Beispiel #1
0
//------------------------------------------------------------------------
int CScriptBind_Weapon::SetAmmoCount(IFunctionHandler *pH)
{
	CWeapon *pWeapon = GetWeapon(pH);
	if (!pWeapon)
		return pH->EndFunction();

	IFireMode *pFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());

	if (pFireMode)
	{
		if (pH->GetParamType(2) != svtNumber)
			return pH->EndFunction();

		const char *ammoName = 0;
		if (pH->GetParamType(1) == svtString)
			pH->GetParam(1, ammoName);

		IEntityClass* pAmmoType = pFireMode->GetAmmoType();

		if (ammoName)
			pAmmoType = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoName);

		int ammo = 0;
		pH->GetParam(2, ammo);

		pWeapon->SetAmmoCount(pAmmoType, ammo);
	}

	return pH->EndFunction();
}
	EStatus Update(float timePassed)
	{
		if (IsTransitioningOut())
		{
			const float ROTATION_LERP_SPEED = 10.0f;

			//--- Blend body rotation to match current view
			Ang3 targetViewDir = m_player.GetAngles();
			Quat targetRotation = Quat::CreateRotationZ(targetViewDir.z);
			Quat newRotation = Quat::CreateNlerp(m_player.GetEntity()->GetRotation(), targetRotation, timePassed*ROTATION_LERP_SPEED);
			m_player.GetEntity()->SetRotation(newRotation);
		}
		else
		{
			static uint32 leanParamCRC = gEnv->pSystem->GetCrc32Gen()->GetCRC32Lowercase("SlideFactor");

			const Matrix34 &worldTM = m_player.GetEntity()->GetWorldTM();
			const Vec3 baseRgt = worldTM.GetColumn0();
			const Vec3 baseFwd = worldTM.GetColumn1();
			const Vec3 lookFwd = m_player.GetViewQuatFinal().GetColumn1();
			const float leanAngle = cry_acosf(baseFwd.Dot(lookFwd));

			float targetLeanFactor = clamp(leanAngle / MAX_LEAN_ANGLE, 0.0f, 1.0f);
			if (baseRgt.Dot(lookFwd) < 0.0f)
			{
				targetLeanFactor *= -1.0f;
			}
			CWeapon *pWeapon = m_player.GetWeapon(m_player.GetCurrentItemId());
			if (pWeapon)
			{
				IFireMode *pFiremode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());
				if (pFiremode && (pFiremode->GetNextShotTime() > 0.0f))
				{
					targetLeanFactor = 0.0f;
				}
			}
			const float delta					= targetLeanFactor - m_leanFactor;
			const float step					= LEAN_RATE * timePassed;
			const float newLeanFactor	= (float)__fsel(delta, min(m_leanFactor + step, targetLeanFactor), max(m_leanFactor - step, targetLeanFactor));
			SWeightData weightData;
			weightData.weights[0] = newLeanFactor;
			SetParam(leanParamCRC, weightData);
			m_leanFactor = newLeanFactor;

			if (GetRootScope().IsDifferent(m_fragmentID, m_fragTags))
			{
				SetFragment(m_fragmentID, m_fragTags);
			}
		}

		return TPlayerAction::Update(timePassed);
	}
Beispiel #3
0
//------------------------------------------------------------------------
int CScriptBind_Weapon::GetCrosshair(IFunctionHandler *pH)
{
	CWeapon *pWeapon = GetWeapon(pH);
	if (!pWeapon)
		return pH->EndFunction();

	IFireMode *pFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());

	if (pFireMode)
		return pH->EndFunction(pFireMode->GetCrosshair());

	return pH->EndFunction();
}
Beispiel #4
0
//------------------------------------------------------------------------
int CScriptBind_Weapon::GetAmmoType(IFunctionHandler *pH)
{
	CWeapon *pWeapon = GetWeapon(pH);
	if (!pWeapon)
		return pH->EndFunction();

	IFireMode *pFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());

	if (pFireMode)
		if (IEntityClass * pCls = pFireMode->GetAmmoType())
			return pH->EndFunction(pCls->GetName());

	return pH->EndFunction();
}
Beispiel #5
0
//------------------------------------------------------------------------
int CScriptBind_Weapon::GetCurrentFireMode(IFunctionHandler *pH)
{
	CWeapon *pWeapon = GetWeapon(pH);
	if (!pWeapon)
		return pH->EndFunction();

	int idx = pWeapon->GetCurrentFireMode();
	IFireMode* pFireMode = pWeapon->GetFireMode(idx);
	if (pFireMode)
	{
		return pH->EndFunction(pFireMode->GetName());
	}

