Esempio n. 1
0
//------------------------------------------------------------------------
void CFlowVehiclePassenger::ProcessEvent(EFlowEvent flowEvent, SActivationInfo* pActivationInfo)
{
	CFlowVehicleBase::ProcessEvent(flowEvent, pActivationInfo);

	if (flowEvent == eFE_Activate)
	{
		m_actorId = GetPortEntityId(pActivationInfo, IN_ACTORID);
		m_seatId  = GetPortInt(pActivationInfo, IN_SEATID);

		if (IVehicle* pVehicle = GetVehicle())
		{
			if (IsPortActive(pActivationInfo, IN_TRIGGERPASSENGERIN))
			{
				if (m_actorId && m_seatId > 0)
				{
					IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_actorId);

					if (pActor)
					{
						IVehicle* pCurrent = pActor->GetLinkedVehicle();

						if (pCurrent && pCurrent != pVehicle)
						{
							if (IVehicleSeat* pSeat = pCurrent->GetSeatForPassenger(m_actorId))
								pSeat->Exit(false, true);
						}

						if (pCurrent == pVehicle && pCurrent->GetSeatForPassenger(m_actorId))
						{
							((CVehicle*)pVehicle)->ChangeSeat(m_actorId, 0, m_seatId);
						}
						else
						{
							if (IVehicleSeat* pSeat = pVehicle->GetSeatById(m_seatId))
								pSeat->Enter(m_actorId);
						}
					}
				}
			}

			if (IsPortActive(pActivationInfo, IN_TRIGGERPASSENGEROUT))
			{
				if (m_actorId)
				{
					if (IVehicleSeat* pSeat =  pVehicle->GetSeatForPassenger(m_actorId))
						pSeat->Exit(true);
				}
			}
		}
	}
}
Esempio n. 2
0
//------------------------------------------------------------------------
void CVehicleMountedWeapon::StartUse(EntityId userId)
{
	IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId);
	if (!IsRippingOff() && pVehicle)
	{ 
		m_pOwnerSeat = pVehicle->GetWeaponParentSeat(GetEntityId());
		m_pSeatUser = pVehicle->GetSeatForPassenger(userId);

		IActor* pOwner = GetOwnerActor();
		if (pOwner && !pOwner->IsPlayer())
		{
			SHUDEvent hudEvent(eHUDEvent_AddEntity);
			hudEvent.AddData((int)pVehicle->GetEntityId());
			CHUDEventDispatcher::CallEvent(hudEvent);
		}

		ClearItemFlags(eIF_InformClientsAboutUse);
 	}

	CHeavyMountedWeapon::StartUse(userId);

	CActor* pActor = GetOwnerActor();
	if (pActor && pActor->IsPlayer())
	{
		static_cast<CPlayer*>(pActor)->RefreshVisibilityState();
	}
}
Esempio n. 3
0
//------------------------------------------------------------------------
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);
	}
}
Esempio n. 4
0
//------------------------------------------------------------------------
bool CVehicleMountedWeapon::CanZoom() const
{
	if (!CHeavyMountedWeapon::CanZoom())
		return false;

	IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId);
	if(pVehicle && !IsRippedOff())
	{
		if (m_pSeatUser != m_pOwnerSeat)
			return false;

		IActor* pActor = GetOwnerActor();
		IVehicleSeat* pSeat = pActor ? pVehicle->GetSeatForPassenger(pActor->GetEntityId()) : NULL;
		IVehicleView* pView = pSeat ? pSeat->GetCurrentView() : NULL;
		if (pView && pView->IsThirdPerson())
			return false;
	}

	return true;
}
Esempio n. 5
0
//------------------------------------------------------------------------
bool CVehicleWeapon::CanZoom() const
{
  if (!CWeapon::CanZoom())
    return false;

  if (!m_bOwnerInSeat)
    return false;

	IVehicle *pVehicle = GetVehicle();
	if(!pVehicle)
		return false;

