Beispiel #1
0
//-----------------------------------------------------------------------
void CSpectacularKill::DeathBlow(CActor& targetActor)
{
	CRY_ASSERT_MESSAGE(m_isBusy, "spectacular kill should be in progress when triggering the death blow");
	if (!m_isBusy)
		return;

	if (targetActor.IsDead())
		return;

	Vec3 targetDir = targetActor.GetEntity()->GetForwardDir();

	{
		HitInfo hitInfo;
		hitInfo.shooterId = m_pOwner->GetEntityId();
		hitInfo.targetId = targetActor.GetEntityId();
		hitInfo.damage = 99999.0f; // CERTAIN_DEATH
		hitInfo.dir = targetDir;
		hitInfo.normal = -hitInfo.dir; // this has to be in an opposite direction from the hitInfo.dir or the hit is ignored as a 'backface' hit
		hitInfo.type = CGameRules::EHitType::StealthKill;

		g_pGame->GetGameRules()->ClientHit(hitInfo);
	}

	// WARNING: RagDollize resets the entity's rotation!
	//  [7/30/2010 davidr] FixMe: If the entity isn't dead here (because is immortal or any other reason) ragdollizing it will
	// leave it on an inconsistent state (usually only reproducible on debug scenarios)
	targetActor.GetGameObject()->SetAspectProfile(eEA_Physics, eAP_Ragdoll);

	// Give a small nudge in the hit direction to make the target fall over
	const SSpectacularKillParams* pSpectacularKillParams = GetParamsForClass(targetActor.GetEntity()->GetClass());
	CRY_ASSERT(pSpectacularKillParams);
	if (pSpectacularKillParams && (pSpectacularKillParams->impulseScale > 0.0f) && (pSpectacularKillParams->impulseBone != -1))
	{
		const float killDeathBlowVelocity = pSpectacularKillParams->impulseScale; // desired velocity after impulse in meters per second

		IPhysicalEntity* pTargetPhysics = targetActor.GetEntity()->GetPhysics();
		if (pTargetPhysics)
		{
			pe_simulation_params simulationParams;
			pTargetPhysics->GetParams(&simulationParams);

			pe_action_impulse impulse;
			impulse.partid = pSpectacularKillParams->impulseBone;
			impulse.impulse = targetDir*killDeathBlowVelocity*simulationParams.mass; // RagDollize reset the entity's rotation so I have to use the value I cached earlier
			pTargetPhysics->Action(&impulse);
		}
	}

	m_deathBlowState = eDBS_Done;
}
Beispiel #2
0
IMPLEMENT_RMI(CGameRules, ClEnteredGame)
{
	if(!gEnv->bServer && m_pGameFramework->GetClientActor())
	{
		CActor* pActor = GetActorByChannelId(m_pGameFramework->GetClientActor()->GetChannelId());
		if(pActor)
		{
			int status[2];
			status[0] = GetTeam(pActor->GetEntityId());
			status[1] = pActor->GetSpectatorMode();
			m_pGameplayRecorder->Event(pActor->GetEntity(), GameplayEvent(eGE_Connected, 0, 0, (void*)status));
		}
	}
	return true;
}
Beispiel #3
0
int CScriptBind_Actor::SetViewShake(IFunctionHandler *pH, Ang3 shakeAngle, Vec3 shakeShift, float duration, float frequency, float randomness)
{
	CActor *pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

	EntityId actorId = pActor->GetEntityId();
	IView* pView = m_pGameFW->GetIViewSystem()->GetViewByEntityId(actorId);
	if (pView)
	{
		const int SCRIPT_SHAKE_ID = 42;
		pView->SetViewShake(shakeAngle, shakeShift, duration, frequency, randomness, SCRIPT_SHAKE_ID);
	}

	return pH->EndFunction();
}
Beispiel #4
0
//-----------------------------------------------------------------------
void CSpectacularKill::Update(float frameTime)
{
	CActor* pTargetActor = GetTarget();

	if (IsBusy())
	{
		ICooperativeAnimationManager* pCooperativeAnimationManager = gEnv->pGame->GetIGameFramework()->GetICooperativeAnimationManager();

