Beispiel #1
0
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{ 
		switch (event)
		{
		case (eFE_Activate):
			{
				if (!IsPortActive(pActInfo, 0))
					return;

				IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem();

				// get actor
				IActor* pActor = CCryAction::GetCryAction()->GetClientActor();
				if (!pActor) 
					return;

				IInventory *pInventory = pActor->GetInventory();
				if (!pInventory)
					return;

				IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(GetPortString(pActInfo,1));
				IItem* pItem = pItemSys->GetItem(pInventory->GetItemByClass(pClass));
				if (!pItem || !pItem->GetIWeapon())
				{
					pItem = pActor->GetCurrentItem();
					if (!pItem || pItem->GetEntity()->GetClass() != pClass || !pItem->GetIWeapon())
					{
						GameWarning("[flow] CFlowNode_WeaponAmmo: No item/weapon %s!", GetPortString(pActInfo,1).c_str());
						return;
					}
				}
				IWeapon *pWeapon = pItem->GetIWeapon();
				const string& ammoType = GetPortString(pActInfo,2);
				IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType.c_str());
				CRY_ASSERT(pAmmoClass);
				IFireMode* pCurrentFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());
				if (pCurrentFireMode)
				{
					int clipSize = pCurrentFireMode->GetClipSize();
					int ammo = pWeapon->GetAmmoCount(pAmmoClass) + GetPortInt(pActInfo,3);
					ammo = CLAMP(ammo, 0, clipSize);
					pWeapon->SetAmmoCount(pAmmoClass, ammo);
				}

				ActivateOutput(pActInfo, 0, pWeapon->GetAmmoCount(pAmmoClass));
			}
			break;
		}
	}
//////////////////////////////////////////////////////////////////////////
// IsMountedWeaponUsableWithTarget
// A piece of game-code moved from CryAction when scriptbind_AI moved to the AI system
//////////////////////////////////////////////////////////////////////////
int CScriptBind_Game::IsMountedWeaponUsableWithTarget(IFunctionHandler *pH)
{
	int paramCount = pH->GetParamCount();
	if(paramCount<2)
	{
		GameWarning("%s: too few parameters.", __FUNCTION__);
		return pH->EndFunction();
	}

	GET_ENTITY(1);

	if(!pEntity)
	{
		GameWarning("%s: wrong entity id in parameter 1.", __FUNCTION__);
		return pH->EndFunction();
	}

	IAIObject* pAI = pEntity->GetAI();
	if (!pAI)
	{
		GameWarning("%s: Entity '%s' does not have AI.",__FUNCTION__,  pEntity->GetName());
		return pH->EndFunction();
	}

	EntityId itemEntityId;
	ScriptHandle hdl2;

	if(!pH->GetParam(2,hdl2))
	{
		GameWarning("%s: wrong parameter 2 format.", __FUNCTION__);
		return pH->EndFunction();
	}

	itemEntityId = (EntityId)hdl2.n;

	if (!itemEntityId)
	{
		GameWarning("%s: wrong entity id in parameter 2.", __FUNCTION__);
		return pH->EndFunction();
	}
	
	IGameFramework *pGameFramework = gEnv->pGame->GetIGameFramework();
	IItem* pItem = pGameFramework->GetIItemSystem()->GetItem(itemEntityId);
	if (!pItem)
	{
		//gEnv->pAISystem->Warning("<CScriptBind> ", "entity in parameter 2 is not an item/weapon");
		GameWarning("%s: entity in parameter 2 is not an item/weapon.", __FUNCTION__);
		return pH->EndFunction();
	}

	float minDist = 7;
	bool bSkipTargetCheck = false;
	Vec3 targetPos(ZERO);

	if(paramCount > 2)
	{
		for(int i=3;i <= paramCount ; i++)
		{
			if(pH->GetParamType(i) == svtBool)
				pH->GetParam(i,bSkipTargetCheck);
			else if(pH->GetParamType(i) == svtNumber)
				pH->GetParam(i,minDist);
			else if(pH->GetParamType(i) == svtObject)
				pH->GetParam(i,targetPos);
		}
	}

	IAIActor* pAIActor = CastToIAIActorSafe(pAI);
	if (!pAIActor)
	{
		GameWarning("%s: entity '%s' in parameter 1 is not an AI actor.", __FUNCTION__, pEntity->GetName());
		return pH->EndFunction();
	}


