Beispiel #1
0
//обновление состояния
float CEntity::CalcCondition(float hit)
{

	// If Local() - perform some logic
	if (Local() && g_Alive()) {
		SetfHealth			(GetfHealth()-hit);
		SetfHealth			((GetfHealth()<-1000)?-1000:GetfHealth());
	}
	return hit;
}
Beispiel #2
0
void CCustomMonster::net_Import(NET_Packet& P)
{
	R_ASSERT				(Remote());
	net_update				N;

	u8 flags;

	float health;
	P.r_float				(health);
	SetfHealth				(health);

	P.r_u32					(N.dwTimeStamp);
	P.r_u8					(flags);
	P.r_vec3				(N.p_pos);
	P.r_float /*r_angle8*/				(N.o_model);
	P.r_float /*r_angle8*/				(N.o_torso.yaw);
	P.r_float /*r_angle8*/				(N.o_torso.pitch);
	P.r_float /*r_angle8*/				(N.o_torso.roll	);

	id_Team					= P.r_u8();
	id_Squad				= P.r_u8();
	id_Group				= P.r_u8();

	if (NET.empty() || (NET.back().dwTimeStamp<N.dwTimeStamp))	{
		NET.push_back			(N);
		NET_WasInterpolating	= TRUE;
	}

	setVisible				(TRUE);
	setEnabled				(TRUE);
}
Beispiel #3
0
void CPhantom::net_Import	(NET_Packet& P)
{
	// import
	R_ASSERT			(Remote());

	u8					flags;

	float health;
	P.r_float			(health);
	SetfHealth			(health);

	float fDummy;
	u32 dwDummy;
	P.r_float			(fDummy);
	P.r_u32				(dwDummy);
	P.r_u32				(dwDummy);

	P.r_u32				(dwDummy);
	P.r_u8				(flags);

	float				yaw, pitch, bank = 0, roll = 0;

	P.r_float /*r_angle8*/			(yaw);
	P.r_float /*r_angle8*/			(yaw);
	P.r_float /*r_angle8*/			(pitch);
	P.r_float /*r_angle8*/			(roll);

	id_Team				= P.r_u8();
	id_Squad			= P.r_u8();
	id_Group			= P.r_u8();

	XFORM().setHPB		(yaw,pitch,bank);
}
Beispiel #4
0
//---------------------------------------------------------------------
//void CPhantom::Hit	(float P, Fvector &dir, CObject* who, s16 element,Fvector p_in_object_space, float impulse, ALife::EHitType hit_type)
void	CPhantom::Hit							(SHit* pHDS)
{
	if (m_TgtState==stFly)	SwitchToState(stShoot);
	if (g_Alive()){
		SetfHealth		(-1.f);
//		inherited::Hit	(P,dir,who,element,p_in_object_space,impulse/100.f, hit_type);
		inherited::Hit	(pHDS);
	}
}
Beispiel #5
0
BOOL CPhantom::net_Spawn(CSE_Abstract* DC)
{
	CSE_ALifeCreaturePhantom*	OBJ	= smart_cast<CSE_ALifeCreaturePhantom*>(DC); VERIFY(OBJ);
	
	// select visual at first
	LPCSTR vis_name = OBJ->get_visual();
	if (!(vis_name&&vis_name[0])){
		LPCSTR visuals	= pSettings->r_string(cNameSect(),"visuals");
		u32 cnt			= _GetItemCount(visuals);
		string256 tmp;
		OBJ->set_visual	(_GetItem(visuals,Random.randI(cnt),tmp));
		// inform server
		NET_Packet		P;
		u_EventGen		(P, GE_CHANGE_VISUAL, OBJ->ID);
		P.w_stringZ		(tmp);
		u_EventSend		(P);
	}

	SwitchToState		(stBirth);			// initial state (changed on load method in inherited::)

	// inherited
	if (!inherited::net_Spawn(DC)) return FALSE;
	
	m_enemy			= Level().CurrentEntity();
	VERIFY			(m_enemy);

	// default init 
	m_fly_particles		= 0;
	SetfHealth			(0.001f);

	// orientate to enemy
	XFORM().k.sub	(m_enemy->Position(),Position()).normalize();
	XFORM().j.set	(0,1,0);
	XFORM().i.crossproduct	(XFORM().j,XFORM().k);
	XFORM().k.getHP	(vHP.x,vHP.y);

	// set animation
	IKinematicsAnimated *K			= smart_cast<IKinematicsAnimated*>(Visual());
	m_state_data[stBirth].motion	= K->ID_Cycle("birth_0");	
	m_state_data[stFly].motion		= K->ID_Cycle("fly_0");
	m_state_data[stContact].motion	= K->ID_Cycle("contact_0"); 
	m_state_data[stShoot].motion	= K->ID_Cycle("shoot_0");	

