void CAIGroupProxy::SetBehaviour(const char* behaviour, bool callCDtors)
{
	if (m_behavior && callCDtors)
		CallScript(m_behavior, "Destructor");

	m_prevBehavior = m_behavior;
	m_behavior = 0;
	m_behaviorName.clear();

	if (m_behaviorsTable)
	{
		if (!m_behaviorsTable->GetValue(behaviour, m_behavior))
			m_behaviorsTable->GetValue("DEFAULT", m_behavior);
	}

	if (m_behavior)
	{
		m_behaviorName = behaviour;
		m_script->SetValue("Behavior", m_behavior);

		if (callCDtors)
			CallScript(m_behavior, "Constructor");
	}
	else
		m_script->SetToNull("Behavior");
}
Beispiel #2
0
/*
================
idTrigger_Multi::TriggerAction
================
*/
void idTrigger_Multi::TriggerAction( idEntity *activator ) {
// RAVEN BEGIN
// jdischler: added for Aweldon.  The trigger, when activated, will call the listed func with all attached targets, then return.
    if ( spawnArgs.GetBool( "_callWithTargets", "0" ))
    {
        idEntity *ent;
        for( int i = 0; i < targets.Num(); i++ )
        {
            ent = targets[ i ].GetEntity();
            if ( !ent )
            {
                continue;
            }
            CallScript( ent );
        }
        return;
    }
// RAVEN END
    ActivateTargets( triggerWithSelf ? this : activator );
    CallScript( triggerWithSelf ? this : activator );

    if ( wait >= 0 ) {
        nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
    } else {
        // we can't just remove (this) here, because this is a touch function
        // called while looping through area links...
        nextTriggerTime = gameLocal.time + 1;
        PostEventMS( &EV_Remove, 0 );
    }
}
Beispiel #3
0
/*
================
idTrigger_Hurt::Event_Touch
================
*/
void idTrigger_Hurt::Event_Touch( idEntity* other, trace_t* trace )
{
	const char* damage;
	
	if( common->IsClient() )
	{
		return;
	}
	
	if( on && other && gameLocal.time >= nextTime )
	{
		bool playerOnly = spawnArgs.GetBool( "playerOnly" );
		if( playerOnly )
		{
			if( !other->IsType( idPlayer::Type ) )
			{
				return;
			}
		}
		damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
		
		idVec3 dir = vec3_origin;
		if( spawnArgs.GetBool( "kick_from_center", "0" ) )
		{
			dir = other->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
			dir.Normalize();
		}
		other->Damage( NULL, NULL, dir, damage, 1.0f, INVALID_JOINT );
		
		ActivateTargets( other );
		CallScript();
		
		nextTime = gameLocal.time + SEC2MS( delay );
	}
}
Beispiel #4
0
/*
================
idTrigger_Count::Event_TriggerAction
================
*/
void idTrigger_Count::Event_TriggerAction( idEntity *activator ) {
    ActivateTargets( activator );
    CallScript( activator );
    if ( goal == -1 ) {
        PostEventMS( &EV_Remove, 0 );
    }
}
Beispiel #5
0
void COptionDlg::InitDialogComplete()
{
	DebugPrint(_T("InitDialogComplete"));

	CString cstr;
	m_FlagShowWindow = TRUE;

	m_LabelThreshold = i18n(_T("Dialog"), _T("LIST_THRESHOLD"));
	m_LabelLineColor = i18n(_T("Customize"), _T("LINE_COLOR"));
	m_LabelBgImage   = i18n(_T("Customize"), _T("BACKGROUND_IMAGE"));
	m_Reset          = i18n(_T("Graph"), _T("RESET"));

	TCHAR str[256];
	GetPrivateProfileString(_T("Customize"), _T("GraphBgImage"), _T(""), str, 256, m_Ini);
	m_BgImage = str;
	SetElementPropertyEx(_T("GraphBgImage"), DISPID_IHTMLELEMENT_TITLE, m_BgImage);

	for(int i = 0; i <= CAtaSmart::MAX_DISK; i++)
	{
		cstr.Format(_T("%d"), i);
		m_ColorCode[i].Format(_T("#%02x%02x%02x"),
			GetRValue(m_CurrentLineColor[i]),
			GetGValue(m_CurrentLineColor[i]),
			GetBValue(m_CurrentLineColor[i]));
		CallScript(_T("changeBackgroundColor"), cstr + _T(", ") + m_ColorCode[i]);
	}

