @param trace The trace what was used to determine whether this shot has hit something
 * @param from The position the entity shoots from
 * @param impact The impact world vector for the shot
 */
void G_EventShoot (const Edict& ent, teammask_t teamMask, const fireDef_t* fd, bool firstShoot, shoot_types_t shootType, int flags, const trace_t* trace, const vec3_t from, const vec3_t impact)
{
	const Edict* targetEdict = G_EdictsGetByNum(trace->entNum);	/* the ent possibly hit by the trace */

	G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_SHOOT, ent.number);
	if (targetEdict && G_IsBreakable(targetEdict))
		gi.WriteShort(targetEdict->number);
	else
		gi.WriteShort(SKIP_LOCAL_ENTITY);
	gi.WriteByte(firstShoot ? 1 : 0);
	gi.WriteShort(fd->obj->idx);
	gi.WriteByte(fd->weapFdsIdx);
	gi.WriteByte(fd->fdIdx);
	gi.WriteByte(shootType);
	gi.WriteByte(flags);
	gi.WriteByte(trace->contentFlags);
	gi.WritePos(from);
	gi.WritePos(impact);
	gi.WriteDir(trace->plane.normal);
	G_EventEnd();
}
示例#4
0
/**
 * @brief Deals splash damage to a target and its surroundings.
 * @param[in] ent The shooting actor
 * @param[in] fd The fire definition that defines what type of damage is dealt and how big the splash radius is.
 * @param[in] impact The impact vector where the grenade is exploding
 * @param[in,out] mock pseudo shooting - only for calculating mock values - NULL for real shots
 * @param[in] tr The trace where the grenade hits something (or not)
 */
static void G_SplashDamage (edict_t *ent, const fireDef_t *fd, vec3_t impact, shot_mock_t *mock, const trace_t* tr)
{
	edict_t *check = NULL;
	vec3_t center;
	float dist;
	int damage;

	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);

	assert(fd->splrad > 0.0);

	while ((check = G_EdictsGetNextInUse(check))) {
		/* If we use a blinding weapon we skip the target if it's looking
		 * away from the impact location. */
		if (shock && !G_FrustumVis(check, impact))
			continue;

		if (G_IsBrushModel(check) && G_IsBreakable(check))
			VectorCenterFromMinsMaxs(check->absmin, check->absmax, center);
		else if (G_IsLivingActor(check) || G_IsBreakable(check))
			VectorCopy(check->origin, center);
		else
			continue;

		/* check for distance */
		dist = VectorDist(impact, center);
		dist = dist > UNIT_SIZE / 2 ? dist - UNIT_SIZE / 2 : 0;
		if (dist > fd->splrad)
			continue;

		if (fd->irgoggles) {
			if (G_IsActor(check)) {
				/* check whether this actor (check) is in the field of view of the 'shooter' (ent) */
				if (G_FrustumVis(ent, check->origin)) {
					if (!mock) {
						const unsigned int playerMask = G_TeamToPM(ent->team) ^ G_VisToPM(check->visflags);
						G_AppearPerishEvent(playerMask, true, check, ent);
						G_VisFlagsAdd(check, G_PMToVis(playerMask));
					}
				}
			}
			continue;
		}

		/* check for walls */
		if (G_IsLivingActor(check) && !G_ActorVis(impact, ent, check, false))
			continue;

		/* do damage */
		if (shock)
			damage = 0;
		else
			damage = fd->spldmg[0] * (1.0 - dist / fd->splrad);

		if (mock)
			mock->allow_self = true;
		G_Damage(check, fd, damage, ent, mock, NULL);
		if (mock)
			mock->allow_self = false;
	}