	IEntity* pItemEntity = pItem->GetEntity();
	if(!pItemEntity)
		return pH->EndFunction();


	if(!pItem->GetOwnerId())
	{
		// weapon is not used, check if it is on a vehicle
		IEntity* pParentEntity = pItemEntity->GetParent();
		if(pParentEntity)
		{
			IAIObject* pParentAI = pParentEntity->GetAI();
			if(pParentAI && pParentAI->GetAIType()==AIOBJECT_VEHICLE)
			{
				// (MATT) Feature was cut and code was tricky, hence ignore weapons in vehicles  {2008/02/15:11:08:51}
				return pH->EndFunction();
			}
		}
	}
	else if( pItem->GetOwnerId()!= pEntity->GetId()) // item is used by someone else?
		return pH->EndFunction(false);

	// check target
	if(bSkipTargetCheck)
		return pH->EndFunction(true);

	IAIObject* pTarget = pAIActor->GetAttentionTarget();
	if(targetPos.IsZero())
	{
		if(!pTarget)
			return pH->EndFunction();
		targetPos = pTarget->GetPos();
	}

	Vec3 targetDir(targetPos - pItemEntity->GetWorldPos());
	Vec3 targetDirXY(targetDir.x, targetDir.y, 0);

	float length2D = targetDirXY.GetLength();
	if(length2D < minDist || length2D<=0)
		return pH->EndFunction();

	targetDirXY /= length2D;//normalize

	IWeapon* pWeapon = pItem->GetIWeapon(); 
	bool vehicleGun = pWeapon && pWeapon->GetHostId();

	if (!vehicleGun)
	{
		Vec3 mountedAngleLimits(pItem->GetMountedAngleLimits());

		float yawRange = DEG2RAD(mountedAngleLimits.z);
		if(yawRange > 0 && yawRange < gf_PI)
		{
			float deltaYaw = pItem->GetMountedDir().Dot(targetDirXY);
			if(deltaYaw < cosf(yawRange))
				return pH->EndFunction(false);
		}

		float minPitch = DEG2RAD(mountedAngleLimits.x);
		float maxPitch = DEG2RAD(mountedAngleLimits.y);

		//maxPitch = (maxPitch - minPitch)/2;
		//minPitch = -maxPitch;

		float pitch = atanf(targetDir.z / length2D);

		if ( pitch < minPitch || pitch > maxPitch )
			return pH->EndFunction(false);
	}

	if(pTarget)
	{
		IEntity* pTargetEntity = pTarget->GetEntity();
		if(pTargetEntity)
		{
			// check target distance and where he's going
			IPhysicalEntity *phys = pTargetEntity->GetPhysics();
			if(phys)
			{
				pe_status_dynamics	dyn;
				phys->GetStatus(&dyn);
				Vec3 velocity ( dyn.v);
				velocity.z = 0;

				float speed = velocity.GetLength2D();
				if(speed>0)
				{
					//velocity /= speed;
					if(length2D< minDist * 0.75f && velocity.Dot(targetDirXY)<=0)
						return pH->EndFunction(false);
				}
			}
		}
	}
	return pH->EndFunction(true);

}
Beispiel #3
0
void CGameStateRecorder::OnGameplayEvent(IEntity *pEntity, const GameplayEvent &event)
{
	EntityId id;
	if(!pEntity || !(id = pEntity->GetId()))
	{
		GameWarning("TimeDemo:GameState::OnGamePlayEvent: Entity not found");
		return;
	}
	CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
	if(!pActor)
	{
		GameWarning("TimeDemo:GameState::OnGamePlayEvent: Entity %s has no actor", pEntity->GetName());
		return;
	}

	GameplayEvent  event2 = event;
	event2.extra = 0;// event2 is the forwarded event, extra either will be not used by the listener or re-set as a string
	uint8 eType = event.event;

	bool bPlayer = (pActor->IsPlayer() && m_mode);
	if(bPlayer || m_mode==GPM_AllActors)
	{
		//items
		switch(eType)
		{
			case eGE_ItemPickedUp:
				{
					CheckInventory(pActor,0);//,*m_pRecordGameEventFtor);
				}
				break;

			case eGE_ItemDropped:
				{
					TItemName itemName = GetItemName(EntityId(event.extra));
					if(!itemName ) //if(itemIdx < 0)
						break;
					event2.description = itemName;
					SendGamePlayEvent(pEntity,event2);
					IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(itemName);
					if(!pItemEntity)
						break;
					IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pItemEntity->GetId());
					if(!pItem)
						break;

