1 /**
2 * @file
3 */
4
5 /*
6 Copyright (C) 2002-2013 UFO: Alien Invasion.
7
8 This program is free software; you can redistribute it and/or
9 modify it under the terms of the GNU General Public License
10 as published by the Free Software Foundation; either version 2
11 of the License, or (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
16
17 See the GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software
21 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22
23 */
24
25 #include "g_local.h" /* also includes g_event.h */
26 #include "g_actor.h"
27 #include "g_client.h"
28 #include "g_edicts.h"
29 #include "g_inventory.h"
30
31 /**
32 * @brief Spawns a sound (that will be spatialized on the client side)
33 * @param playerMask A bit mask. One bit for each affected player
34 * @param instant Whether the sound should be played instantly rather than queued
35 * @param ent The edict that is causing the sound
36 * @param origin The origin of the sound
37 * @param sound The sound file, path relative to sounds/. If there is a + at the end the client will
38 * choose a random sound. See the event function for more information.
39 * of the path, a random sound will be taken.
40 */
G_EventSpawnSound(playermask_t playerMask,const Edict & ent,const vec3_t origin,const char * sound)41 void G_EventSpawnSound (playermask_t playerMask, const Edict &ent, const vec3_t origin, const char* sound)
42 {
43 G_EventAdd(playerMask, EV_SOUND, ent.number);
44
45 /* use the entity origin unless it is a bmodel or explicitly specified */
46 if (!origin) {
47 if (ent.solid == SOLID_BSP) {
48 vec3_t origin_v;
49 VectorCenterFromMinsMaxs(ent.mins, ent.maxs, origin_v);
50 VectorAdd(ent.origin, origin_v, origin_v);
51 gi.WritePos(origin);
52 } else {
53 gi.WritePos(vec3_origin);
54 }
55 } else {
56 gi.WritePos(origin);
57 }
58 gi.WriteByte(0xFF);
59 gi.WriteString(sound);
60 G_EventEnd();
61 }
62
G_EventSpawnFootstepSound(const Edict & ent,const char * sound)63 void G_EventSpawnFootstepSound (const Edict &ent, const char* sound)
64 {
65 const playermask_t playerMask = ~G_VisToPM(ent.visflags);
66 gi.QueueEvent(playerMask, EV_SOUND, ent.number);
67 gi.QueueWritePos(ent.origin);
68 gi.QueueWriteByte(ent.moveinfo.steps);
69 gi.QueueWriteString(sound);
70 }
71
72 /**
73 * @brief Send the turn event for the given entity
74 * @param ent The entity to send the turn event for
75 * @note Every player that can see this ent will reveive the turn event data
76 * @note Make sure that the direction to turn into is already set
77 */
G_EventActorTurn(const Edict & ent)78 void G_EventActorTurn (const Edict &ent)
79 {
80 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_TURN, ent.number);
81 gi.WriteByte(ent.dir);
82 G_EventEnd();
83 }
84
85 /**
86 * @brief Announce the actor die event for the clients that are seeing the actor
87 * @param[in] ent The actor that is dying
88 */
G_EventActorDie(const Edict & ent,bool attacker)89 void G_EventActorDie (const Edict &ent, bool attacker)
90 {
91 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_DIE, ent.number);
92 gi.WriteShort(ent.state);
93 gi.WriteByte(ent.pnum);
94 gi.WriteByte(attacker);
95 G_EventEnd();
96 }
97
98 /**
99 * @brief Announce the actor die event for the clients that are seeing the actor
100 * @param[in] ent The actor that was healed and woke up again
101 */
G_EventActorRevitalise(const Edict & ent)102 void G_EventActorRevitalise (const Edict &ent)
103 {
104 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_REVITALISED, ent.number);
105 gi.WriteShort(ent.state);
106 G_EventEnd();
107 }
108
109 /**
110 * @brief Will inform the player about the real TU reservation
111 * @param ent The actors edict.