		if (!pTargetActor || 
			(!pCooperativeAnimationManager->IsActorBusy(m_pOwner->GetEntityId()) &&
			!pCooperativeAnimationManager->IsActorBusy(pTargetActor->GetEntityId())) ||
			(pTargetActor->IsDead() && (m_deathBlowState == eDBS_None)))
		{
			End();
		}
	}
}
//------------------------------------------------------------------------
bool CEditorGame::SetGameMode(bool bGameMode)
{
	m_bGameMode = bGameMode;
	bool on = bGameMode;

	if (s_pEditorGameMode->GetIVal() == 0)
	{
		on = m_bPlayer;
	}

	bool ok = ConfigureNetContext( on );

	if (ok)
	{
		if(gEnv->IsEditor())
		{
			m_pGame->EditorResetGame(bGameMode);
		}

		IGameFramework *pGameFramework = m_pGame->GetIGameFramework();
		pGameFramework->OnEditorSetGameMode(bGameMode);
		CActor *pActor = static_cast<CActor *>(m_pGame->GetIGameFramework()->GetClientActor());

		if (pActor)
		{
			if (bGameMode)
			{
				// Revive actor in its current location (it will be moved to the editor viewpoint location later)
				const Vec3 pos = pActor->GetEntity()->GetWorldPos();
				const Quat rot = pActor->GetEntity()->GetWorldRotation();
				const int teamId = g_pGame->GetGameRules()->GetTeam(pActor->GetEntityId());
				pActor->NetReviveAt(pos, rot, teamId);
			}
			else
			{
				pActor->Reset(true);
			}
		}
	}
	else
	{
		GameWarning("Failed configuring net context");
	}

	return ok;
}
//------------------------------------------------------------------------
void CRapid::StopFire()
{
	m_startedToFire = false;

	if (m_pWeapon->IsBusy() && !m_pWeapon->IsZoomingInOrOut())
	{
		return;
	}

	if (m_zoomtimeout > 0.0f)
	{
		CActor *pActor = m_pWeapon->GetOwnerActor();
		CScreenEffects *pSE = pActor ? pActor->GetScreenEffects() : NULL;

		if (pSE)
		{
			float speed = 1.0f / .1f;
			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomIn);
			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomOut);
			IBlendedEffect *fov	= CBlendedEffect<CFOVEffect>::Create(CFOVEffect(pActor->GetEntityId(), 1.0f));
			IBlendType *blend		= CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f));
			pSE->StartBlend(fov, blend, speed, CScreenEffects::eSFX_GID_ZoomOut);
		}

		m_zoomtimeout = 0.0f;
	}

	if(m_acceleration >= 0.0f)
	{
		Accelerate(m_pShared->rapidparams.deceleration);

		if (m_pWeapon->IsDestroyed())
		{
			FinishDeceleration();
		}
	}

	SpinUpEffect(false);

	if(m_firing)
	{
		SmokeEffect();
	}

	m_pWeapon->RequestStopFire();
}
Beispiel #7
0
void CAutoAimManager::RegisterCharacterTargetInfo(const CActor& targetActor, const SAutoaimTargetRegisterParams& registerParams)
{
	SAutoaimTarget aimTarget;
	aimTarget.entityId = targetActor.GetEntityId();
	aimTarget.pActorWeak = targetActor.GetWeakPtr();
	aimTarget.fallbackOffset = registerParams.fallbackOffset;
	aimTarget.primaryBoneId = registerParams.primaryBoneId;
	aimTarget.physicsBoneId = registerParams.physicsBoneId;
	aimTarget.secondaryBoneId = registerParams.secondaryBoneId;
	aimTarget.innerRadius = registerParams.innerRadius;
	aimTarget.outerRadius = registerParams.outerRadius;
	aimTarget.snapRadius = registerParams.snapRadius;
	aimTarget.snapRadiusTagged = registerParams.snapRadiusTagged;

	if (!gEnv->bMultiplayer)
	{
		IEntity* pTargetEntity = targetActor.GetEntity();

		aimTarget.aiFaction = IFactionMap::InvalidFactionID;

