//------------------------------------------------------------------------ void CVehicleWeapon::StartUse(EntityId userId) { if (m_ownerId && userId != m_ownerId) return; if (GetEntity()->GetParent()) { m_pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(GetEntity()->GetParent()->GetId()); assert(m_pVehicle && "Using VehicleWeapons on non-vehicles may lead to unexpected behavior."); if (m_pVehicle) { m_pPart = m_pVehicle->GetWeaponParentPart(GetEntityId()); m_pOwnerSeat = m_pVehicle->GetWeaponParentSeat(GetEntityId()); m_pSeatUser = m_pVehicle->GetSeatForPassenger(userId); } } SetOwnerId(userId); Select(true); m_stats.used = true; EnableUpdate(true, eIUS_General); RequireUpdate(eIUS_General); if (OutOfAmmo(false)) Reload(false); UseManualBlending(true); LowerWeapon(false); SendMusicLogicEvent(eMUSICLOGICEVENT_WEAPON_MOUNT); }
void CHeavyMountedWeapon::ProcessEvent(SEntityEvent& event) { if ((event.event == ENTITY_EVENT_XFORM) && IsMounted() && GetOwnerId()) { const float Z_EPSILON = 0.01f; const Ang3& worldAngles = GetEntity()->GetWorldAngles(); float xAngle = worldAngles.x; float zAngle = worldAngles.z; bool xAnglesAreEquivalent = (fabs(xAngle-m_lastXAngle)<Z_EPSILON); bool zAnglesAreEquivalent = (fabs(zAngle-m_lastZAngle)<Z_EPSILON); if (!xAnglesAreEquivalent || !zAnglesAreEquivalent) { if (m_rotatingSoundID==INVALID_SOUNDID) m_rotatingSoundID = PlayRotationSound(); m_RotationSoundTimeOut = 0.15f; RequireUpdate( eIUS_General ); m_lastXAngle = xAngle; m_lastZAngle = zAngle; } int flags = (int)event.nParam[0]; if ((flags & ENTITY_XFORM_FROM_PARENT) && !(flags & ENTITY_XFORM_USER)) { if (CActor* pOwnerActor = GetOwnerActor()) { pOwnerActor->UpdateMountedGunController(true); } } } BaseClass::ProcessEvent(event); }
void CJaw::Update(SEntityUpdateContext& ctx, int slot) { CWeapon::Update(ctx, slot); if (!IsSelected()) return; if(slot == eIUS_Zooming) { UpdateLaser(ctx); } if (slot != eIUS_General) return; UpdatePendingShot(); if (!IsInputFlagSet(CWeapon::eWeaponAction_Zoom) && IsInputFlagSet(CWeapon::eWeaponAction_Fire) && !IsZoomingIn()) AutoZoomOut(); if (m_controllingRocket && !IsZoomed() && !m_zoomTriggerDown) DoAutoDrop(); if (m_autoDropping) { m_autoDropPendingTimer += ctx.fFrameTime; if (CanAutoDrop()) { m_autoDropping = false; DoAutoDrop(); } } if (m_dropped) { m_dropTime += ctx.fFrameTime; if (m_dropTime > g_hideTimeAfterDrop) { if(gEnv->bServer) { if(gEnv->IsEditor()) Hide(true); else gEnv->pEntitySystem->RemoveEntity(GetEntity()->GetId()); } EnableUpdate(false); } else { RequireUpdate(); } } }
//======================================= void CRocketLauncher::Update(SEntityUpdateContext& ctx, int slot) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); CWeapon::Update(ctx,slot); if(slot==eIUS_General && m_laserTPOn) { UpdateTPLaser(ctx.fFrameTime); RequireUpdate(eIUS_General); } }