	return pH->EndFunction();
}
Beispiel #6
0
void CGameStateRecorder::OnRecordedGameplayEvent(IEntity *pEntity, const GameplayEvent &event, int currentFrame, bool bRecording)
{
	EntityId id;
	m_currentFrame = currentFrame;

	int demo_forceGameState = 0;
	if(!bRecording)
	{
		ICVar *pVar = gEnv->pConsole->GetCVar( "demo_force_game_state" );
		if(pVar)
			demo_forceGameState = pVar->GetIVal();
	}
	
	if(!pEntity || !(id = pEntity->GetId()))
		return;

	if(m_IgnoredEvents.size())
		if(event.event == m_IgnoredEvents[0])
		{
			m_IgnoredEvents.erase(m_IgnoredEvents.begin());
			return;
		}

		TGameStates::iterator itActor = m_GameStates.find(id);
	if(itActor == m_GameStates.end())
	{
		m_GameStates.insert(std::make_pair(id,SActorGameState()));
		itActor = m_GameStates.find(id);
	}
	if(itActor == m_GameStates.end())
	{
		GameWarning("TimeDemo:GameState: actor %s not found in records",pEntity->GetName());
		return;
	}

	SActorGameState& gstate = itActor->second;

	switch(event.event)
	{
		case eGE_HealthChanged: 
			{
				gstate.health = event.value;

				if(!m_bRecording)
				{
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						if(m_bLogWarning)
						{
							if(CHECK_MISMATCH(pActor->GetHealth(), gstate.health,10))
							{
								if(!gstate.bHealthDifferent)
								{
									GameWarning("TimeDemo:GameState: Frame %d - Actor %s - HEALTH mismatch (%d, %d)",m_currentFrame,pEntity->GetName(), static_cast<int>(pActor->GetHealth()), static_cast<int>(gstate.health));
									gstate.bHealthDifferent = true;
								}
							}
							else
								gstate.bHealthDifferent = false;
						}

						if( demo_forceGameState)
							pActor->SetHealth(gstate.health);
					}
				}
			}
			break;

		case eGE_WeaponFireModeChanged:
			{
				TItemName sel = (event.description);
				if(sel)
				{
					TItemContainer& Items = gstate.Items;
					TItemContainer::iterator iti = Items.find(sel);
					uint8 recFireModeIdx = uint8(event.value);
					if(iti != Items.end())
						iti->second.fireMode = recFireModeIdx;

					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor && pActor->GetInventory())
					{
						IItem* pItem = pActor->GetInventory()->GetItemByName(sel);
						CWeapon* pWeapon;
						if(pItem && (pWeapon = (CWeapon*)(pItem->GetIWeapon())))
						{

						int fireModeIdx = pWeapon->GetCurrentFireMode();
						if(m_bLogWarning)
							{
									CheckDifference(recFireModeIdx,fireModeIdx,"TimeDemo:GameState: Frame %d - Actor %s - FIRE MODE mismatch for weapon %s (rec:%d, cur:%d)",pEntity,pItem->GetEntity() ? pItem->GetEntity()->GetName() : "(null)");
							}

							if(demo_forceGameState==2 && fireModeIdx!= recFireModeIdx)
								pWeapon->SetCurrentFireMode(recFireModeIdx);
						}
					}
				}
			}
			break;

		case eGE_WeaponReload:
			{
				const char* ammoType = event.description;
				TAmmoContainer& ammoMags = gstate.AmmoMags;
				TAmmoContainer::iterator it = ammoMags.find(ammoType);
				if(it!=ammoMags.end())
				{
					it->second -= (uint16)event.value;
				
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							{
								IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType);
								if(pAmmoClass)
								{
									if(m_bLogWarning)
										CheckDifference(it->second,pInventory->GetAmmoCount(pAmmoClass),"TimeDemo:GameState: Frame %d - Actor %s - WEAPON RELOAD, ammo count mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoType);
		
									if(demo_forceGameState == 2)
										pInventory->SetAmmoCount(pAmmoClass,it->second);
								}
							}
						}
					}
				}
			}
			break;

		case eGE_ItemSelected:
			{
				TItemName itemName = event.description;
				gstate.itemSelected = itemName;
				if(itemName)
				{
					if( !bRecording && (event.value > 0 || demo_forceGameState==2)) // EVENT.VALUE > 0 means initialization
					{
						CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
						if(pActor && pActor->GetInventory())
						{
							IItem* pItem = pActor->GetInventory()->GetItemByName(itemName);
							if(pItem)
								pActor->SelectItem(pItem->GetEntityId(),false);
						}
					}
				}