		//Instance properties, other stuff could be added here easily (grab enemy, sliding hit, etc)
		SmartScriptTable props;
		SmartScriptTable propsPlayerInteractions;
		IScriptTable* pScriptTable = pTargetEntity->GetScriptTable();
		if (pScriptTable && pScriptTable->GetValue("Properties", props))
		{
			if (props->GetValue("PlayerInteractions", propsPlayerInteractions))
			{
				int stealhKill = 0;
				if (propsPlayerInteractions->GetValue("bStealthKill", stealhKill) && (stealhKill != 0))
				{
					aimTarget.SetFlag(eAATF_StealthKillable);
				}
				int canBeGrabbed = 0;
				if (propsPlayerInteractions->GetValue("bCanBeGrabbed", canBeGrabbed) && (canBeGrabbed != 0))
				{
					aimTarget.SetFlag(eAATF_CanBeGrabbed);
				}
			}
		}
	}

	m_autoaimTargets.push_back(aimTarget);
}
Beispiel #8
0
//------------------------------------------------------------------------
int CScriptBind_Actor::IsGhostPit(IFunctionHandler *pH)
{
	CActor *pActor = GetActor(pH);
  if (!pActor)
    return pH->EndFunction();

  bool hidden = false;
	 
  if (IVehicle* pVehicle = pActor->GetLinkedVehicle())
  {
    IVehicleSeat* pSeat = pVehicle->GetSeatForPassenger(pActor->GetEntityId());
    if (pSeat)
    { 
      if (IVehicleView* pView = pSeat->GetView(pSeat->GetCurrentView()))
        hidden = pView->IsPassengerHidden();
    }
  }

  return pH->EndFunction(hidden);   
}
Beispiel #9
0
bool CAutoAimManager::RegisterAutoaimTargetActor(const CActor& targetActor, const SAutoaimTargetRegisterParams& registerParams)
{
	if (IsEntityRegistered(targetActor.GetEntityId()))
	{
		GameWarning("Trying to register entity more than once in auto aim manager!");
		return false;
	}

	if (!IsSpaceAvailable())
	{
		if (gEnv->IsEditor() == false)
		{
			GameWarning("Maximum number of entities reached for auto aim manager (%d)!", kMaxAutoaimTargets);
		}
		return false;
	}

	RegisterCharacterTargetInfo(targetActor, registerParams);
	return true;

}
Beispiel #10
0
//------------------------------------------------------------------------
void CAutomatic::StopFire()
{
	if(m_zoomtimeout > 0.0f)
	{
		CActor *pActor = m_pWeapon->GetOwnerActor();
		CScreenEffects *pSE = pActor?pActor->GetScreenEffects():NULL;

		if(pSE)
		{
			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomIn);

			// this is so we will zoom out always at the right speed
			//float speed = (1.0f/.1f) * (1.0f - pActor->GetScreenEffects()->GetCurrentFOV())/(1.0f - .75f);
			//speed = fabs(speed);
			float speed = 1.0f/.1f;
			//if (pActor->GetScreenEffects()->HasJobs(pActor->m_autoZoomOutID))
			//	speed = pActor->GetScreenEffects()->GetAdjustedSpeed(pActor->m_autoZoomOutID);

			pSE->ResetBlendGroup(CScreenEffects::eSFX_GID_ZoomOut);

			IBlendedEffect *fov	= CBlendedEffect<CFOVEffect>::Create(CFOVEffect(pActor->GetEntityId(),1.0f));
			IBlendType *blend		= CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f));
			pSE->StartBlend(fov, blend, speed, CScreenEffects::eSFX_GID_ZoomOut);
		}

		m_zoomtimeout = 0.0f;
	}

	if(m_firing)
		SmokeEffect();

	m_firing = false;

	if(m_soundId)
	{
		m_pWeapon->StopSound(m_soundId);
		m_soundId = INVALID_SOUNDID;
	}
}
Beispiel #11
0
void CUIObjectives::OnRequestMissionObjectives( const SUIEvent& event )
{
	CGameRules* pGameRules = GetGameRules();
	if ( pGameRules && g_pGame->GetIGameFramework()->GetClientActor() )
	{
		CActor* pActor = pGameRules->GetActorByChannelId( g_pGame->GetIGameFramework()->GetClientActor()->GetChannelId() );
		if ( pActor )
		{
			std::map< string, int > tmpList;
			int teamID = pGameRules->GetTeam( pActor->GetEntityId() );
			for ( TObjectiveMap::iterator it = m_ObjectiveMap.begin(); it != m_ObjectiveMap.end(); ++it )
			{
				CGameRules::TObjective* pObjective = pGameRules->GetObjective( teamID, it->first.c_str() );
				if ( pObjective )
					tmpList[ it->first ] = pObjective->status;
			}
			for ( std::map< string, int >::iterator it = tmpList.begin(); it != tmpList.end(); ++it )
				MissionObjectiveAdded( it->first, it->second );
		}
	}

