//------------------------------------------------------------------------
void CVehicleSeatActionMovement::StopUsing()
{
	IActorSystem* pActorSystem = CCryAction::GetCryAction()->GetIActorSystem();
	CRY_ASSERT(pActorSystem);

	IVehicleMovement* pMovement = m_pVehicle->GetMovement();
	if (!pMovement)
		return;

	CRY_ASSERT(m_pSeat);

	// default to continuing for a bit
	m_delayedStop = 0.8f;

	IActor* pActor = pActorSystem->GetActor(m_pSeat->GetPassenger());

	if (pActor && pActor->IsPlayer())
	{
		// if stopped already don't go anywhere
		IPhysicalEntity*   pPhys = m_pVehicle->GetEntity()->GetPhysics();
		pe_status_dynamics status;
		if (pPhys && pPhys->GetStatus(&status))
		{
			if (status.v.GetLengthSquared() < 25.0f)
				m_delayedStop = 0.0f;
		}

		if (m_actionForward > 0.0f)
			m_delayedStop = 1.5f;

		if (pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
			m_delayedStop *= 2.0f;

		m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate);

		// prevent full pedal being kept pressed, but give it a bit
		pMovement->OnAction(eVAI_MoveForward, eAAM_OnPress, 0.1f);
	}
	else
	{
		if (pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
		{
			m_delayedStop = 0.0f;
			m_pVehicle->SetObjectUpdate(this, IVehicle::eVOU_AlwaysUpdate);
		}
		else
		{
			pMovement->StopDriving();
		}
	}
}
Esempio n. 2
0
//------------------------------------------------------------------------
void CVehicleClient::OnAction(IVehicle* pVehicle, EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	assert(pVehicle);
 	if (!pVehicle)
		return;
	
  TActionNameIdMap::const_iterator ite = m_actionNameIds.find(actionId);
	if (ite == m_actionNameIds.end())
    return;

	switch (ite->second)
  {
  case (eVAI_XIMoveX):	
    {

			IVehicleMovement *pMovement = pVehicle->GetMovement();
			if (value < VEHICLE_GAMEPAD_DEADZONE && value > -VEHICLE_GAMEPAD_DEADZONE)
				value = 0.0f;

			if(pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
			{
				//strafe instead of turning for air vehicles
				if(value>0.f)
				{
					pVehicle->OnAction(eVAI_StrafeRight, eAAM_OnPress, value, actorId);
					m_bMovementFlagRight = true;
				}
				else if(value==0.f)
				{
					if(m_bMovementFlagRight)
					{
						pVehicle->OnAction(eVAI_StrafeRight, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagRight = false;
					}
					else if(m_bMovementFlagLeft)
					{
						pVehicle->OnAction(eVAI_StrafeLeft, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagLeft = false;
					}
				}
				else//value<0
				{
					pVehicle->OnAction(eVAI_StrafeLeft, eAAM_OnPress, -value, actorId);
					m_bMovementFlagLeft = true;
				}
			}
			else
			{
				if(value>0.f)
				{
					pVehicle->OnAction(eVAI_TurnRight, eAAM_OnPress, value, actorId);
					m_bMovementFlagRight = true;
				}
				else if(value==0.f)
				{
					if(m_bMovementFlagRight)
					{
						pVehicle->OnAction(eVAI_TurnRight, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagRight = false;
					}
					else if(m_bMovementFlagLeft)
					{
						pVehicle->OnAction(eVAI_TurnLeft, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagLeft = false;
					}
				}
				else//value<0
				{
					pVehicle->OnAction(eVAI_TurnLeft, eAAM_OnPress, -value, actorId);
					m_bMovementFlagLeft = true;
				}
			}
			break;
		}
  case (eVAI_XIMoveY):
		{
			EVehicleActionIds eForward = eVAI_MoveForward;
			EVehicleActionIds eBack = eVAI_MoveBack;
			if(!strcmp("Asian_helicopter",pVehicle->GetEntity()->GetClass()->GetName()))
			{
				eForward = eVAI_MoveUp;
				eBack = eVAI_MoveDown;
			}