112 */
G_EventActorSendReservations(const Edict & ent)113 void G_EventActorSendReservations (const Edict &ent)
114 {
115 G_EventAdd(G_PlayerToPM(ent.getPlayer()), EV_ACTOR_RESERVATIONCHANGE, ent.number);
116 const chrReservations_t &reservedTUs = ent.chr.reservedTus;
117 gi.WriteShort(reservedTUs.reaction);
118 gi.WriteShort(reservedTUs.shot);
119 gi.WriteShort(reservedTUs.crouch);
120
121 G_EventEnd();
122 }
123
124 /**
125 * @brief Tell the client to remove the item from the container
126 * @param[in] ent Pointer to entity having given inventory.
127 * @param[in] playerMask The player mask to determine which clients should receive the event (e.g. @c G_VisToPM(ent->visflags))
128 * @param[in] containerId Id of the container the item is in.
129 * @param[in] x Position of item in container.
130 * @param[in] y Position of item in container.
131 */
G_EventInventoryDelete(const Edict & ent,playermask_t playerMask,const containerIndex_t containerId,int x,int y)132 void G_EventInventoryDelete (const Edict &ent, playermask_t playerMask, const containerIndex_t containerId, int x, int y)
133 {
134 G_EventAdd(playerMask, EV_INV_DEL, ent.number);
135 gi.WriteByte(containerId);
136 gi.WriteByte(x);
137 gi.WriteByte(y);
138 G_EventEnd();
139 }
140
141 /**
142 * @brief Tell the client to add the item from the container
143 * @param[in] ent Pointer to entity having given inventory.
144 * @param[in] playerMask The player mask to determine which clients should receive the event (e.g. @c G_VisToPM(ent->visflags))
145 * @param[in] itemAmount How many items to add.
146 * @note This event must be followed by a @c G_WriteItem call
147 */
G_EventInventoryAdd(const Edict & ent,playermask_t playerMask,int itemAmount)148 void G_EventInventoryAdd (const Edict &ent, playermask_t playerMask, int itemAmount)
149 {
150 G_EventAdd(playerMask, EV_INV_ADD, ent.number);
151 gi.WriteShort(itemAmount);
152 /* do not end the pending events here - this is just a header, the items are following */
153 }
154
155 /**
156 * @brief Send an event to all clients that are seeing the given edict, that it just has disappeared
157 * @param ent The edict that disappeared
158 */
G_EventPerish(const Edict & ent)159 void G_EventPerish (const Edict &ent)
160 {
161 G_EventEdictPerish(G_VisToPM(ent.visflags), ent);
162 }
163
164 /**
165 * @brief Unregister an edict at the client
166 * @param ent The edict to unregister
167 */
G_EventDestroyEdict(const Edict & ent)168 void G_EventDestroyEdict (const Edict &ent)
169 {
170 assert(ent.inuse);
171 G_EventAdd(PM_ALL, EV_ENT_DESTROY, ent.number);
172 G_EventEnd();
173 }
174
175 /**
176 * @brief Change the amount of available ammo for the given entity
177 * @param ent The entity to change the amount of ammo for
178 * @param ammo The ammo to change
179 * @param amount The new amount of the left ammo
180 * @param shootType The shooting type to determine which container to use
181 */
G_EventInventoryAmmo(const Edict & ent,const objDef_t * ammo,int amount,shoot_types_t shootType)182 void G_EventInventoryAmmo (const Edict &ent, const objDef_t* ammo, int amount, shoot_types_t shootType)
183 {
184 G_EventAdd(G_VisToPM(ent.visflags), EV_INV_AMMO, ent.number);
185 gi.WriteByte(amount);
186 gi.WriteByte(ammo->idx);
187 if (IS_SHOT_RIGHT(shootType))
188 gi.WriteByte(CID_RIGHT);
189 else
190 gi.WriteByte(CID_LEFT);
191 /* x and y value */
192 gi.WriteByte(0);
193 gi.WriteByte(0);
194 G_EventEnd();
195 }
196
197 /**
198 * @brief Start the shooting event
199 * @param ent The entity that starts the shooting
200 * @param teamMask the vis mask of the teams to determine the clients from this event is send to
201 * @param shootType The type of the shoot
