float ApplyAntiOscilationFilter(float value, float filtersize) { float filterfraction = clamp_tpl(abs(value) / filtersize, 0.0f, 1.0f); float filter = (0.5f - 0.5f * cos_tpl(filterfraction * gf_PI)); value *= filter; return value; }
void CPlayerStateSwim_WaterTestProxy::DebugDraw(const CPlayer& player, const Vec3& referencePosition) { // DEBUG RENDERING const SPlayerStats& stats = *player.GetActorStats(); const bool debugSwimming = (g_pGameCVars->cl_debugSwimming != 0); if (debugSwimming && (m_playerWaterLevel > -10.0f) && (m_playerWaterLevel < 10.0f)) { const Vec3 surfacePosition(referencePosition.x, referencePosition.y, m_waterLevel); const Vec3 vRight(player.GetBaseQuat().GetColumn0()); const static ColorF referenceColor(1,1,1,1); const static ColorF surfaceColor1(0,0.5f,1,1); const static ColorF surfaceColor0(0,0,0.5f,0); const static ColorF bottomColor(0,0.5f,0,1); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(referencePosition, 0.1f, referenceColor); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(referencePosition, surfaceColor1, surfacePosition, surfaceColor1, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(surfacePosition, 0.2f, surfaceColor1); gEnv->pRenderer->DrawLabel(referencePosition + vRight * 0.5f, 1.5f, "WaterLevel %3.2f (Head underwater: %d)", m_playerWaterLevel, m_headUnderwater ? 1 : 0); const static int lines = 16; const static float radius0 = 0.5f; const static float radius1 = 1.0f; const static float radius2 = 2.0f; for (int i = 0; i < lines; ++i) { float radians = ((float)i / (float)lines) * gf_PI2; Vec3 offset0(radius0 * cos_tpl(radians), radius0 * sin_tpl(radians), 0); Vec3 offset1(radius1 * cos_tpl(radians), radius1 * sin_tpl(radians), 0); Vec3 offset2(radius2 * cos_tpl(radians), radius2 * sin_tpl(radians), 0); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(surfacePosition+offset0, surfaceColor0, surfacePosition+offset1, surfaceColor1, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(surfacePosition+offset1, surfaceColor1, surfacePosition+offset2, surfaceColor0, 2.0f); } if (m_bottomLevel > 0.0f) { const Vec3 bottomPosition(referencePosition.x, referencePosition.y, m_bottomLevel); gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(referencePosition, bottomColor, bottomPosition, bottomColor, 2.0f); gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(bottomPosition, 0.2f, bottomColor); gEnv->pRenderer->DrawLabel(bottomPosition + Vec3(0,0,0.5f) - vRight * 0.5f, 1.5f, "BottomDepth %3.3f", m_waterLevel - m_bottomLevel); } } }
void UpdateLookTarget() { const SLookAroundParams& params = GetParams(); //--- TODO! Context use of random number generator! float yaw = cry_random(params.yawMin, params.yawMax); float pitch = cry_random(params.pitchMin, params.pitchMax); m_lookOffset.Set(sin_tpl(yaw), cos_tpl(yaw), 0.0f); m_lookAroundTime = cry_random(params.timeMin, params.timeMax); }