				if(m_bLogWarning)
				{	
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						IItem* pItem = pActor->GetCurrentItem();
						const char* curItemName= pItem && pItem->GetEntity() ? pItem->GetEntity()->GetName(): NULL;
						CheckDifferenceString(itemName,curItemName,"TimeDemo:GameState: Frame %d - Actor %s - SELECTED ITEM mismatch (rec:%s, cur:%s)",pEntity);
					}
				}
				break;
			}
			break;

		case eGE_ItemExchanged:
			{
				// prevent unwanted record/play mismatch error with current item during item exchanging
				// two unneeded game events are sent (selecting fists)
				m_IgnoredEvents.push_back(eGE_ItemSelected);
				m_IgnoredEvents.push_back(eGE_ItemSelected);
			}
			break;

		case eGE_ItemPickedUp:
			{
				TItemName sel = (TItemName)event.description;
//				gstate.itemSelected = sel;
				TItemContainer& Items = gstate.Items;
				TItemContainer::iterator it = Items.find(sel);
				if(it == Items.end())
				{
					Items.insert(std::make_pair(sel,SItemProperties()));
					it = Items.find(sel);
				}

				if(it != Items.end())
				{
					it->second.count++;

					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor && !m_bRecording)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							// just check if the item is the inventory
							if(m_bLogWarning && !pInventory->GetItemByName(sel))
								GameWarning("TimeDemo:GameState: Frame %d - Actor %s - Recorded PICKED UP ITEM class '%s' not found in current inventory",m_currentFrame,pEntity->GetName(),sel);

							if(demo_forceGameState == 2)
							{
								IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(sel);
								if(pItemEntity)
									pInventory->AddItem(pItemEntity->GetId());
								else
									GameWarning("TimeDemo:GameState: Frame %d - Actor %s - PICKED UP ITEM entity %s not found in level",m_currentFrame,pEntity->GetName(),sel);
							}
						}
					}
				}
				else if(m_bLogWarning)
				{
					if(!sel)
						sel = "(null)";
					GameWarning("TimeDemo:GameState: Frame %d - Actor %s - PICKED UP ITEM %s not found in recorded inventory",m_currentFrame,pEntity->GetName(),sel);
				}

			}
			break;

		case eGE_AmmoPickedUp:
			{
				uint16 ammoCount = (uint16)(event.value);
				TItemName sel = (TItemName)event.description;
				TAmmoContainer& Ammo = gstate.AmmoMags;

				TAmmoContainer::iterator it = Ammo.find(sel);
				if(it == Ammo.end())
					Ammo.insert(std::make_pair(sel,ammoCount));
				else
					it->second = ammoCount;

				if( !m_bRecording)
				{
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
							if(m_bLogWarning)
								CheckDifference(ammoCount,pInventory->GetAmmoCount(pClass),"TimeDemo:GameState: Frame %d - Actor %s - AMMO PICKEDUP: count mismatch for ammo class %s (rec:%d, cur:%d)", pEntity,sel);

							if(demo_forceGameState == 2)
								pInventory->SetAmmoCount(pClass,ammoCount);
						}
					}
				}
			}
			break;

		case eGE_AccessoryPickedUp:
			{
				TItemName sel = (TItemName)event.description;
				//				gstate.itemSelected = sel;
				TAccessoryContainer& Accessories = gstate.Accessories;
				TAccessoryContainer::iterator it = Accessories.find(sel);
				if(it == Accessories.end())
				{
					Accessories.insert(std::make_pair(sel,1));
				}
				else
					it->second++;

				CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
				if(pActor)
				{
					CInventory* pInventory = (CInventory*)(pActor->GetInventory());
					if(pInventory)
					{
						IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
						
						if(m_bLogWarning && !pInventory->HasAccessory(pClass))
							GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ACCESSORY PICKEDUP %s not found in current inventory", m_currentFrame, pEntity->GetName(),sel ? sel:"(null)");

						if(demo_forceGameState == 2 && pClass)					
							pInventory->AddAccessory(pClass);// doesn't actually add it if it's there already

					}
				}
			}
			break;

		case eGE_ItemDropped:
			{
				TItemName sel = (TItemName)event.description;
				//gstate.itemSelected = sel;
				TItemContainer& Items = gstate.Items;
				TItemContainer::iterator it = Items.find(sel);
				if(it != Items.end())
				{
					it->second.count--;
					if(it->second.count<=0)
						Items.erase(it);

					if(demo_forceGameState == 2)
					{
						CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
						if(pActor)
						{
							CInventory* pInventory = (CInventory*)(pActor->GetInventory());
							if(pInventory)
							{
								IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
								if(pClass)
								{
									EntityId itemId = pInventory->GetItemByClass(pClass);
									if(itemId)
										pInventory->RemoveItem(itemId);
								}
							}
						}
					}
				}
				else
					GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ITEM DROPPED, wrong item selected (%s)",m_currentFrame,pEntity->GetName(),sel);
			}
			break;