			if(value>0.f)
			{
				pVehicle->OnAction(eForward, eAAM_OnPress, value, actorId);
				m_bMovementFlagForward = true;
			}
			else if(value==0.f)
			{
				if(m_bMovementFlagForward)
				{
					pVehicle->OnAction(eForward, eAAM_OnRelease, 0.f, actorId);
					m_bMovementFlagForward = false;
				}
				else if(m_bMovementFlagBack)
				{
					pVehicle->OnAction(eBack, eAAM_OnRelease, 0.f, actorId);
					m_bMovementFlagBack = false;
				}
			}			
			else//value<0.f
			{
				pVehicle->OnAction(eBack, eAAM_OnPress, -value, actorId);
				m_bMovementFlagBack = true;
			}
      break;
		}
  case (eVAI_XIRotateYaw):
		{
			IVehicleMovement *pMovement = pVehicle->GetMovement();
			if(pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air && pVehicle->IsPlayerDriving())
			{
				pVehicle->OnAction(eVAI_RotateYaw, eAAM_OnPress, value, actorId);
			}
			else
			{
				m_xiRotation.x = (5.0f*value)*(5.0f*value)*value;
			}
      break;
		}
  case (eVAI_XIRotatePitch):
		{
			IVehicleMovement *pMovement = pVehicle->GetMovement();
			if(pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air && pVehicle->IsPlayerDriving())
			{
				pVehicle->OnAction(eVAI_RotatePitch, eAAM_OnPress, g_pGameCVars->cl_invertController ? -value : value, actorId);
			}
			else
			{
				m_xiRotation.y = (3.5f*value)*(3.5f*value)*(-value);
				if(g_pGameCVars->cl_invertController)
					m_xiRotation.y*=-1;
			}
      break;
		}
  case (eVAI_RotatePitch):
    {
      if (g_pGameCVars->cl_invertMouse)
        value *= -1.f;
      pVehicle->OnAction(ite->second, activationMode, value, actorId);
      break;
    }
  case (eVAI_TurnLeft):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fLeftRight -= value*2.f - 1.f;
			m_fLeftRight = CLAMP(m_fLeftRight, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, -m_fLeftRight, actorId);
      break;
    }
  case (eVAI_TurnRight):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fLeftRight += value*2.f - 1.f;
			m_fLeftRight = CLAMP(m_fLeftRight, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, m_fLeftRight, actorId);
      break;
    }  
  case (eVAI_MoveForward):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fForwardBackward += value*2.f - 1.f;

			if(activationMode == eAAM_OnRelease)
				m_fForwardBackward = CLAMP(m_fForwardBackward, 0.0f, 1.0f);
			else
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, m_fForwardBackward, actorId);
      break;
    }
  case (eVAI_MoveBack):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fForwardBackward -= value*2.f - 1.f;

			if(activationMode == eAAM_OnRelease)
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 0.0f);
			else
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, -m_fForwardBackward, actorId);
      break;
    }  
	case (eVAI_ZoomIn):
	case (eVAI_ZoomOut):
		if(SAFE_HUD_FUNC_RET(GetModalHUD()))
			break;
  default:
		pVehicle->OnAction(ite->second, activationMode, value, actorId);
    break;		
	}
}
Esempio n. 3
0
//------------------------------------------------------------------------
void CVehicleClient::OnAction(IVehicle* pVehicle, EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	assert(pVehicle);
 	if (!pVehicle)
		return;
	
  TActionNameIdMap::const_iterator ite = m_actionNameIds.find(actionId);
	if (ite == m_actionNameIds.end())
    return;

	IVehicleMovement *pMovement = pVehicle->GetMovement();
	const bool isAir = pMovement && pMovement->GetMovementType()==IVehicleMovement::eVMT_Air;

	IVehicleSeat* pCurrentSeat = pVehicle->GetSeatForPassenger(actorId);
	const bool isThirdPerson = pCurrentSeat && pCurrentSeat->GetView(pCurrentSeat->GetCurrentView())->IsThirdPerson();
	const bool isDriver = pCurrentSeat && pCurrentSeat->IsDriver();