202 * @param at The grid position to target to
203 */
G_EventStartShoot(const Edict & ent,teammask_t teamMask,shoot_types_t shootType,const pos3_t at)204 void G_EventStartShoot (const Edict &ent, teammask_t teamMask, shoot_types_t shootType, const pos3_t at)
205 {
206 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_START_SHOOT, ent.number);
207 gi.WriteByte(shootType);
208 gi.WriteGPos(ent.pos);
209 gi.WriteGPos(at);
210 G_EventEnd();
211 }
212
213 /**
214 * @brief Start the shooting event
215 * @param ent The entity that starts the shooting
216 * @param teamMask the vis mask of the teams to determine the clients from this event is send to
217 */
G_EventEndShoot(const Edict & ent,teammask_t teamMask)218 void G_EventEndShoot (const Edict &ent, teammask_t teamMask)
219 {
220 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_END_SHOOT, ent.number);
221 G_EventEnd();
222 }
223
224 /**
225 * @brief Start the shooting event for hidden actors
226 * @param teamMask the vis mask to determine the clients from this event is send to
227 * @param fd The firedefinition to use for the shoot
228 * @param firstShoot Is this the first shoot
229 */
G_EventShootHidden(teammask_t teamMask,const fireDef_t * fd,bool firstShoot)230 void G_EventShootHidden (teammask_t teamMask, const fireDef_t* fd, bool firstShoot)
231 {
232 G_EventAdd(~G_VisToPM(teamMask), EV_ACTOR_SHOOT_HIDDEN, -1);
233 gi.WriteByte(firstShoot);
234 gi.WriteShort(fd->obj->idx);
235 gi.WriteByte(fd->weapFdsIdx);
236 gi.WriteByte(fd->fdIdx);
237 G_EventEnd();
238 }
239
240 /**
241 * @brief Do the shooting
242 * @param ent The entity that is doing the shooting
243 * @param teamMask the vis mask to determine the clients from this event is send to
244 * @param fd The firedefinition to use for the shoot
245 * @param firstShoot Is this the first shoot
246 * @param shootType The type of the shoot
247 * @param flags Define some flags in a bitmask: @c SF_BODY, @c SF_IMPACT, @c SF_BOUNCING and @c SF_BOUNCING
248 * @param trace The trace what was used to determine whether this shot has hit something
249 * @param from The position the entity shoots from
250 * @param impact The impact world vector for the shot
251 */
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)252 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)
253 {
254 const Edict* targetEdict = G_EdictsGetByNum(trace->entNum); /* the ent possibly hit by the trace */
255
256 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_SHOOT, ent.number);
257 if (targetEdict && G_IsBreakable(targetEdict))
258 gi.WriteShort(targetEdict->number);
259 else
260 gi.WriteShort(SKIP_LOCAL_ENTITY);
261 gi.WriteByte(firstShoot ? 1 : 0);
262 gi.WriteShort(fd->obj->idx);
263 gi.WriteByte(fd->weapFdsIdx);
264 gi.WriteByte(fd->fdIdx);
265 gi.WriteByte(shootType);
266 gi.WriteByte(flags);
267 gi.WriteByte(trace->contentFlags);
268 gi.WritePos(from);
269 gi.WritePos(impact);
270 gi.WriteDir(trace->plane.normal);
271 G_EventEnd();
272 }
273
G_EventReactionFireChange(const Edict & ent)274 void G_EventReactionFireChange (const Edict &ent)
275 {
276 const FiremodeSettings &fireMode = ent.chr.RFmode;
277 const objDef_t* od = fireMode.getWeapon();
278
279 G_EventAdd(G_PlayerToPM(ent.getPlayer()), EV_ACTOR_REACTIONFIRECHANGE, ent.number);
280 gi.WriteByte(fireMode.getFmIdx());
281 gi.WriteByte(fireMode.getHand());
282 gi.WriteShort(od ? od->idx : NONE);
283
284 G_EventEnd();
285 }
286
G_EventReactionFireAddTarget(const Edict & shooter,const Edict & target,int tus,int step)287 void G_EventReactionFireAddTarget (const Edict &shooter, const Edict &target, int tus, int step)
288 {