					IEntityClass* pItemClass = pItem->GetEntity()->GetClass();
					if(pItemClass && !strcmpi(pItemClass->GetName(),"SOCOM"))
					{
						IItem* pCurrentItem = pActor->GetCurrentItem();
						if(pCurrentItem)
						{
							IEntityClass* pCurrentItemClass = pCurrentItem->GetEntity()->GetClass();
							if(pCurrentItemClass && !strcmpi(pCurrentItemClass->GetName(),"SOCOM"))
							{
								GameplayEvent event3;
								event3.event = eGE_ItemSelected;
								TItemName itemName = GetItemName(pCurrentItem->GetEntity()->GetId());
								if(!itemName)
									break;
								event3.value = 0;
								event3.description = (const char*)itemName;
								SendGamePlayEvent(pEntity,event3);
							}
						}
					}
				}
				break;

			case eGE_WeaponFireModeChanged:
				{
					TItemName itemIdx = GetItemName(EntityId(event.extra));
					if(!itemIdx)//if(itemIdx < 0)
						break;
					event2.description = (const char*)itemIdx;
					SendGamePlayEvent(pEntity,event2);
				}
				break;

			case eGE_ItemSelected:
				{
					EntityId itemId = EntityId(event.extra);
					TItemName itemIdx = GetItemName(itemId);
					if(itemId && !itemIdx)
						break;
					event2.value = 0;
					event2.description = (const char*)itemIdx;
					SendGamePlayEvent(pEntity,event2);
				}
				break;

			case eGE_AttachedAccessory:
				{
					if(!IsGrenade(event.description)) // NOT OffHandGrenade
						SendGamePlayEvent(pEntity,event2);
				}
				break;

			case eGE_AmmoCount:
				{
					const char* itemIdx = event.description;
					if(!itemIdx)
						break;

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

					if(itGS == m_GameStates.end())
						break;

					SActorGameState& gstate = itGS->second;

					IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(itemIdx);
					if(!pItemEntity)
						break;
					IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pItemEntity->GetId());
					if(!pItem)
						break;

					CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
					if(pWeapon && pWeapon->GetEntity())
					{
						TItemContainer::iterator it = gstate.Items.find(itemIdx);
						if(it==gstate.Items.end())
							break;
						SItemProperties& recItem = it->second;
						
						SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo();
						bool bGrenade = false;
						if(!weaponAmmo.pAmmoClass)
						{
							// special case for grenades
							if(IsAmmoGrenade((const char*)(event.extra)))
							{
								weaponAmmo.pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass((const char*)event.extra);
								weaponAmmo.count = (int)event.value;
								bGrenade = true;
							}
						}
						
						for(; weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
						{
							int ammoCount = weaponAmmo.count;
							const char* ammoClass;
							if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
							{
								TAmmoContainer& recAmmo = bGrenade? gstate.AmmoMags : recItem.Ammo;
								if(recAmmo.find(ammoClass) == recAmmo.end())
									recAmmo.insert(std::make_pair(ammoClass,0));
								if(ammoCount != recAmmo[ammoClass])
								{
									event2.event = eGE_AmmoCount;
									event2.value = (float)ammoCount;
									if(event2.value < 0)
										event2.value = 0;
									event2.extra = (void*)ammoClass;
									event2.description = (const char*)itemIdx;
									SendGamePlayEvent(pEntity,event2);
								}
							}
						}
					}

