Esempio n. 1
0
bool CActor::CanSprint			()
{
	bool can_Sprint = CanAccelerate() && !conditions().IsCantSprint() &&
						Game().PlayerCanSprint(this)
						&& CanRun()
						&& !(mstate_real&mcLStrafe || mstate_real&mcRStrafe)
						&& InventoryAllowSprint()
						;

	return can_Sprint;
}
Esempio n. 2
0
void CActor::g_cl_CheckControls(u32 mstate_wf, Fvector &vControlAccel, float &Jump, float dt)
{
	mstate_old = mstate_real;
	vControlAccel.set	(0,0,0);

	if (!(mstate_real&mcFall) && (character_physics_support()->movement()->Environment()==CPHMovementControl::peInAir)) 
	{
		m_fFallTime				-=	dt;
		if (m_fFallTime<=0.f){
			m_fFallTime			=	s_fFallTime;
			mstate_real			|=	mcFall;
			mstate_real			&=~	mcJump;
		}
	}

	if(!CanMove()) 
	{
		if(mstate_wf&mcAnyMove) 
		{
			StopAnyMove();
			mstate_wf &= ~mcAnyMove;
			mstate_wf &= ~mcJump;
		}
			//character_physics_support()->movement()->EnableCharacter();
		//return;
	}

	// update player accel
	if (mstate_wf&mcFwd)		vControlAccel.z +=  1;
	if (mstate_wf&mcBack)		vControlAccel.z += -1;
	if (mstate_wf&mcLStrafe)	vControlAccel.x += -1;
	if (mstate_wf&mcRStrafe)	vControlAccel.x +=  1;

	if (character_physics_support()->movement()->Environment()==CPHMovementControl::peOnGround || character_physics_support()->movement()->Environment()==CPHMovementControl::peAtWall )
	{
		// crouch
		if ((0==(mstate_real&mcCrouch))&&(mstate_wf&mcCrouch))
		{
			if(mstate_real&mcClimb)
			{
				mstate_wf&=~mcCrouch;
			}
			else
			{
				character_physics_support()->movement()->EnableCharacter();
				bool Crouched = false;
				if (isActorAccelerated(mstate_wf, IsZoomAimingMode()))
					Crouched = character_physics_support()->movement()->ActivateBoxDynamic(1);
				else
					Crouched = character_physics_support()->movement()->ActivateBoxDynamic(2);
				if (Crouched) mstate_real			|=	mcCrouch;
			}
		}
		// jump
		m_fJumpTime				-=	dt;

		if ( CanJump() && (mstate_wf&mcJump) )
		{
			mstate_real			|=	mcJump;
			m_bJumpKeyPressed	=	TRUE;
			Jump				= m_fJumpSpeed;
			m_fJumpTime			= s_fJumpTime;


			//уменьшить силу игрока из-за выполненого прыжка
			if (!GodMode())
				conditions().ConditionJump(inventory().TotalWeight() / MaxCarryWeight());
		}

		/*
		if(m_bJumpKeyPressed)
		Jump				= m_fJumpSpeed;
		*/


		// mask input into "real" state
		u32 move	= mcAnyMove|mcAccel;

		if (((mstate_real&mcCrouch)))
		{
			if (!isActorAccelerated(mstate_real, IsZoomAimingMode()) && isActorAccelerated(mstate_wf, IsZoomAimingMode()))
			{
				character_physics_support()->movement()->EnableCharacter();
				if(!character_physics_support()->movement()->ActivateBoxDynamic(1))move	&=~mcAccel;
			}

			if (isActorAccelerated(mstate_real, IsZoomAimingMode()) && !isActorAccelerated(mstate_wf, IsZoomAimingMode()))
			{
				character_physics_support()->movement()->EnableCharacter();
				if(character_physics_support()->movement()->ActivateBoxDynamic(2))mstate_real	&=~mcAccel;
			}
		}

		if ((mstate_wf&mcSprint) && !CanSprint())
		{
			mstate_wf				&= ~mcSprint;
		}

		mstate_real &= (~move);
		mstate_real |= (mstate_wf & move);

		if(mstate_wf&mcSprint)
			mstate_real|=mcSprint;
		else
			mstate_real&=~mcSprint;
		if(!(mstate_real&(mcFwd|mcLStrafe|mcRStrafe))||mstate_real&(mcCrouch|mcClimb)|| !isActorAccelerated(mstate_wf, IsZoomAimingMode()))
		{
			mstate_real&=~mcSprint;
			mstate_wishful&=~mcSprint;
		}
				