  IActor* pActor = GetOwnerActor();
	IVehicleSeat* pSeat = pActor ? pVehicle->GetSeatForPassenger(pActor->GetEntityId()) : NULL;
	IVehicleView* pView = pSeat ? pSeat->GetCurrentView() : NULL;
  if (pView && pView->IsThirdPerson())
    return false;

  return true;
}
void CFlowNode_AISequenceAction_VehicleRotateTurret::HandleSequenceEvent(AIActionSequence::SequenceEvent sequenceEvent)
{
	switch(sequenceEvent)
	{
	case AIActionSequence::StartAction:
		{
			if (!m_actInfo.pEntity)
			{
				// the entity has gone for some reason, at least make sure the action gets finished properly and the FG continues
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			assert(gEnv && gEnv->pGame && gEnv->pGame->GetIGameFramework() && gEnv->pGame->GetIGameFramework()->GetIActorSystem());
			IActor* pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_actInfo.pEntity->GetId());

			// ensure the FG entity is an IActor
			if (!pActor)
			{
				CRY_ASSERT_MESSAGE(0, "no compatible entity was provided");
				CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s failed to enter vehicle (no compatible entity was provided)", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			// get the vehicle the actor is linked to
			IVehicle* pVehicle = pActor->GetLinkedVehicle();
			if (!pVehicle)
			{
				CRY_ASSERT_MESSAGE(0, "agent is not linked to a vehicle");
				CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s is not linked to a vehicle", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			// get the seat the actor is sitting on
			CVehicleSeat* pSeat = static_cast<CVehicleSeat*>(pVehicle->GetSeatForPassenger(m_actInfo.pEntity->GetId()));
			if (!pSeat)
			{
				CRY_ASSERT_MESSAGE(0, "agent is not sitting in the vehicle it is linked to");
				CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s is not sitting in the vehicle it is linked to", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			// scan for the seat-action that allows rotating the turret
			TVehicleSeatActionVector& seatActions = pSeat->GetSeatActions();
			for (TVehicleSeatActionVector::iterator it = seatActions.begin(); it != seatActions.end(); ++it)
			{
				IVehicleSeatAction* pSeatAction = it->pSeatAction;
				if ((m_pActionRotateTurret = CAST_VEHICLEOBJECT(CVehicleSeatActionRotateTurret, pSeatAction)))
				{
					break;
				}
			}

			// ensure the vehicle-seat provided the correct action
			if (!m_pActionRotateTurret)
			{
				CRY_ASSERT_MESSAGE(0, "a CVehicleSeatActionRotateTurret is not provided by the vehicle or someone else in the vehicle has reserved that action already.");
				CryWarning(VALIDATOR_MODULE_AI, VALIDATOR_WARNING, "Actor %s could not find a CVehicleSeatActionRotateTurret or that action is already reserved by someone else", m_actInfo.pEntity->GetName());
				CancelSequenceAndActivateOutputPort(OutputPort_Done);
				return;
			}

			m_pitchThreshold = GetPortFloat(&m_actInfo, InputPort_ThresholdPitch);
			m_yawThreshold = GetPortFloat(&m_actInfo, InputPort_ThresholdYaw);

			Vec3 aimPos = GetPortVec3(&m_actInfo, InputPort_AimPos);
			m_pActionRotateTurret->SetAimGoal(aimPos);
		}
		break;

	case AIActionSequence::SequenceStopped:
		{
			if (m_pActionRotateTurret)
			{
				// cancel the rotation action
				m_pActionRotateTurret->SetAimGoal(Vec3Constants<float>::fVec3_Zero);
				m_pActionRotateTurret = NULL;
			}
		}
		break;
	}
}
Esempio n. 7
0
void CPlayerStateJump::Landed(CPlayer& player, const bool isHeavyWeapon, float fallSpeed)
{
#ifdef STATE_DEBUG
	bool remoteControlled = false;
	IVehicle* pVehicle = player.GetLinkedVehicle();
	if(pVehicle)
	{
		IVehicleSeat* pVehicleSeat = pVehicle->GetSeatForPassenger(player.GetEntityId());
		if(pVehicleSeat && pVehicleSeat->IsRemoteControlled())
		{
			remoteControlled = true;
		}
	}
	CRY_ASSERT_MESSAGE( player.GetLinkedEntity()==NULL || remoteControlled, "Cannot 'land' when you're linked to another entity!" );
#endif

	const SPlayerStats& stats = player.m_stats;