	VERIFY(K->LL_GetMotionDef(m_state_data[stBirth].motion)->flags&esmStopAtEnd);
	VERIFY(K->LL_GetMotionDef(m_state_data[stContact].motion)->flags&esmStopAtEnd);
	VERIFY(K->LL_GetMotionDef(m_state_data[stShoot].motion)->flags&esmStopAtEnd);

	// set state
	SwitchToState_internal(m_TgtState);

	setVisible		(m_CurState>stIdle?TRUE:FALSE);
	setEnabled		(TRUE);

	return			TRUE;
}
Beispiel #6
0
void	CHelicopter::Hit							(SHit* pHDS)
{
//	inherited::Hit(pHDS);


	if(GetfHealth()<0.005f)
		return;

	if(state() == CHelicopter::eDead ) return;

	if(pHDS->who==this)
		return;

	bonesIt It = m_hitBones.find(pHDS->bone());
	if(It != m_hitBones.end() && pHDS->hit_type==ALife::eHitTypeFireWound) {
		float curHealth = GetfHealth();
		curHealth -= pHDS->damage()*It->second*1000.0f;
		SetfHealth(curHealth);
#ifdef DEBUG
		if (bDebug)	Log("----Helicopter::PilotHit(). health=",curHealth);
#endif
	}else {
		float hit_power		= pHDS->damage();
		hit_power			*= m_HitTypeK[pHDS->hit_type];

		SetfHealth(GetfHealth()-hit_power);
#ifdef DEBUG
		if (bDebug)
			Log("----Helicopter::Hit(). health=",GetfHealth());
#endif
	};
	if (pHDS->who&&
		( pHDS->who->CLS_ID==CLSID_OBJECT_ACTOR	||
		smart_cast<CAI_Stalker*>(pHDS->who)		||
		smart_cast<CCustomZone*>(pHDS->who) )
		){
			callback(GameObject::eHelicopterOnHit)(pHDS->damage(),pHDS->impulse,pHDS->hit_type,pHDS->who->ID());
		}

	CPHDestroyable::SetFatalHit(*pHDS);

}
Beispiel #7
0
//---------------------------------------------------------------------
void CAI_Crow::HitSignal	(float /**HitAmount/**/, Fvector& /**local_dir/**/, CObject* who, s16 /**element/**/)
{
	//bool				first_time = !!g_Alive(); 
//	bool				first_time = !PPhysicsShell(); 
	SetfHealth			(0);
	//set_death_time		()	;
	if (eDeathDead!=st_current) 
	{	
//		if (first_time)	Die			(who);
		st_target		= eDeathFall;
	}
	else smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(m_Anims.m_death_dead.GetRandom());
}
Beispiel #8
0
void CEntity::Die(CObject* who)
{
	if (!AlreadyDie()) set_death_time();
	set_ready_to_save	();
	SetfHealth			(-1.f);

	if(IsGameTypeSingle())
	{
		VERIFY				(m_registered_member);
	}
	m_registered_member	= false;
	if (IsGameTypeSingle())
		Level().seniority_holder().team(g_Team()).squad(g_Squad()).group(g_Group()).unregister_member(this);
}
Beispiel #9
0
void CBaseMonster::net_Import(NET_Packet& P)
{
	R_ASSERT				(Remote());
	net_update				N;

	u8 flags;

	float health;
	P.r_float			(health);
	SetfHealth			(health);

	P.r_u32					(N.dwTimeStamp);
	P.r_u8					(flags);
	P.r_vec3				(N.p_pos);
	P.r_float /*r_angle8*/				(N.o_model);
	P.r_float /*r_angle8*/				(N.o_torso.yaw);
	P.r_float /*r_angle8*/				(N.o_torso.pitch);
	P.r_float /*r_angle8*/				(N.o_torso.roll	);
	id_Team					= P.r_u8();
	id_Squad				= P.r_u8();
	id_Group				= P.r_u8();

	GameGraph::_GRAPH_ID		l_game_vertex_id = ai_location().game_vertex_id();
	P.r						(&l_game_vertex_id,			sizeof(l_game_vertex_id));
	P.r						(&l_game_vertex_id,			sizeof(l_game_vertex_id));

	if (NET.empty() || (NET.back().dwTimeStamp<N.dwTimeStamp))	{
		NET.push_back			(N);
		NET_WasInterpolating	= TRUE;
	}