void CHeavyMountedWeapon::Update( SEntityUpdateContext& ctx, int slot ) { BaseClass::Update(ctx, slot); if (m_rotatingSoundID!=INVALID_SOUNDID) { if (m_RotationSoundTimeOut>0) { m_RotationSoundTimeOut -= ctx.fFrameTime; RequireUpdate( eIUS_General ); } else { StopSound(m_rotatingSoundID); m_rotatingSoundID = INVALID_SOUNDID; } } // Helper for editor placing if (gEnv->IsEditing()) { // If host id is not 0, it means it is mounted to a vehicle, so don't render the helper in that case if (!GetHostId()) { IRenderAuxGeom* pRenderAux = gEnv->pRenderer->GetIRenderAuxGeom(); const Matrix34& weaponTM = GetEntity()->GetWorldTM(); const Vec3 point1 = weaponTM.GetTranslation(); const Vec3 point2 = point1 - (m_sharedparams->pMountParams->ground_distance * weaponTM.GetColumn2()); const Vec3 point3 = point2 - (m_sharedparams->pMountParams->body_distance * weaponTM.GetColumn1()); pRenderAux->DrawLine(point1, ColorB(0, 192, 0), point2, ColorB(0, 192, 0), 3.0f); pRenderAux->DrawLine(point2, ColorB(0, 192, 0), point3, ColorB(0, 192, 0), 3.0f); pRenderAux->DrawSphere(point3, 0.15f, ColorB(192, 0, 0)); RequireUpdate(eIUS_General); } } }
//------------------------------------------------------------------------ void CVehicleWeapon::StartUse(EntityId userId) { if (m_owner.GetId() && userId != m_owner.GetId()) return; if (GetEntity()->GetParent()) { const EntityId vehicleId = GetEntity()->GetParent()->GetId(); m_vehicleId = vehicleId; IVehicle* pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(vehicleId); assert(pVehicle && "Using VehicleWeapons on non-vehicles may lead to unexpected behavior."); if (pVehicle) { IVehicleSeat* pOwnerSeat = pVehicle->GetWeaponParentSeat(GetEntityId()); IVehicleSeat* pSeatUser = pVehicle->GetSeatForPassenger(userId); m_bOwnerInSeat = (pOwnerSeat == pSeatUser); if(userId == g_pGame->GetIGameFramework()->GetClientActorId()) { pVehicle->RegisterVehicleEventListener(this, "CVehicleWeapon"); } } } SetOwnerId(userId); Select(true); m_stats.used = true; EnableUpdate(true, eIUS_General); RequireUpdate(eIUS_General); if (OutOfAmmo(false)) Reload(false); m_shootCounter = 0; if(userId == g_pGame->GetIGameFramework()->GetClientActorId()) { SHUDEvent event; event.eventType = eHUDEvent_OnItemSelected; event.eventIntData = CItem::GetEntityId(); CHUDEventDispatcher::CallEvent(event); SHUDEventWrapper::FireModeChanged(this, m_firemode); } }
//------------------------------------------- void CLaser::Update(SEntityUpdateContext& ctx, int slot) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); if((slot == eIUS_General) && m_laserBeam.IsLaserActivated()) { RequireUpdate(eIUS_General); CWeapon* pParentWeapon = GetWeapon(); if (pParentWeapon) { CActor* pOwnerActor = pParentWeapon->GetOwnerActor(); Vec3 laserPos, laserDir; GetLaserPositionAndDirection(pParentWeapon, laserPos, laserDir); CLaserBeam::SLaserUpdateDesc laserUpdateDesc(laserPos, laserDir, ctx.fFrameTime, pParentWeapon->GetEntity()->IsHidden()); laserUpdateDesc.m_weaponZoomed = pParentWeapon->IsZoomed() || pParentWeapon->IsZoomingInOrOut(); m_laserBeam.UpdateLaser(laserUpdateDesc); } } }