289 gi.QueueEvent(G_PlayerToPM(shooter.getPlayer()), EV_ACTOR_REACTIONFIREADDTARGET, shooter.number);
290 gi.QueueWriteShort(target.number);
291 gi.QueueWriteByte(tus);
292 gi.QueueWriteByte(step);
293 }
294
G_EventReactionFireRemoveTarget(const Edict & shooter,const Edict & target,int step)295 void G_EventReactionFireRemoveTarget (const Edict &shooter, const Edict &target, int step)
296 {
297 gi.QueueEvent(G_PlayerToPM(shooter.getPlayer()), EV_ACTOR_REACTIONFIREREMOVETARGET, shooter.number);
298 gi.QueueWriteShort(target.number);
299 gi.QueueWriteByte(step);
300 }
301
G_EventReactionFireTargetUpdate(const Edict & shooter,const Edict & target,int tus,int step)302 void G_EventReactionFireTargetUpdate (const Edict &shooter, const Edict &target, int tus, int step)
303 {
304 gi.QueueEvent(G_PlayerToPM(shooter.getPlayer()), EV_ACTOR_REACTIONFIRETARGETUPDATE, shooter.number);
305 gi.QueueWriteShort(target.number);
306 gi.QueueWriteByte(tus);
307 gi.QueueWriteByte(step);
308 }
309
310 /**
311 * @brief Spawn a new particle for the client
312 * @param[in] playerMask A bit mask. One bit for each affected player
313 * @param[in] name The id of the particle (see ptl_*.ufo script files in base/ufos)
314 * @param[in] levelFlags Show at which levels
315 * @param[in] s starting/location vector
316 * @param[in] v velocity vector
317 * @param[in] a acceleration vector
318 */
G_EventParticleSpawn(playermask_t playerMask,const char * name,int levelFlags,const vec3_t s,const vec3_t v,const vec3_t a)319 void G_EventParticleSpawn (playermask_t playerMask, const char* name, int levelFlags, const vec3_t s, const vec3_t v, const vec3_t a)
320 {
321 G_EventAdd(playerMask, EV_PARTICLE_SPAWN, -1);
322 gi.WriteByte(levelFlags);
323 gi.WritePos(s);
324 gi.WritePos(v);
325 gi.WritePos(a);
326 gi.WriteString(name);
327 G_EventEnd();
328 }
329
G_EventActorFall(const Edict & ent)330 void G_EventActorFall (const Edict &ent)
331 {
332 G_EventAdd(G_VisToPM(ent.visflags), EV_ACTOR_MOVE, ent.number);
333 gi.WriteByte(1);
334 gi.WriteByte(ent.pos[0]);
335 gi.WriteByte(ent.pos[1]);
336 gi.WriteByte(ent.pos[2]);
337 gi.WriteByte(makeDV(DIRECTION_FALL, ent.pos[2]));
338 gi.WriteShort(GRAVITY);
339 gi.WriteShort(0);
340 G_EventEnd();
341 }
342
343 /**
344 * @brief Informs the client that an interaction with the world is possible
345 * @note It's assumed that the clientAction is already set
346 * @param[in] ent The edict that can execute the action (an actor)
347 */
G_EventSetClientAction(const Edict & ent)348 void G_EventSetClientAction (const Edict &ent)
349 {
350 assert(ent.clientAction);
351 assert(ent.clientAction->flags & FL_CLIENTACTION);
352
353 /* tell the hud to show the door buttons */
354 G_EventAdd(G_TeamToPM(ent.team), EV_CLIENT_ACTION, ent.number);
355 gi.WriteShort(ent.clientAction->number);
356 G_EventEnd();
357 }
358
359 /**
360 * @brief Reset the client actions for the given entity
361 * @param[in] ent The entity to reset the client action for
362 * @note This event is send to the player this edict belongs to
363 */
G_EventResetClientAction(const Edict & ent)364 void G_EventResetClientAction (const Edict &ent)
365 {
366 const int playerMask = G_PlayerToPM(ent.getPlayer());
367 G_EventAdd(playerMask, EV_RESET_CLIENT_ACTION, ent.number);
368 G_EventEnd();
369 }
370
G_EventActorStats(const Edict & ent,playermask_t playerMask)371 void G_EventActorStats (const Edict &ent, playermask_t playerMask)
372 {
373 G_EventAdd(playerMask, EV_ACTOR_STATS, ent.number);
374 gi.WriteByte(ent.TU);
375 gi.WriteShort(ent.HP);
376 gi.WriteByte(ent.STUN);
377 gi.WriteByte(ent.morale);
378 G_EventEnd();
379 }
380
381 /**
382 * @brief Send info about an actor's wounds to the client.