}
//--------------------------------------------------------
EntityId CMelee::GetNearestTarget()
{
	CActor* pOwnerActor = m_pWeapon->GetOwnerActor();
	if(pOwnerActor == NULL || (gEnv->bMultiplayer && m_slideKick))
		return 0;

	CRY_ASSERT(pOwnerActor->IsClient());

	IMovementController* pMovementController = pOwnerActor->GetMovementController();
	if (!pMovementController)
		return 0;

	SMovementState moveState;
	pMovementController->GetMovementState(moveState);

	const Vec3 playerDir = moveState.aimDirection;
	const Vec3 playerPos = moveState.eyePosition;
	const float range = g_pGameCVars->pl_melee.melee_snap_target_select_range;
	const float angleLimit = cos_tpl(DEG2RAD(g_pGameCVars->pl_melee.melee_snap_angle_limit));

	return m_collisionHelper.GetBestAutoAimTargetForUser(pOwnerActor->GetEntityId(), playerPos, playerDir, range, angleLimit);
}
Beispiel #13
0
void CHUDTagNames::Update()
{
	CActor *pClientActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetClientActor());
	CGameRules *pGameRules = g_pGame->GetGameRules();

	if(!pClientActor || !pGameRules || !gEnv->bMultiplayer)
		return;

	int iClientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());

	// Skip enemies, they need to be added only when shot
	// (except in spectator mode when we display everyone)
	for(int iTeam = 0; iTeam < pGameRules->GetTeamCount() + 1; ++iTeam)
	{
		if((iTeam == iClientTeam) || (pClientActor->GetSpectatorMode() != CActor::eASM_None))
		{
			int iTeamPlayerCount = pGameRules->GetTeamPlayerCount(iTeam);
			for(int iPlayer=0; iPlayer<iTeamPlayerCount; iPlayer++)
			{
				IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pGameRules->GetTeamPlayer(iTeam,iPlayer));
				if(!pActor)
					continue;

				// Never display the local player
				if(pActor == pClientActor)
					continue;

				// never display other spectators
				if(static_cast<CActor*>(pActor)->GetSpectatorMode() != CActor::eASM_None)
					continue;

				// never display the name of the player we're spectating (it's shown separately with their current health)
				if(pClientActor->GetSpectatorMode() == CActor::eASM_Follow && pClientActor->GetSpectatorTarget() == pActor->GetEntityId())
					continue;

				DrawTagName(pActor);
			}
		}
	}

	IVehicleSystem *pVehicleSystem = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem();
	if(!pVehicleSystem)
		return;

	IVehicleIteratorPtr pVehicleIter = pVehicleSystem->CreateVehicleIterator();
	while(IVehicle *pVehicle=pVehicleIter->Next())
	{
		SVehicleStatus rVehicleStatus = pVehicle->GetStatus();
		if(0 == rVehicleStatus.passengerCount)
			continue;

		// Skip enemy vehicles, they need to be added only when shot (except in spectator mode...)
		bool bEnemyVehicle = true;
		for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
		{
			IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
			if(!pVehicleSeat)
				continue;

			EntityId uiEntityId = pVehicleSeat->GetPassenger();

			if(0 == iClientTeam)
			{
				if(uiEntityId && IsFriendlyToClient(uiEntityId))
				{
					bEnemyVehicle = false;
				}
			}
			else if(uiEntityId && pGameRules->GetTeam(uiEntityId) == iClientTeam)
			{
				bEnemyVehicle = false;
			}
		}
		if(bEnemyVehicle && (pClientActor->GetSpectatorMode() == CActor::eASM_None))	// again, draw enemies in spectator mode
			continue;