	UpdateData(FALSE);
	ChangeZoomType(m_ZoomType);
	SetClientRect((DWORD)(SIZE_X * m_ZoomRatio), (DWORD)(SIZE_Y * m_ZoomRatio), 0);

	ShowWindow(SW_SHOW);
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CGameRules, ClSetTeam)
{
	if (!params.entityId) // ignore these for now
		return true;

	int oldTeam = GetTeam(params.entityId);
	if (oldTeam==params.teamId)
		return true;

	TEntityTeamIdMap::iterator it=m_entityteams.find(params.entityId);
	if (it!=m_entityteams.end())
		m_entityteams.erase(it);

	IActor *pActor=m_pActorSystem->GetActor(params.entityId);
	bool isplayer=pActor!=0;
	if (isplayer && oldTeam)
	{
		TPlayerTeamIdMap::iterator pit=m_playerteams.find(oldTeam);
		assert(pit!=m_playerteams.end());
		stl::find_and_erase(pit->second, params.entityId);
	}

	if (params.teamId)
	{
		m_entityteams.insert(TEntityTeamIdMap::value_type(params.entityId, params.teamId));
		if (isplayer)
		{
			TPlayerTeamIdMap::iterator pit=m_playerteams.find(params.teamId);
			assert(pit!=m_playerteams.end());
			pit->second.push_back(params.entityId);
		}
	}

	if(IActor *pClient = g_pGame->GetIGameFramework()->GetClientActor())
	{
		if(GetTeam(pClient->GetEntityId()) == params.teamId)
		{
			if(params.entityId == pClient->GetGameObject()->GetWorldQuery()->GetLookAtEntityId())
			{
				if(g_pGame->GetHUD())
				{
					g_pGame->GetHUD()->GetCrosshair()->SetUsability(0);
				}
			}
		}
	}

	if(isplayer)
	{
		ReconfigureVoiceGroups(params.entityId,oldTeam,params.teamId);

		if (pActor->IsClient())
			m_pRadio->SetTeam(GetTeamName(params.teamId));
	}

	ScriptHandle handle(params.entityId);
	CallScript(m_clientStateScript, "OnSetTeam", handle, params.teamId);

	return true;
}
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
	
	if(pActor == pClientActor)
		if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));

	CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
	CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo);

	bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
	if (!hitInfo.remote && hitInfo.targetId && !backface)
	{
		if (!gEnv->bServer)
		{
			GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
		}
		else
		{
			ServerHit(hitInfo);
		}

		if(gEnv->IsClient())
			ProcessLocalHit(hitInfo);
	}
}
Beispiel #8
0
/*
================
idTrigger_Hurt::Event_Touch
================
*/
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
	const char *damage;
	if( on && other && gameLocal.time >= nextTime ) {
		damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
		other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );
		ActivateTargets( other );
		CallScript();
		nextTime = gameLocal.time + SEC2MS( delay );
	}
}
//------------------------------------------------------------------------
void CGameRules::ProcessServerHit(const HitInfo &hitInfo)
{
	bool ok=true;
	// check if shooter is alive
	CActor *pShooter=GetActorByEntityId(hitInfo.shooterId);

	if (hitInfo.shooterId)
	{
		if (pShooter && pShooter->GetHealth()<=0)
			ok=false;
	}

	if (hitInfo.targetId)
	{
		CActor *pTarget=GetActorByEntityId(hitInfo.targetId);
		if (pTarget && pTarget->GetSpectatorMode())
			ok=false;
	}