		// check player move state
		if (mstate_real&mcAnyMove)
		{
			BOOL	bAccelerated		= isActorAccelerated(mstate_real, IsZoomAimingMode())&&CanAccelerate();



			// correct "mstate_real" if opposite keys pressed
			if (_abs(vControlAccel.z)<EPS)	mstate_real &= ~(mcFwd+mcBack		);
			if (_abs(vControlAccel.x)<EPS)	mstate_real &= ~(mcLStrafe+mcRStrafe);

			// normalize and analyze crouch and run
			float	scale				= vControlAccel.magnitude();
			if (scale>EPS)	{
				scale	=	m_fWalkAccel/scale;
				if (bAccelerated)
					if (mstate_real&mcBack)
						scale *= m_fRunBackFactor;
					else
						scale *= m_fRunFactor;
				else
					if (mstate_real&mcBack)
						scale *= m_fWalkBackFactor;



				if (mstate_real&mcCrouch)	scale *= m_fCrouchFactor;
				if (mstate_real&mcClimb)	scale *= m_fClimbFactor;
				if (mstate_real&mcSprint)	scale *= m_fSprintFactor;

				if (mstate_real&(mcLStrafe|mcRStrafe) && !(mstate_real&mcCrouch))
				{
					if (bAccelerated)
						scale *= m_fRun_StrafeFactor;
					else
						scale *= m_fWalk_StrafeFactor;
				}

				vControlAccel.mul			(scale);
			}else{
				//				mstate_real	&= ~mcAnyMove;
			}
		}		
	}else{
		//		mstate_real			&=~ mcAnyMove;
	}

	//-------------------------------------------------------------------------------	
	

	//transform local dir to world dir
	Fmatrix				mOrient;
	mOrient.rotateY		(-r_model_yaw);
	mOrient.transform_dir(vControlAccel);
	//XFORM().transform_dir(vControlAccel);

	/*
	if(mstate_real&mcClimb&&mstate_real&mcAnyMove&&
	inventory().ActiveItem()&&inventory().ActiveItem()->HandDependence()==hd2Hand)
	{
		//inventory().ActiveItem()->Deactivate();
		inventory().Activate(NO_ACTIVE_SLOT);
	}
*/
}
Esempio n. 3
0
void CActor::g_cl_ValidateMState(float dt, u32 mstate_wf)
{
	// Lookout
	if (mstate_wf&mcLookout)	mstate_real		|= mstate_wf&mcLookout;
	else						mstate_real		&= ~mcLookout;
	
	if (mstate_real&(mcJump|mcFall|mcLanding|mcLanding2))
		mstate_real		&= ~mcLookout;

	// закончить приземление
	if (mstate_real&(mcLanding|mcLanding2)){
		m_fLandingTime		-= dt;
		if (m_fLandingTime<=0.f){
			mstate_real		&=~	(mcLanding|mcLanding2);
			mstate_real		&=~	(mcFall|mcJump);
		}
	}
	// закончить падение
	if (character_physics_support()->movement()->gcontact_Was){
		if (mstate_real&mcFall){
			if (character_physics_support()->movement()->GetContactSpeed()>4.f){
				if (fis_zero(character_physics_support()->movement()->gcontact_HealthLost)){	
					m_fLandingTime	= s_fLandingTime1;
					mstate_real		|= mcLanding;
				}else{
					m_fLandingTime	= s_fLandingTime2;
					mstate_real		|= mcLanding2;
				}
			}
		}
		m_bJumpKeyPressed	=	TRUE;
		m_fJumpTime			=	s_fJumpTime;
		mstate_real			&=~	(mcFall|mcJump);
	}
	if ((mstate_wf&mcJump)==0)	
		m_bJumpKeyPressed	=	FALSE;

	// Зажало-ли меня/уперся - не двигаюсь
	if (((character_physics_support()->movement()->GetVelocityActual()<0.2f)&&(!(mstate_real&(mcFall|mcJump)))) || character_physics_support()->movement()->bSleep) 
	{
		mstate_real				&=~ mcAnyMove;
	}
	if (character_physics_support()->movement()->Environment()==CPHMovementControl::peOnGround || character_physics_support()->movement()->Environment()==CPHMovementControl::peAtWall)
	{
		// если на земле гарантированно снимать флажок Jump
		if (((s_fJumpTime-m_fJumpTime)>s_fJumpGroundTime)&&(mstate_real&mcJump))
		{
			mstate_real			&=~	mcJump;
			m_fJumpTime			= s_fJumpTime;
		}
	}
	if(character_physics_support()->movement()->Environment()==CPHMovementControl::peAtWall)
	{
		if(!(mstate_real & mcClimb))
		{
			mstate_real				|=mcClimb;
			mstate_real				&=~mcSprint;
			cam_SetLadder();
		}
	}
	else
	{
		if (mstate_real & mcClimb)
		{
			cam_UnsetLadder();
		}
		mstate_real				&=~mcClimb;		
	};

