void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if (event == eFE_Activate || event == eFE_Initialize)
		{
			if (IsPortActive(pActInfo, INP_ACTIVE))
			{
				bool active = GetPortBool(pActInfo, 0);
				if (active)
					m_pGF->GetIItemSystem()->RegisterListener(this);
				else
					m_pGF->GetIItemSystem()->UnregisterListener(this);
			}
			if (IsPortActive(pActInfo, INP_CHECK))
			{
				IActor* pActor = GetInputActor( pActInfo );
				if (pActor)
				{
					IInventory* pInventory = pActor->GetInventory();
					if (pInventory)
					{
						IEntity* pEntityItem = gEnv->pEntitySystem->GetEntity( pInventory->GetCurrentItem() );
						TriggerOutputs( pActInfo, pEntityItem );
					}
				}
			}
		}
	}
コード例 #2
0
void CSetEquipmentLoadoutNode ::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		if(pActInfo->pEntity)
		{

			IActor* pActor = GetInputActor( pActInfo );
			CGameRules *pGameRules = g_pGame->GetGameRules();

			if(pActor)
			{
				int packIndex = GetPortInt(pActInfo, eI_EquipLoadout);
				CEquipmentLoadout *pEquipmentLoadout = g_pGame->GetEquipmentLoadout();
				if(pEquipmentLoadout)
				{
					pEquipmentLoadout->SetSelectedPackage(packIndex);
					pGameRules->SetPendingLoadoutChange();
				}
			}

		}

	}
}
  void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
  {
    IGameFramework* pGF = gEnv->pGame->GetIGameFramework();
  
    if (event == eFE_Activate && IsPortActive(pActInfo,0))
    {
			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor)
				return;

			IInventory *pInventory = pActor->GetInventory();
      if (!pInventory)
        return;

      const string& item = GetPortString(pActInfo, 1);

			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(item);
      if (0 == pInventory->GetItemByClass(pClass))
      {
        ActivateOutput(pActInfo, 0, false);
      }
      else
      {
        pGF->GetIItemSystem()->SetActorItem(pActor, item, true);
        ActivateOutput(pActInfo, 0, true);
      }
    }
  }
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if (event == eFE_Activate && IsPortActive(pActInfo,0))
		{
			IGameFramework * pGameFramework = gEnv->pGame->GetIGameFramework();

			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor || pActor!=gEnv->pGame->GetIGameFramework()->GetClientActor())  // to avoid some extra RMIs and object creation. Tho, this causes the node to not work properly if it is used with non players entities. (which was never intended anyway)
				return;
						
			IInventory *pInventory = pActor->GetInventory();
      if (!pInventory)
        return;

      const string& itemClass = GetPortString( pActInfo, 1 );
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass( itemClass.c_str() );
      EntityId id = pInventory->GetItemByClass( pClass );
      
      if (id!=0)
      {
        pInventory->RMIReqToServer_RemoveItem( itemClass.c_str() );
        // TODO: instant output activation, with delayed effective change in the inventory, it potentially could cause problems in rare situations
        ActivateOutput(pActInfo,0,true);
      }
      else
        ActivateOutput(pActInfo,0,true);
		}
	}
	virtual void OnSetActorItem(IActor *pSetActor, IItem *pItem )
	{
		IActor* pActor = GetInputActor( &m_actInfo );
		if (!pActor || pActor!=pSetActor)
			return;

		TriggerOutputs( &m_actInfo, pItem ? pItem->GetEntity() : NULL );
	}
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if (event == eFE_Activate && IsPortActive(pActInfo,0))
		{
			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor || pActor!=gEnv->pGame->GetIGameFramework()->GetClientActor())  // to avoid some extra RMIs and object creation. Tho, this causes the node to not work properly if it is used with non players entities. (which was never intended anyway)
				return;

			IEntitySystem* pEntSys = gEnv->pEntitySystem;