				}
				break;

			case eGE_EntityGrabbed:
				{
					EntityId entityId = EntityId(event.extra);
					IEntity * pGrabbedEntity = gEnv->pEntitySystem->GetEntity(entityId);
					if(pGrabbedEntity)
					{
						event2.description = pGrabbedEntity->GetName();
						SendGamePlayEvent(pEntity,event2);
					}
				}
				break;

			case eGE_WeaponReload:
			case eGE_ZoomedIn:
			case eGE_ZoomedOut:			
			case eGE_HealthChanged:
			case eGE_ItemExchanged:
				SendGamePlayEvent(pEntity,event2);
				break;

			default:
				break;
		}

	}
}
Beispiel #4
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 #5
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 #6
0
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{ 
		switch (event)
		{
		case eFE_Initialize:
			{
				m_actInfo = *pActInfo;
				Reset();
			}
			break;

		case eFE_Activate:
			{ 
				IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem();

				// create listener
				if (IsPortActive(pActInfo, IN_DISABLE))
				{ 
					Reset();
				}
				if (IsPortActive(pActInfo, IN_ENABLE))
				{ 
					Reset();
					IItem* pItem = 0;

					EntityId weaponId = GetPortEntityId(pActInfo, IN_WEAPONID);                    
					if (weaponId != 0)
					{
						pItem = pItemSys->GetItem(weaponId);
					}
					else
					{            
						IActor* pActor = CCryAction::GetCryAction()->GetClientActor();
						if (!pActor) 
							return;

						IInventory *pInventory = pActor->GetInventory();
						if (!pInventory)
							return;

						const string& weaponClass = GetPortString(pActInfo, IN_WEAPONCLASS);
						if (!weaponClass.empty())
						{
							// get actor weapon by class
							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(weaponClass);
							pItem = pItemSys->GetItem( pInventory->GetItemByClass(pClass) );
						}
						else
						{
							// get current actor weapon
							pItem = pItemSys->GetItem(pInventory->GetCurrentItem());
						}
					}          

					if (!pItem || !pItem->GetIWeapon())
					{
						GameWarning("[flow] CFlowNode_WeaponListener: no item/weapon.");
						return;
					}

					m_weapId = pItem->GetEntity()->GetId();
					IWeapon* pWeapon = pItem->GetIWeapon();

					// set initial ammo
					m_ammo = GetPortInt(pActInfo, IN_AMMO);
					if (m_ammo == 0)
						m_ammo = -1; // 0 input means infinite

					// set weapon listener                            
					pWeapon->AddEventListener(this, "CFlowNode_WeaponListener");

					m_active = true;

					//CryLog("WeaponListener successfully created on %s", pItem->GetEntity()->GetName());
				}           
				break;
			}
		}
	}
//------------------------------------------------------------------------
void CInventory::SerializeInventoryForLevelChange( TSerialize ser )
{
	IActor *pActor = GetActor();
	if(!pActor)
		return;

	if(ser.IsReading())
	{
		m_stats.ammoInfo.clear();
	}

	m_bSerializeLTL = true;

	//Items by class (accessories)
	ser.BeginGroup("accessorySlots");
	int exSize = m_stats.accessorySlots.size();
	ser.Value("Size", exSize);

	if(ser.IsReading())
	{
		m_stats.accessorySlots.resize(0);
		if(exSize>0)
			m_stats.accessorySlots.reserve(exSize);
	}
	for(int i = 0; i<exSize; ++i)
	{
		string accessoryName;
		if(ser.IsWriting())
			accessoryName = m_stats.accessorySlots[i]->GetName();

		ser.BeginGroup("Class");
		ser.Value("AccessoryName", accessoryName);
		ser.EndGroup();

		if(ser.IsReading())
		{
			IEntityClass* pAccessoryClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessoryName);
			CRY_ASSERT(pAccessoryClass);
			if (pAccessoryClass)
			{
				m_stats.accessorySlots.push_back(pAccessoryClass);
			}
		}
	}
	ser.EndGroup();//"accessorySlots"

	if(ser.IsReading())
	{
		for(int r = 0; r < m_stats.slots.size(); ++r)
		{
			IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.slots[r]);
			if(pItem)
			{
				pItem->Drop();
				pItem->GetEntity()->SetFlags(pItem->GetEntity()->GetFlags()|ENTITY_FLAG_UPDATE_HIDDEN);	
				pItem->GetEntity()->Hide(true);
				gEnv->pEntitySystem->RemoveEntity(m_stats.slots[r]);
			}
		}
	}

	int numItems = 0;

	string currentItemNameOnReading;

	if(ser.IsReading())
	{
		m_stats.slots.clear();
		m_stats.currentItemId = 0;
		m_stats.holsteredItemId = 0;
		m_stats.lastItemId = 0;
		