//	P.r						(&m_fGoingSpeed,			sizeof(m_fGoingSpeed));
//	P.r						(&m_fGoingSpeed,			sizeof(m_fGoingSpeed));
	float					f1 = 0;
	if (ai().game_graph().valid_vertex_id(l_game_vertex_id)) {
		f1					= Position().distance_to	(ai().game_graph().vertex(l_game_vertex_id)->level_point());
		P.r					(&f1,						sizeof(f1));
		f1					= Position().distance_to	(ai().game_graph().vertex(l_game_vertex_id)->level_point());
		P.r					(&f1,						sizeof(f1));
	}
	else {
		P.r					(&f1,						sizeof(f1));
		P.r					(&f1,						sizeof(f1));
	}


	setVisible				(TRUE);
	setEnabled				(TRUE);
}
Beispiel #10
0
void CHelicopter::init()
{
    m_cur_rot.set				(0.0f,0.0f);
    m_tgt_rot.set				(0.0f,0.0f);
    m_bind_rot.set				(0.0f,0.0f);

    m_allow_fire				= FALSE;
    m_use_rocket_on_attack		= TRUE;
    m_use_mgun_on_attack		= TRUE;
    m_syncronize_rocket			= TRUE;
    m_min_rocket_dist			= 20.0f;
    m_max_rocket_dist			= 200.0f;
    m_time_between_rocket_attack = 0;
    m_last_rocket_attack		= Device.dwTimeGlobal;

    SetfHealth					(1.0f);
}
Beispiel #11
0
BOOL	CCar::net_Spawn				(CSE_Abstract* DC)
{
#ifdef DEBUG
	InitDebug();
#endif
	CSE_Abstract					*e = (CSE_Abstract*)(DC);
	CSE_ALifeCar					*co=smart_cast<CSE_ALifeCar*>(e);
	BOOL							R = inherited::net_Spawn(DC);

	PKinematics(Visual())->CalculateBones_Invalidate();
	PKinematics(Visual())->CalculateBones(TRUE);

	CPHSkeleton::Spawn(e);
	setEnabled						(TRUE);
	setVisible						(TRUE);
	PKinematics(Visual())->CalculateBones_Invalidate();
	PKinematics(Visual())->CalculateBones(TRUE);
	m_fSaveMaxRPM					= m_max_rpm;
	SetfHealth						(co->health);

	if(!g_Alive())					b_exploded=true;
	else							b_exploded=false;
									
	CDamagableItem::RestoreEffect();
	
	
	CInifile* pUserData		= PKinematics(Visual())->LL_UserData(); 
	if(pUserData->section_exist("destroyed"))
		CPHDestroyable::Load(pUserData,"destroyed");
	if(pUserData->section_exist("mounted_weapon_definition"))
		m_car_weapon = xr_new<CCarWeapon>(this);

	if(pUserData->section_exist("visual_memory_definition"))
	{
		m_memory			= xr_new<car_memory>(this);
		m_memory->reload	(pUserData->r_string("visual_memory_definition", "section"));
	}

	return							(CScriptEntity::net_Spawn(DC) && R);
	
}
void CActorMP::net_Import	( NET_Packet &P)
{
	net_update			N;

	m_state_holder.read	(P);
	R_ASSERT2(valid_pos(m_state_holder.state().position), "imported bad position");

	
	/*if (m_i_am_dead)
		return;*/

	if (OnClient())
	{
/*#ifdef DEBUG
		if (GetfHealth() != m_state_holder.state().health)
			Msg("net_Import: [%d][%s], is going to set health to %2.04f", this->ID(), Name(), m_state_holder.state().health);
#endif*/
		
		game_PlayerState* ps = Game().GetPlayerByGameID(this->object_id());
		float new_health = m_state_holder.state().health;
		if (GetfHealth() < new_health)
		{
			SetfHealth(new_health);
		} else
		{
			if (!ps || !ps->testFlag(GAME_PLAYER_FLAG_INVINCIBLE))
			{
				SetfHealth(new_health);
			}
		}
	}

	if (PPhysicsShell() != NULL)
	{
		return;
	}
	

	if (OnClient())
		SetfRadiation	(m_state_holder.state().radiation*100.0f);

	u16		ActiveSlot = m_state_holder.state().inventory_active_slot;

	if (OnClient() && (inventory().GetActiveSlot()!=ActiveSlot) )
	{
#ifdef DEBUG
		Msg("Client-SetActiveSlot[%d][%d]",ActiveSlot, Device.dwFrame);
#endif // #ifdef DEBUG
		inventory().SetActiveSlot(ActiveSlot);
	}

	N.mstate			= m_state_holder.state().body_state_flags;

	N.dwTimeStamp		= m_state_holder.state().time;
	N.p_pos				= m_state_holder.state().position;

	N.o_model			= m_state_holder.state().model_yaw;
	N.o_torso.yaw		= m_state_holder.state().camera_yaw;
	N.o_torso.pitch		= m_state_holder.state().camera_pitch;
	N.o_torso.roll		= m_state_holder.state().camera_roll;

	if (N.o_torso.roll > PI)
		N.o_torso.roll	-= PI_MUL_2;

	{
		if (Level().IsDemoPlay() || OnServer() || Remote())
		{
			unaffected_r_torso.yaw		= N.o_torso.yaw;
			unaffected_r_torso.pitch	= N.o_torso.pitch;
			unaffected_r_torso.roll		= N.o_torso.roll;

			cam_Active()->yaw	= -N.o_torso.yaw;
			cam_Active()->pitch = N.o_torso.pitch;
		};
	};