383 * @param[in] ent The actor whose wound status we are sending.
384 * @param[in] bodyPart The body part index we are sending wound info about.
385 * @note This event is sent to the player this actor belongs to
386 */
G_EventActorWound(const Edict & ent,const int bodyPart)387 void G_EventActorWound (const Edict &ent, const int bodyPart)
388 {
389 const int mask = G_PlayerToPM(ent.getPlayer());
390 G_EventAdd(mask, EV_ACTOR_WOUND, ent.number);
391 gi.WriteByte(bodyPart);
392 const woundInfo_t &wounds = ent.chr.wounds;
393 gi.WriteByte(wounds.woundLevel[bodyPart]);
394 gi.WriteByte(wounds.treatmentLevel[bodyPart]);
395 G_EventEnd();
396 }
397
398 /**
399 * @brief End of turn event for the current active team
400 * @note This event is send to every connected client
401 */
G_EventEndRound(void)402 void G_EventEndRound (void)
403 {
404 G_EventAdd(PM_ALL, EV_ENDROUND, -1);
405 gi.WriteByte(level.activeTeam);
406 G_EventEnd();
407 }
408
G_EventInventoryReload(const Edict & ent,playermask_t playerMask,const Item * item,const invDef_t * invDef,const Item * ic)409 void G_EventInventoryReload (const Edict &ent, playermask_t playerMask, const Item* item, const invDef_t* invDef, const Item* ic)
410 {
411 G_EventAdd(playerMask, EV_INV_RELOAD, ent.number);
412 gi.WriteByte(item->def()->ammo);
413 gi.WriteByte(item->ammoDef()->idx);
414 gi.WriteByte(invDef->id);
415 gi.WriteByte(ic->getX());
416 gi.WriteByte(ic->getY());
417 G_EventEnd();
418 }
419
420 /**
421 * @param[in] teamMask the vis mask to determine the clients from this event is send to
422 * @param[in] fd The firedefinition to use
423 * @param[in] dt Delta time
424 * @param[in] flags bitmask of the following values: @c SF_BODY, @c SF_IMPACT, @c SF_BOUNCING and @c SF_BOUNCED
425 * @param[in] position The current position
426 * @param[in] velocity The velocity of the throw
427 */
G_EventThrow(teammask_t teamMask,const fireDef_t * fd,float dt,byte flags,const vec3_t position,const vec3_t velocity)428 void G_EventThrow (teammask_t teamMask, const fireDef_t* fd, float dt, byte flags, const vec3_t position, const vec3_t velocity)
429 {
430 G_EventAdd(G_VisToPM(teamMask), EV_ACTOR_THROW, -1);
431 gi.WriteShort(dt * 1000);
432 gi.WriteShort(fd->obj->idx);
433 gi.WriteByte(fd->weapFdsIdx);
434 gi.WriteByte(fd->fdIdx);
435 gi.WriteByte(flags);
436 gi.WritePos(position);
437 gi.WritePos(velocity);
438 G_EventEnd();
439 }
440
441 /**
442 * @brief Send the bounding box info to the client.