	/** @todo splash might also hit other surfaces and the trace doesn't handle that */
	if (tr && G_FireAffectedSurface(tr->surface, fd)) {
		/* move a little away from the impact vector */
		VectorMA(impact, 1, tr->plane.normal, impact);
		G_SpawnParticle(impact, tr->contentFlags >> 8, "burning");
	}
示例#5
0
/**
 * @brief Deals damage of a give type and amount to a target.
 * @param[in,out] target What we want to damage.
 * @param[in] fd The fire definition that defines what type of damage is dealt.
 * @param[in] damage The value of the damage.
 * @param[in] attacker The attacker.
 * @param[in] mock pseudo shooting - only for calculating mock values - NULL for real shots
 * @param[in] impact impact location - @c NULL for splash damage
 * @sa G_SplashDamage
 * @sa G_TakeDamage
 * @sa G_PrintActorStats
 */
static void G_Damage (edict_t *target, const fireDef_t *fd, int damage, edict_t *attacker, shot_mock_t *mock, const vec3_t impact)
{
	const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro);
	const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas);
	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);
	const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke);
	bool isRobot;

	assert(target);

	/* Breakables */
	if (G_IsBrushModel(target) && G_IsBreakable(target)) {
		/* Breakables are immune to stun & shock damage. */
		if (stunEl || stunGas || shock || mock || smoke)
			return;

		if (damage >= target->HP) {
			/* don't reset the HP value here, this value is used to distinguish
			 * between triggered destroy and a shoot */
			assert(target->destroy);
			target->destroy(target);

			/* maybe the attacker is seeing something new? */
			G_CheckVisTeamAll(attacker->team, 0, attacker);

			/* check if attacker appears/perishes for any other team */
			G_CheckVis(attacker);
		} else {
			G_TakeDamage(target, damage);
		}
		return;
	}

	/* Actors don't die again. */
	if (!G_IsLivingActor(target))
		return;

	/* only actors after this point - and they must have a teamdef */
	assert(target->chr.teamDef);
	isRobot = CHRSH_IsTeamDefRobot(target->chr.teamDef);

	/* Apply armour effects. */
	if (damage > 0) {
		damage = G_ApplyProtection(target, fd->dmgweight, damage);
	} else if (damage < 0) {
		/* Robots can't be healed. */
		if (isRobot)
			return;
	}
	Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage);

	/* Apply difficulty settings. */
	if (sv_maxclients->integer == 1) {
		if (G_IsAlien(attacker) && !G_IsAlien(target))
			damage *= pow(1.18, g_difficulty->value);
		else if (!G_IsAlien(attacker) && G_IsAlien(target))
			damage *= pow(1.18, -g_difficulty->value);
	}

	assert(attacker->team >= 0 && attacker->team < MAX_TEAMS);
	assert(target->team >= 0 && target->team < MAX_TEAMS);

	if (g_nodamage != NULL && !g_nodamage->integer) {
		/* hit */
		if (mock) {
			G_UpdateShotMock(mock, attacker, target, damage);
		} else if (stunEl) {
			target->STUN += damage;
		} else if (stunGas) {
			if (!isRobot) /* Can't stun robots with gas */
				target->STUN += damage;
		} else if (shock) {
			/* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */
			if (!isRobot && target->team != attacker->team) {
				/** @todo there should be a possible protection, too */
				/* dazed entity wont reaction fire */
				G_RemoveReaction(target);
				G_ActorReserveTUs(target, 0, target->chr.reservedTus.shot, target->chr.reservedTus.crouch);
				/* flashbangs kill TUs */
				G_ActorSetTU(target, 0);
				G_SendStats(target);
				/* entity is dazed */
				G_SetDazed(target);
				G_ClientPrintf(G_PLAYER_FROM_ENT(target), PRINT_HUD, _("Soldier is dazed!\nEnemy used flashbang!"));
				return;
			}
		} else {
			if (damage < 0) {
				/* The 'attacker' is healing the target. */
				G_TreatActor(target, fd, damage, attacker->team);
			} else {
				/* Real damage was dealt. */
				G_DamageActor(target, damage, impact);
				/* Update overall splash damage for stats/score. */
				if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */
					G_UpdateHitScore(attacker, target, fd, damage);
			}
		}
	}

	if (mock)
		return;