		string itemName;
		ser.Value("numOfItems", numItems);
		for(int i = 0; i < numItems; ++i)
		{
			ser.BeginGroup("Items");
			bool nextItemExists = false;
			ser.Value("nextItemExists", nextItemExists);
			if(nextItemExists)
			{
				ser.Value("ItemName", itemName);
				EntityId id = m_pGameFrameWork->GetIItemSystem()->GiveItem(pActor, itemName.c_str(), false, false, false);
				IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(id);
				if(pItem)
				{
					//actual serialization
					pItem->SerializeLTL(ser);
				}
				else
					CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_ERROR, "Couldn't spawn inventory item %s, got id %i.", itemName.c_str(), id);
			}

			ser.EndGroup();
		}
		ser.Value("CurrentItemName", itemName);
		if(stricmp(itemName.c_str(), "none"))
		{
			currentItemNameOnReading = itemName;
			IEntityClass *pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(itemName.c_str());
			if(pClass)
			{
				if(IItem* pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(GetItemByClass(pClass)))
				{
					if (pActor->GetCurrentItem() && pActor->GetCurrentItem() != pItem)
						pActor->GetCurrentItem()->Select(false);
					pItem->Select(true);
					m_stats.currentItemId = pItem->GetEntityId();
				}
				else
					m_stats.currentItemId = m_pGameFrameWork->GetIItemSystem()->GiveItem(pActor, itemName.c_str(), false, true, false);
			}
		}
	}
	else
	{
		numItems  = m_stats.slots.size();
		ser.Value("numOfItems", numItems);
		
		for(int i = 0; i < numItems; ++i)
		{
			ser.BeginGroup("Items");
			IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.slots[i]);
			bool nextItem = true;
			if(pItem)
			{
				ser.Value("nextItemExists", nextItem);
				ser.Value("ItemName", pItem->GetEntity()->GetClass()->GetName());
				pItem->SerializeLTL(ser);
			}
			else
			{
				nextItem = false;
				ser.Value("nextItemExists", nextItem);
			}
			ser.EndGroup();
		}
		bool currentItemIsInInventory = stl::find(m_stats.slots, m_stats.currentItemId);
		IItem* pCurrentItem = NULL;
		
		if (currentItemIsInInventory)
		{
			pCurrentItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.currentItemId);
		}
		else
		{
			pCurrentItem = m_pGameFrameWork->GetIItemSystem()->GetItem(GetHolsteredItem());
			//Fallback to last selected one...
			if (!pCurrentItem)
			{
				pCurrentItem = m_pGameFrameWork->GetIItemSystem()->GetItem(GetLastItem());
				// desperate fallback to any weapon...
				// this fallback should never be needed. However, right now it happens if the player loads a savegame where a heavyweapon is being used, right before the end of the mission.
				// that is a bug, but at this point is safer to just do this bruteforce fallback instead of fixing it
				// TODO: to fix that and remove this fallback...
				if (!pCurrentItem)
				{
					for(int i = 0; i < numItems; ++i)
					{
						IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem( m_stats.slots[i] );
						if (pItem)
						{
							const char* pCategoryName = m_pGameFrameWork->GetIItemSystem()->GetItemCategory( pItem->GetEntity()->GetClass()->GetName() );
							if (pCategoryName)
							{
								EInventorySlots slotType = GetSlotForItemCategory( pCategoryName );
								if (slotType==eInventorySlot_Weapon)
								{
									pCurrentItem = pItem;
									break;
								}
							}
						}
					}
				}
			}
		}

		if (pCurrentItem)
		{
			ser.Value("CurrentItemName", pCurrentItem->GetEntity()->GetClass()->GetName());
		}
		else
		{
			string name("none");
			ser.Value("CurrentItemName", name);
		}
	}

	//**************************************AMMO

	ser.BeginGroup("Ammo");