443 * @param[in] ent The edict to send the bounding box for
444 */
G_EventSendEdict(const Edict & ent)445 void G_EventSendEdict (const Edict &ent)
446 {
447 G_EventAdd(PM_ALL, EV_ADD_EDICT, ent.number);
448 gi.WriteByte(ent.type);
449 gi.WritePos(ent.absmin);
450 gi.WritePos(ent.absmax);
451 G_EventEnd();
452 }
453
G_EventSendState(playermask_t playerMask,const Edict & ent)454 void G_EventSendState (playermask_t playerMask, const Edict &ent)
455 {
456 G_EventActorStateChange(playerMask & G_TeamToPM(ent.team), ent);
457
458 G_EventAdd(playerMask & ~G_TeamToPM(ent.team), EV_ACTOR_STATECHANGE, ent.number);
459 gi.WriteShort(ent.state & STATE_PUBLIC);
460 G_EventEnd();
461 }
462
463 /**
464 * @brief Centers the view for all clients that are seeing the given edict on the world position of the edict
465 * @param[in] ent The edict to use the position from
466 */
G_EventCenterView(const Edict & ent)467 void G_EventCenterView (const Edict &ent)
468 {
469 G_EventCenterViewAt(G_VisToPM(ent.visflags), ent.pos);
470 }
471
472 /**
473 * @brief Centers the view for all clients that are seeing the given edict on the world position of the edict
474 * @param playerMask The clients that should see the edict
475 * @param pos The position to center the view
476 */
G_EventCenterViewAt(playermask_t playerMask,const pos3_t pos)477 void G_EventCenterViewAt (playermask_t playerMask, const pos3_t pos)
478 {
479 G_EventAdd(playerMask, EV_CENTERVIEW, -1);
480 gi.WriteGPos(pos);
481 G_EventEnd();
482 }
483
484 /**
485 * @brief Centers the view for all clients that are seeing the given edict on the world position of the edict
486 * @param[in] playerMask The clients that should see the edict
487 * @param[in] pos The position to center the view
488 */
G_EventMoveCameraTo(playermask_t playerMask,const pos3_t pos)489 void G_EventMoveCameraTo (playermask_t playerMask, const pos3_t pos)
490 {
491 G_EventAdd(playerMask, EV_MOVECAMERA, -1);
492 gi.WriteGPos(pos);
493 G_EventEnd();
494 }
495
496 /**
497 * @sa CL_ActorAdd
498 */
G_EventActorAdd(playermask_t playerMask,const Edict & ent)499 void G_EventActorAdd (playermask_t playerMask, const Edict &ent)
500 {
501 G_EventAdd(playerMask, EV_ACTOR_ADD, ent.number);
502 gi.WriteByte(ent.team);
503 gi.WriteByte(ent.chr.teamDef ? ent.chr.teamDef->idx : NONE);
504 gi.WriteByte(ent.chr.gender);
505 gi.WriteByte(ent.pnum);
506 gi.WriteGPos(ent.pos);
507 gi.WriteShort(ent.state & STATE_PUBLIC);
508 gi.WriteByte(ent.fieldSize);
509 G_EventEnd();
510 }
511
512 /**
513 * Send a particle spawn event to the client
514 * @param[in] playerMask The clients that should see the particle
515 * @param[in] ent The particle to spawn
516 */
G_EventSendParticle(playermask_t playerMask,const Edict & ent)517 void G_EventSendParticle (playermask_t playerMask, const Edict &ent)
518 {
519 G_EventAdd(playerMask, EV_PARTICLE_APPEAR, ent.number);
520 gi.WriteShort(ent.spawnflags);
521 gi.WritePos(ent.origin);
522 gi.WriteString(ent.particle);
523 G_EventEnd();
524 }
525
526 /**
527 * @brief Send an appear event to the client.
528 * @param playerMask The players to send the event to
529 * @param ent The camera that should appear to the players included in the given mask.
