Example #1
0
void CObjectActionReload::execute			()
{
	inherited::execute			();
	
	VERIFY						(m_item);
	VERIFY						(object().inventory().ActiveItem());
	VERIFY						(object().inventory().ActiveItem()->object().ID() == m_item->object().ID());
	
	CWeapon						*weapon = smart_cast<CWeapon*>(object().inventory().ActiveItem());
	VERIFY						(weapon);
	if (weapon->IsPending())
		return;
	
	if (weapon->GetAmmoElapsed()) {
		VERIFY					(weapon->GetSuitableAmmoTotal() >= weapon->GetAmmoElapsed());
		if (weapon->GetSuitableAmmoTotal() == weapon->GetAmmoElapsed())
			return;

		VERIFY					(weapon->GetAmmoMagSize() >= weapon->GetAmmoElapsed());
		if (weapon->GetAmmoMagSize() == weapon->GetAmmoElapsed())
			return;
	}

	object().inventory().Action	(kWPN_RELOAD,CMD_START);
}
Example #2
0
float CPersonalWeaponTypeFunction::ffGetTheBestWeapon() 
{
	u32 dwBestWeapon = 0;
	
	if (ef_storage().non_alife().member() && ef_storage().non_alife().member_item())
		return			(float(dwfGetWeaponType()));

	if (ef_storage().non_alife().member()) {
		const CInventoryOwner *tpInventoryOwner = smart_cast<const CInventoryOwner*>(ef_storage().non_alife().member());
		if (tpInventoryOwner) {
			xr_vector<CInventorySlot>::const_iterator I = tpInventoryOwner->inventory().m_slots.begin();
			xr_vector<CInventorySlot>::const_iterator E = tpInventoryOwner->inventory().m_slots.end();
			for ( ; I != E; ++I)
				if ((*I).m_pIItem) {
					CWeapon *tpCustomWeapon = smart_cast<CWeapon*>((*I).m_pIItem);
					if (tpCustomWeapon && (tpCustomWeapon->GetSuitableAmmoTotal(true) > tpCustomWeapon->GetAmmoMagSize()/10)) {
						ef_storage().non_alife().member_item()	= tpCustomWeapon;
						u32 dwCurrentBestWeapon = dwfGetWeaponType();
						if (dwCurrentBestWeapon > dwBestWeapon)
							dwBestWeapon = dwCurrentBestWeapon;
						ef_storage().non_alife().member_item()	= 0;
					}
				}
		}	
	}
	else {
		if (!ef_storage().alife().member() || !ef_storage().alife().member()->m_tpCurrentBestWeapon)
			return(0);
		ef_storage().alife().member_item()	= ef_storage().alife().member()->m_tpCurrentBestWeapon;
		dwBestWeapon			= dwfGetWeaponType();
	}
	return(float(dwBestWeapon));
}
Example #3
0
bool CAI_Stalker::ready_to_detour		()
{
	if (!ready_to_kill())
		return			(false);

	CWeapon				*weapon = smart_cast<CWeapon*>(m_best_item_to_kill);
	if (!weapon)
		return			(false);

	return				(weapon->GetAmmoElapsed() > weapon->GetAmmoMagSize()/2);
}
Example #4
0
void CUIWpnParams::SetInfo( CInventoryItem* slot_wpn, CInventoryItem& cur_wpn )
{
	if ( !g_lua_wpn_params )
	{
		g_lua_wpn_params = xr_new<SLuaWpnParams>();
	}
	
	LPCSTR cur_section  = cur_wpn.object().cNameSect().c_str();
	string2048 str_upgrades;
	str_upgrades[0] = 0;
	cur_wpn.get_upgrades_str( str_upgrades );

	float cur_rpm    = iFloor(g_lua_wpn_params->m_functorRPM( cur_section, str_upgrades )*53.0f)/53.0f;
	float cur_accur  = iFloor(g_lua_wpn_params->m_functorAccuracy( cur_section, str_upgrades )*53.0f)/53.0f;
	float cur_hand   = iFloor(g_lua_wpn_params->m_functorHandling( cur_section, str_upgrades )*53.0f)/53.0f;
	float cur_damage = ( GameID() == eGameIDSingle ) ?
		iFloor(g_lua_wpn_params->m_functorDamage( cur_section, str_upgrades )*53.0f)/53.0f
		: iFloor(g_lua_wpn_params->m_functorDamageMP( cur_section, str_upgrades )*53.0f)/53.0f;

	float slot_rpm    = cur_rpm;
	float slot_accur  = cur_accur;
	float slot_hand   = cur_hand;
	float slot_damage = cur_damage;

	if ( slot_wpn && (slot_wpn != &cur_wpn) )
	{
		LPCSTR slot_section  = slot_wpn->object().cNameSect().c_str();
		str_upgrades[0] = 0;
		slot_wpn->get_upgrades_str( str_upgrades );