		case eGE_AmmoCount: 
			{
				TItemContainer& Items = gstate.Items;
				TItemName itemClassDesc = event.description;
				TItemContainer::iterator it = Items.find(itemClassDesc);
				if(it != Items.end())
				{
					SItemProperties& item = it->second;
					const char* ammoClassDesc = (const char*)(event.extra);
					if(ammoClassDesc)
					{
						string szAmmoClassDesc(ammoClassDesc);
						bool bAmmoMag = IsAmmoGrenade(ammoClassDesc);
						TAmmoContainer& itemAmmo = bAmmoMag ? gstate.AmmoMags : item.Ammo;

						if(itemAmmo.find(szAmmoClassDesc)==itemAmmo.end())
							itemAmmo.insert(std::make_pair(szAmmoClassDesc,int(event.value)));
						else
							itemAmmo[szAmmoClassDesc] = (uint16)event.value;

						if(!bRecording && (m_bLogWarning || demo_forceGameState==2))
						{
							CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
							if(pActor)
							{
								CInventory* pInventory = (CInventory*)(pActor->GetInventory());
								if(pInventory)
								{
									IItem* pItem = pInventory->GetItemByName(itemClassDesc);

									if(pItem)
									{
										CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
										if(pWeapon)
										{
											IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoClassDesc);
											if(pAmmoClass)
											{
												if(m_bLogWarning)
												{
													int curAmmoCount = (bAmmoMag ? pInventory->GetAmmoCount(pAmmoClass) : 
														pWeapon->GetAmmoCount(pAmmoClass));
													CheckDifference( int(event.value),curAmmoCount,"TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoClassDesc);
												}

												if(demo_forceGameState==2)
													pWeapon->SetAmmoCount(pAmmoClass,int(event.value));

											}
										}
									}
								}
							}
						}
					}
					else
						GameWarning("TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT null ammoClass descriptor",m_currentFrame,pEntity->GetName());
				}
				else
					GameWarning("TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT wrong item selected (%s)",m_currentFrame,pEntity->GetName(),itemClassDesc);
			}
			break;

		case eGE_AttachedAccessory: 
			{
				// always force attachment of accessory to the current weapon
				// kind of a workaround, the HUD weapon modifier menu is spawned during timedemo playback 
				// but it doesn't use recorded input events
				if(!bRecording)
				{
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							const char* sel = event.description;
							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
							if(!sel)
								sel = "(null)";
							if(!pInventory->HasAccessory(pClass))
							{
								if(m_bLogWarning)
									GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ATTACHED ACCESSORY %s not found in current inventory", m_currentFrame,pEntity->GetName(),sel);
							}
							else
							{
								CItem* pCurrentItem = (CItem*)(pActor->GetCurrentItem());
								if(pCurrentItem)
									pCurrentItem->SwitchAccessory(sel);
							}
						}
					}
				}
			}
			break;

		case eGE_EntityGrabbed:
			{
				if(demo_forceGameState==2)
				{
					TItemName itemName = event.description;
					if(itemName)
					{
						IEntity * pGrabbedEntity = gEnv->pEntitySystem->FindEntityByName(itemName);
						if(pGrabbedEntity)
						{
							CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
							if(pActor)
							{
								IItem* pItem = GetItemOfName(pActor,itemName);
								if(!pItem)
								{
									// it's a pickable entity, won't end up in the inventory
									//(otherwise it would be managed by eGE_ItemPickedUp)
									COffHand* pOffHand = static_cast<COffHand*>(pActor->GetWeaponByClass(CItem::sOffHandClass));
									if(pOffHand && !pOffHand->GetPreHeldEntityId())
										pOffHand->ForcePickUp(pGrabbedEntity->GetId());
								}
							}
						}
					}	
				}
			}
			break;

		default:
			break;
	}
}
Beispiel #7
0
void CGameStateRecorder::DumpWholeGameState(const CActor* pActor)
{
	GameplayEvent event;
	IEntity* pEntity = pActor->GetEntity();
	
	// health
	float health = (float)pActor->GetHealth();
	event.event = eGE_HealthChanged;
	event.value = health;
	SendGamePlayEvent(pEntity,event);
	
	// Inventory
	CInventory *pInventory = (CInventory*)(pActor->GetInventory());
	if(!pInventory)
		return;

	int count = pInventory->GetCount();
	for(int i=0; i<count; ++i)
	{
		EntityId itemId = pInventory->GetItem(i);
		