	if (mstate_wf != mstate_real){
		if ((mstate_real&mcCrouch)&&((0==(mstate_wf&mcCrouch)) || mstate_real&mcClimb)){
			if (character_physics_support()->movement()->ActivateBoxDynamic(0)){
				mstate_real &= ~mcCrouch;
			}
		}
	}

	if(!CanAccelerate()&&isActorAccelerated(mstate_real, IsZoomAimingMode()))
	{
		mstate_real				^=mcAccel;
	};	

	if (this == Level().CurrentControlEntity())
	{
		bool bOnClimbNow			= !!(mstate_real&mcClimb);
		bool bOnClimbOld			= !!(mstate_old&mcClimb);

		if (bOnClimbNow != bOnClimbOld )
		{
			SetWeaponHideState		(INV_STATE_LADDER, bOnClimbNow );
		};
	/*
	if ((mstate_real&mcSprint) != (mstate_old&mcSprint))
	{
		CHudItem* pHudItem = smart_cast<CHudItem*>(inventory().ActiveItem());	
		if (pHudItem) pHudItem->onMovementChanged(mcSprint);
	};
	*/
	};
};
Esempio n. 4
0
void CActor::g_cl_CheckControls(u32 mstate_wf, Fvector &vControlAccel, float &Jump, float dt)
{
	float					cam_eff_factor = 0.0f;
	mstate_old				= mstate_real;
	vControlAccel.set		(0,0,0);

	if (!(mstate_real&mcFall) && (character_physics_support()->movement()->Environment()==CPHMovementControl::peInAir)) 
	{
		m_fFallTime				-=	dt;
		if (m_fFallTime<=0.f)
		{
			m_fFallTime			=	s_fFallTime;
			mstate_real			|=	mcFall;
			mstate_real			&=~	mcJump;
		}
	}

	if(!CanMove()) 
	{
		if(mstate_wf&mcAnyMove) 
		{
			StopAnyMove();
			mstate_wf &= ~mcAnyMove;
			mstate_wf &= ~mcJump;
		}
	}
	// update player accel
	if (mstate_wf&mcFwd)		vControlAccel.z +=  1;
	if (mstate_wf&mcBack)		vControlAccel.z += -1;
	if (mstate_wf&mcLStrafe)	vControlAccel.x += -1;
	if (mstate_wf&mcRStrafe)	vControlAccel.x +=  1;

	CPHMovementControl::EEnvironment curr_env = character_physics_support()->movement()->Environment();
	if(curr_env==CPHMovementControl::peOnGround || curr_env==CPHMovementControl::peAtWall)
	{
		// crouch
		if ((0==(mstate_real&mcCrouch))&&(mstate_wf&mcCrouch))
		{
			if(mstate_real&mcClimb)
			{
				mstate_wf&=~mcCrouch;
			}
			else
			{
				character_physics_support()->movement()->EnableCharacter();
				bool Crouched = false;
				if(isActorAccelerated(mstate_wf, IsZoomAimingMode()))
					Crouched = character_physics_support()->movement()->ActivateBoxDynamic(1);
				else
					Crouched = character_physics_support()->movement()->ActivateBoxDynamic(2);
				
				if(Crouched) 
					mstate_real			|=	mcCrouch;
			}
		}
		// jump
		m_fJumpTime				-=	dt;

		if( CanJump() && (mstate_wf&mcJump) )
		{
			mstate_real			|=	mcJump;
			m_bJumpKeyPressed	=	TRUE;
			Jump				= m_fJumpSpeed;
			m_fJumpTime			= s_fJumpTime;


			//уменьшить силу игрока из-за выполненого прыжка
			if (!GodMode())
				conditions().ConditionJump(inventory().TotalWeight() / MaxCarryWeight());
		}

