コード例 #1
0
void CIVDynamicEntity::SetDynamicEntity(IVDynamicEntity * pDynamicEntity)
{
#ifdef EXT_LOG
	CLogFile::Printf(__FUNCSIG__);
#endif
	SetEntity((IVEntity *)pDynamicEntity);
}
コード例 #2
0
ファイル: UIEntity.cpp プロジェクト: somaen/Wintermute-git
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
HRESULT CUIEntity::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name) {
	//////////////////////////////////////////////////////////////////////////
	// GetEntity
	//////////////////////////////////////////////////////////////////////////
	if (strcmp(Name, "GetEntity") == 0) {
		Stack->CorrectParams(0);

		if (m_Entity) Stack->PushNative(m_Entity, true);
		else Stack->PushNULL();

		return S_OK;
	}

	//////////////////////////////////////////////////////////////////////////
	// SetEntity
	//////////////////////////////////////////////////////////////////////////
	else if (strcmp(Name, "SetEntity") == 0) {
		Stack->CorrectParams(1);

		char *Filename = Stack->Pop()->GetString();

		if (SUCCEEDED(SetEntity(Filename)))
			Stack->PushBool(true);
		else
			Stack->PushBool(false);

		return S_OK;
	}

	else return CUIObject::ScCallMethod(Script, Stack, ThisStack, Name);
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : id - 
//			priority - 
//			player - 
//			entity - 
//-----------------------------------------------------------------------------
C_TFBaseHint::C_TFBaseHint( int id, int priority, int entity, HINTCOMPLETIONFUNCTION pfn /*=NULL*/ )
	: vgui::Panel( NULL, "TFBaseHint" ), m_CursorNone( vgui::dc_none )
{
	m_pObject = NULL;
	m_pClearLabel = NULL;
	m_pCaption = NULL;
	m_pfnCompletion = pfn;

	// Child of main panel
	SetParent( VGui_GetClientDLLRootPanel() );
	
	// Put at top of z-order (happens in Think, too)
//	MoveToFront();

	// No cursor
	SetCursor( m_CursorNone );
	// Set to default size
	SetSize( TFBASEHINT_DEFAULT_WIDTH, TFBASEHINT_DEFAULT_HEIGHT );
	// We'll expressly delete it
	SetAutoDelete( false );

	// Set up default values
	SetID( id );
	SetPriority( priority );
	SetEntity( entity );
	SetCompleted( false );
	// Target panel
	m_hTarget		= NULL; 
	
	m_bMoving		= false;
	m_flMoveRemaining	= 0.0f;
	m_flMoveTotal		= 0.0f;

	for ( int pt = 0; pt < 2; pt++ )
	{
		m_nMoveStart[ pt ] = 0;
		m_nMoveEnd[ pt ] = 0;
	}

	vgui::ivgui()->AddTickSignal( GetVPanel() );

	// Create clear label
	m_pClearLabel = new vgui::Label( this, "CLEAR", "[Enter] to remove, [Enter] twice quickly to remove all..." );
	m_pClearLabel->SetContentAlignment( vgui::Label::a_west );
	m_pClearLabel->SetTextInset( 3, 2 );

	// Create window caption
	m_pCaption = new vgui::Label( this, "CAPTION", "" );
	m_pCaption->SetContentAlignment( vgui::Label::a_west );
	m_pCaption->SetTextInset( 3, 0 );

	// See if the hint started out complete!
	CheckForCompletion();

	// Always start out hidden
	SetVisible( false );
}
コード例 #4
0
void AddSkyboxDialog::CommandExecuted(SceneEditor2 *scene, const Command2* command, bool redo)
{
    BaseAddEntityDialog::CommandExecuted(scene, command, redo);
    