	if (ok)
	{
		CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
		CallScript(m_serverStateScript, "OnHit", m_scriptHitInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			for (size_t i = 0; i < m_hitListeners.size(); )
			{
				size_t count = m_hitListeners.size();
				m_hitListeners[i]->OnHit(hitInfo);
				if (count == m_hitListeners.size())
					i++;
				else
					continue;
			}
		}

		if (pShooter && hitInfo.shooterId!=hitInfo.targetId && hitInfo.weaponId!=hitInfo.shooterId && hitInfo.weaponId!=hitInfo.targetId && hitInfo.damage>=0)
		{
			EntityId params[2];
			params[0] = hitInfo.weaponId;
			params[1] = hitInfo.targetId;
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_WeaponHit, 0, 0, (void *)params));
		}

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Hit, 0, 0, (void *)hitInfo.weaponId));

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Damage, 0, hitInfo.damage, (void *)hitInfo.weaponId));
	}
}
Beispiel #10
0
/*
================
idTrigger_EntityName::TriggerAction
================
*/
void idTrigger_EntityName::TriggerAction( idEntity *activator ) {
	ActivateTargets( activator );
	CallScript();
	if( wait >= 0 ) {
		nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
	} else {
		// we can't just remove (this) here, because this is a touch function
		// called while looping through area links...
		nextTriggerTime = gameLocal.time + 1;
		PostEventMS( &EV_Remove, 0 );
	}
}
//------------------------------------------------------------------------
IMPLEMENT_RMI(CGameRules, ClSetTeam)
{
	if (!params.entityId) // ignore these for now
	{
		return true;
	}

	int oldTeam = GetTeam(params.entityId);

	if (oldTeam == params.teamId)
	{
		return true;
	}

	TEntityTeamIdMap::iterator it = m_entityteams.find(params.entityId);

	if (it != m_entityteams.end())
	{
		m_entityteams.erase(it);
	}

	IActor *pActor = m_pActorSystem->GetActor(params.entityId);
	bool isplayer = pActor != 0;

	if (isplayer && oldTeam)
	{
		TPlayerTeamIdMap::iterator pit = m_playerteams.find(oldTeam);
		assert(pit != m_playerteams.end());
		stl::find_and_erase(pit->second, params.entityId);
	}

	if (params.teamId)
	{
		m_entityteams.insert(TEntityTeamIdMap::value_type(params.entityId, params.teamId));

		if (isplayer)
		{
			TPlayerTeamIdMap::iterator pit = m_playerteams.find(params.teamId);
			assert(pit != m_playerteams.end());
			pit->second.push_back(params.entityId);
		}
	}

	if(isplayer)
	{
		ReconfigureVoiceGroups(params.entityId, oldTeam, params.teamId);
	}

	ScriptHandle handle(params.entityId);
	CallScript(m_clientStateScript, "OnSetTeam", handle, params.teamId);
	return true;
}
Beispiel #12
0
//------------------------------------------------------------------------
void CGameRules::ProcessServerHit(const HitInfo &hitInfo)
{
	bool ok=true;
	// check if shooter is alive
	CActor *pShooter=GetActorByEntityId(hitInfo.shooterId);

	if (hitInfo.shooterId)
	{
		if (pShooter && pShooter->GetHealth()<=0)
			ok=false;
	}

	if (hitInfo.targetId)
	{
		CActor *pTarget=GetActorByEntityId(hitInfo.targetId);
		if (pTarget && pTarget->GetSpectatorMode())
			ok=false;
	}

	if (ok)
	{
		CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
		CallScript(m_serverStateScript, "OnHit", m_scriptHitInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnHit(hitInfo);
				++iter;
			}
		}

		if (pShooter && hitInfo.shooterId!=hitInfo.targetId && hitInfo.weaponId!=hitInfo.shooterId && hitInfo.weaponId!=hitInfo.targetId && hitInfo.damage>=0)
		{
			EntityId params[2];
			params[0] = hitInfo.weaponId;
			params[1] = hitInfo.targetId;
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_WeaponHit, 0, 0, (void *)params));
		}