			IInventory *pInventory = pActor->GetInventory();
			if (!pInventory)
				return;

			const string& itemClass = GetPortString(pActInfo, 1);
			const char* pItemClass = itemClass.c_str();
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(pItemClass);
			EntityId id = pInventory->GetItemByClass(pClass);

			if (id == 0 || GetPortBool(pActInfo, 3) == false)
			{
				if(gEnv->bServer)
				{
					gEnv->pGame->GetIGameFramework()->GetIItemSystem()->GiveItem( pActor, pItemClass , false, true, true );
				}
				else
				{
					// TODO: instant output activation, with delayed effective change in the inventory, it potentially could cause problems in rare situations
					pInventory->RMIReqToServer_AddItem( pItemClass );
				}
				ActivateOutput( pActInfo, 0, true );
			}
			else
			{
				// item already in inventory
				ActivateOutput(pActInfo, 0, false);
			}			
		}
		else if (event == eFE_PrecacheResources)
		{
			const string& itemClass = GetPortString(pActInfo, 1);

			if (!itemClass.empty())
			{
				IGameRules* pGameRules = CCryAction::GetCryAction()->GetIGameRulesSystem()->GetCurrentGameRules();
				CRY_ASSERT_MESSAGE(pGameRules != NULL, "No game rules active, can not precache resources");
				if (pGameRules)
				{
					pGameRules->PrecacheLevelResource(itemClass.c_str(), eGameResourceType_Item);
				}
			}
		}
	}
コード例 #7
0
void CFlashUIInventoryNode::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		IActor* pActor = GetInputActor( pActInfo );
		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();
			if(pInventory)
			{
				string weapons = "";
				bool first = true;
				int inv_cap = gEnv->pConsole->GetCVar("i_inventory_capacity")->GetIVal();
				for (int i = 0; i < inv_cap; i++)
				{
					const char* weaponName = pInventory->GetItemString(i);

					if(strcmp(weaponName, "") != 0)
					{
						bool selectable = false;

						//Get the weapon and check if it is a selectable item
						IEntityClassRegistry *pRegistry = gEnv->pEntitySystem->GetClassRegistry();
						EntityId item = pInventory->GetItemByClass(pRegistry->FindClass(weaponName));
						IEntity* pEntity = gEnv->pEntitySystem->GetEntity(item);

						if(pEntity)
						{
							CGameObject * pGameObject = (CGameObject*)pEntity->GetProxy(ENTITY_PROXY_USER);
							CItem* pItem = (CItem*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());
							if(pItem)
							{
								selectable = pItem->CanSelect();
							}
						}
						if(selectable)
						{
							if(!first)
								weapons.append(",");
							first = false;
							weapons.append(weaponName);
						}
					}

				}

				ActivateOutput(pActInfo, eO_OnCall, true);
				ActivateOutput(pActInfo, eO_Args, weapons);
			}
		}
	}
}
コード例 #8
0
void CFlashUIGetCompatibleAccessoriesNode ::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		string accessories = "";
		IActor* pActor = GetInputActor( pActInfo );

		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();
			if(pInventory)
			{
				//Get the item ID via the Input string
				const string weapon_name = GetPortString(pActInfo, eI_Weapon);
				IEntityClassRegistry *pRegistery = gEnv->pEntitySystem->GetClassRegistry();
				EntityId item = pInventory->GetItemByClass(pRegistery->FindClass(weapon_name));

				//Fetch the actual weapon via the ID
				IEntity* pEntity = gEnv->pEntitySystem->GetEntity(item);
				if(pEntity)
				{

					CGameObject * pGameObject = (CGameObject*)pEntity->GetProxy(ENTITY_PROXY_USER);
					const char* ext = pGameObject->GetEntity()->GetClass()->GetName();
					CWeapon* pWeapon = (CWeapon*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());

					//If the weapon exists, ask for all compatible accessories
					if(pWeapon)
					{
						//All compatible accessories for this weapon
						const DynArray<string> pCompatibleAccessoriesVec = pWeapon->GetCompatibleAccessories();

						bool first = true;
						DynArray<string>::const_iterator it;
						for (it = pCompatibleAccessoriesVec.begin(); it != pCompatibleAccessoriesVec.end(); it++)
						{
							if (!first)
								accessories.append(",");
							accessories.append((*it));
							first = false;
						}
					}
				}
			}
		}

		//return, if 'accessories' is empty, it has no compatible attachments, or the weapon/inventory was invalid
		ActivateOutput(pActInfo, eO_OnCall, true);
		ActivateOutput(pActInfo, eO_Args, accessories);
	}
}
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if (event == eFE_Activate && IsPortActive(pActInfo,0))
		{
			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor)
				return;