    if(NULL == GetSkybox(command->GetEntity()))
    {
        return;
    }

    int id = command->GetId();
    if((id == CMDID_ENTITY_ADD && redo) || (id == CMDID_ENTITY_REMOVE && !redo))
    {
        SetEntity(command->GetEntity());
    }
    else if((id == CMDID_ENTITY_ADD && !redo) || (id == CMDID_ENTITY_REMOVE && redo))
    {
        SetEntity(NULL);
    }
}
コード例 #5
0
ファイル: wbevent.cpp プロジェクト: MinorKeyGames/Eldritch
void WBEvent::Set( const HashedString& Name, const WBParamEvaluator& PE )
{
	switch( PE.GetType() )
	{
	case WBParamEvaluator::EPT_Bool:	SetBool(	Name, PE.GetBool() );	break;
	case WBParamEvaluator::EPT_Int:		SetInt(		Name, PE.GetInt() );	break;
	case WBParamEvaluator::EPT_Float:	SetFloat(	Name, PE.GetFloat() );	break;
	case WBParamEvaluator::EPT_String:	SetHash(	Name, PE.GetString() ); break;	// Conversion to hash is the best we can do
	case WBParamEvaluator::EPT_Entity:	SetEntity(	Name, PE.GetEntity() );	break;
	case WBParamEvaluator::EPT_Vector:	SetVector(	Name, PE.GetVector() );	break;
	}
}
コード例 #6
0
SMJS_Entity::SMJS_Entity(CBaseEntity *ent){
	this->ent = NULL;

	datamaps.entWrapper = this;
	netprops.entWrapper = this;
	isEdict = false;
	entIndex = -1;
	
	SetEntity(ent);

	keyvalues.entWrapper = this;
}
コード例 #7
0
ファイル: wbevent.cpp プロジェクト: MinorKeyGames/Eldritch
void WBEvent::Set( const HashedString& Name, const SParameter* const pParameter )
{
	if( !pParameter )
	{
		return;
	}

	switch( pParameter->GetType() )
	{
	case EWBEPT_Bool:		SetBool(	Name, pParameter->GetBool() );		break;
	case EWBEPT_Int:		SetInt(		Name, pParameter->GetInt() );		break;
	case EWBEPT_Float:		SetFloat(	Name, pParameter->GetFloat() );		break;
	case EWBEPT_Hash:		SetHash(	Name, pParameter->GetHash() );		break;
	case EWBEPT_Vector:		SetVector(	Name, pParameter->GetVector() );	break;
	case EWBEPT_Angles:		SetAngles(	Name, pParameter->GetAngles() );	break;
	case EWBEPT_Entity:		SetEntity(	Name, pParameter->GetEntity() );	break;
	case EWBEPT_Pointer:	SetPointer(	Name, pParameter->GetPointer() );	break;
	}
}
コード例 #8
0
ファイル: CIVEntity.cpp プロジェクト: KomiHe/IVMultiplayer
CIVEntity::CIVEntity( )
{
	// Set the entity
	SetEntity( NULL );
}
コード例 #9
0
ファイル: UIEntity.cpp プロジェクト: somaen/Wintermute-git
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
HRESULT CUIEntity::LoadBuffer(byte  *Buffer, bool Complete) {
	TOKEN_TABLE_START(commands)
	TOKEN_TABLE(ENTITY_CONTAINER)
	TOKEN_TABLE(TEMPLATE)
	TOKEN_TABLE(DISABLED)
	TOKEN_TABLE(VISIBLE)
	TOKEN_TABLE(X)
	TOKEN_TABLE(Y)
	TOKEN_TABLE(NAME)
	TOKEN_TABLE(ENTITY)
	TOKEN_TABLE(SCRIPT)
	TOKEN_TABLE(EDITOR_PROPERTY)
	TOKEN_TABLE_END

	byte *params;
	int cmd = 2;
	CBParser parser(Game);

	if (Complete) {
		if (parser.GetCommand((char **)&Buffer, commands, (char **)&params) != TOKEN_ENTITY_CONTAINER) {
			Game->LOG(0, "'ENTITY_CONTAINER' keyword expected.");
			return E_FAIL;
		}
		Buffer = params;
	}

	while (cmd > 0 && (cmd = parser.GetCommand((char **)&Buffer, commands, (char **)&params)) > 0) {
		switch (cmd) {
		case TOKEN_TEMPLATE:
			if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC;
			break;

		case TOKEN_NAME:
			SetName((char *)params);
			break;