void CJaw::Select(bool select) { BaseClass::Select(select); if (select) { //Force an update, it will check for previous cancelled auto drop request (just in case we got an empty JAW) const bool forceDropOnSelect = m_playedDropAction || (IsOwnerClient() && m_fm && m_fm->OutOfAmmo()); if (forceDropOnSelect) { m_playedDropAction = false; //Start auto drop again HideRocket(); AutoDrop(); RequireUpdate(eIUS_General); } } else { m_laserGuider.TurnOffLaser(); } }
//---------------------------------------------------- void CRocketLauncher::ActivateTPLaser(bool activate) { if(activate) { DrawSlot( eIGS_Aux1,true); ActivateLaserDot(true,false); m_laserTPOn = true; //Force first update m_lastUpdate = 0.0f; m_smoothLaserLength = -1.0f; UpdateTPLaser(0.0f); RequireUpdate(eIUS_General); } else { DrawSlot( eIGS_Aux1,false); GetEntity()->SetSlotLocalTM( eIGS_Aux1,Matrix34::CreateIdentity()); ActivateLaserDot(false,false); m_laserTPOn = false; } }
void CHeavyMountedWeapon::OnReset() { BaseClass::OnReset(); m_rippedOff = m_rippingOff = false; m_stats.mounted = true; m_rotatingSoundID = INVALID_SOUNDID; m_lastUsedFrame = -1; Physicalize(false, false); RequireUpdate(eIUS_General); if (m_linkedParentId != 0) { IEntity* pLinkedParent = gEnv->pEntitySystem->GetEntity(m_linkedParentId); if (pLinkedParent) { pLinkedParent->AttachChild(GetEntity()); } m_linkedParentId = 0; } }
void CVehicleWeaponControlled::Update(SEntityUpdateContext& ctx, int update) { IVehicle *pVehicle = m_vehicleId ? gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId) : NULL; if (!m_vehicleId && GetEntity()->GetParent()) { IEntity *entity = GetEntity(); if (entity) { IEntity *parent = entity->GetParent(); if (parent) { m_vehicleId = parent->GetId(); pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(parent->GetId()); } } } if (pVehicle) { IVehiclePart *pPart = pVehicle->GetWeaponParentPart(GetEntityId()); if(pPart) { if(IVehiclePart *pParentPart = pPart->GetParent()) { CRY_ASSERT(pVehicle->GetEntity()); if(ICharacterInstance *characterInst = pVehicle->GetEntity()->GetCharacter(pParentPart->GetSlot())) { if(ISkeletonPose* pose = characterInst->GetISkeletonPose()) { IDefaultSkeleton& rIDefaultSkeleton = characterInst->GetIDefaultSkeleton(); int16 joint = rIDefaultSkeleton.GetJointIDByName(pPart->GetName()); const QuatT &jQuat = pose->GetAbsJointByID(joint); Matrix34 localT(jQuat); localT.SetTranslation(jQuat.t/* - Vec3(0.0f, 0.75f, 0.0f)*/); Matrix34 vehicleWorldTm = pVehicle->GetEntity()->GetWorldTM(); Matrix34 mat = vehicleWorldTm * localT; Vec3 vehicleSide2 = pPart->GetParent()->GetLocalTM(true, true).GetTranslation(); CPlayer *pl = this->GetOwnerPlayer(); Matrix33 mat2; if (!m_destination.IsEquivalent(ZERO)) { Vec3 diff = GetDestination() - mat.GetTranslation(); //pPart->GetWorldTM().GetTranslation(); diff.Normalize(); Matrix33 loc(mat); loc.Invert(); Vec3 diffLocal = loc.TransformVector(diff); Matrix33 desMat; desMat.SetRotationVDir(diffLocal, 0.0f); Vec3 test = GetEntity()->GetLocalTM().GetColumn0(); Ang3 testTM(desMat); float za = testTM.x - m_Angles.x; za = (za < 0.0f) ? -gf_PI : gf_PI; za *= 0.05f * ctx.fFrameTime; m_Angles.x += za; Limit(m_Angles.x, -gf_PI * 0.33f, gf_PI * 0.33f); if (testTM.z > m_Angles.z + 0.05f) { m_Angles.z += gf_PI * factor1 * ctx.fFrameTime; } else if (testTM.z < m_Angles.z - 0.05f) { m_Angles.z -= gf_PI * factor1 * ctx.fFrameTime; } else { m_Angles.z = testTM.z; } Limit(m_Angles.z, -gf_PI * 0.33f, gf_PI * 0.33f); mat2.SetRotationXYZ(m_Angles); } else { if (!m_FireBlocked) { m_Angles.x = m_Angles.x - ctx.fFrameTime * factor2 * m_Angles.x; m_Angles.z = m_Angles.z - ctx.fFrameTime * factor2 * m_Angles.z; } mat2.SetRotationXYZ(m_Angles); } mat = mat * mat2; GetEntity()->SetWorldTM(mat); if (pl) { Matrix34 worldGunMat = vehicleWorldTm * localT; if (!pl->IsDead()) { Vec3 trans = worldGunMat.GetTranslation() - worldGunMat.GetColumn2() * 0.7f; worldGunMat.SetTranslation(trans); pl->GetEntity()->SetWorldTM(worldGunMat); float dot = mat.GetColumn1().dot(worldGunMat.GetColumn0()); Update3PAnim(pl, 0.5f - dot * 0.5f, ctx.fFrameTime, mat); } else { ICharacterInstance* pCharacter = pl->GetEntity()->GetCharacter(0); int boneId = pCharacter ? pCharacter->GetIDefaultSkeleton().GetJointIDByName("Spine03") : 7; pl->LinkToMountedWeapon(0); if (IVehicleSeat* seat = pVehicle->GetSeatForPassenger(pl->GetEntityId())) { seat->Exit(false, true); } Matrix33 rot(worldGunMat); Vec3 offset(0.0f, 0.0f, 0.70f); Vec3 transformedOff = rot.TransformVector(offset); Vec3 trans = worldGunMat.GetTranslation(); trans -= transformedOff; worldGunMat.SetTranslation(trans); pl->GetEntity()->SetWorldTM(worldGunMat); pl->GetEntity()->SetPos(worldGunMat.GetTranslation()); //worldGunMat.GetTranslation()); pl->RagDollize(true); if (boneId > -1) { IPhysicalEntity *physEnt = pl->GetEntity()->GetPhysics(); if (physEnt) { pe_simulation_params simulationParams; physEnt->GetParams(&simulationParams); pe_params_pos pos; pos.pos = GetEntity()->GetPos(); physEnt->SetParams(&pos); pe_action_impulse impulse; impulse.ipart = boneId; impulse.angImpulse = Vec3(0.0f, 0.0f, 1.0f); impulse.impulse = worldGunMat.GetColumn1() * -1.5f * simulationParams.mass; physEnt->Action(&impulse); } } StopUse(GetOwnerId()); SetOwnerId(0); StopFire(); m_FireBlocked = true; } // IsDead } // pl } // pose } // characterInst } // pParentPart } // pPart } // pVehicle Base::Update(ctx, update); RequireUpdate(eIUS_General); }
//------------------------------------------------------------------------ void CItem::UpdateMounted(float frameTime) { IRenderAuxGeom* pAuxGeom = gEnv->pRenderer->GetIRenderAuxGeom(); if (!m_ownerId || !m_stats.mounted) return; CActor *pActor = GetOwnerActor(); if (!pActor) return; CheckViewChange(); if (true) { if (IsClient()) { ICharacterInstance *pCharacter = GetEntity()->GetCharacter(eIGS_FirstPerson); if (pCharacter && !m_idleAnimation[eIGS_FirstPerson].empty() && pCharacter->GetISkeletonAnim()->GetNumAnimsInFIFO(0)<1) PlayAction(m_idleAnimation[eIGS_FirstPerson], 0, true); } // need to explicitly update characters at this point // cause the entity system update occered earlier, with the last position for (int