	Vec3 playerPosition = player.GetEntity()->GetWorldPos();
	IPhysicalEntity *phys = player.GetEntity()->GetPhysics();
	IMaterialEffects *mfx = gEnv->pGame->GetIGameFramework()->GetIMaterialEffects();

	const SActorPhysics& actorPhysics = player.GetActorPhysics();
	int matID = actorPhysics.groundMaterialIdx != -1 ? actorPhysics.groundMaterialIdx : mfx->GetDefaultSurfaceIndex();

	const float fHeightofEntity = playerPosition.z;
	const float worldWaterLevel = player.m_playerStateSwim_WaterTestProxy.GetWaterLevel();
	
	TMFXEffectId effectId = mfx->GetEffectId("bodyfall", matID);
	if (effectId != InvalidEffectId)
	{
		SMFXRunTimeEffectParams params;
		Vec3 direction = Vec3(0,0,0);
		if (IMovementController *pMV = player.GetMovementController())
		{
			SMovementState state;
			pMV->GetMovementState(state);
			direction = state.aimDirection;
		}
		params.pos = playerPosition + direction;
		//params.soundSemantic = eSoundSemantic_Player_Foley;

		float landFallParamVal = (float)__fsel( -(fallSpeed - 7.5f), 0.25f, 0.75f);
		params.AddAudioRtpc("landfall", landFallParamVal);

		const float speedParamVal = min(fabsf((actorPhysics.velocity.z * 0.1f)), 1.0f);
		params.AddAudioRtpc("speed", speedParamVal);

		mfx->ExecuteEffect(effectId, params);
	}

	bool heavyLanded = false;

	IItem* pCurrentItem = player.GetCurrentItem();
	CWeapon* pCurrentWeapon = pCurrentItem ? static_cast<CWeapon*>(pCurrentItem->GetIWeapon()) : NULL;

	if (fallSpeed > 0.0f && player.IsPlayer())
	{
		if(!gEnv->bMultiplayer)
		{
			const float verticalSpeed = fabs(fallSpeed);
			const float speedForHeavyLand = g_pGameCVars->pl_health.fallSpeed_HeavyLand;
			if ((verticalSpeed >= speedForHeavyLand) && (player.GetPickAndThrowEntity() == 0) && !player.IsDead())
			{
				if ( !isHeavyWeapon )
				{
					if (pCurrentWeapon)
					{
						pCurrentWeapon->FumbleGrenade();
						pCurrentWeapon->CancelCharge();
					}

					player.StartInteractiveActionByName("HeavyLand", false);
				}
				heavyLanded = true;
			}
		}
	}

	if(player.m_isClient)
	{
		if (fallSpeed > 0.0f)
		{
			const float fallIntensityMultiplier = stats.wasHit ? g_pGameCVars->pl_fall_intensity_hit_multiplier : g_pGameCVars->pl_fall_intensity_multiplier;
			const float fallIntensityMax = g_pGameCVars->pl_fall_intensity_max;
			const float fallTimeMultiplier = g_pGameCVars->pl_fall_time_multiplier;
			const float fallTimeMax = g_pGameCVars->pl_fall_time_max;
			const float zoomMultiplayer = (pCurrentWeapon && pCurrentWeapon->IsZoomed()) ? 0.2f : 1.0f;
			const float direction = ((cry_rand()%2)==0) ? -1.0f : 1.0f;
			const float intensity = clamp_tpl(fallIntensityMultiplier*fallSpeed*zoomMultiplayer, 0.0f, fallIntensityMax);
			const float shakeTime = clamp_tpl(fallTimeMultiplier*fallSpeed*zoomMultiplayer, 0.0f, fallTimeMax);
			const Vec3 rotation = Vec3(-0.5f, 0.15f*direction, 0.05f*direction);

			if (CScreenEffects* pGameScreenEffects = g_pGame->GetScreenEffects())
			{
				pGameScreenEffects->CamShake(rotation*intensity, Vec3(0, 0, 0), shakeTime, shakeTime, 0.05f, CScreenEffects::eCS_GID_Player);
			}