	//CSE_ALifeCreatureActor
	N.p_accel				= m_state_holder.state().logic_acceleration;

	process_packet			(N);

	net_update_A			N_A;
	m_States.clear			();

	N_A.State.enabled		= m_state_holder.state().physics_state_enabled;
	N_A.State.angular_vel	= m_state_holder.state().physics_angular_velocity;
	N_A.State.linear_vel	= m_state_holder.state().physics_linear_velocity;
	N_A.State.force			= m_state_holder.state().physics_force;
	N_A.State.torque		= m_state_holder.state().physics_torque;
	N_A.State.position		= m_state_holder.state().physics_position;
	N_A.State.quaternion	= m_state_holder.state().physics_quaternion;

	// interpolcation
	postprocess_packet		(N_A);
}
Beispiel #13
0
BOOL CHelicopter::net_Spawn(CSE_Abstract*	DC)
{

    SetfHealth(100.0f);
    setState(CHelicopter::eAlive);
    m_flame_started					=false;
    m_light_started					=false;
    m_exploded						=false;
    m_ready_explode					=false;
    m_dead							=false;

    if (!inherited::net_Spawn(DC))
        return			(FALSE);

    CPHSkeleton::Spawn((CSE_Abstract*)(DC));
    for(u32 i=0; i<4; ++i)
        CRocketLauncher::SpawnRocket(*m_sRocketSection, smart_cast<CGameObject*>(this));

    // assigning m_animator here
    CSE_Abstract		*abstract	=(CSE_Abstract*)(DC);
    CSE_ALifeHelicopter	*heli		= smart_cast<CSE_ALifeHelicopter*>(abstract);
    VERIFY				(heli);

    R_ASSERT						(Visual()&&smart_cast<IKinematics*>(Visual()));
    IKinematics* K					= smart_cast<IKinematics*>(Visual());
    CInifile* pUserData				= K->LL_UserData();

    m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_x_bone"));
    m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_y_bone"));
    m_fire_bone				= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_fire_bone"));
    m_death_bones_to_hide	= pUserData->r_string("on_death_mode","scale_bone");
    m_left_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","left_rocket_bone"));
    m_right_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","right_rocket_bone"));

    m_smoke_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","smoke_bone"));
    m_light_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","light_bone"));

    CExplosive::Load		(pUserData,"explosion");
    CExplosive::SetInitiator(ID());

    LPCSTR s = pUserData->r_string("helicopter_definition","hit_section");

    if( pUserData->section_exist(s) ) {
        int lc = pUserData->line_count(s);
        LPCSTR name;
        LPCSTR value;
        s16 boneID;
        for (int i=0 ; i<lc; ++i) {
            pUserData->r_line( s, i, &name, &value);
            boneID	=K->LL_BoneID(name);
            m_hitBones.insert( std::make_pair(boneID, (float)atof(value)) );
        }
    }

    CBoneInstance& biX		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_x_bone);
    biX.set_callback		(bctCustom,BoneMGunCallbackX,this);
    CBoneInstance& biY		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_y_bone);
    biY.set_callback		(bctCustom,BoneMGunCallbackY,this);
    CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone);
    VERIFY(bdX.IK_data.type==jtJoint);
    m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
    CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone);
    VERIFY(bdY.IK_data.type==jtJoint);
    m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);

    xr_vector<Fmatrix> matrices;
    K->LL_GetBindTransform	(matrices);
    m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
    m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
    m_bind_rot.x			= matrices[m_rotate_x_bone].k.getP();
    m_bind_rot.y			= matrices[m_rotate_y_bone].k.getH();
    m_bind_x.set			(matrices[m_rotate_x_bone].c);
    m_bind_y.set			(matrices[m_rotate_y_bone].c);

    IKinematicsAnimated	*A	= smart_cast<IKinematicsAnimated*>(Visual());
    if (A) {
        A->PlayCycle		(*heli->startup_animation);
        K->CalculateBones	(TRUE);
    }

    m_engineSound.create			(*heli->engine_sound,st_Effect,sg_SourceType);
    m_engineSound.play_at_pos		(0,XFORM().c,sm_Looped);

    CShootingObject::Light_Create	();


    setVisible						(TRUE);
    setEnabled						(TRUE);



    m_stepRemains						= 0.0f;

//lighting
    m_light_render						= ::Render->light_create();
    m_light_render->set_shadow			(false);
    m_light_render->set_type			(IRender_Light::POINT);
    m_light_render->set_range			(m_light_range);
    m_light_render->set_color			(m_light_color);

    if(g_Alive())processing_activate	();
    TurnEngineSound(false);
    if(pUserData->section_exist("destroyed"))
        CPHDestroyable::Load(pUserData,"destroyed");
#ifdef DEBUG
    Device.seqRender.Add(this,REG_PRIORITY_LOW-1);
#endif

    return TRUE;
}
Beispiel #14
0
void CActor::OnEvent(NET_Packet& P, u16 type)
{
	inherited::OnEvent			(P,type);
	CInventoryOwner::OnEvent	(P,type);

	u16 id;
	switch (type)
	{
	case GE_TRADE_BUY:
	case GE_OWNERSHIP_TAKE:
		{
			P.r_u16					(id);
			CObject* Obj			= Level().Objects.net_Find	(id);