		slot_rpm    = iFloor(g_lua_wpn_params->m_functorRPM( slot_section, str_upgrades )*53.0f)/53.0f;
		slot_accur  = iFloor(g_lua_wpn_params->m_functorAccuracy( slot_section, str_upgrades )*53.0f)/53.0f;
		slot_hand   = iFloor(g_lua_wpn_params->m_functorHandling( slot_section, str_upgrades )*53.0f)/53.0f;
		slot_damage = ( GameID() == eGameIDSingle ) ?
			iFloor(g_lua_wpn_params->m_functorDamage( slot_section, str_upgrades )*53.0f)/53.0f
			: iFloor(g_lua_wpn_params->m_functorDamageMP( slot_section, str_upgrades )*53.0f)/53.0f;
	}
	
	m_progressAccuracy.SetTwoPos( cur_accur,  slot_accur );
	m_progressDamage.SetTwoPos(   cur_damage, slot_damage );
	m_progressHandling.SetTwoPos( cur_hand,   slot_hand );
	m_progressRPM.SetTwoPos(      cur_rpm,    slot_rpm );

	if(IsGameTypeSingle())
	{
		xr_vector<shared_str> ammo_types;

		CWeapon* weapon = cur_wpn.cast_weapon();
		if(!weapon)
			return;

		int ammo_count = weapon->GetAmmoMagSize();
		int ammo_count2 = ammo_count;

		if(slot_wpn)
		{
			CWeapon* slot_weapon = slot_wpn->cast_weapon();
			if(slot_weapon)
				ammo_count2 = slot_weapon->GetAmmoMagSize(); 
		}

		if(ammo_count==ammo_count2)
			m_textAmmoCount2.SetTextColor(color_rgba(170,170,170,255));
		else if(ammo_count<ammo_count2)
			m_textAmmoCount2.SetTextColor(color_rgba(255,0,0,255));
		else
			m_textAmmoCount2.SetTextColor(color_rgba(0,255,0,255));

		string128 str;
		xr_sprintf(str, sizeof(str), "%d", ammo_count);
		m_textAmmoCount2.SetText(str);

		ammo_types = weapon->m_ammoTypes;
		if(ammo_types.empty())
			return;

		xr_sprintf(str, sizeof(str), "%s", pSettings->r_string(ammo_types[0].c_str(), "inv_name_short"));
		m_textAmmoUsedType.SetTextST(str);

		m_stAmmoType1.SetShader(InventoryUtilities::GetEquipmentIconsShader());
		Frect				tex_rect;
		tex_rect.x1			= float(pSettings->r_u32(ammo_types[0].c_str(), "inv_grid_x") * INV_GRID_WIDTH);
		tex_rect.y1			= float(pSettings->r_u32(ammo_types[0].c_str(), "inv_grid_y") * INV_GRID_HEIGHT);
		tex_rect.x2			= float(pSettings->r_u32(ammo_types[0].c_str(), "inv_grid_width") * INV_GRID_WIDTH );
		tex_rect.y2			= float(pSettings->r_u32(ammo_types[0].c_str(), "inv_grid_height") * INV_GRID_HEIGHT);
		tex_rect.rb.add		(tex_rect.lt);
		m_stAmmoType1.SetTextureRect(tex_rect);
		m_stAmmoType1.TextureOn();
		m_stAmmoType1.SetStretchTexture(true);
		m_stAmmoType1.SetWndSize(Fvector2().set((tex_rect.x2-tex_rect.x1)*UI().get_current_kx(), tex_rect.y2-tex_rect.y1));

		m_stAmmoType2.SetShader(InventoryUtilities::GetEquipmentIconsShader());
		if(ammo_types.size()==1)
		{
			tex_rect.set(0,0,1,1);
		}
		else
		{
			tex_rect.x1			= float(pSettings->r_u32(ammo_types[1].c_str(), "inv_grid_x") * INV_GRID_WIDTH);
			tex_rect.y1			= float(pSettings->r_u32(ammo_types[1].c_str(), "inv_grid_y") * INV_GRID_HEIGHT);
			tex_rect.x2			= float(pSettings->r_u32(ammo_types[1].c_str(), "inv_grid_width") * INV_GRID_WIDTH );
			tex_rect.y2			= float(pSettings->r_u32(ammo_types[1].c_str(), "inv_grid_height") * INV_GRID_HEIGHT);
			tex_rect.rb.add		(tex_rect.lt);
		}
		m_stAmmoType2.SetTextureRect(tex_rect);
		m_stAmmoType2.TextureOn();
		m_stAmmoType2.SetStretchTexture(true);
		m_stAmmoType2.SetWndSize(Fvector2().set((tex_rect.x2-tex_rect.x1)*UI().get_current_kx(), tex_rect.y2-tex_rect.y1));
	}
}