	G_CheckDeathOrKnockout(target, attacker, fd, damage);
}
示例#6
0
文件: g_utils.c 项目: kevlund/ufoai
/**
 * @brief Applies the given damage value to an edict that is either an actor or has
 * the @c FL_DESTROYABLE flag set.
 * @param ent The edict to apply the damage to.
 * @param damage The damage value.
 * @note This function assures, that the health points of the edict are never
 * getting negative.
 * @sa G_Damage
 */
void G_TakeDamage (edict_t *ent, int damage)
{
    if (G_IsBreakable(ent) || G_IsActor(ent))
        ent->HP = max(ent->HP - damage, 0);
}
示例#7
0
文件: g_combat.cpp 项目: ufoai/ufoai
/**
 * @brief Deals splash damage to a target and its surroundings.
 * @param[in] ent The shooting actor
 * @param[in] fd The fire definition that defines what type of damage is dealt and how big the splash radius is.
 * @param[in] impact The impact vector where the grenade is exploding
 * @param[in,out] mock pseudo shooting - only for calculating mock values - nullptr for real shots
 * @param[in] tr The trace where the grenade hits something (or not)
 */
static void G_SplashDamage (Actor* ent, const fireDef_t* fd, vec3_t impact, shot_mock_t* mock, const trace_t* tr)
{
	assert(fd->splrad > 0.0f);

	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);

	Edict* check = nullptr;
	while ((check = G_EdictsGetNextInUse(check))) {
		/* If we use a blinding weapon we skip the target if it's looking
		 * away from the impact location. */
		if (shock && !G_FrustumVis(check, impact))
			continue;

		const bool isActor = G_IsLivingActor(check);
		vec3_t center;
		if (G_IsBrushModel(check) && G_IsBreakable(check))
			check->absBox.getCenter(center);
		else if (isActor || G_IsBreakable(check))
			VectorCopy(check->origin, center);
		else
			continue;

		/* check for distance */
		float dist = VectorDist(impact, center);
		dist = dist > UNIT_SIZE / 2 ? dist - UNIT_SIZE / 2 : 0.0f;
		if (dist > fd->splrad)
			continue;

		if (fd->irgoggles) {
			if (isActor) {
				/* check whether this actor (check) is in the field of view of the 'shooter' (ent) */
				if (G_FrustumVis(ent, check->origin)) {
					if (!mock) {
						vec3_t eyeEnt;
						G_ActorGetEyeVector(ent, eyeEnt);
						if (!G_SmokeVis(eyeEnt, check)) {
							const unsigned int playerMask = G_TeamToPM(ent->getTeam()) ^ G_VisToPM(check->visflags);
							G_AppearPerishEvent(playerMask, true, *check, ent);
							G_VisFlagsAdd(*check, G_PMToVis(playerMask));
						}
					}
				}
			}
			continue;
		}

		/* check for walls */
		if (isActor && G_TestLine(impact, check->origin))
			continue;

		/* do damage */
		const int damage = shock ? 0 : fd->spldmg[0] * (1.0f - dist / fd->splrad);

		if (mock)
			mock->allow_self = true;
		/* Send hurt sounds for actors, but only if they'll recieve damage from this attack */
		if (G_Damage(check, fd, damage, ent, mock, nullptr) && isActor
				&& (G_ApplyProtection(check, fd->dmgweight,  damage) > 0) && !shock) {
			const teamDef_t* teamDef = check->chr.teamDef;
			const int gender = check->chr.gender;
			const char* sound = teamDef->getActorSound(gender, SND_HURT);
			G_EventSpawnSound(G_VisToPM(check->visflags), *check, nullptr, sound);
		}
		if (mock)
			mock->allow_self = false;
	}