//			R_ASSERT2( Obj, make_string("GE_OWNERSHIP_TAKE: Object not found. object_id = [%d]", id).c_str() );
			VERIFY2  ( Obj, make_string("GE_OWNERSHIP_TAKE: Object not found. object_id = [%d]", id).c_str() );
			if ( !Obj ) {
				Msg                 ( "! GE_OWNERSHIP_TAKE: Object not found. object_id = [%d]", id );
				break;
			}
		
			CGameObject* _GO		= smart_cast<CGameObject*>(Obj);
			if (!IsGameTypeSingle() && !g_Alive())
			{
				Msg("! WARNING: dead player [%d][%s] can't take items [%d][%s]",
					ID(), Name(), _GO->ID(), _GO->cNameSect().c_str());
				break;
			}
			
			if( inventory().CanTakeItem(smart_cast<CInventoryItem*>(_GO)) )
			{
				Obj->H_SetParent		(smart_cast<CObject*>(this));
				
#ifdef MP_LOGGING
				string64 act;
				xr_strcpy( act, (type == GE_TRADE_BUY)? "buys" : "takes" );
				Msg("--- Actor [%d][%s]  %s  [%d][%s]", ID(), Name(), act, _GO->ID(), _GO->cNameSect().c_str());
#endif // MP_LOGGING
				
				inventory().Take	(_GO, false, true);
			
				SelectBestWeapon(Obj);
			}
			else
			{
				if (IsGameTypeSingle())
				{
					NET_Packet		P;
					u_EventGen		(P,GE_OWNERSHIP_REJECT,ID());
					P.w_u16			(u16(Obj->ID()));
					u_EventSend		(P);
				} else
				{
					Msg("! ERROR: Actor [%d][%s]  tries to drop on take [%d][%s]", ID(), Name(), _GO->ID(), _GO->cNameSect().c_str());
				}
			}
		}
		break;
	case GE_TRADE_SELL:
	case GE_OWNERSHIP_REJECT:
		{
			P.r_u16							(id);
			CObject* Obj					= Level().Objects.net_Find	(id);

//			R_ASSERT2( Obj, make_string("GE_OWNERSHIP_REJECT: Object not found, id = %d", id).c_str() );
			VERIFY2  ( Obj, make_string("GE_OWNERSHIP_REJECT: Object not found, id = %d", id).c_str() );
			if ( !Obj ) {
				Msg                 ( "! GE_OWNERSHIP_REJECT: Object not found, id = %d", id );
				break;
			}

			bool just_before_destroy		= !P.r_eof() && P.r_u8();
			bool dont_create_shell			= (type==GE_TRADE_SELL) || just_before_destroy;
			Obj->SetTmpPreDestroy			(just_before_destroy);
			
			CGameObject * GO = smart_cast<CGameObject*>(Obj);
			
#ifdef MP_LOGGING
			string64 act;
			xr_strcpy( act, (type == GE_TRADE_SELL)? "sells" : "rejects" );
			Msg("--- Actor [%d][%s]  %s  [%d][%s]", ID(), Name(), act, GO->ID(), GO->cNameSect().c_str());
#endif // MP_LOGGING
			
			VERIFY( GO->H_Parent() );
			if ( !GO->H_Parent() )
			{
				Msg("! ERROR: Actor [%d][%s] tries to reject item [%d][%s] that has no parent", 
					ID(), Name(), GO->ID(), GO->cNameSect().c_str());
				break;
			}
			
			VERIFY2( GO->H_Parent()->ID() == ID(), 
				make_string("actor [%d][%s] tries to drop not own object [%d][%s]",
					ID(), Name(), GO->ID(), GO->cNameSect().c_str() ).c_str() );

			if ( GO->H_Parent()->ID() != ID() )
			{
				CActor* real_parent = smart_cast<CActor*>(GO->H_Parent());
				Msg("! ERROR: Actor [%d][%s] tries to drop not own item [%d][%s], his parent is [%d][%s]",
					ID(), Name(), GO->ID(), GO->cNameSect().c_str(), real_parent->ID(), real_parent->Name());
				break;
			}

			if (!Obj->getDestroy() && inventory().DropItem(GO, just_before_destroy, dont_create_shell)) 
			{
				//O->H_SetParent(0,just_before_destroy);//moved to DropItem
				//feel_touch_deny(O,2000);
				Level().m_feel_deny.feel_touch_deny(Obj, 1000);