	switch (ite->second)
  {
  case (eVAI_XIMoveX):	
    {
			if(pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
			{
				//strafe instead of turning for air vehicles
				if(value>0.f)
				{
					pVehicle->OnAction(eVAI_StrafeRight, eAAM_OnPress, value, actorId);
					m_bMovementFlagRight = true;
				}
				else if(value==0.f)
				{
					if(m_bMovementFlagRight)
					{
						pVehicle->OnAction(eVAI_StrafeRight, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagRight = false;
					}
					else if(m_bMovementFlagLeft)
					{
						pVehicle->OnAction(eVAI_StrafeLeft, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagLeft = false;
					}
				}
				else//value<0
				{
					pVehicle->OnAction(eVAI_StrafeLeft, eAAM_OnPress, -value, actorId);
					m_bMovementFlagLeft = true;
				}
			}
			else
			{
				if(value>0.f)
				{
					pVehicle->OnAction(eVAI_TurnRight, eAAM_OnPress, value, actorId);
					m_bMovementFlagRight = true;
				}
				else if(value==0.f)
				{
					if(m_bMovementFlagRight)
					{
						pVehicle->OnAction(eVAI_TurnRight, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagRight = false;
					}
					else if(m_bMovementFlagLeft)
					{
						pVehicle->OnAction(eVAI_TurnLeft, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagLeft = false;
					}
				}
				else//value<0
				{
					pVehicle->OnAction(eVAI_TurnLeft, eAAM_OnPress, -value, actorId);
					m_bMovementFlagLeft = true;
				}
			}
			break;
		}
  case (eVAI_XIMoveY):
		{
			EVehicleActionIds eForward = eVAI_MoveForward;
			EVehicleActionIds eBack = eVAI_MoveBack;
			if(!strcmp("Asian_helicopter",pVehicle->GetEntity()->GetClass()->GetName()))
			{
				eForward = eVAI_MoveUp;
				eBack = eVAI_MoveDown;
			}

			if(value>0.f)
			{
				pVehicle->OnAction(eForward, eAAM_OnPress, value, actorId);
				m_bMovementFlagForward = true;
			}
			else if(value==0.f)
			{
				if(m_bMovementFlagForward)
				{
					pVehicle->OnAction(eForward, eAAM_OnRelease, 0.f, actorId);
					m_bMovementFlagForward = false;
				}
				else if(m_bMovementFlagBack)
				{
					pVehicle->OnAction(eBack, eAAM_OnRelease, 0.f, actorId);
					m_bMovementFlagBack = false;
				}
			}			
			else//value<0.f
			{
				pVehicle->OnAction(eBack, eAAM_OnPress, -value, actorId);
				m_bMovementFlagBack = true;
			}
      break;
		}
	case (eVAI_XIRotateYaw):
		{
			if (isAir && (isDriver || isThirdPerson))
			{
				pVehicle->OnAction(eVAI_RotateYaw, eAAM_OnPress, value / 5.f, actorId);
			}
			else
			{
				// action is sent to vehicle in PreUpdate, so it is repeated every frame.
				m_xiRotation.x = (value*value*value);
			}
			break;
		}
	case (eVAI_XIRotatePitch):
		{
			if (isAir && (isDriver || isThirdPerson))
			{
				pVehicle->OnAction(eVAI_RotatePitch, eAAM_OnPress, value / 5.f, actorId);
			}
			else
			{
				// action is sent to vehicle in PreUpdate, so it is repeated every frame
				m_xiRotation.y = -(value*value*value);
				if(g_pGameCVars->cl_invertController)
					m_xiRotation.y*=-1;
			}
			break;
		}
	case (eVAI_RotateYaw):
		{
			// attempt to normalise the input somewhat (to bring it in line with controller input).
			const float	scale = 0.75f, limit = 6.0f;
			value = clamp_tpl<float>(scale * value * gEnv->pTimer->GetFrameTime(), -limit, limit);

			if (isAir)
			{
				value *= 10.f;
			}

			pVehicle->OnAction(ite->second, activationMode, value, actorId);
			break;
		}
	case (eVAI_RotatePitch):
		{
			// attempt to normalise the input somewhat (to bring it in line with controller input).
			const float	scale = 0.75f, limit = 6.0f;
			value = clamp_tpl<float>(scale * value * gEnv->pTimer->GetFrameTime(), -limit, limit);

			if (g_pGameCVars->cl_invertMouse)
				value *= -1.f;

			if (isAir)
			{
				value *= 10.f;
			}

			pVehicle->OnAction(ite->second, activationMode, value, actorId);
			break;
		}
  case (eVAI_TurnLeft):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fLeftRight -= value*2.f - 1.f;
			m_fLeftRight = CLAMP(m_fLeftRight, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, -m_fLeftRight, actorId);
      break;
    }
  case (eVAI_TurnRight):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fLeftRight += value*2.f - 1.f;
			m_fLeftRight = CLAMP(m_fLeftRight, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, m_fLeftRight, actorId);
      break;
    }  
  case (eVAI_MoveForward):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fForwardBackward += value*2.f - 1.f;