		DrawTagName(pVehicle);
	}

	// don't need to do any of this if we're in spectator mode - all player names will have been drawn above.
	if(pClientActor->GetSpectatorMode() == CActor::eASM_None)
	{
		for(TEnemyTagNamesList::iterator iter=m_enemyTagNamesList.begin(); iter!=m_enemyTagNamesList.end(); ++iter)
		{
			SEnemyTagName *pEnemyTagName = &(*iter);
			if(gEnv->pTimer->GetAsyncTime().GetSeconds() >= pEnemyTagName->fSpawnTime+((float) g_pGameCVars->hud_mpNamesDuration))
			{
				// Note: iter=my_list.erase(iter) may not be standard/safe
				TEnemyTagNamesList::iterator iterNext = iter;
				++iterNext;
				m_enemyTagNamesList.erase(iter);
				iter = iterNext;
			}
			else
			{
				IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEnemyTagName->uiEntityId);
				if(pActor)
					DrawTagName(pActor);

				IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(pEnemyTagName->uiEntityId);
				if(pVehicle)
					DrawTagName(pVehicle);
			}
		}
	}
}
Beispiel #14
0
void CHUDTagNames::DrawTagName(IVehicle *pVehicle)
{
	CRY_ASSERT(pVehicle);
	if(!pVehicle)
		return;

	CActor *pClientActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetClientActor());
	CGameRules *pGameRules = g_pGame->GetGameRules();
	int iClientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());
	bool bThirdPerson = pClientActor->IsThirdPerson();

	bool bDrawSeatTagNames = false;
	if(pClientActor->GetSpectatorMode() == CActor::eASM_Follow)
	{
		IActor *pFollowedActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pClientActor->GetSpectatorTarget());
		if(pFollowedActor)
			bDrawSeatTagNames = (pVehicle == pFollowedActor->GetLinkedVehicle());
	}
	else
		bDrawSeatTagNames = (pVehicle == pClientActor->GetLinkedVehicle());

	if(bDrawSeatTagNames)
	{
		// When this is local player vehicle, we always display all passengers name above their head so that he can identify them

		for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
		{
			IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
			if(!pVehicleSeat)
				continue;

			IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pVehicleSeat->GetPassenger());
			if(!pActor || (pActor == pClientActor && !bThirdPerson))
				continue;

			DrawTagName(pActor,true);
		}

		return;
	}

	ColorF rgbTagName = COLOR_ENEMY;

	// Driver seat is always 1
	IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(1);
	if(!pVehicleSeat)
		return;

	IVehicleHelper *pVehicleHelper = pVehicleSeat->GetSitHelper();
	if(!pVehicleHelper)
		return;

	Vec3 vWorldPos = pVehicleHelper->GetWorldTM().GetTranslation();

	// Add some offset to be above the driver/pilot
	vWorldPos.z += 1.2f;

	AABB box; 
	pVehicle->GetEntity()->GetWorldBounds(box);

	bool bDrawOnTop = false;

	if(ProjectOnSphere(vWorldPos,box))
	{
		bDrawOnTop = true;
	}

	m_tagNamesVector.resize(0);

	for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
	{
		IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
		if(!pVehicleSeat)
			continue;

		EntityId uiEntityId = pVehicleSeat->GetPassenger();

		IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(uiEntityId);
		if(!pActor)
			continue;

		const char *szRank = GetPlayerRank(uiEntityId);

		IEntity *pEntity = pActor->GetEntity();
		if(!pEntity)
			continue;

		char szText[HUD_MAX_STRING_SIZE];
		if(szRank)
		{
			sprintf(szText,"%s %s",szRank,pEntity->GetName());
		}
		else
		{
			sprintf(szText,"%s",pEntity->GetName());
		}

		if(0 == iClientTeam)
		{
			if(uiEntityId && IsFriendlyToClient(uiEntityId))
			{
				rgbTagName = COLOR_FRIEND;
			}
		}
		else if(uiEntityId && pGameRules->GetTeam(uiEntityId) == iClientTeam)
		{
			rgbTagName = COLOR_FRIEND;
		}
		
		if(pActor->GetHealth() <= 0)
		{
			rgbTagName = COLOR_DEAD;
		}

		m_tagNamesVector.resize(m_tagNamesVector.size()+1);

		STagName *pTagName = &m_tagNamesVector[m_tagNamesVector.size()-1];

		pTagName->strName			= szText;
		pTagName->vWorld			= vWorldPos;
		pTagName->bDrawOnTop	= bDrawOnTop;
		pTagName->rgb					= rgbTagName;
	}

	DrawTagNames();
}