static void DrawDisc(const Vec3& center, Vec3 axis, float innerRadius, float outerRadius, const ColorB& innerColor, const ColorB& outerColor) { axis.NormalizeSafe(Vec3Constants<float>::fVec3_OneZ); Vec3 u = ((axis * Vec3Constants<float>::fVec3_OneZ) > 0.5f) ? Vec3Constants<float>::fVec3_OneY : Vec3Constants<float>::fVec3_OneZ; Vec3 v = u.cross(axis); u = v.cross(axis); float sides = ceil_tpl(3.0f * (float)g_PI * outerRadius); //sides = 20.0f; float step = 1.0f / sides; for (float i = 0.0f; i < 0.99f; i += step) { float a0 = i * 2.0f * (float)g_PI; float a1 = (i+step) * 2.0f * (float)g_PI; Vec3 i0 = center + innerRadius * (u*cos_tpl(a0) + v*sin_tpl(a0)); Vec3 i1 = center + innerRadius * (u*cos_tpl(a1) + v*sin_tpl(a1)); Vec3 o0 = center + outerRadius * (u*cos_tpl(a0) + v*sin_tpl(a0)); Vec3 o1 = center + outerRadius * (u*cos_tpl(a1) + v*sin_tpl(a1)); gEnv->pRenderer->GetIRenderAuxGeom()->DrawTriangle(i0, innerColor, i1, innerColor, o1, outerColor); gEnv->pRenderer->GetIRenderAuxGeom()->DrawTriangle(i0, innerColor, o1, outerColor, o0, outerColor); } }
void CBirdsFlock::UpdateLandingPoints() { int numPoints = m_boids.size() * 3 / 2; if (m_LandingPoints.size() < (size_t)numPoints) { if (!m_landCollisionInfo.IsRequestingRayCast()) { float maxradius = m_bc.fSpawnRadius * 0.6f; Vec3 origin(m_bc.flockPos); float angle = Boid::Frand() * gf_PI; float radius = (Boid::Frand() + 1) / 2 * maxradius; origin += Vec3(cos_tpl(angle) * radius, sin_tpl(angle) * radius, 5.f); Vec3 vDir = Vec3(0, 0, -10); m_landCollisionInfo.QueueRaycast(m_pEntity->GetId(), origin, vDir, &m_landCollisionCallback); } } }
//-------------------------------------------------------- EntityId CMelee::GetNearestTarget() { CActor* pOwnerActor = m_pWeapon->GetOwnerActor(); if(pOwnerActor == NULL || (gEnv->bMultiplayer && m_slideKick)) return 0; CRY_ASSERT(pOwnerActor->IsClient()); IMovementController* pMovementController = pOwnerActor->GetMovementController(); if (!pMovementController) return 0; SMovementState moveState; pMovementController->GetMovementState(moveState); const Vec3 playerDir = moveState.aimDirection; const Vec3 playerPos = moveState.eyePosition; const float range = g_pGameCVars->pl_melee.melee_snap_target_select_range; const float angleLimit = cos_tpl(DEG2RAD(g_pGameCVars->pl_melee.melee_snap_angle_limit)); return m_collisionHelper.GetBestAutoAimTargetForUser(pOwnerActor->GetEntityId(), playerPos, playerDir, range, angleLimit); }
//----------------------------------------------------------------------- void CSpectacularKill::ReadXmlData( const IItemParamsNode* pRootNode) { CRY_ASSERT(pRootNode); ISharedParamsManager* pSharedParamsManager = gEnv->pGame->GetIGameFramework()->GetISharedParamsManager(); CRY_ASSERT(pSharedParamsManager); // If we change the SharedParamsManager to accept CRCs on its interface we could compute this once and store // the name's CRC32 instead of constructing it here each time this method is invoked (it shouldn't be invoked // too often, though) const char* szEntityClassName = m_pOwner->GetEntityClassName(); CryFixedStringT<64> sharedParamsName; sharedParamsName.Format("%s_%s", SSharedSpectacularParams::s_typeInfo.GetName(), szEntityClassName); ISharedParamsConstPtr pSharedParams = pSharedParamsManager->Get(sharedParamsName); if (pSharedParams) { m_pParams = CastSharedParamsPtr<SSharedSpectacularParams>(pSharedParams); return; } m_pParams.reset(); const IItemParamsNode* pParams = pRootNode->GetChild("SpectacularKill"); if (pParams) { SSharedSpectacularParams