			if(activationMode == eAAM_OnRelease)
				m_fForwardBackward = CLAMP(m_fForwardBackward, 0.0f, 1.0f);
			else
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, m_fForwardBackward, actorId);
      break;
    }
  case (eVAI_MoveBack):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fForwardBackward -= value*2.f - 1.f;

			if(activationMode == eAAM_OnRelease)
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 0.0f);
			else
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, -m_fForwardBackward, actorId);
      break;
    }  
	case (eVAI_ZoomIn):
	case (eVAI_ZoomOut):
			break;
  default:
		pVehicle->OnAction(ite->second, activationMode, value, actorId);
    break;		
	}
}
Esempio n. 4
0
void CTornado::UpdateFlow()
{
	IVehicleSystem* pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
	assert(pVehicleSystem);

	float frameTime(gEnv->pTimer->GetFrameTime());

	IPhysicalWorld *ppWorld = gEnv->pPhysicalWorld;

	Vec3 pos(GetEntity()->GetWorldPos());

	//first, check the entities in range
	m_nextEntitiesCheck -= frameTime;
	if (m_nextEntitiesCheck<0.0f)
	{
		m_nextEntitiesCheck = 1.0f;
		
		Vec3 radiusVec(m_radius,m_radius,0);
		
		IPhysicalEntity **ppList = NULL;

		int	numEnts = ppWorld->GetEntitiesInBox(pos-radiusVec,pos+radiusVec+Vec3(0,0,m_cloudHeight*0.5f),ppList,ent_sleeping_rigid|ent_rigid|ent_living);

		m_spinningEnts.clear();
		for (int i=0;i<numEnts;++i)
		{
			// add check for spectating players...
			EntityId id = ppWorld->GetPhysicalEntityId(ppList[i]);
			CActor* pActor = static_cast<CActor*>(g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
			if(!pActor || !pActor->GetSpectatorMode())
			{
				m_spinningEnts.push_back(id);
			}
		}
		//OutputDistance();
	}

	//mess entities around
	for (size_t i=0;i<m_spinningEnts.size();++i)
	{
		IPhysicalEntity *ppEnt = ppWorld->GetPhysicalEntityById(m_spinningEnts[i]);
		if (ppEnt)
		{
			pe_status_pos spos;
			pe_status_dynamics sdyn;

			if (!ppEnt->GetStatus(&spos) || !ppEnt->GetStatus(&sdyn))
				continue;
		
			//gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(spos.pos,2.0f,ColorB(255,0,255,255));
						
			Vec3 delta(pos - spos.pos);
			delta.z = 0.0f;

			float dLen(delta.len());
			float forceMult(max(0.0f,(m_radius-dLen)/m_radius));

			if (dLen>0.001f)
				delta /= dLen;
			else
				delta.zero();

			Vec3 upVector(0,0,1);

			float spinImpulse(m_spinImpulse);
			float attractionImpulse(m_attractionImpulse);
			float upImpulse(m_upImpulse);

			if (ppEnt->GetType() == PE_LIVING)
			{
				upImpulse *= 0.75f;
				attractionImpulse *= 0.35f;
				spinImpulse *= 1.5f;
			}

			
			if (IVehicle* pVehicle = pVehicleSystem->GetVehicle(m_spinningEnts[i]))
			{
				IVehicleMovement* pMovement = pVehicle->GetMovement();

				if (pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
				{
					SVehicleMovementEventParams params;
					params.fValue = forceMult;
					pMovement->OnEvent(IVehicleMovement::eVME_Turbulence, params);
				}
			}

			Vec3 spinForce( (delta % upVector) * spinImpulse );
			Vec3 attractionForce(delta * attractionImpulse);
			Vec3 upForce(0,0,upImpulse);

			pe_action_impulse aimpulse;

			aimpulse.impulse = (spinForce + attractionForce + upForce) * (forceMult * sdyn.mass * frameTime);
			aimpulse.angImpulse = (upVector + (delta % upVector)) * (gf_PI * 0.33f * forceMult * sdyn.mass * frameTime);

			aimpulse.iApplyTime = 0;
			ppEnt->Action(&aimpulse);

			//gEnv->pRenderer->GetIRenderAuxGeom()->DrawLine(spos.pos,ColorB(255,0,255,255),spos.pos+aimpulse.impulse.GetNormalizedSafe(ZERO),ColorB(255,0,255,255));
		}
	}
}