				// [12.11.07] Alexander Maniluk: extended GE_OWNERSHIP_REJECT packet for drop item to selected position
				Fvector dropPosition;
				if (!P.r_eof())
				{
					P.r_vec3(dropPosition);
					GO->MoveTo(dropPosition);
					//Other variant :)
					/*NET_Packet MovePacket;
					MovePacket.w_begin(M_MOVE_ARTEFACTS);
					MovePacket.w_u8(1);
					MovePacket.w_u16(id);
					MovePacket.w_vec3(dropPosition);
					u_EventSend(MovePacket);*/
				}
			}

			if (!just_before_destroy)
				SelectBestWeapon(Obj);

		}
		break;
	case GE_INV_ACTION:
		{
			u16 cmd;
			P.r_u16		(cmd);
			u32 flags;
			P.r_u32		(flags);
			s32 ZoomRndSeed = P.r_s32();
			s32 ShotRndSeed = P.r_s32();
			if (!IsGameTypeSingle() && !g_Alive())
			{
//				Msg("! WARNING: dead player tries to rize inventory action");
				break;
			}
									
			if (flags & CMD_START)
			{
				if (cmd == kWPN_ZOOM)
					SetZoomRndSeed(ZoomRndSeed);
				if (cmd == kWPN_FIRE)
					SetShotRndSeed(ShotRndSeed);
				IR_OnKeyboardPress(cmd);
			}
			else
				IR_OnKeyboardRelease(cmd);
		}
		break;
	case GEG_PLAYER_ITEM2SLOT:
	case GEG_PLAYER_ITEM2BELT:
	case GEG_PLAYER_ITEM2RUCK:
	case GEG_PLAYER_ITEM_EAT:
	case GEG_PLAYER_ACTIVATEARTEFACT:
{
			P.r_u16		(id);
			CObject* Obj	= Level().Objects.net_Find	(id);

//			R_ASSERT2( Obj, make_string("GEG_PLAYER_ITEM_EAT(use): Object not found. object_id = [%d]", id).c_str() );
			VERIFY2  ( Obj, make_string("GEG_PLAYER_ITEM_EAT(use): Object not found. object_id = [%d]", id).c_str() );
			if ( !Obj ) {
//				Msg                 ( "! GEG_PLAYER_ITEM_EAT(use): Object not found. object_id = [%d]", id );
				break;
			}

//			R_ASSERT2( !Obj->getDestroy(), make_string("GEG_PLAYER_ITEM_EAT(use): Object is destroying. object_id = [%d]", id).c_str() );
			VERIFY2  ( !Obj->getDestroy(), make_string("GEG_PLAYER_ITEM_EAT(use): Object is destroying. object_id = [%d]", id).c_str() );
			if ( Obj->getDestroy() ) {
//				Msg                                ( "! GEG_PLAYER_ITEM_EAT(use): Object is destroying. object_id = [%d]", id );
				break;
			}

			if (!IsGameTypeSingle() && !g_Alive())
			{
				Msg("! WARNING: dead player [%d][%s] can't use items [%d][%s]",
					ID(), Name(), Obj->ID(), Obj->cNameSect().c_str());
				break;
			}

			if ( type == GEG_PLAYER_ACTIVATEARTEFACT )
			{
				CArtefact* pArtefact = smart_cast<CArtefact*>(Obj);
	//			R_ASSERT2( pArtefact, make_string("GEG_PLAYER_ACTIVATEARTEFACT: Artefact not found. artefact_id = [%d]", id).c_str() );
				VERIFY2  ( pArtefact, make_string("GEG_PLAYER_ACTIVATEARTEFACT: Artefact not found. artefact_id = [%d]", id).c_str() );
				if ( !pArtefact ) {
					Msg                       ( "! GEG_PLAYER_ACTIVATEARTEFACT: Artefact not found. artefact_id = [%d]", id );
					break;//1
				}
				
				pArtefact->ActivateArtefact	();
				break;//1
			}
			
			PIItem iitem = smart_cast<CInventoryItem*>(Obj);
			R_ASSERT( iitem );

			switch (type)
			{
			case GEG_PLAYER_ITEM2SLOT:
			{
				u16 slot_id = P.r_u16();
				inventory().Slot(slot_id, iitem ); 
			}break;//2
			case GEG_PLAYER_ITEM2BELT:	 
				inventory().Belt( iitem ); 
				break;//2
			case GEG_PLAYER_ITEM2RUCK:	 
				inventory().Ruck( iitem ); 
				break;//2
			case GEG_PLAYER_ITEM_EAT:	 
				inventory().Eat( iitem ); 
				break;//2
			}//switch

		}break;//1
	case GEG_PLAYER_ACTIVATE_SLOT:
		{
			u16							slot_id;
			P.r_u16						(slot_id);

			inventory().Activate		(slot_id);
								  