newParams; const int childCount = pParams->GetChildCount(); newParams.paramsList.reserve(childCount); for (int i = 0; i < childCount; ++i) { const IItemParamsNode* pTargetParams = pParams->GetChild(i); CRY_ASSERT(pTargetParams); IEntityClass* pTargetClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(pTargetParams->GetName()); if (pTargetClass) { SSpectacularKillParams targetParams; const IItemParamsNode* pChildParamsNode = pTargetParams->GetChild("Params"); const IItemParamsNode* pChildAnimsNode = pTargetParams->GetChild("Anims"); targetParams.pEnemyClass = pTargetClass; if(pChildParamsNode) { pChildParamsNode->GetAttribute("impulseScale", targetParams.impulseScale); const char* szImpulseBone = pChildParamsNode->GetAttributeSafe("impulseBone"); ICharacterInstance* pCharacter = m_pOwner->GetEntity()->GetCharacter(0); targetParams.impulseBone = pCharacter ? pCharacter->GetIDefaultSkeleton().GetJointIDByName(szImpulseBone) : -1; } if(pChildAnimsNode) { const int animCount = pChildAnimsNode->GetChildCount(); targetParams.animations.reserve(animCount); for(int j = 0; j < animCount; j++) { const IItemParamsNode* pAnimNode = pChildAnimsNode->GetChild(j); if(pAnimNode) { SSpectacularKillAnimation newAnimation; newAnimation.victimAnimation = pAnimNode->GetAttributeSafe("victimAnimation"); newAnimation.killerAnimation = pAnimNode->GetAttributeSafe("killerAnimation"); pAnimNode->GetAttribute("optimalDist", newAnimation.optimalDist); if (pAnimNode->GetAttribute("targetToKillerAngle", newAnimation.targetToKillerAngle)) newAnimation.targetToKillerAngle = DEG2RAD(newAnimation.targetToKillerAngle); if (pAnimNode->GetAttribute("targetToKillerAngleRange", newAnimation.targetToKillerMinDot)) newAnimation.targetToKillerMinDot = cos_tpl(DEG2RAD(newAnimation.targetToKillerMinDot) / 2.0f); pAnimNode->GetAttribute("obstacleCheckStartOffset", newAnimation.vKillerObstacleCheckOffset); pAnimNode->GetAttribute("obstacleCheckLength", newAnimation.fObstacleCheckLength); targetParams.animations.push_back(newAnimation); } } } CRY_ASSERT_MESSAGE(targetParams.animations.size() > 0, string().Format("No Animations defined for %s spectacular kill", pTargetClass->GetName())); newParams.paramsList.push_back(targetParams); } #ifdef SPECTACULAR_KILL_DEBUG else { GameWarning("spectacular Kill: Couldn't find entity of class '%s', skipping", pTargetParams->GetName()); } #endif } m_pParams = CastSharedParamsPtr<SSharedSpectacularParams>(pSharedParamsManager->Register(sharedParamsName, newParams)); } }
bool CScriptBind_Boids::ReadParamsTable(IScriptTable *pTable, struct SBoidContext &bc,SBoidsCreateContext &ctx ) { pTable->BeginSetGetChain(); float fval; const char *str; ctx.models.clear(); ctx.boidsCount = 0; pTable->GetValueChain( "count",ctx.boidsCount ); if (pTable->GetValueChain( "model",str )) { ctx.models.push_back(str); } if (pTable->GetValueChain( "model1",str )) { if (str[0]) ctx.models.push_back(str); } if (pTable->GetValueChain( "model2",str )) { if (str[0]) ctx.models.push_back(str); } if (pTable->GetValueChain( "model3",str )) { if (str[0]) ctx.models.push_back(str); } if (pTable->GetValueChain( "model4",str )) { if (str[0]) ctx.models.push_back(str); } if (pTable->GetValueChain( "character",str )) { ctx.characterModel = str; } if (pTable->GetValueChain( "animation",str )) { ctx.animation = str; } pTable->GetValueChain( "behavior",bc.behavior ); pTable->GetValueChain( "boid_mass",bc.fBoidMass); pTable->GetValueChain( "boid_size",bc.boidScale ); pTable->GetValueChain( "boid_size_random",bc.boidRandomScale ); pTable->GetValueChain( "min_height",bc.MinHeight ); pTable->GetValueChain( "max_height",bc.MaxHeight ); pTable->GetValueChain( "min_attract_distance",bc.MinAttractDistance ); pTable->GetValueChain( "max_attract_distance",bc.MaxAttractDistance ); if(bc.MinAttractDistance <=0.05f) bc.MinAttractDistance = 0.05f; if(bc.MaxAttractDistance <=bc.MinAttractDistance) bc.MaxAttractDistance =bc.MinAttractDistance +0.05f; pTable->GetValueChain( "min_speed",bc.MinSpeed ); pTable->GetValueChain( "max_speed",bc.MaxSpeed ); pTable->GetValueChain( "factor_align",bc.factorAlignment ); pTable->GetValueChain( "factor_cohesion",bc.factorCohesion ); pTable->GetValueChain( "factor_separation",bc.factorSeparation ); pTable->GetValueChain( "factor_origin",bc.factorAttractToOrigin ); pTable->GetValueChain( "factor_keep_height",bc.factorKeepHeight ); pTable->GetValueChain( "factor_avoid_land",bc.factorAvoidLand ); pTable->GetValueChain( "factor_random_accel",bc.factorRandomAccel ); pTable->GetValueChain( "flight_time",bc.flightTime ); pTable->GetValueChain( "factor_take_off",bc.factorTakeOff ); pTable->GetValueChain( "land_deceleration_height",bc.landDecelerationHeight); pTable->GetValueChain( "max_anim_speed",bc.MaxAnimationSpeed ); pTable->GetValueChain( "follow_player",bc.followPlayer ); pTable->GetValueChain( "no_landing",bc.noLanding ); pTable->GetValueChain( "start_on_ground",bc.bStartOnGround ); pTable->GetValueChain( "avoid_water",bc.bAvoidWater ); pTable->GetValueChain( "avoid_obstacles",bc.avoidObstacles ); pTable->GetValueChain( "max_view_distance",bc.maxVisibleDistance ); pTable->GetValueChain( "max_animation_distance",bc.animationMaxDistanceSq); bc.animationMaxDistanceSq *= bc.animationMaxDistanceSq; pTable->GetValueChain( "spawn_from_point", bc.bSpawnFromPoint ); pTable->GetValueChain( "pickable_alive", bc.bPickableWhenAlive ); pTable->GetValueChain( "pickable_dead", bc.bPickableWhenDead ); pTable->GetValueChain( "pickable_message", bc.pickableMessage ); pTable->GetValueChain( "spawn_radius",bc.fSpawnRadius); //pTable->GetValueChain( "boid_radius",bc.fBoidRadius); pTable->GetValueChain( "gravity_at_death",bc.fGravity); pTable->GetValueChain( "boid_mass",bc.fBoidMass); if (pTable->GetValueChain( "fov_angle",fval )) { fval = fval/2.0f; // Half angle used for cos of fov. bc.cosFovAngle = cos_tpl(fval*gf_PI/180.0f); } pTable->GetValueChain("invulnerable", bc.bInvulnerable); SmartScriptTable groundTable; if (pTable->GetValueChain("ground",groundTable)) { groundTable->BeginSetGetChain(); groundTable->GetValueChain( "factor_align",bc.factorAlignmentGround ); groundTable->GetValueChain( "factor_cohesion",bc.factorCohesionGround ); groundTable->GetValueChain( "factor_separation",bc.factorSeparationGround ); groundTable->GetValueChain( "factor_origin",bc.factorAttractToOriginGround ); groundTable->GetValueChain( "walk_speed",bc.walkSpeed); groundTable->GetValueChain( "offset",bc.groundOffset); groundTable->GetValueChain( "walk_to_idle_duration",bc.fWalkToIdleDuration); groundTable->GetValueChain( "on_ground_idle_duration_min",bc.fOnGroundIdleDurationMin); groundTable->GetValueChain( "on_ground_idle_duration_max",bc.fOnGroundIdleDurationMax); groundTable->GetValueChain( "on_ground_walk_duration_min",bc.fOnGroundWalkDurationMin); groundTable->GetValueChain( "on_ground_walk_duration_max",bc.fOnGroundWalkDurationMax); groundTable->EndSetGetChain(); } SmartScriptTable audio; if (pTable->GetValueChain("Audio", audio)) { bc.audio.clear(); for (int i = 1; i < audio->Count(); ++i) { str = ""; if (audio->GetAt(i, str)) { TAudioControlID audioControlID = INVALID_AUDIO_CONTROL_ID; gEnv->pAudioSystem->GetAudioTriggerID(str, audioControlID); bc.audio.push_back(audioControlID); } } } SmartScriptTable animations; if (pTable->GetValueChain("Animations",animations)) { bc.animations.clear(); // related to CE-1736: clear contents from a previous call for (int i = 1; i < 100; i++) { str = ""; if (animations->GetAt(i,str)) { bc.animations.push_back(str); } else break; } } pTable->EndSetGetChain(); return true; }
bool CDialogActorContext::DoLocalPlayerChecks(const float dt) { // don't check this every frame, but only every .2 secs m_checkPlayerTimeOut-=dt; if (m_checkPlayerTimeOut <= 0.0f) { do // a dummy loop to use break { float awareDistance; float awareDistanceSq; float awareAngle; m_pSession->GetPlayerAwarenessValues(awareDistance, awareAngle); awareDistanceSq=awareDistance*awareDistance; m_checkPlayerTimeOut = PLAYER_CHECKTIME; const float spotAngleCos = cos_tpl(DEG2RAD(awareAngle)); const CDialogSession::TActorContextMap& contextMap = m_pSession->GetAllContexts(); if (contextMap.size() == 1 && contextMap.begin()->first == m_actorID) { m_bIsAware = true; break; } // early out, when we don't have to do any checks if (awareDistance <= 0.0f && awareAngle <= 0.0f) { m_bIsAware = true; break; } IEntity* pThisEntity = m_pSession->GetActorEntity(m_actorID); if (!pThisEntity) { assert (false); m_bIsAware = true; break; } IMovementController* pMC = (m_pIActor != NULL) ? m_pIActor->GetMovementController() : NULL; if (!pMC) { assert (false); m_bIsAware = true; break; } SMovementState moveState; pMC->GetMovementState(moveState); Vec3 viewPos = moveState.eyePosition; Vec3 viewDir = moveState.eyeDirection; viewDir.z = 0.0f; viewDir.NormalizeSafe(); // check the player's position // check the player's view direction AABB groupBounds; groupBounds.Reset(); CDialogSession::TActorContextMap::const_iterator iter = contextMap.begin(); CDialogScript::SActorSet lookingAt = 0; while (iter != contextMap.end()) { if (iter->first != m_actorID) { IEntity* pActorEntity = m_pSession->GetActorEntity(iter->first); if (pActorEntity) { Vec3 vEntityPos = pActorEntity->GetWorldPos(); AABB worldBounds; pActorEntity->GetWorldBounds(worldBounds); groupBounds.Add(worldBounds); // calc if we look at it somehow Vec3 vEntityDir = vEntityPos - viewPos; vEntityDir.z = 0.0f; vEntityDir.NormalizeSafe(); if (viewDir.IsUnit() && vEntityDir.IsUnit()) { const float dot = clamp_tpl(viewDir.Dot(vEntityDir),-1.0f,+1.0f); // clamping should not be needed if (spotAngleCos <= dot) lookingAt.SetActor(iter->first); DiaLOG::Log(DiaLOG::eDebugC, "Angle to actor %d is %f deg", iter->first, RAD2DEG(acos_tpl(dot))); } } } ++iter; } const float distanceSq = pThisEntity->GetWorldPos().GetSquaredDistance(groupBounds.GetCenter()); CCamera& camera=gEnv->pSystem->GetViewCamera(); const bool bIsInAABB = camera.IsAABBVisible_F(groupBounds); const bool bIsInRange = distanceSq <= awareDistanceSq; const bool bIsLooking = contextMap.empty() || lookingAt.NumActors() > 0; m_bIsAwareLooking = awareAngle <= 0.0f || (bIsInAABB || bIsLooking); m_bIsAwareInRange = awareDistance <= 0.0f || bIsInRange; m_bIsAware = m_bIsAwareLooking && m_bIsAwareInRange; DiaLOG::Log(DiaLOG::eDebugB, "[DIALOG] LPC: %s awDist=%f awAng=%f AABBVis=%d IsLooking=%d InRange=%d [Distance=%f LookingActors=%d] Final=%saware", m_pSession->GetDebugName(), awareDistance, awareAngle, bIsInAABB, bIsLooking, bIsInRange, sqrt_tpl(distanceSq), lookingAt.NumActors(), m_bIsAware ? "" : "not "); } while (false); } if (m_bIsAware) { m_playerAwareTimeOut = m_pSession->GetPlayerAwarenessGraceTime(); } else { m_playerAwareTimeOut-= dt; if (m_playerAwareTimeOut <= 0) { return false; } } return true; }
void CAnimatedCharacter::SetDesiredLocalLocation( ISkeletonAnim* pSkeletonAnim, const QuatT& desiredLocalLocation, float fDeltaTime) { CRY_ASSERT(desiredLocalLocation.IsValid()); { uint32 NumAnimsInQueue = pSkeletonAnim->GetNumAnimsInFIFO(0); uint32 nMaxActiveInQueue=MAX_EXEC_QUEUE; if (nMaxActiveInQueue>NumAnimsInQueue) nMaxActiveInQueue=NumAnimsInQueue; if (NumAnimsInQueue>nMaxActiveInQueue) NumAnimsInQueue=nMaxActiveInQueue; uint32 active=0; for (uint32 a=0; a<NumAnimsInQueue; a++) { const CAnimation& anim = pSkeletonAnim->GetAnimFromFIFO(0,a); active += anim.IsActivated() ? 1 : 0; } if (active>nMaxActiveInQueue) active=nMaxActiveInQueue; nMaxActiveInQueue=active; const SParametricSampler *pLMG = NULL; for (int32 a=nMaxActiveInQueue-1; (a >= 0) && !pLMG; --a) { const CAnimation& anim = pSkeletonAnim->GetAnimFromFIFO(0,a); pLMG = anim.GetParametricSampler(); } } const Vec3 dir = desiredLocalLocation.GetColumn1(); float turnAngle = atan2f(-dir.x, dir.y); float turnSpeed = turnAngle / fDeltaTime; const Vec2 deltaVector(desiredLocalLocation.t.x, desiredLocalLocation.t.y); const float travelDist = deltaVector.GetLength(); const Vec2 deltaDir = (travelDist > 0.0f) ? (deltaVector / travelDist) : Vec2(0,0); float travelAngle = (deltaDir.x == 0.0f && deltaDir.y == 0.0f ? 0.0f : atan2f(-deltaDir.x, deltaDir.y)); float travelSpeed; if (gEnv->bMultiplayer) { travelSpeed = travelDist / fDeltaTime; } else { const float cosGroundSlope = fabsf(cosf(m_fGroundSlopeMoveDirSmooth)); travelSpeed = (cosGroundSlope > FLT_EPSILON) ? (travelDist / (fDeltaTime * cosGroundSlope)) : (travelDist / fDeltaTime); } // TravelAngle smoothing { const Vec2 newStrafe = Vec2(-sin_tpl(travelAngle), cos_tpl(travelAngle)); if (CAnimationGraphCVars::Get().m_enableTurnAngleSmoothing) { SmoothCD(m_fDesiredStrafeSmoothQTX, m_fDesiredStrafeSmoothRateQTX, fDeltaTime, newStrafe, 0.10f); } else { m_fDesiredStrafeSmoothQTX=newStrafe; m_fDesiredStrafeSmoothRateQTX.zero(); } travelAngle = Ang3::CreateRadZ(Vec2(0,1),m_fDesiredStrafeSmoothQTX); } const bool modulateTurnSpeedByTravelAngle = true; if (modulateTurnSpeedByTravelAngle) { static float minimum = DEG2RAD(10.0f); // do not change turnSpeed when travelAngle is below this static float maximum = DEG2RAD(40.0f); // force turnspeed to zero when travelAngle is above this const float turnSpeedScale = 1.0f - clamp_tpl( fabsf(travelAngle) - minimum, 0.0f, maximum - minimum ) / ( maximum - minimum ); turnSpeed *= turnSpeedScale; } // TurnSpeed smoothing { if (CAnimationGraphCVars::Get().m_enableTurnSpeedSmoothing) { SmoothCD(m_fDesiredTurnSpeedSmoothQTX, m_fDesiredTurnSpeedSmoothRateQTX, fDeltaTime, turnSpeed, 0.40f); } else { m_fDesiredTurnSpeedSmoothQTX = turnSpeed; m_fDesiredTurnSpeedSmoothRateQTX = 0.0f; } } // TravelSpeed smoothing { if (CAnimationGraphCVars::Get().m_enableTravelSpeedSmoothing) { SmoothCD(m_fDesiredMoveSpeedSmoothQTX, m_fDesiredMoveSpeedSmoothRateQTX, fDeltaTime, travelSpeed, 0.04f); } else { m_fDesiredMoveSpeedSmoothQTX = travelSpeed; m_fDesiredMoveSpeedSmoothRateQTX = 0.0f; } } SetMotionParam(pSkeletonAnim, eMotionParamID_TravelSpeed, m_fDesiredMoveSpeedSmoothQTX); SetMotionParam(pSkeletonAnim, eMotionParamID_TurnSpeed, m_fDesiredTurnSpeedSmoothQTX * CAnimationGraphCVars::Get().m_turnSpeedParamScale); SetMotionParam(pSkeletonAnim, eMotionParamID_TravelAngle, travelAngle); // eMotionParamID_TravelSlope SetMotionParam(pSkeletonAnim, eMotionParamID_TurnAngle, turnAngle); // eMotionParamID_TravelDist SetMotionParam(pSkeletonAnim, eMotionParamID_StopLeg, 0); }
//------------------------------------------------------------------------ int CMelee::Hit(const Vec3 &pt, const Vec3 &dir, const Vec3 &normal, IPhysicalEntity *pCollider, EntityId collidedEntityId, int partId, int ipart, int surfaceIdx, bool remote) { MeleeDebugLog ("CMelee<%p> HitPointDirNormal(remote=%s)", this, remote ? "true" : "false"); int hitTypeID = 0; CActor *pOwnerActor = m_pWeapon->GetOwnerActor(); if (pOwnerActor) { IActor* pTargetActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(collidedEntityId); IEntity* pTarget = pTargetActor ? pTargetActor->GetEntity() : gEnv->pEntitySystem->GetEntity(collidedEntityId); IEntity* pOwnerEntity = pOwnerActor->GetEntity(); IAIObject* pOwnerAI = pOwnerEntity->GetAI(); float damageScale = 1.0f; bool silentHit = false; if(pTargetActor) { IAnimatedCharacter* pTargetAC = pTargetActor->GetAnimatedCharacter(); IAnimatedCharacter* pOwnerAC = pOwnerActor->GetAnimatedCharacter(); if(pTargetAC && pOwnerAC) { Vec3 targetFacing(pTargetAC->GetAnimLocation().GetColumn1()); Vec3 ownerFacing(pOwnerAC->GetAnimLocation().GetColumn1()); float ownerFacingDot = ownerFacing.Dot(targetFacing); float fromBehindDot = cos_tpl(DEG2RAD(g_pGameCVars->pl_melee.angle_limit_from_behind)); if(ownerFacingDot > fromBehindDot) { #ifndef _RELEASE if (g_pGameCVars->g_LogDamage) { CryLog ("[DAMAGE] %s '%s' is%s meleeing %s '%s' from behind (because %f > %f)", pOwnerActor->GetEntity()->GetClass()->GetName(), pOwnerActor->GetEntity()->GetName(), silentHit ? " silently" : "", pTargetActor->GetEntity()->GetClass()->GetName(), pTargetActor->GetEntity()->GetName(), ownerFacingDot, fromBehindDot); } #endif damageScale *= g_pGameCVars->pl_melee.damage_multiplier_from_behind; } } } // Send target stimuli if (!gEnv->bMultiplayer) { IAISystem *pAISystem = gEnv->pAISystem; ITargetTrackManager *pTargetTrackManager = pAISystem ? pAISystem->GetTargetTrackManager() : NULL; if (pTargetTrackManager && pOwnerAI) { IAIObject *pTargetAI = pTarget ? pTarget->GetAI() : NULL; if (pTargetAI) { const tAIObjectID aiOwnerId = pOwnerAI->GetAIObjectID(); const tAIObjectID aiTargetId = pTargetAI->GetAIObjectID(); TargetTrackHelpers::SStimulusEvent eventInfo; eventInfo.vPos = pt; eventInfo.eStimulusType = TargetTrackHelpers::eEST_Generic; eventInfo.eTargetThreat = AITHREAT_AGGRESSIVE; pTargetTrackManager->HandleStimulusEventForAgent(aiTargetId, aiOwnerId, "MeleeHit",eventInfo); pTargetTrackManager->HandleStimulusEventInRange(aiOwnerId, "MeleeHitNear", eventInfo, 5.0f); } } } //Check if is a friendly hit, in that case FX and Hit will be skipped bool isFriendlyHit = (pOwnerEntity && pTarget) ? IsFriendlyHit(pOwnerEntity, pTarget) : false; if(!isFriendlyHit) { CPlayer * pAttackerPlayer = pOwnerActor->IsPlayer() ? static_cast<CPlayer*>(pOwnerActor) : NULL; float damage = m_pMeleeParams->meleeparams.damage_ai; if(pOwnerActor->IsPlayer()) { damage = m_slideKick ? m_pMeleeParams->meleeparams.slide_damage : GetMeleeDamage(); } #ifndef _RELEASE if (pTargetActor && g_pGameCVars->g_LogDamage) { CryLog ("[DAMAGE] %s '%s' is%s meleeing %s '%s' applying damage = %.3f x %.3f = %.3f", pOwnerActor->GetEntity()->GetClass()->GetName(), pOwnerActor->GetEntity()->GetName(), silentHit ? " silently" : "", pTargetActor->GetEntity()->GetClass()->GetName(), pTargetActor->GetEntity()->GetName(), damage, damageScale, damage * damageScale); } #endif //Generate Hit if(pTarget) { CGameRules *pGameRules = g_pGame->GetGameRules(); CRY_ASSERT_MESSAGE(pGameRules, "No game rules! Melee can not apply hit damage"); if (pGameRules) { hitTypeID = silentHit ? CGameRules::EHitType::SilentMelee : m_hitTypeID; HitInfo info(m_pWeapon->GetOwnerId(), pTarget->GetId(), m_pWeapon->GetEntityId(), damage * damageScale, 0.0f, surfaceIdx, partId, hitTypeID, pt, dir, normal); if (m_pMeleeParams->meleeparams.knockdown_chance>0 && Random(100) < m_pMeleeParams->meleeparams.knockdown_chance) info.knocksDown = true; info.remote = remote; pGameRules->ClientHit(info); } if (pAttackerPlayer && pAttackerPlayer->IsClient()) { const Vec3 posOffset = (pt - pTarget->GetWorldPos()); SMeleeHitParams params; params.m_boostedMelee = false; params.m_hitNormal = normal; params.m_hitOffset = posOffset; params.m_surfaceIdx = surfaceIdx; params.m_targetId = pTarget->GetId(); pAttackerPlayer->OnMeleeHit(params); } } else { //Play Material FX PlayHitMaterialEffect(pt, normal, false, surfaceIdx); } } if (pTarget) { CActor *pCTargetActor = static_cast<CActor*>(pTargetActor); CPlayer* pTargetPlayer = (pTargetActor && pTargetActor->IsPlayer()) ? static_cast<CPlayer*>(pTargetActor) : NULL; if(pTargetPlayer && pTargetPlayer->IsClient()) { if(m_pMeleeParams->meleeparams.trigger_client_reaction) { pTargetPlayer->TriggerMeleeReaction(); } } } } return hitTypeID; }