	TAmmoInfoMap::iterator ammoInfoIt = m_stats.ammoInfo.begin();
	int ammoAmount = m_stats.ammoInfo.size();
	ser.Value("AmmoAmount", ammoAmount);
	for(int i = 0; i < ammoAmount; ++i)
	{
		string name;
		int amount = 0;
		int users = 0;
		int capacity = 0;
		if(ser.IsWriting())
		{
			IEntityClass* pAmmoClass = ammoInfoIt->first;
			CRY_ASSERT(pAmmoClass);
			name = (pAmmoClass) ? pAmmoClass->GetName() : "";
			const SAmmoInfo& ammoInfo = ammoInfoIt->second;;
			amount = ammoInfo.GetCount();
			capacity = ammoInfo.GetCapacity();

			++ammoInfoIt;
		}
		ser.BeginGroup("Ammo");
		ser.Value("AmmoName", name);
		ser.Value("Bullets", amount);
		ser.Value("Capacity", capacity);
		ser.EndGroup();
		if(ser.IsReading())
		{
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(name);
			CRY_ASSERT(pClass);
			TAmmoInfoMap::iterator it = m_stats.ammoInfo.find(pClass);
			if (it == m_stats.ammoInfo.end())
			{
				m_stats.ammoInfo[pClass] = SAmmoInfo(amount, capacity);
			}
			else
			{
				it->second.SetCount(amount);
				it->second.SetCapacity(capacity);
			}
		}
	}

	ser.EndGroup();

	m_bSerializeLTL = false;
}
Beispiel #8
0
void CAICorpse::SetupFromSource( IEntity& sourceEntity, ICharacterInstance& characterInstance, const uint32 priority)
{
	// 1.- Move resources from source entity, into AICorpse
	GetEntity()->SetFlags(GetEntity()->GetFlags() | (ENTITY_FLAG_CASTSHADOW));

	sourceEntity.MoveSlot(GetEntity(), 0);

	// Moving everything from one slot into another will also clear the render proxies in the source.
	// Thus, we need to invalidate the model so that it will be properly reloaded when a non-pooled
	// entity is restored from a save-game.
	CActor* sourceActor = static_cast<CActor*>(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(sourceEntity.GetId()));
	if (sourceActor != NULL)
	{
		sourceActor->InvalidateCurrentModelName();
	}

	// 2.- After 'MoveSlot()', characterInstance is now stored inside CAICorpse
	// It needs to be now updated from the entity system
	characterInstance.SetFlags( characterInstance.GetFlags() | CS_FLAG_UPDATE );

#if AI_CORPSES_ENABLE_SERIALIZE
	m_modelName = characterInstance.GetFilePath();
#endif

	// 3.- Search for any attached weapon and clone them
	IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();

	IAttachmentManager* pAttachmentManager = characterInstance.GetIAttachmentManager();
	const uint32 attachmentCount = (uint32)pAttachmentManager->GetAttachmentCount();
	for(uint32 i = 0; i < attachmentCount ; ++i)
	{
		IAttachment* pAttachment = pAttachmentManager->GetInterfaceByIndex(i);
		assert(pAttachment != NULL);

		IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject();
		if((pAttachmentObject == NULL) || (pAttachmentObject->GetAttachmentType() != IAttachmentObject::eAttachment_Entity))
			continue;

		const EntityId attachedEntityId = static_cast<CEntityAttachment*>(pAttachmentObject)->GetEntityId();

		IItem* pItem = pItemSystem->GetItem(attachedEntityId);
		if(pItem != NULL)
		{
			if(AllowCloneAttachedItem( pItem->GetEntity()->GetClass() ))
			{
				if(m_attachedItemsInfo.size() < m_attachedItemsInfo.max_size())
				{
					AttachedItem attachedItemInfo;
					attachedItemInfo.pClass = pItem->GetEntity()->GetClass();
					attachedItemInfo.attachmentName = pAttachment->GetName();

					attachedItemInfo.id = CloneAttachedItem( attachedItemInfo, pAttachment );
					m_attachedItemsInfo.push_back(attachedItemInfo);
				}
			}
		}	
	}

	//Only accept requested priority if it has attached weapons
	m_priority = (m_attachedItemsInfo.size() > 0) ? priority : 0;

	//Force physics to sleep immediately (if not already)
	IPhysicalEntity* pCorpsePhysics = GetEntity()->GetPhysics();
	if(pCorpsePhysics != NULL)
	{
		pe_action_awake awakeAction;
		awakeAction.bAwake = 0;
		pCorpsePhysics->Action( &awakeAction );
	}
}