530 */
G_EventCameraAppear(playermask_t playerMask,const Edict & ent)531 void G_EventCameraAppear (playermask_t playerMask, const Edict &ent)
532 {
533 G_EventAdd(playerMask, EV_CAMERA_APPEAR, ent.number);
534 gi.WritePos(ent.origin);
535 gi.WriteByte(ent.team);
536 gi.WriteByte(ent.dir);
537 gi.WriteByte(ent.camera.cameraType);
538 /* strip the higher bits - only send levelflags */
539 gi.WriteByte(ent.spawnflags & 0xFF);
540 gi.WriteByte(ent.camera.rotate);
541 G_EventEnd();
542 }
543
544 /**
545 * @brief Send an appear event to the client.
546 * @param playerMask The players to send the event to
547 * @param ent The edict that should appear to the players included in the given mask.
548 * @note Each following event that is relying on the fact that this edict must already
549 * be known in the client, must also adopt the client side parsing of the event times.
550 */
G_EventEdictAppear(playermask_t playerMask,const Edict & ent)551 void G_EventEdictAppear (playermask_t playerMask, const Edict &ent)
552 {
553 G_EventAdd(playerMask, EV_ENT_APPEAR, ent.number);
554 gi.WriteByte(ent.type);
555 gi.WriteGPos(ent.pos);
556 G_EventEnd();
557 }
558
G_EventActorAppear(playermask_t playerMask,const Edict & check,const Edict * ent)559 void G_EventActorAppear (playermask_t playerMask, const Edict &check, const Edict* ent)
560 {
561 const int mask = G_TeamToPM(check.team) & playerMask;
562
563 /* parsed in CL_ActorAppear */
564 G_EventAdd(playerMask, EV_ACTOR_APPEAR, check.number);
565 gi.WriteShort(ent && ent->number > 0 ? ent->number : SKIP_LOCAL_ENTITY);
566 gi.WriteByte(check.team);
567 gi.WriteByte(check.chr.teamDef ? check.chr.teamDef->idx : NONE);
568 gi.WriteByte(check.chr.gender);
569 gi.WriteShort(check.chr.ucn);
570 gi.WriteByte(check.pnum);
571 gi.WriteGPos(check.pos);
572 gi.WriteByte(check.dir);
573 if (check.getRightHandItem()) {
574 gi.WriteShort(check.getRightHandItem()->def()->idx);
575 } else {
576 gi.WriteShort(NONE);
577 }
578
579 if (check.getLeftHandItem()) {
580 gi.WriteShort(check.getLeftHandItem()->def()->idx);
581 } else {
582 gi.WriteShort(NONE);
583 }
584
585 if (check.body == 0 || check.head == 0) {
586 gi.Error("invalid body and/or head model indices");
587 }
588 gi.WriteShort(check.body);
589 gi.WriteShort(check.head);
590 gi.WriteByte(check.chr.bodySkin);
591 gi.WriteByte(check.chr.headSkin);
592 /* strip the server private states */
593 gi.WriteShort(check.state & STATE_PUBLIC);
594 gi.WriteByte(check.fieldSize);
595 /* get the max values for TU and morale */
596 gi.WriteByte(G_ActorCalculateMaxTU(&check));
597 gi.WriteByte(std::min(MAX_SKILL, GET_MORALE(check.chr.score.skills[ABILITY_MIND])));
598 gi.WriteShort(check.chr.maxHP);
599 G_EventEnd();
600
601 if (mask) {
602 G_EventActorStateChange(mask, check);
603 G_SendInventory(mask, check);
604 }
605 }
606
607 /**
608 * @brief Send disappear event
609 * @param[in] playerMask The bitmask to determine the clients this event is send to
610 * @param[in,out] ent The edict that perished
611 */
G_EventEdictPerish(playermask_t playerMask,const Edict & ent)612 void G_EventEdictPerish (playermask_t playerMask, const Edict &ent)