		case TOKEN_X:
			parser.ScanStr((char *)params, "%d", &m_PosX);
			break;

		case TOKEN_Y:
			parser.ScanStr((char *)params, "%d", &m_PosY);
			break;

		case TOKEN_DISABLED:
			parser.ScanStr((char *)params, "%b", &m_Disable);
			break;

		case TOKEN_VISIBLE:
			parser.ScanStr((char *)params, "%b", &m_Visible);
			break;

		case TOKEN_ENTITY:
			if (FAILED(SetEntity((char *)params))) cmd = PARSERR_GENERIC;
			break;

		case TOKEN_SCRIPT:
			AddScript((char *)params);
			break;

		case TOKEN_EDITOR_PROPERTY:
			ParseEditorProperty(params, false);
			break;
		}
	}
	if (cmd == PARSERR_TOKENNOTFOUND) {
		Game->LOG(0, "Syntax error in ENTITY_CONTAINER definition");
		return E_FAIL;
	}
	if (cmd == PARSERR_GENERIC) {
		Game->LOG(0, "Error loading ENTITY_CONTAINER definition");
		return E_FAIL;
	}

	CorrectSize();

	if (Game->m_EditorMode) {
		m_Width = 50;
		m_Height = 50;
	}

	return S_OK;
}
コード例 #10
0
void SMJS_Client::ReattachEntity(){
	auto tmp = edict->GetNetworkable();
	if(tmp != NULL){
		SetEntity(tmp->GetBaseEntity());
	}
}
コード例 #11
0
ファイル: Level_input.cpp プロジェクト: Karlan88/xray
void CLevel::IR_OnKeyboardPress	(int key)
{
	bool b_ui_exist = (pHUD && pHUD->GetUI());

	if (!g_bDisableAllInput)
	{
		if (auto ui = HUD().GetUI())
		{
			if (ui->UIMainIngameWnd)
			{
				ui->UIMainIngameWnd->HudAdjustMode(key); // Real Wolf. 07.09.2014.
			}
		}

		/************************************************** added by Ray Twitty (aka Shadows) START **************************************************/
		// Колбек на нажатие клавиши
		if (g_actor) Actor()->callback(GameObject::eOnKeyPress)(key);
		/*************************************************** added by Ray Twitty (aka Shadows) END ***************************************************/
	}

	EGameActions _curr = get_binded_action(key);
	switch ( _curr ) 
	{

	case kSCREENSHOT:
		Render->Screenshot();
		return;
		break;

	case kCONSOLE:
		Console->Show				();
		return;
		break;

	case kQUIT:	{
		if(b_ui_exist && HUD().GetUI()->MainInputReceiver() ){
				if(HUD().GetUI()->MainInputReceiver()->IR_OnKeyboardPress(key))	return;//special case for mp and main_menu
				HUD().GetUI()->StartStopMenu( HUD().GetUI()->MainInputReceiver(), true);
		}else
			Console->Execute			("main_menu");
		return;
		}break;

	case kPAUSE:
		if(!g_block_pause)
		{
			if ( IsGameTypeSingle() )
			{
				Device.Pause(!Device.Paused(), TRUE, TRUE, "li_pause_key");
			}
		}
		return;
		break;
	
	};

	if(	g_bDisableAllInput )	return;
	if ( !b_ui_exist )			return;

	if ( b_ui_exist && pHUD->GetUI()->IR_OnKeyboardPress(key)) return;

	if( Device.Paused() )		return;

	if ( game && Game().IR_OnKeyboardPress(key) ) return;

	if(_curr == kQUICK_SAVE && IsGameTypeSingle())
	{
		Console->Execute			("save");
		return;
	}
	if(_curr == kQUICK_LOAD && IsGameTypeSingle())
	{
#ifdef DEBUG
		FS.get_path					("$game_config$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.get_path					("$game_scripts$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.rescan_pathes			();
#endif // DEBUG
		string_path					saved_game,command;
		strconcat					(sizeof(saved_game),saved_game,Core.UserName,"_","quicksave");
		if (!CSavedGameWrapper::valid_saved_game(saved_game))
			return;

		strconcat					(sizeof(command),command,"load ",saved_game);
		Console->Execute			(command);
		return;
	}