i=0; i<eIGS_Last; i++) { if (GetEntity()->GetSlotFlags(i)&ENTITY_SLOT_RENDER) { ICharacterInstance *pCharacter = GetEntity()->GetCharacter(i); if (pCharacter) { Matrix34 mloc = GetEntity()->GetSlotLocalTM(i,false); Matrix34 m34 = GetEntity()->GetWorldTM()*mloc; QuatT renderLocation = QuatT(m34); pCharacter->GetISkeletonPose()->SetForceSkeletonUpdate(9); pCharacter->SkeletonPreProcess(renderLocation, renderLocation, GetISystem()->GetViewCamera(),0x55 ); pCharacter->SetPostProcessParameter(renderLocation, renderLocation, 0, 0.0f, 0x55 ); } } } // f32 fColor[4] = {1,1,0,1}; // f32 g_YLine=60.0f; // gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "Mounted Gun Code" ); //adjust the orientation of the gun based on the aim-direction SMovementState info; IMovementController* pMC = pActor->GetMovementController(); pMC->GetMovementState(info); Vec3 dir = info.aimDirection.GetNormalized(); Matrix34 tm = Matrix33::CreateRotationVDir(dir); Vec3 vGunXAxis=tm.GetColumn0(); if (pActor->GetLinkedVehicle()==0) { if (pMC) { if(!pActor->IsPlayer()) { // prevent snapping direction Vec3 currentDir = GetEntity()->GetWorldRotation().GetColumn1(); float dot = currentDir.Dot(dir); dot = CLAMP(dot,-1,1); float reqAngle = cry_acosf(dot); const float maxRotSpeed = 2.0f; float maxAngle = frameTime * maxRotSpeed; if(fabs(reqAngle) > maxAngle) { Vec3 axis = currentDir.Cross(dir); if(axis.GetLengthSquared()>0.001f) // current dir and new dir are enough different dir = currentDir.GetRotated(axis.GetNormalized(),sgn(reqAngle)*maxAngle); } } //adjust the orientation of the gun based on the aim-direction tm = Matrix33::CreateRotationVDir(dir); Vec3 vWPos=GetEntity()->GetWorldPos(); tm.SetTranslation(vWPos); GetEntity()->SetWorldTM(tm); //set the new orientation of the mounted gun vGunXAxis=tm.GetColumn0(); Vec3 vInitialAimDirection = m_stats.mount_dir; Matrix33 vInitialPlayerOrientation = Matrix33::CreateRotationVDir(vInitialAimDirection); assert( vInitialAimDirection.IsUnit() ); Vec3 newp; if (pActor->IsThirdPerson()) { //third person f32 dist = m_mountparams.body_distance*1.3f; Vec3 oldp = pActor->GetEntity()->GetWorldPos(); newp = GetEntity()->GetWorldPos()-vInitialAimDirection*dist; //mounted gun newp.z = oldp.z; } else { //first person f32 fMoveBack = (1.0f+(dir.z*dir.z*dir.z*dir.z*4.0f))*0.75f; f32 dist = m_mountparams.eye_distance*fMoveBack; Vec3 oldp = pActor->GetEntity()->GetWorldPos(); newp = GetEntity()->GetWorldPos()-dir*dist; //mounted gun //newp.z -= 0.75f; newp.z = oldp.z; } Matrix34 actortm(pActor->GetEntity()->GetWorldTM()); //if (pActor->IsThirdPerson()) actortm=vInitialPlayerOrientation; actortm.SetTranslation(newp); pActor->GetEntity()->SetWorldTM(actortm, ENTITY_XFORM_USER); pActor->GetAnimationGraphState()->SetInput("Action","gunnerMounted"); //f32 g_YLine=80.0f; //gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "Mounted Gun Active for FP and AI" ); if (ICharacterInstance *pCharacter = pActor->GetEntity()->GetCharacter(0)) { ISkeletonAnim *pSkeletonAnim = pCharacter->GetISkeletonAnim(); assert(pSkeletonAnim); uint32 numAnimsLayer = pSkeletonAnim->GetNumAnimsInFIFO(0); for(uint32 i=0; i<numAnimsLayer; i++) { CAnimation &animation = pSkeletonAnim->GetAnimFromFIFO(0, i); if (animation.m_AnimParams.m_nFlags & CA_MANUAL_UPDATE) { f32 aimrad = Ang3::CreateRadZ(Vec2(vInitialAimDirection),Vec2(dir)); animation.m_fAnimTime = clamp_tpl(aimrad/gf_PI,-1.0f,+1.0f)*0.5f+0.5f; //if (pActor->IsThirdPerson()==0) //animation.m_fAnimTime=0.6f; //Ivo & Benito: high advanced future code. don't ask what it is //Benito - Not needed any more ;) //f32 g_YLine=100.0f; //gEnv->pRenderer->Draw2dLabel( 1,g_YLine, 1.3f, fColor, false, "AnimTime: %f MyAimAngle: %f deg:% distance:%f", animation.m_fAnimTime, aimrad, RAD2DEG(aimrad),m_mountparams.body_distance ); } } } m_stats.mount_last_aimdir = dir; } } if (ICharacterInstance* pCharInstance = pActor->GetEntity()->GetCharacter(0)) { if (ISkeletonAnim* pSkeletonAnim = pCharInstance->GetISkeletonAnim()) { OldBlendSpace ap; if (GetAimBlending(ap)) { pSkeletonAnim->SetBlendSpaceOverride(eMotionParamID_TurnSpeed, 0.5f + 0.5f * ap.m_turn, true); } } } UpdateIKMounted(pActor, vGunXAxis*0.1f); RequireUpdate(eIUS_General); } }
void CHeavyWeapon::StartUse(EntityId userId) { // holster user item here SetOwnerId(userId); CActor* pOwner = GetOwnerActor(); if (!pOwner) return; HighlightWeapon(false); Physicalize(false, false); if(gEnv->bMultiplayer) { m_properties.usable &= strlen(g_pGameCVars->g_forceHeavyWeapon->GetString()) == 0; CHANGED_NETWORK_STATE(pOwner, CPlayer::ASPECT_CURRENT_ITEM); } if(IItem* pCurrentItem = pOwner->GetCurrentItem()) { //Don't keep history if we're switching from Pick & Throw otherwsie we'll switch back to it when we're done with the heavy weapon static IEntityClass* pPickAndThrowWeaponClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("PickAndThrowWeapon"); m_pItemSystem->SetActorItem(pOwner, GetEntityId(), pCurrentItem->GetEntity()->GetClass() != pPickAndThrowWeaponClass); } else { m_pItemSystem->SetActorItem(pOwner, GetEntityId(), true); } TriggerRespawn(); EnableUpdate(true, eIUS_General); RequireUpdate(eIUS_General); RegisterAsUser(); HandleHeavyWeaponPro(*pOwner); m_stats.brandnew = false; m_stats.used = true; m_stats.detached = false; if(IsClient() && gEnv->pGame->GetIGameFramework()->GetClientActorId()==userId) { if(IEntity* pEntity = GetEntity()) { const char* collectibleId = pEntity->GetClass()->GetName(); CPersistantStats* pStats = g_pGame->GetPersistantStats(); if(pStats && pStats->GetStat(collectibleId, EMPS_SPWeaponByName) == 0) { pStats->SetMapStat(EMPS_SPWeaponByName, collectibleId, eDatabaseStatValueFlag_Available); if(!gEnv->bMultiplayer) { // Show hud unlock msg SHUDEventWrapper::DisplayWeaponUnlockMsg(collectibleId); } } } } if (IsServer()) { pOwner->GetGameObject()->InvokeRMIWithDependentObject(CActor::ClStartUse(), CActor::ItemIdParam(GetEntityId()), eRMI_ToAllClients|eRMI_NoLocalCalls, GetEntityId()); g_pGame->GetGameRules()->AbortEntityRemoval(GetEntityId()); } OnStartUsing(); }