		CItem* pItem=NULL;
		TItemName itemName = GetItemName(itemId,&pItem);
		if(pItem && itemName)	
		{
			event.event = eGE_ItemPickedUp;
			event.description = itemName;
			SendGamePlayEvent(pEntity,event);

			if(pActor->GetCurrentItem() == pItem)
			{
				event.event = eGE_ItemSelected;
				event.description = itemName;
				event.value = 1; // for initialization
				SendGamePlayEvent(pEntity,event);
			}
			
			CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
			if(pWeapon)
			{
				IEntityClass* pItemClass = pWeapon->GetEntity()->GetClass();
				if(pItemClass && !strcmpi(pItemClass->GetName(),"binoculars"))
					continue; // no fire mode or ammo recorded for binocular (which is a weapon)

				// fire mode
				int fireModeIdx = pWeapon->GetCurrentFireMode();

				event.event = eGE_WeaponFireModeChanged;
				event.value = (float)fireModeIdx;
				event.description = itemName;
				SendGamePlayEvent(pEntity,event);
				// count ammo
				for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
				{
					const char* ammoClass;
					if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
					{
						event.event = eGE_AmmoCount;
						event.value = (float)weaponAmmo.count;
						event.extra = (void*)ammoClass;
						event.description = (const char*)itemName;
						SendGamePlayEvent(pEntity,event);
					}
				}
			}
		}
	}

	count = pInventory->GetAccessoryCount();

	for(int i=0; i< count; i++)
	{
		const char* accessory = pInventory->GetAccessory(i);
		if(accessory && strlen(accessory))	
		{
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
			if(pClass)
			{
				TItemName classItem = pClass->GetName();
				event.event = eGE_AccessoryPickedUp;
				//event.value = classIdx;
				event.description = classItem;
				SendGamePlayEvent(pEntity,event);
			}
		}
	}

	int nInvAmmo = pInventory->GetAmmoPackCount();
	pInventory->AmmoIteratorFirst();
	for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
	{
		const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
		if(pAmmoClass)
		{
			const char* ammoClassName = pAmmoClass->GetName();
			int ammoCount = pInventory->AmmoIteratorGetCount();
			GameplayEvent event;
			event.event = eGE_AmmoPickedUp;
			event.description = ammoClassName;
			event.value = (float)ammoCount;
			SendGamePlayEvent(pEntity,event);
		}
	}

}
Beispiel #8
0
/*template <class EventHandlerFunc> */void CGameStateRecorder::CheckInventory(CActor* pActor, IItem *pItem)//, EventHandlerFunc eventHandler)
{

	if(pActor)
	{
		TGameStates::iterator itGS;
		if(pActor->IsPlayer())
			itGS = m_itSingleActorGameState;
		else if(pActor->GetEntity())
			itGS = m_GameStates.find(pActor->GetEntity()->GetId());
		else
			return;

		if(itGS != m_GameStates.end())
		{
			SActorGameState& gstate = itGS->second;

			// items

			CInventory *pInventory = (CInventory*)(pActor->GetInventory());
			if(pInventory)
			{
				bool bSingleItem = (pItem!=0);
				int nInvItems = (bSingleItem ? 1 : pInventory->GetCount());
				TItemContainer& Items = gstate.Items;
				
				for(int i=0; i< nInvItems; i++)
				{
					if(!bSingleItem) 
						pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pInventory->GetItem(i));

					if(pItem)
					{
						TItemName szItemName = GetItemName(pItem->GetEntityId());

						TItemContainer::iterator it = Items.find(szItemName);
						if(it==Items.end())
						{
							it = (Items.insert(std::make_pair(szItemName,SItemProperties()))).first;

							GameplayEvent event;
							event.event = eGE_ItemPickedUp;
							event.description = szItemName;
							//eventHandler(pActor,event);
							SendGamePlayEvent(pActor->GetEntity(),event);

							SItemProperties& recItem = it->second;
							CWeapon *pWeapon = (CWeapon*)(pItem->GetIWeapon());
							if(pWeapon)
							{
								// ammo
								for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
								{
									int ammoCount = weaponAmmo.count;
									string ammoClass;
									if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
									{
										TAmmoContainer& recAmmo = recItem.Ammo;

										if(recAmmo.find(ammoClass) == recAmmo.end())
											recAmmo.insert(std::make_pair(ammoClass,0));
										int recAmmoCount = recAmmo[ammoClass];
										if(ammoCount!=recAmmoCount)
										{
											GameplayEvent event;
											event.event = eGE_AmmoCount;
											event.value = (float)ammoCount;
											event.extra = (void*)(ammoClass.c_str());
											event.description = (const char*)szItemName;
											//eventHandler(pActor,event);
											SendGamePlayEvent(pActor->GetEntity(),event);