			IInventory *pInventory = pActor->GetInventory();
			
			if (pInventory)
			{
	      pInventory->ResetAmmo();

				const bool removeFromWeapons = GetPortBool(pActInfo, 1);
				if(removeFromWeapons)
				{
					IItemSystem* pItemSystem = CCryAction::GetCryAction()->GetIItemSystem();
					const size_t numItems = pInventory->GetCount();
					for(size_t i=0; i<numItems; ++i)
					{
						const EntityId item = pInventory->GetItem(i);
						if(IItem* pItem = pItemSystem->GetItem(item))
						{
							if(IWeapon* pWeapon = pItem->GetIWeapon())
							{
								const size_t numFiremodes = pWeapon->GetNumOfFireModes();
								for(size_t f=0; f<numFiremodes; ++f)
								{
									if(IFireMode* pFireMode = pWeapon->GetFireMode(f))
									{
										if(IEntityClass* pAmmoType = pFireMode->GetAmmoType())
										{
											pWeapon->SetAmmoCount(pAmmoType, 0);
										}
									}
								}
							}
						}
					}
				}
				ActivateOutput(pActInfo, 0, true);
			}
			else
  			ActivateOutput(pActInfo, 0, false);
		}
	}
コード例 #10
0
ファイル: FlowWeaponNodes.cpp プロジェクト: aronarts/FireNET
	void ProcessEvent(EFlowEvent event, SActivationInfo* pActInfo)
	{
		if (event == eFE_Activate && (IsPortActive(pActInfo, IN_GET) || IsPortActive(pActInfo, IN_SET)))
		{
			IActor* pActor = GetInputActor(pActInfo);
			if (!pActor) 
				return;
			
			IInventory *pInventory = pActor->GetInventory();
			if (pInventory)
			{
				const string& ammoType = GetPortString(pActInfo, IN_AMMOTYPE);
				IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType.c_str());

				if (pAmmoClass)
				{
					if (IsPortActive(pActInfo, IN_SET))
					{
						const bool bAdd = GetPortBool(pActInfo, IN_ADD);
						const int ammoAmount = GetPortInt(pActInfo, IN_AMMOCOUNT);

						pInventory->SetAmmoCount(pAmmoClass, bAdd ? (ammoAmount + pInventory->GetAmmoCount(pAmmoClass)) : (ammoAmount));
					}

					int magazineAmmo = 0;
					int inventoryAmmo = pInventory->GetAmmoCount(pAmmoClass);

					if (IItem* pItem = pActor->GetCurrentItem())
					{
						IWeapon* pCurrentWeapon = GetWeapon(pItem->GetEntityId());

						if (pCurrentWeapon)
						{
							magazineAmmo = pCurrentWeapon->GetAmmoCount(pAmmoClass);
						}
					}

					ActivateOutput(pActInfo, OUT_MAGAZINE, magazineAmmo);
					ActivateOutput(pActInfo, OUT_INVENTORY, inventoryAmmo);
					ActivateOutput(pActInfo, OUT_TOTAL, (magazineAmmo + inventoryAmmo));
				}
			}
		}
	}
  void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
  {
    if (event == eFE_Activate && IsPortActive(pActInfo,0))
    {
      IGameFramework* pGF = gEnv->pGame->GetIGameFramework();
      
			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor || pActor!=gEnv->pGame->GetIGameFramework()->GetClientActor())  // to avoid some extra RMIs and object creation. Tho, this causes the node to not work properly if it is used with non players entities. (which was never intended anyway)
				return;

			IInventory *pInventory = pActor->GetInventory();
      if (!pInventory)
        return;
        
      pInventory->RMIReqToServer_RemoveAllItems();
      // TODO: instant output activation, with delayed effective change in the inventory, it potentially could cause problems in rare situations
      ActivateOutput(pActInfo, 0, true);
    }
  }
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if (event == eFE_Activate && IsPortActive(pActInfo, EIP_Trigger))
		{
			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor)
				return;

			IInventory *pInventory = pActor->GetInventory();
			if (!pInventory)
				return;

			const bool& addPack = GetPortBool(pActInfo, EIP_AddToggle);
			const string& packName = GetPortString(pActInfo, EIP_EquipmentPack);
			const bool& selectPrimary = GetPortBool(pActInfo, EIP_SelectPrimary);

			if (pActor->IsPlayer())
				pInventory->RMIReqToServer_AddEquipmentPack( packName.c_str(), addPack, selectPrimary );
			else
			{
				if (gEnv->bServer)
					CCryAction::GetCryAction()->GetIItemSystem()->GetIEquipmentManager()->GiveEquipmentPack( pActor, packName.c_str(), addPack, selectPrimary );
			}
				