		}break;

	case GEG_PLAYER_DISABLE_SPRINT:
		{
			s8 cmd				= P.r_s8();
			m_block_sprint_counter = m_block_sprint_counter+cmd;
			Msg("m_block_sprint_counter=%d",m_block_sprint_counter);
			if(m_block_sprint_counter>0)
			{
				mstate_wishful	&=~mcSprint;
			}
		}break;

	case GEG_PLAYER_WEAPON_HIDE_STATE:
		{
			u16 State		= P.r_u16();
			BOOL	Set		= !!P.r_u8();
			inventory().SetSlotsBlocked	(State, !!Set);
		}break;
	case GE_MOVE_ACTOR:
		{
			Fvector NewPos, NewRot;
			P.r_vec3(NewPos);
			P.r_vec3(NewRot);
			
			MoveActor(NewPos, NewRot);
		}break;
	case GE_ACTOR_MAX_POWER:
		{
			conditions().MaxPower();
			conditions().ClearWounds();
			ClearBloodWounds();
		}break;
	case GE_ACTOR_MAX_HEALTH:
		{
			SetfHealth(GetMaxHealth());
		}break;
	case GEG_PLAYER_ATTACH_HOLDER:
		{
			u16 id = P.r_u16();
			CObject* O	= Level().Objects.net_Find	(id);
			if (!O){
				Msg("! Error: No object to attach holder [%d]", id);
				break;
			}
			VERIFY(m_holder==NULL);
			CHolderCustom*	holder = smart_cast<CHolderCustom*>(O);
			if(!holder->Engaged())	use_Holder		(holder);

		}break;
	case GEG_PLAYER_DETACH_HOLDER:
		{
			if			(!m_holder)	break;
			u16 id			= P.r_u16();
			CGameObject*	GO	= smart_cast<CGameObject*>(m_holder);
			VERIFY			(id==GO->ID());
			use_Holder		(NULL);
		}break;
	case GEG_PLAYER_PLAY_HEADSHOT_PARTICLE:
		{
			OnPlayHeadShotParticle(P);
		}break;
	case GE_ACTOR_JUMPING:
		{
			/*
			Fvector dir;
			P.r_dir(dir);
			float jump = P.r_float();
			NET_SavedAccel = dir;
			extern float NET_Jump;
			NET_Jump = jump;
			m_bInInterpolation = false;
			mstate_real |= mcJump;
			*/
		}break;
	}
}
void CBaseMonster::Load(LPCSTR section)
{
	m_section						= section;
	// load parameters from ".ltx" file
	inherited::Load					(section);

	m_head_bone_name				= READ_IF_EXISTS(pSettings,r_string,section, "bone_head", "bip01_head");
	m_left_eye_bone_name			= READ_IF_EXISTS(pSettings,r_string,section, "bone_eye_left", 0);
	m_right_eye_bone_name			= READ_IF_EXISTS(pSettings,r_string,section, "bone_eye_right", 0);

	m_corpse_cover_evaluator		= xr_new<CMonsterCorpseCoverEvaluator>	(&movement().restrictions());
	m_enemy_cover_evaluator			= xr_new<CCoverEvaluatorFarFromEnemy>	(&movement().restrictions());
	m_cover_evaluator_close_point	= xr_new<CCoverEvaluatorCloseToEnemy>	(&movement().restrictions());

	MeleeChecker.load				(section);
	Morale.load						(section);

	m_pPhysics_support				->in_Load(section);

	SetfHealth						( (float)pSettings->r_u32		(section,"Health"));

	m_controlled					= smart_cast<CControlledEntityBase*>(this);

	settings_load					(section);

	control().load					(section);

	m_anomaly_detector->load		(section);
	CoverMan->load					();

	m_rank							= (pSettings->line_exist(section,"rank")) ? int(pSettings->r_u32(section,"rank")) : 0;

//	if (pSettings->line_exist(section,"Spawn_Inventory_Item_Section")) {
//		m_item_section					= pSettings->r_string(section,"Spawn_Inventory_Item_Section");
//		m_spawn_probability				= pSettings->r_float(section,"Spawn_Inventory_Item_Probability");
//	} else m_spawn_probability			= 0.f;

	m_melee_rotation_factor			= READ_IF_EXISTS(pSettings,r_float,section,"Melee_Rotation_Factor", 1.5f);
	berserk_always					= !!READ_IF_EXISTS(pSettings,r_bool,section,"berserk_always", false);

	m_feel_enemy_who_just_hit_max_distance	=	READ_IF_EXISTS(pSettings, r_float, section, 
												"feel_enemy_who_just_hit_max_distance", 
												detail::base_monster::feel_enemy_who_just_hit_max_distance);

	m_feel_enemy_max_distance				=	READ_IF_EXISTS(pSettings, r_float, section, 
												"feel_enemy_max_distance", 
												detail::base_monster::feel_enemy_max_distance);

	m_feel_enemy_who_made_sound_max_distance =	READ_IF_EXISTS(pSettings, r_float, section, 
												"feel_enemy_who_made_sound_max_distance", 
												detail::base_monster::feel_enemy_who_made_sound_max_distance);
	