	/** @todo splash might also hit other surfaces and the trace doesn't handle that */
	if (tr && G_FireAffectedSurface(tr->surface, fd)) {
		/* move a little away from the impact vector */
		VectorMA(impact, 1, tr->plane.normal, impact);
		G_SpawnParticle(impact, tr->contentFlags >> 8, "burning");
	}
示例#8
0
文件: g_combat.cpp 项目: ufoai/ufoai
/**
 * @brief Deals damage of a give type and amount to a target.
 * @param[in,out] target What we want to damage.
 * @param[in] fd The fire definition that defines what type of damage is dealt.
 * @param[in] damage The value of the damage.
 * @param[in] attacker The attacker.
 * @param[in] mock pseudo shooting - only for calculating mock values - nullptr for real shots
 * @param[in] impact impact location - @c nullptr for splash damage
 * @return @c true if damage could be dealt (even if it was 0) @c false otherwise
 * @sa G_SplashDamage
 * @sa G_TakeDamage
 * @sa G_PrintActorStats
 */
static bool G_Damage (Edict* target, const fireDef_t* fd, int damage, Actor* attacker, shot_mock_t* mock, const vec3_t impact)
{
	assert(target);

	const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro);
	const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas);
	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);
	const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke);

	/* Breakables */
	if (G_IsBrushModel(target) && G_IsBreakable(target)) {
		/* Breakables are immune to stun & shock damage. */
		if (stunEl || stunGas || shock || mock || smoke)
			return false;

		if (damage >= target->HP) {
			/* don't reset the HP value here, this value is used to distinguish
			 * between triggered destroy and a shoot */
			assert(target->destroy);
			target->destroy(target);

			/* maybe the attacker is seeing something new? */
			G_CheckVisTeamAll(attacker->getTeam(), 0, attacker);

			/* check if attacker appears/perishes for any other team */
			G_CheckVis(attacker);
		} else {
			G_TakeDamage(target, damage);
		}
		return true;
	}

	/* Actors don't die again. */
	if (!G_IsLivingActor(target))
		return false;
	/* Now we know that the target is an actor */
	Actor* victim = makeActor(target);

	/* only actors after this point - and they must have a teamdef */
	assert(victim->chr.teamDef);
	const bool isRobot = CHRSH_IsTeamDefRobot(victim->chr.teamDef);

	/* Apply armour effects. */
	if (damage > 0) {
		damage = G_ApplyProtection(victim, fd->dmgweight, damage);
	} else if (damage < 0) {
		/* Robots can't be healed. */
		if (isRobot)
			return false;
	}
	Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage);

	/* Apply difficulty settings. */
	if (G_IsSinglePlayer()) {
		if (G_IsAlien(attacker) && !G_IsAlien(victim))
			damage *= pow(1.18f, g_difficulty->value);
		else if (!G_IsAlien(attacker) && G_IsAlien(victim))
			damage *= pow(1.18f, -g_difficulty->value);
	}

	assert(attacker->getTeam() >= 0 && attacker->getTeam() < MAX_TEAMS);
	assert(victim->getTeam() >= 0 && victim->getTeam() < MAX_TEAMS);

	if ((g_nodamage != nullptr && !g_nodamage->integer) || mock) {
		/* hit */
		if (mock) {
			G_UpdateShotMock(mock, attacker, victim, damage);
		} else if (stunEl) {
			victim->addStun(damage);
		} else if (stunGas) {
			if (!isRobot) /* Can't stun robots with gas */
				victim->addStun(damage);
		} else if (shock) {
			/* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */
			if (!isRobot && !victim->isSameTeamAs(attacker)) {
				/** @todo there should be a possible protection, too */
				/* dazed entity wont reaction fire */
				victim->removeReaction();
				G_ActorReserveTUs(victim, 0, victim->chr.reservedTus.shot, victim->chr.reservedTus.crouch);
				/* flashbangs kill TUs */
				G_ActorSetTU(victim, 0);
				G_SendStats(*victim);
				/* entity is dazed */
				victim->setDazed();
				G_EventSendState(G_VisToPM(victim->visflags), *victim);
				return !mock;
			} else {
				return false;
			}
		} else {
			if (damage < 0) {
				/* The 'attacker' is healing the victim. */
				G_TreatActor(victim, fd, damage, attacker->getTeam());
			} else {
				/* Real damage was dealt. */
				G_DamageActor(victim, damage, impact);
				/* Update overall splash damage for stats/score. */
				if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */
					G_UpdateHitScore(attacker, victim, fd, damage);
			}
		}
	}

	if (mock)
		return false;

	G_CheckDeathOrKnockout(victim, attacker, fd, damage);
	return true;
}