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Hit, 0, 0, (void *)hitInfo.weaponId));

		if (pShooter)
			m_pGameplayRecorder->Event(pShooter->GetEntity(), GameplayEvent(eGE_Damage, 0, hitInfo.damage, (void *)hitInfo.weaponId));
	}
}
Beispiel #13
0
/*
================
idTrigger_Multi::TriggerAction
================
*/
void idTrigger_Multi::TriggerAction( idEntity *activator ) {
	ActivateTargets( triggerWithSelf ? this : activator );
	CallScript();

	if ( wait >= 0 ) {
		nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
	} else {
		// we can't just remove (this) here, because this is a touch function
		// called while looping through area links...
		// If the player spawned inside the trigger, the player Spawn function called Think directly,
		// allowing for multiple triggers on a trigger_once.  Increasing the nextTriggerTime prevents it.
		nextTriggerTime = gameLocal.time + 99999;
		PostEventMS( &EV_Remove, 0 );
	}
}
Beispiel #14
0
/*
================
idTrigger_EntityName::TriggerAction
================
*/
void idTrigger_EntityName::TriggerAction( idEntity *activator ) {
// RAVEN BEGIN
// abahr: want same functionality as trigger_multi.  Need to move this code into these two function calls
    idEntity* scriptEntity = spawnArgs.GetBool("triggerWithSelf") ? this : activator;
    ActivateTargets( scriptEntity );
    CallScript( scriptEntity );
// RAVEN END

    if ( wait >= 0 ) {
        nextTriggerTime = gameLocal.time + SEC2MS( wait + random * gameLocal.random.CRandomFloat() );
    } else {
        // we can't just remove (this) here, because this is a touch function
        // called while looping through area links...
        nextTriggerTime = gameLocal.time + 1;
        PostEventMS( &EV_Remove, 0 );
    }
}
Beispiel #15
0
void COptionDlg::SelectColor(DWORD i)
{
	CColorDialog dlg;
	if(dlg.DoModal() == IDOK)
	{
		COLORREF color = dlg.GetColor();
		CString cstr1, cstr2;
		cstr1.Format(_T("%d"), i);
		cstr2.Format(_T("#%02x%02x%02x"), GetRValue(color), GetGValue(color), GetBValue(color));
		WritePrivateProfileString(_T("LineColor"), cstr1, cstr2, m_Ini);
		m_ColorCode[i] = cstr2;

		CallScript(_T("changeBackgroundColor"), cstr1 + _T(", ") + cstr2);
		UpdateData(FALSE);
		::PostMessage(m_ParentWnd->GetSafeHwnd(), MY_UPDATE_LINE_COLOR, NULL, NULL);
	}
}
Beispiel #16
0
HRESULT COptionDlg::OnReset(IHTMLElement* /*pElement*/)
{
	for(int i = 0; i <= CAtaSmart::MAX_DISK; i++)
	{
		COLORREF color = m_DefaultLineColor[i];
		CString cstr1, cstr2;
		cstr1.Format(_T("%d"), i);
		cstr2.Format(_T("#%02x%02x%02x"), GetRValue(color), GetGValue(color), GetBValue(color));
		WritePrivateProfileString(_T("LineColor"), cstr1, cstr2, m_Ini);
		m_ColorCode[i] = cstr2;

		CallScript(_T("changeBackgroundColor"), cstr1 + _T(", ") + cstr2);
	}
	::PostMessage(m_ParentWnd->GetSafeHwnd(), MY_UPDATE_LINE_COLOR, NULL, NULL);
	UpdateData(FALSE);

	return S_FALSE;
}
Beispiel #17
0
//------------------------------------------------------------------------
void CGameRules::ClientHit(const HitInfo &hitInfo)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	IEntity *pTarget = m_pEntitySystem->GetEntity(hitInfo.targetId);
	IEntity *pShooter =	m_pEntitySystem->GetEntity(hitInfo.shooterId);
	IVehicle *pVehicle = g_pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(hitInfo.targetId);
	IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(hitInfo.targetId);
	bool dead = pActor?(pActor->GetHealth()<=0):false;

	if((pClientActor && pClientActor->GetEntity()==pShooter) && pTarget && (pVehicle || pActor) && !dead)
	{
		SAFE_HUD_FUNC(GetCrosshair()->CrosshairHit());
		SAFE_HUD_FUNC(GetTagNames()->AddEnemyTagName(pActor?pActor->GetEntityId():pVehicle->GetEntityId()));
	}

	if(pActor == pClientActor)
		if (gEnv->pInput) gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f * hitInfo.damage * 0.01f, hitInfo.damage * 0.02f, 0.0f));