	//------------------------------------
	// Steering Behaviour 
	//------------------------------------
	float    separate_factor				=	READ_IF_EXISTS(pSettings, r_float, section, 
												"separate_factor", 0.f);
	float    separate_range					=	READ_IF_EXISTS(pSettings, r_float, section, 
												"separate_range" , 0.f);
	
	if ( (separate_factor > 0.0001f) && (separate_range > 0.01f) )
	{
		m_steer_manager						=	xr_new<steering_behaviour::manager>();

		m_grouping_behaviour				=	xr_new<squad_grouping_behaviour>
												(this, 
												 Fvector3().set(0.f, 0.f, 0.f), 
												 Fvector3().set(0.f, separate_factor, 0.f), 
												 separate_range);

		get_steer_manager()->add				( xr_new<steering_behaviour::grouping>(m_grouping_behaviour) );
	}

	//------------------------------------
	// Auras
	//------------------------------------

	m_psy_aura.load_from_ini					(pSettings, section);
	m_radiation_aura.load_from_ini				(pSettings, section, true);
	m_fire_aura.load_from_ini					(pSettings, section);
	m_base_aura.load_from_ini					(pSettings, section);

	//------------------------------------
	// Protections
	//------------------------------------
	m_fSkinArmor = 0.f;
	m_fHitFracMonster = 0.1f;
	if(pSettings->line_exist(section, "protections_sect"))
	{
		LPCSTR protections_sect = pSettings->r_string(section, "protections_sect");
		m_fSkinArmor = READ_IF_EXISTS(pSettings,r_float,protections_sect,"skin_armor", 0.f);
		m_fHitFracMonster = READ_IF_EXISTS(pSettings,r_float,protections_sect,"hit_fraction_monster", 0.1f);
	}

	m_force_anti_aim						=	false;
}
Beispiel #16
0
BOOL CEntity::net_Spawn		(CSE_Abstract* DC)
{
	m_level_death_time		= 0;
	m_game_death_time		= 0;
	m_killer_id				= ALife::_OBJECT_ID(-1);

	CSE_Abstract				*e	= (CSE_Abstract*)(DC);
	CSE_ALifeCreatureAbstract	*E	= smart_cast<CSE_ALifeCreatureAbstract*>(e);

	// Initialize variables
	if (E) {
		SetfHealth			(E->get_health());

		R_ASSERT2(!((E->get_killer_id() != ALife::_OBJECT_ID(-1)) && g_Alive()), make_string("server entity [%s][%d] has an killer [%d] and not dead",
			E->name_replace(), E->ID, E->get_killer_id()).c_str());

		m_killer_id			= E->get_killer_id();
		if (m_killer_id == ID())
			m_killer_id		= ALife::_OBJECT_ID(-1);
	}
	else
		SetfHealth			(1.0f);

	// load damage params
	if (!E) {
		// Car or trader only!!!!
		CSE_ALifeCar		*C	= smart_cast<CSE_ALifeCar*>(e);
		CSE_ALifeTrader		*T	= smart_cast<CSE_ALifeTrader*>(e);
		CSE_ALifeHelicopter	*H	= smart_cast<CSE_ALifeHelicopter*>(e);

		R_ASSERT2			(C||T||H,"Invalid entity (no inheritance from CSE_CreatureAbstract, CSE_ALifeItemCar and CSE_ALifeTrader and CSE_ALifeHelicopter)!");
		id_Team				= id_Squad = id_Group = 0;
	}
	else {
		id_Team				= E->g_team();
		id_Squad			= E->g_squad();
		id_Group			= E->g_group();

		CSE_ALifeMonsterBase	*monster	= smart_cast<CSE_ALifeMonsterBase*>(E);
		if (monster) {
			MONSTER_COMMUNITY		monster_community;
			monster_community.set	(pSettings->r_string(*cNameSect(), "species"));

			if(monster_community.team() != 255)
				id_Team = monster_community.team();
		}
	}

	if (g_Alive() && IsGameTypeSingle()) {
		m_registered_member		= true;
		Level().seniority_holder().team(g_Team()).squad(g_Squad()).group(g_Group()).register_member(this);
		++Level().seniority_holder().team(g_Team()).squad(g_Squad()).group(g_Group()).m_dwAliveCount;
	}

	if(!g_Alive())
	{
		m_level_death_time		= Device.dwTimeGlobal;
		m_game_death_time		= E->m_game_death_time;;
	}

	if (!inherited::net_Spawn(DC))
		return				(FALSE);

//	SetfHealth			(E->fHealth);
	IKinematics* pKinematics=smart_cast<IKinematics*>(Visual());
	CInifile* ini = NULL;

	if(pKinematics) ini = pKinematics->LL_UserData();
	if (ini) {
		if (ini->section_exist("damage_section") && !use_simplified_visual())
			CDamageManager::reload(pSettings->r_string("damage_section","damage"),ini);

		CParticlesPlayer::LoadParticles(pKinematics);
	}
	return					TRUE;
}