613 {
614 assert(ent.inuse);
615 G_EventAdd(playerMask, EV_ENT_PERISH, ent.number);
616 gi.WriteByte(ent.type);
617 G_EventEnd();
618 }
619
G_EventActorStateChange(playermask_t playerMask,const Edict & ent)620 void G_EventActorStateChange (playermask_t playerMask, const Edict &ent)
621 {
622 G_EventAdd(playerMask, EV_ACTOR_STATECHANGE, ent.number);
623 gi.WriteShort(ent.state);
624 G_EventEnd();
625 }
626
G_EventAddBrushModel(playermask_t playerMask,const Edict & ent)627 void G_EventAddBrushModel (playermask_t playerMask, const Edict &ent)
628 {
629 G_EventAdd(playerMask, EV_ADD_BRUSH_MODEL, ent.number);
630 gi.WriteByte(ent.type);
631 gi.WriteShort(ent.modelindex);
632 /* strip the higher bits - only send levelflags */
633 gi.WriteByte(ent.spawnflags & 0xFF);
634 gi.WritePos(ent.origin);
635 gi.WritePos(ent.angles);
636 gi.WriteShort(ent.speed);
637 gi.WriteByte(ent.angle);
638 gi.WriteByte(ent.dir);
639 G_EventEnd();
640 }
641
G_EventEndRoundAnnounce(const Player & player)642 void G_EventEndRoundAnnounce (const Player &player)
643 {
644 G_EventAdd(PM_ALL, EV_ENDROUNDANNOUNCE, -1);
645 gi.WriteByte(player.getNum());
646 gi.WriteByte(player.getTeam());
647 G_EventEnd();
648 }
649
G_EventStart(const Player & player,bool teamplay)650 void G_EventStart (const Player &player, bool teamplay)
651 {
652 G_EventAdd(G_PlayerToPM(player), EV_START | EVENT_INSTANTLY, -1);
653 gi.WriteByte(teamplay);
654 G_EventEnd();
655 }
656
G_EventReset(const Player & player,int activeTeam)657 void G_EventReset (const Player &player, int activeTeam)
658 {
659 G_EventAdd(G_PlayerToPM(player), EV_RESET | EVENT_INSTANTLY, -1);
660 gi.WriteByte(player.getTeam());
661 gi.WriteByte(activeTeam);
662 G_EventEnd();
663 }
664
G_EventDoorOpen(const Edict & door)665 void G_EventDoorOpen (const Edict &door)
666 {
667 G_EventAdd(PM_ALL, EV_DOOR_OPEN, door.number);
668 G_EventEnd();
669 }
670
G_EventDoorClose(const Edict & door)671 void G_EventDoorClose (const Edict &door)
672 {
673 G_EventAdd(PM_ALL, EV_DOOR_CLOSE, door.number);
674 G_EventEnd();
675 }
676
G_EventModelExplodeTriggered(const Edict & ent,const char * sound)677 void G_EventModelExplodeTriggered (const Edict &ent, const char* sound)
678 {
679 assert(ent.inuse);
680 G_EventAdd(PM_ALL, EV_MODEL_EXPLODE_TRIGGERED, ent.number);
681 gi.WriteString(sound);
682 G_EventEnd();
683 }
684
G_EventModelExplode(const Edict & ent,const char * sound)685 void G_EventModelExplode (const Edict &ent, const char* sound)
686 {
687 assert(ent.inuse);
688 G_EventAdd(PM_ALL, EV_MODEL_EXPLODE, ent.number);
689 gi.WriteString(sound);
690 G_EventEnd();
691 }
692
G_EventAdd(playermask_t playerMask,int eType,int entnum)693 void G_EventAdd (playermask_t playerMask, int eType, int entnum)
694 {
695 G_EventEnd();
696 gi.AddEvent(playerMask, eType, entnum);
697 }
698
G_EventEnd(void)699 void G_EventEnd (void)
700 {
701 if (gi.GetEvent() == EV_ACTOR_MOVE) {
702 /* mark the end of the steps */
703 gi.WriteLong(0);
704 const Edict* ent = gi.GetEventEdict();
705 assert(ent);
706 gi.WriteGPos(ent->pos);
707 }
708 gi.EndEvents();
709 }
710