/*	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		static int htMelee = GetHitTypeId("melee");
		if (pShooter && hitInfo.type != htMelee)
		{
			ISurfaceType *pSurfaceType = GetHitMaterial(hitInfo.material);
			const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0;
			const float radius = pParams ? pParams->fImpactRadius : 5.0f;
			gEnv->pAISystem->BulletHitEvent(hitInfo.pos, radius, pShooter->GetAI());
		}
	}*/

	CreateScriptHitInfo(m_scriptHitInfo, hitInfo);
	CallScript(m_clientStateScript, "OnHit", m_scriptHitInfo);

	bool backface = hitInfo.dir.Dot(hitInfo.normal)>0;
	if (!hitInfo.remote && hitInfo.targetId && !backface)
	{
		if (!gEnv->bServer)
			GetGameObject()->InvokeRMI(SvRequestHit(), hitInfo, eRMI_ToServer);
		else
			ServerHit(hitInfo);
	}
}
Beispiel #18
0
/*
================
idTrigger_Hurt::Event_Touch
================
*/
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
    const char *damage;

// RAVEN BEGIN
// kfuller: playeronly flag
// jnewquist: Use accessor for static class type
    if ( playerOnly && !other->IsType( idPlayer::GetClassType() ) ) {
        return;
    }
// RAVEN END

    if ( on && other && gameLocal.time >= nextTime ) {
        damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
        other->Damage( this, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );

        ActivateTargets( other );
        CallScript( other );

        nextTime = gameLocal.time + SEC2MS( delay );
    }
}
Beispiel #19
0
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	// let 3D engine know about explosion (will create holes and remove vegetation)
	//if (explosionInfo.hole_size > 0.0f)
	//{
		//gEnv->p3DEngine->OnExplosion(explosionInfo.pos, explosionInfo.hole_size, true);
	//}

	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 2;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:32;
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;
		explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static );

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fSuitEnergyBeforeExplosion = static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			fHealthBeforeExplosion = pClientActor->GetHealth();
		}

		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaSuitEnergy = fSuitEnergyBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			float fDeltaHealth = fHealthBeforeExplosion - pClientActor->GetHealth();

			if(fDeltaSuitEnergy >= 50.0f || fDeltaHealth >= 20.0f)
			{
				SAFE_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION,MIN(fDeltaSuitEnergy+fDeltaHealth,100.0f)));
			}
		}

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnServerExplosion(explosionInfo);
				++iter;
			}
		}
  }

	if (gEnv->bClient)
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	IEntity *pShooter =	m_pEntitySystem->GetEntity(explosionInfo.shooterId);
	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		IAIObject	*pShooterAI(pShooter!=NULL ? pShooter->GetAI() : NULL);
		gEnv->pAISystem->ExplosionEvent(explosionInfo.pos,explosionInfo.radius, pShooterAI);
	}

}
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	// let 3D engine know about explosion (will create holes and remove vegetation)
	if (explosionInfo.hole_size > 1.0f && gEnv->p3DEngine->GetIVoxTerrain())
	{
		gEnv->p3DEngine->OnExplosion(explosionInfo.pos, explosionInfo.hole_size, true);
	}

	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 0;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:16;




		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;
		if (explosion.nOccRes>0)
			explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static | ent_delayed_deformations);

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fHealthBeforeExplosion = (float)pClientActor->GetHealth();
		}
		
		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaHealth = fHealthBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetHealth();
			if(fDeltaHealth >= 20.0f)
			{
				SAFE_GAMEAUDIO_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION, MIN(fDeltaHealth, 100.0f) ));
			}				
		}		