			IForceFeedbackSystem* pForceFeedback = g_pGame->GetIGameFramework()->GetIForceFeedbackSystem();
			assert(pForceFeedback);

			ForceFeedbackFxId fxId = pForceFeedback->GetEffectIdByName("landFF");
			pForceFeedback->PlayForceFeedbackEffect(fxId, SForceFeedbackRuntimeParams(intensity, 0.0f));

			if(fallSpeed > 7.0f)
			{
				player.PlaySound(CPlayer::ESound_Fall_Drop);
			}

			CPlayer::EPlayerSounds playerSound = heavyLanded ? CPlayer::ESound_Gear_HeavyLand : CPlayer::ESound_Gear_Land;
			player.PlaySound(playerSound, true);
		}
		CCCPOINT(PlayerMovement_LocalPlayerLanded);
	}
	
	if( gEnv->pAISystem )
	{
		// Notify AI
		//If silent feet active, ignore here
		const float noiseSupression = 0.0f;
		const float fAISoundRadius = (g_pGameCVars->ai_perception.landed_baseRadius + (g_pGameCVars->ai_perception.landed_speedMultiplier * fallSpeed)) * (1.0f - noiseSupression);
		SAIStimulus stim(AISTIM_SOUND, AISOUND_MOVEMENT_LOUD, player.GetEntityId(), 0,
			player.GetEntity()->GetWorldPos() + player.GetEyeOffset(), ZERO, fAISoundRadius);
		gEnv->pAISystem->RegisterStimulus(stim);
	}

	// Record 'Land' telemetry stats.

	CStatsRecordingMgr::TryTrackEvent(&player, eGSE_Land, fallSpeed);

	if (fallSpeed > 0.0f)
	{
		player.CreateScriptEvent( heavyLanded ? "heavylanded" : "landed",stats.fallSpeed);
	}
}
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);
}
Esempio n. 9
0
void CAVMine::ProcessEvent(SEntityEvent &event)
{
	if (m_frozen)
		return;

	switch(event.event)
	{
		case ENTITY_EVENT_ENTERAREA:
		{
			IEntity * pEntity = gEnv->pEntitySystem->GetEntity(event.nParam[0]);
			CGameRules* pGR = g_pGame->GetGameRules();
			if(pEntity && pGR)
			{
				// if this is a team game, mines aren't set off by their own team
				if(pGR->GetTeamCount() > 0 && (m_teamId != 0 && pGR->GetTeam(pEntity->GetId()) == m_teamId))
					break;

				// otherwise, not set off by the player who dropped them.
				if(pGR->GetTeamCount() == 0 && m_ownerId == pEntity->GetId())
					break;

				// or a vehicle that player might happen to be in
				IVehicle* pVehicle = g_pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(event.nParam[0]);
				if(pVehicle && pVehicle->GetSeatForPassenger(m_ownerId))
					break;

				IPhysicalEntity *pPhysics = pEntity->GetPhysics();
				if(pPhysics)
				{
					pe_status_dynamics physStatus;
					if(0 != pPhysics->GetStatus(&physStatus))
					{
						// only count moving objects
						if(physStatus.v.GetLengthSquared() > 0.1f)
							m_currentWeight += physStatus.mass;

						if (m_currentWeight > m_triggerWeight)
							Explode(true);
					}
				}
			}
			break;
		}
		

		case ENTITY_EVENT_LEAVEAREA:
		{
			IEntity * pEntity = gEnv->pEntitySystem->GetEntity(event.nParam[0]);
			if(pEntity)
			{
				IPhysicalEntity *pPhysics = pEntity->GetPhysics();
				if(pPhysics)
				{
					pe_status_dynamics physStatus;
					if(0 != pPhysics->GetStatus(&physStatus))
					{
						m_currentWeight -= physStatus.mass;

						if(m_currentWeight < 0)
							m_currentWeight = 0;
					}
				}
			}
			break;
		}

		default:
			break;
	}

	return CProjectile::ProcessEvent(event);
}