		// mask input into "real" state
		u32 move	= mcAnyMove|mcAccel;

		if(mstate_real&mcCrouch)
		{
			if (!isActorAccelerated(mstate_real, IsZoomAimingMode()) && isActorAccelerated(mstate_wf, IsZoomAimingMode()))
			{
				character_physics_support()->movement()->EnableCharacter();
				if(!character_physics_support()->movement()->ActivateBoxDynamic(1))move	&=~mcAccel;
			}

			if (isActorAccelerated(mstate_real, IsZoomAimingMode()) && !isActorAccelerated(mstate_wf, IsZoomAimingMode()))
			{
				character_physics_support()->movement()->EnableCharacter();
				if(character_physics_support()->movement()->ActivateBoxDynamic(2))mstate_real	&=~mcAccel;
			}
		}

		if ((mstate_wf&mcSprint) && !CanSprint())
			mstate_wf				&= ~mcSprint;

		mstate_real &= (~move);
		mstate_real |= (mstate_wf & move);

		if(mstate_wf&mcSprint)
			mstate_real|=mcSprint;
		else
			mstate_real&=~mcSprint;
		if(!(mstate_real&(mcFwd|mcLStrafe|mcRStrafe))||mstate_real&(mcCrouch|mcClimb)|| !isActorAccelerated(mstate_wf, IsZoomAimingMode()))
		{
			mstate_real&=~mcSprint;
			mstate_wishful&=~mcSprint;
		}
				
		// check player move state
		if(mstate_real&mcAnyMove)
		{
			BOOL	bAccelerated		= isActorAccelerated(mstate_real, IsZoomAimingMode())&&CanAccelerate();

			// correct "mstate_real" if opposite keys pressed
			if (_abs(vControlAccel.z)<EPS)	mstate_real &= ~(mcFwd+mcBack		);
			if (_abs(vControlAccel.x)<EPS)	mstate_real &= ~(mcLStrafe+mcRStrafe);

			// normalize and analyze crouch and run
			float	scale			= vControlAccel.magnitude();
			if(scale>EPS)	
			{
				scale	=	m_fWalkAccel/scale;
				if (bAccelerated)
					if (mstate_real&mcBack)
						scale *= m_fRunBackFactor;
					else
						scale *= m_fRunFactor;
				else
					if (mstate_real&mcBack)
						scale *= m_fWalkBackFactor;



				if (mstate_real&mcCrouch)	scale *= m_fCrouchFactor;
				if (mstate_real&mcClimb)	scale *= m_fClimbFactor;
				if (mstate_real&mcSprint)	scale *= m_fSprintFactor;

				if (mstate_real&(mcLStrafe|mcRStrafe) && !(mstate_real&mcCrouch))
				{
					if (bAccelerated)
						scale *= m_fRun_StrafeFactor;
					else
						scale *= m_fWalk_StrafeFactor;
				}

				vControlAccel.mul			(scale);
				cam_eff_factor				= scale;
			}//scale>EPS
		}//(mstate_real&mcAnyMove)
	}//peOnGround || peAtWall

	if(IsGameTypeSingle() && cam_eff_factor>EPS)
	{
	LPCSTR state_anm				= NULL;

	if(mstate_real&mcSprint && !(mstate_old&mcSprint) )
		state_anm					= "sprint";
	else
	if(mstate_real&mcLStrafe && !(mstate_old&mcLStrafe) )
		state_anm					= "strafe_left";
	else
	if(mstate_real&mcRStrafe && !(mstate_old&mcRStrafe) )
		state_anm					= "strafe_right";
	else
	if(mstate_real&mcFwd && !(mstate_old&mcFwd) )
		state_anm					= "move_fwd";
	else
	if(mstate_real&mcBack && !(mstate_old&mcBack) )
		state_anm					= "move_back";

		if(state_anm)
		{ //play moving cam effect
			CActor*	control_entity		= static_cast_checked<CActor*>(Level().CurrentControlEntity());
			R_ASSERT2					(control_entity, "current control entity is NULL");
			CEffectorCam* ec			= control_entity->Cameras().GetCamEffector(eCEActorMoving);
			if(NULL==ec)
			{
				string_path			eff_name;
				xr_sprintf			(eff_name, sizeof(eff_name), "%s.anm", state_anm);
				string_path			ce_path;
				string_path			anm_name;
				strconcat			(sizeof(anm_name), anm_name, "camera_effects\\actor_move\\", eff_name);
				if (FS.exist( ce_path, "$game_anims$", anm_name))
				{
					CAnimatorCamLerpEffectorConst* e		= xr_new<CAnimatorCamLerpEffectorConst>();
					float max_scale				= 70.0f;
					float factor				= cam_eff_factor/max_scale;
					e->SetFactor				(factor);
					e->SetType					(eCEActorMoving);
					e->SetHudAffect				(false);
					e->SetCyclic				(false);
					e->Start					(anm_name);
					control_entity->Cameras().AddCamEffector(e);
				}
			}
		}
	}
	//transform local dir to world dir
	Fmatrix				mOrient;
	mOrient.rotateY		(-r_model_yaw);
	mOrient.transform_dir(vControlAccel);
}