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			for (size_t i = 0; i < m_hitListeners.size(); )
			{
				size_t count = m_hitListeners.size();
				m_hitListeners[i]->OnServerExplosion(explosionInfo);
				if (count == m_hitListeners.size())
					i++;
				else
					continue;
			}
		}
  }

	if (gEnv->IsClient())
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		// Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc)
		EntityId ownerId = explosionInfo.shooterId;
		IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(ownerId);
		if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId())
			ownerId = pActor->GetLinkedVehicle()->GetEntityId();

		if (ownerId != 0)
		{
			SAIStimulus stim(AISTIM_EXPLOSION, 0, ownerId, 0,
				explosionInfo.pos, ZERO, explosionInfo.radius);
			gEnv->pAISystem->RegisterStimulus(stim);

			SAIStimulus stimSound(AISTIM_SOUND, AISOUND_EXPLOSION, ownerId, 0,
				explosionInfo.pos, ZERO, explosionInfo.radius * 3.0f, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS);
			gEnv->pAISystem->RegisterStimulus(stimSound);
		}
	}

}
Beispiel #21
0
/*
================
idTrigger_Touch::TouchEntities
================
*/
void idTrigger_Touch::TouchEntities( void ) {
    int numClipModels, i;
    idBounds bounds;
    idClipModel *cm, *clipModelList[ MAX_GENTITIES ];

// RAVEN BEGIN
// abahr: now scriptFunction list
    if ( clipModel == NULL || !scriptFunctions.Num() ) {
// RAVEN END
        return;
    }

    bounds.FromTransformedBounds( clipModel->GetBounds(), GetBindMaster()!=NULL?GetPhysics()->GetOrigin():clipModel->GetOrigin(), GetBindMaster()!=NULL?GetPhysics()->GetAxis():clipModel->GetAxis() );
// RAVEN BEGIN
// MCG: filterTeam
    if ( filterTeam != -1 )
    {
        idActor* actor;
        // Iterate through the filter team
        for( actor = aiManager.GetAllyTeam ( (aiTeam_t)filterTeam ); actor; actor = actor->teamNode.Next() ) {
            // Skip hidden actors and actors that can't be targeted
            if( actor->fl.notarget || actor->fl.isDormant || ( actor->IsHidden ( ) && !actor->IsInVehicle() ) ) {
                continue;
            }
            if ( !bounds.IntersectsBounds ( actor->GetPhysics()->GetAbsBounds ( ) ) ) {
                continue;
            }
            cm = actor->GetPhysics()->GetClipModel();
            if ( !cm || !cm->IsTraceModel() ) {
                continue;
            }
            if ( !gameLocal.ContentsModel( this, cm->GetOrigin(), cm, cm->GetAxis(), -1,
                                           clipModel->GetCollisionModel(), GetBindMaster()!=NULL?GetPhysics()->GetOrigin():clipModel->GetOrigin(), GetBindMaster()!=NULL?GetPhysics()->GetAxis():clipModel->GetAxis() ) ) {
                continue;
            }
            ActivateTargets( (idEntity*)actor );

            CallScript( (idEntity*)actor );
        }
        return;
    }
// ddynerman: multiple clip worlds
    numClipModels = gameLocal.ClipModelsTouchingBounds( this, bounds, -1, clipModelList, MAX_GENTITIES );
// RAVEN END

    for ( i = 0; i < numClipModels; i++ ) {
        cm = clipModelList[ i ];

        if ( !cm->IsTraceModel() ) {
            continue;
        }

        idEntity *entity = cm->GetEntity();

        if ( !entity ) {
            continue;
        }

// RAVEN BEGIN
// ddynerman: multiple clip worlds
        if ( !gameLocal.ContentsModel( this, cm->GetOrigin(), cm, cm->GetAxis(), -1,
                                       clipModel->GetCollisionModel(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
// RAVEN END
            continue;
        }

        ActivateTargets( entity );

// RAVEN BEGIN
// abahr: changed to be compatible with new script function utility
        CallScript( entity );
// RAVEN END
    }
}