										}
									}
								}
								// current fire mode
								int curFireModeIdx = pWeapon->GetCurrentFireMode();
								int recFireModeIdx = recItem.fireMode;
								if(curFireModeIdx!= recFireModeIdx)
								{
									GameplayEvent event;
									event.event = eGE_WeaponFireModeChanged;
									event.value = (float)curFireModeIdx;
									event.description = (const char*)szItemName;
									//eventHandler(pActor,event);
									SendGamePlayEvent(pActor->GetEntity(),event);
								}
							}
						}
					}
				}

				/// Accessories

				int nInvAccessories = pInventory->GetAccessoryCount();

				TAccessoryContainer& Accessories = gstate.Accessories;
				int nRecAccessories = Accessories.size();

				for(int j=0 ; j< nInvAccessories; j++)
				{
					const char* accessory = pInventory->GetAccessory(j);
					if(accessory && strlen(accessory))	
					{
						IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
						if(pClass)
						{
							TItemName itemClass = pClass->GetName();
							TAccessoryContainer::iterator it = Accessories.find(itemClass);
							if(it==Accessories.end())
							{
								GameplayEvent event;
								event.event = eGE_AccessoryPickedUp;
								//event.value = accIdx;
								event.description = itemClass;
//								eventHandler(pActor,event);
								SendGamePlayEvent(pActor->GetEntity(),event);
							}
						}
					}
				}

				/// Ammo

				TAmmoContainer& Ammo = gstate.AmmoMags;
				int nRecAmmo = Ammo.size();
				int nInvAmmo = pInventory->GetAmmoPackCount();
				pInventory->AmmoIteratorFirst();
				for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
				{
					TAmmoContainer& Mags = gstate.AmmoMags;
					const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
					if(pAmmoClass)
					{
						const char* ammoClassName = pAmmoClass->GetName();
						int ammoCount = pInventory->AmmoIteratorGetCount();
						if(Mags.find(ammoClassName) == Mags.end() || ammoCount!= Mags[ammoClassName])
						{
							GameplayEvent event;
							event.event = eGE_AmmoPickedUp;
							event.description = ammoClassName;
							event.value = (float)ammoCount;
//							eventHandler(pActor,event);
							SendGamePlayEvent(pActor->GetEntity(),event);
						}
					}
				}
			}
		}
	}
}
Beispiel #9
0
float CGameStateRecorder::RenderInfo(float y, bool bRecording)
{
	float retY = 0;

	IRenderer *pRenderer = gEnv->pRenderer;

	if (bRecording)
	{
		float fColor[4] = {1,0,0,1};
		pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Recording game state");
		retY +=15;
	}
	else 
	{
		const float xp = 300;
		const float xr = 400;
		const float xri = 600;

		float fColor[4] = {0,1,0,1};
		float fColorWarning[4] = {1,1,0,1};

		const char* actorName = m_demo_actorInfo->GetString();
		CActor *pActor = GetActorOfName(actorName);
		if(pActor)
		{
			pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Game state - Actor: %s --------------------------------------------------",pActor->GetEntity()? pActor->GetEntity()->GetName(): "(no entity)");
			retY +=15;

			if(m_itSingleActorGameState != m_GameStates.end() && pActor->GetEntity() && m_itSingleActorGameState->first == pActor->GetEntity()->GetId())
			{
				ICVar *pVar = gEnv->pConsole->GetCVar( "demo_force_game_state" );
				if(pVar)
				{
					int demo_forceGameState = pVar->GetIVal();
					if(demo_forceGameState)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false,demo_forceGameState==1 ? 
							" Override mode = (health, suit energy)" : " Override mode = (all)");
						retY +=15;
					}
				}

				pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor,false,"Current");
				pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColor,false,"Recorded");
				retY +=15;

				SActorGameState& gstate = m_itSingleActorGameState->second;
				float recordedHealth = (float)gstate.health;
				float health = (float)pActor->GetHealth();
				bool bError = CHECK_MISMATCH(health, recordedHealth,10);

				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Health:");
				pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",(int)health);
				pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",(int)recordedHealth);
				retY +=15;
				
				// items
				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Inventory ---------------------------------------------------------------------------------------");
				retY +=15;
				pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor,false,"Current");
				pRenderer->Draw2dLabel( xri,y+retY, 1.3f, fColor,false,"Recorded");
				retY +=15;

				CInventory *pInventory = (CInventory*)(pActor->GetInventory());
				if(pInventory)
				{
					int nInvItems = pInventory->GetCount();
						
					TItemContainer& Items = gstate.Items;
					int nRecItems = Items.size();
					int maxItems = max(nRecItems,nInvItems);

					int i=0;
					EntityId curSelectedId = pActor->GetCurrentItemId();
					TItemName curSelClass = GetItemName(curSelectedId);
					bool bSelectedError = !equal_strings(gstate.itemSelected,curSelClass);

					for(; i< nInvItems; i++)
					{
						IItem *pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pInventory->GetItem(i));
						if(pItem)	
						{
							TItemName szItemName = GetItemName(pItem->GetEntityId());

