Esempio n. 1
0
void CActor::Feel_Grenade_Update( float rad )
{
	if ( !IsGameTypeSingle() )
	{
		return;
	}
	// Find all nearest objects
	Fvector pos_actor;
	Center( pos_actor );

	q_nearest.clear_not_free();
	g_pGameLevel->ObjectSpace.GetNearest( q_nearest, pos_actor, rad, NULL );

	xr_vector<CObject*>::iterator	it_b = q_nearest.begin();
	xr_vector<CObject*>::iterator	it_e = q_nearest.end();

	// select only grenade
	for ( ; it_b != it_e; ++it_b )
	{
		if ( (*it_b)->getDestroy() ) continue;					// Don't touch candidates for destroy

		CGrenade* grn = smart_cast<CGrenade*>( *it_b );
		if( !grn || grn->Initiator() == ID() || grn->Useful() )
		{
			continue;
		}
		if ( grn->time_from_begin_throw() < m_fFeelGrenadeTime )
		{
			continue;
		}
		if ( HUD().AddGrenade_ForMark( grn ) )
		{
			//.	Msg("__ __ Add new grenade! id = %d ", grn->ID() );
		}
	}// for it

	HUD().Update_GrenadeView( pos_actor );
}
Esempio n. 2
0
void	CActor::PickupModeUpdate_COD	()
{
	if (Level().CurrentViewEntity() != this || !g_b_COD_PickUpMode) return;
		
	if (!g_Alive() || eacFirstEye != cam_active) 
	{
		CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(NULL);
		return;
	};
	
	CFrustum						frustum;
	frustum.CreateFromMatrix		(Device.mFullTransform, FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

	ISpatialResult.clear_not_free	();
	g_SpatialSpace->q_frustum		(ISpatialResult, 0, STYPE_COLLIDEABLE, frustum);

	float maxlen					= 1000.0f;
	CInventoryItem* pNearestItem	= NULL;

	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		CInventoryItem*	pIItem	= smart_cast<CInventoryItem*> (spatial->dcast_CObject        ());

		if (0 == pIItem)											continue;
		if (pIItem->object().H_Parent() != NULL)					continue;
		if (!pIItem->CanTake())										continue;
		if ( smart_cast<CExplosiveRocket*>( &pIItem->object() ) )	continue;

		CGrenade*	pGrenade	= smart_cast<CGrenade*> (spatial->dcast_CObject        ());
		if (pGrenade && !pGrenade->Useful())						continue;

		CMissile*	pMissile	= smart_cast<CMissile*> (spatial->dcast_CObject        ());
		if (pMissile && !pMissile->Useful())						continue;
		
		Fvector A, B, tmp; 
		pIItem->object().Center			(A);
		if (A.distance_to_sqr(Position())>4)						continue;

		tmp.sub(A, cam_Active()->vPosition);
		B.mad(cam_Active()->vPosition, cam_Active()->vDirection, tmp.dotproduct(cam_Active()->vDirection));
		float len = B.distance_to_sqr(A);
		if (len > 1)												continue;

		if (maxlen>len && !pIItem->object().getDestroy())
		{
			maxlen = len;
			pNearestItem = pIItem;
		};
	}

	if(pNearestItem)
	{
		CFrustum					frustum;
		frustum.CreateFromMatrix	(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
		if (!CanPickItem(frustum, Device.vCameraPosition, &pNearestItem->object()))
			pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if (Level().m_feel_deny.is_object_denied(pNearestItem->cast_game_object()))
				pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if(!pNearestItem->cast_game_object()->getVisible())
				pNearestItem = NULL;
	}

	CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(pNearestItem);

	if (pNearestItem && m_bPickupMode)
	{
		CUsableScriptObject*	pUsableObject = smart_cast<CUsableScriptObject*>(pNearestItem);
		if(pUsableObject && (!m_pUsableObject))
			pUsableObject->use(this);

		//подбирание объекта
		Game().SendPickUpEvent(ID(), pNearestItem->object().ID());
	}
};