			// TODO: instant output activation, with delayed effective change in the inventory, it potentially could cause problems in rare situations
			ActivateOutput(pActInfo, EOP_Done, true);
		}
		else if (event == eFE_PrecacheResources)
		{
			const string& packName = GetPortString(pActInfo, 1);

			if (!packName.empty())
			{
				IGameRules* pGameRules = CCryAction::GetCryAction()->GetIGameRulesSystem()->GetCurrentGameRules();
				CRY_ASSERT_MESSAGE(pGameRules != NULL, "No game rules active, can not precache resources");
				if (pGameRules)
				{
					pGameRules->PrecacheLevelResource(packName.c_str(), eGameResourceType_Loadout);
				}
			}
		}
	}
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if (event == eFE_Activate && IsPortActive(pActInfo,0))
		{
			IActor* pActor = GetInputActor( pActInfo );
			if (!pActor)
				return;
      
			IInventory *pInventory = pActor->GetInventory();
      if (!pInventory)
        return;

			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(GetPortString(pActInfo,1));
      EntityId id = pInventory->GetItemByClass(pClass);
			
			ActivateOutput(pActInfo, 0, id !=0 ? true : false);
			ActivateOutput(pActInfo, id != 0 ? 2 : 1, true);
			ActivateOutput(pActInfo, 3, id);
		}
	}
コード例 #14
0
void CFlashUIGetEquippedAccessoriesNode::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		string accessories = "";
		IActor* pActor = GetInputActor( pActInfo );

		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();
			if(pInventory)
			{

				//Get the item ID via the Input string
				const string weapon_name = GetPortString(pActInfo, eI_Weapon);
				IEntityClassRegistry *pRegistery = gEnv->pEntitySystem->GetClassRegistry();
				EntityId item = pInventory->GetItemByClass(pRegistery->FindClass(weapon_name));

				//Fetch the actual object via the ID
				CGameObject * pGameObject = (CGameObject*)gEnv->pEntitySystem->GetEntity(item)->GetProxy(ENTITY_PROXY_USER);
				const char* ext = pGameObject->GetEntity()->GetClass()->GetName();
				IItem* pWeapon = (IItem*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());

				//If the weapon exists, return all equipped attachments in a comma seperated string
				if(pWeapon)
				{
					//All equipped accessories for this weapon weapons
					accessories = static_cast<CItem*>(pWeapon)->GetAttachedAccessoriesString();
				}
			}
		}

		//return, if 'accesories' is empty, it has no attachments, or something was invalid
		ActivateOutput(pActInfo, eO_OnCall, true);
		ActivateOutput(pActInfo, eO_Args, accessories);
	}
}
コード例 #15
0
void CFlashUICheckAccessoryState ::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	if(event == eFE_Activate && IsPortActive(pActInfo, 0))
	{
		IActor* pActor = GetInputActor( pActInfo );
		bool is_equipped = false;
		bool is_inInventory = false;

		if(pActor)
		{
			IInventory* pInventory = pActor->GetInventory();

			if(pInventory)
			{
				IEntityClassRegistry *pRegistry = gEnv->pEntitySystem->GetClassRegistry();

				//Find the accessory's class in the registry
				const string accessory_name = GetPortString(pActInfo, eI_Accessory);				
				IEntityClass* pClass = pRegistry->FindClass(accessory_name);

				//Check if its in inventory
				if(pInventory->HasAccessory(pClass) != 0)
				{
					is_inInventory = true;
				}	

				//if it is, check if its equipped as well
				if(is_inInventory)
				{
					//Get the weapon ID via the Input string
					const char* weapon_name = GetPortString(pActInfo, eI_Weapon).c_str();
					EntityId item = pInventory->GetItemByClass(pRegistry->FindClass(weapon_name));

					//Fetch the actual weapon via the ID
					IEntity* pEntity = gEnv->pEntitySystem->GetEntity(item);
					if(pEntity)
					{

						CGameObject * pGameObject = (CGameObject*)pEntity->GetProxy(ENTITY_PROXY_USER);
						const char* ext = pGameObject->GetEntity()->GetClass()->GetName();
						CWeapon* pWeapon = (CWeapon*)pGameObject->QueryExtension(pGameObject->GetEntity()->GetClass()->GetName());
						bool selectable = pWeapon->CanSelect();
						if(pWeapon)
						{
							if(pWeapon->GetAccessory(pClass->GetName()) != 0)
							{
								is_equipped = true;
							}					
						}
					}
				}
			}
		}

		if(!is_inInventory)
			ActivateOutput(pActInfo, eO_DontHave, true);
		else if(is_equipped)
			ActivateOutput(pActInfo, eO_Equipped, true);
		else
			ActivateOutput(pActInfo, eO_InInventory, true);

	}
}