							TItemContainer::iterator it = Items.find(szItemName);
							bError = it==Items.end();
							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1);

							EntityId curId = pItem->GetEntityId();
							TItemName curClass = GetItemName(curId);
							if(equal_strings(curClass,curSelClass) )
								pRenderer->Draw2dLabel( xp-16,y+retY, 1.3f,bSelectedError ? fColorWarning:fColor, false, "[]");

							if(equal_strings(szItemName, gstate.itemSelected))
								pRenderer->Draw2dLabel( xri-16,y+retY, 1.3f,bSelectedError ? fColorWarning:fColor, false, "[]");

							char itemName[32];
							const char* originalItemName = pItem->GetEntity() ? pItem->GetEntity()->GetName():"(null)";
							int length = strlen(originalItemName);
							length = min(length,31);
							strncpy(itemName,originalItemName,length);
							itemName[length]=0;
							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"     %s",itemName);

							if(bError)
								pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing");
							else
							{
								SItemProperties& recItem = it->second;
								CWeapon *pWeapon = (CWeapon*)(pItem->GetIWeapon());

								IEntityClass* pItemClass = pItem->GetEntity()->GetClass();
								if(pItemClass && !strcmpi(pItemClass->GetName(),"binoculars"))
									pWeapon = NULL; // no fire mode or ammo recorded for binocular (which is a weapon)

								if(pWeapon)
								{
									int idx = 0;
									// ammo
									float xa = 0;
									for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
									{
										int ammoCount = weaponAmmo.count;
										const char* ammoClass;
										if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
										{
											TAmmoContainer::iterator it = recItem.Ammo.find(ammoClass);
											if(it!=recItem.Ammo.end())
											{
												int recAmmoCount = recItem.Ammo[ammoClass];
												bool bError2 = ammoCount!=recAmmoCount;
												pRenderer->Draw2dLabel( xp+xa,y+retY, 1.3f, bError2? fColorWarning : fColor, false,"Am%d:%d",idx,ammoCount);
												pRenderer->Draw2dLabel( xri+xa,y+retY, 1.3f, bError2? fColorWarning : fColor, false,"Am%d:%d",idx,recAmmoCount);
												xa += 50;
												++idx;
												if(idx%5 ==0)
												{
													xa=0;
													retY+=15;
												}
											}
										}
									}

									// current fire mode
									int curFireModeIdx = pWeapon->GetCurrentFireMode();
									int recFireModeIdx = recItem.fireMode;
									bool bError3 = curFireModeIdx!= recFireModeIdx;
									pRenderer->Draw2dLabel( xp+xa,y+retY, 1.3f, bError3? fColorWarning : fColor, false,"FMode:%d",curFireModeIdx);
									pRenderer->Draw2dLabel( xri+xa,y+retY, 1.3f, bError3? fColorWarning : fColor, false,"FMode:%d",recFireModeIdx);
								}
								else
								{
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok");
								}
							}

						}
						retY +=15;
					}

					/// Accessories

					int nInvAccessories = pInventory->GetAccessoryCount();

					TAccessoryContainer& Accessories = gstate.Accessories;
					int nRecAccessories = Accessories.size();
					if(nRecAccessories)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Accessories");
						retY +=15;
					}

					for(int j=0 ; j< nInvAccessories; j++,i++)
					{
						const char* accessory = pInventory->GetAccessory(j);
						if(accessory && strlen(accessory))	
						{

							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
							if(pClass)
							{
								TItemName szItemName = pClass->GetName();
								TAccessoryContainer::iterator it = Accessories.find(szItemName);
								bError = it==Accessories.end();
								pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1);

								char itemName[32];
								int length = strlen(accessory);
								length = min(length,31);
								strncpy(itemName,accessory,length);
								itemName[length]=0;
								pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"     %s",itemName);

								if(bError)
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing");
								else
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok");

								retY +=15;
							}
						}

					}
					/// Ammo Mags
					TAmmoContainer& Ammo = gstate.AmmoMags;
					int nRecAmmo = Ammo.size();
					int nInvAmmo = pInventory->GetAmmoPackCount();
					if(nInvAmmo)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Ammo Packs");
						retY +=15;
					}

					pInventory->AmmoIteratorFirst();
					for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
					{
						TAmmoContainer& Mags = gstate.AmmoMags;
						const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
						if(pAmmoClass)
						{
							int invAmmoCount = pInventory->AmmoIteratorGetCount();
							const char* ammoClassName = pAmmoClass->GetName();
							bool bNotFound = Mags.find(ammoClassName) == Mags.end();
							int recAmmoCount = bNotFound ? 0 :Mags[ammoClassName];
							bool bError =  bNotFound || invAmmoCount!= recAmmoCount;

							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"  %s:",ammoClassName);
							pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",invAmmoCount);
							if(bNotFound)
								pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColorWarning, false,"NotRecd");
							else
								pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",recAmmoCount);
							retY +=15;

						}
					}
				}
			}
			else // m_itSingleActorGameState != m_GameStates.end()
			{
				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Not Recorded>>");
				retY +=15;
			}
		}
		else // pActor
		{
			pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Actor %s not in the map>>",actorName ? actorName:"(no name)");
			retY +=15;		
		}

	}
	return retY;
}
Beispiel #10
0
void CHUDCrosshair::UpdateCrosshair()
{
  IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	if(!pClientActor)
		return;

  int iNewFriendly = 0;

  if(pClientActor->GetLinkedVehicle())
  { 
    // JanM/MichaelR: 
    // Get status from the VehicleWeapon, which raycasts considering the necessary SkipEntities (in contrast to WorldQuery)
    // Julien: this is now done in MP as well
    iNewFriendly = g_pHUD->GetVehicleInterface()->GetFriendlyFire();
  }
  else
  {
    if(!gEnv->bMultiplayer)
    {
			CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
			if(pWeapon)
			{
				iNewFriendly = pWeapon->IsWeaponLowered() && pWeapon->IsPendingFireRequest();
				if(iNewFriendly && pWeapon->GetEntity()->GetClass() == CItem::sTACGunFleetClass)
					iNewFriendly = 0;
			}
			else{
				//Two handed pickups need the red X as well
				CPlayer *pPlayer= static_cast<CPlayer*>(pClientActor);
				if(CWeapon *pOffHand = static_cast<CWeapon*>(pPlayer->GetItemByClass(CItem::sOffHandClass)))
					iNewFriendly = pOffHand->IsWeaponLowered();
			}
    }
    else
    {
	    EntityId uiCenterId = pClientActor->GetGameObject()->GetWorldQuery()->GetLookAtEntityId();
			if(uiCenterId)
			{
				iNewFriendly = IsFriendlyEntity(gEnv->pEntitySystem->GetEntity(uiCenterId));
			}
    }
  }	

	// SNH: if player is carrying a claymore or mine, ask the weapon whether it is possible to place it currently
	//	(takes into account player speed / stance / aim direction).
	// So 'friendly' is a bit of a misnomer here, but we want the "don't/can't fire" crosshair...
	if(iNewFriendly != 1 && g_pHUD)
	{
		CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
		if(pWeapon)
		{
			static IEntityClass* pClaymoreClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Claymore");
			static IEntityClass* pAVMineClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("AVMine");
			IEntityClass* pClass = pWeapon->GetEntity()->GetClass();
			if(pClass == pClaymoreClass || pClass == pAVMineClass)
			{
				if(IFireMode* pfm = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()))
				{
					if(!pfm->IsFiring())
						iNewFriendly = pWeapon->CanFire() ? 0 : 1;
				}
			}
		}
	}

	if(iNewFriendly != m_iFriendlyTarget)
	{
		m_iFriendlyTarget = iNewFriendly;
		//m_animCrossHair.Invoke("setFriendly", m_iFriendlyTarget);
		if(iNewFriendly)
			m_animFriendCross.SetVisible(true);
		else
			m_animFriendCross.SetVisible(false);
	}

	if(m_animInterActiveIcons.GetVisible())
	{
		m_bHideUseIconTemp = false;
		CItem *pItem = static_cast<CItem*>(pClientActor->GetCurrentItem());
		if(pItem)
		{
			IWeapon *pWeapon = pItem->GetIWeapon();
			if(pWeapon)
			{
				CItem::SStats stats = pItem->GetStats();
				if(stats.mounted && stats.used)
					m_bHideUseIconTemp = true;
			}
		}
		if(!m_bHideUseIconTemp)
		{
			EntityId offHandId = pClientActor->GetInventory()->GetItemByClass(CItem::sOffHandClass);
			IItem *pOffHandItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(offHandId);
			if(pOffHandItem)
			{
				COffHand *pOffHand = static_cast<COffHand*>(pOffHandItem);
				uint32 offHandState = pOffHand->GetOffHandState();
				if(offHandState == eOHS_HOLDING_OBJECT || offHandState == eOHS_THROWING_OBJECT ||
					offHandState == eOHS_HOLDING_NPC || offHandState == eOHS_THROWING_NPC)
					m_bHideUseIconTemp = true;
			}
		}
	}
}