#ifndef MASTER_GOLD
	switch (key) {
	case DIK_NUMPAD5: 
		{
			if (GameID() != GAME_SINGLE) 
			{
				Msg("For this game type Demo Record is disabled.");
///				return;
			};
			Console->Hide	();
			Console->Execute("demo_record 1");
		}
		break;
#endif // MASTER_GOLD
#ifdef DEBUG
	case DIK_RETURN:
			bDebug	= !bDebug;
		return;

	case DIK_BACK:
		if (GameID() == GAME_SINGLE)
			HW.Caps.SceneMode			= (HW.Caps.SceneMode+1)%3;
		return;

	case DIK_F4: {
		if (pInput->iGetAsyncKeyState(DIK_LALT))
			break;

		if (pInput->iGetAsyncKeyState(DIK_RALT))
			break;

		bool bOk = false;
		u32 i=0, j, n=Objects.o_count();
		if (pCurrentEntity)
			for ( ; i<n; ++i)
				if (Objects.o_get_by_iterator(i) == pCurrentEntity)
					break;
		if (i < n) {
			j = i;
			bOk = false;
			for (++i; i <n; ++i) {
				CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
				if (tpEntityAlive) {
					bOk = true;
					break;
				}
			}
			if (!bOk)
				for (i = 0; i <j; ++i) {
					CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
					if (tpEntityAlive) {
						bOk = true;
						break;
					}
				}
			if (bOk) {
				CObject *tpObject = CurrentEntity();
				CObject *__I = Objects.o_get_by_iterator(i);
				CObject **I = &__I;
				
				SetEntity(*I);
				if (tpObject != *I)
				{
					CActor* pActor = smart_cast<CActor*> (tpObject);
					if (pActor)
						pActor->inventory().Items_SetCurrentEntityHud(false);
				}
				if (tpObject)
				{
					Engine.Sheduler.Unregister	(tpObject);
					Engine.Sheduler.Register	(tpObject, TRUE);
				};
				Engine.Sheduler.Unregister	(*I);
				Engine.Sheduler.Register	(*I, TRUE);

				CActor* pActor = smart_cast<CActor*> (*I);
				if (pActor)
				{
					pActor->inventory().Items_SetCurrentEntityHud(true);

					CHudItem* pHudItem = smart_cast<CHudItem*>(pActor->inventory().ActiveItem());
					if (pHudItem) 
					{
						pHudItem->OnStateSwitch(pHudItem->GetState());
					}
				}
			}
		}
		return;
	}
	case MOUSE_1: {
		if (GameID() != GAME_SINGLE)
			break;
		if (pInput->iGetAsyncKeyState(DIK_LALT)) {
			if (CurrentEntity()->CLS_ID == CLSID_OBJECT_ACTOR)
				try_change_current_entity	();
			else
				restore_actor				();
			return;
		}
		break;
	}
	/**/


	case DIK_DIVIDE:
		if( OnServer() ){
//			float NewTimeFactor				= pSettings->r_float("alife","time_factor");
			
			if (GameID() == GAME_SINGLE)
				Server->game->SetGameTimeFactor(g_fTimeFactor);
			else
			{
				Server->game->SetEnvironmentGameTimeFactor(g_fTimeFactor);
				Server->game->SetGameTimeFactor(g_fTimeFactor);
			};
		}
		break;	
	case DIK_MULTIPLY:
		if( OnServer() ){
			float NewTimeFactor				= 1000.f;
			if (GameID() == GAME_SINGLE)
				Server->game->SetGameTimeFactor(NewTimeFactor);
			else
			{
				Server->game->SetEnvironmentGameTimeFactor(NewTimeFactor);
//				Server->game->SetGameTimeFactor(NewTimeFactor);
			};
		}
		break;
#endif
#ifdef DEBUG
	case DIK_F9:{
//		if (!ai().get_alife())
//			break;
//		const_cast<CALifeSimulatorHeader&>(ai().alife().header()).set_state(ALife::eZoneStateSurge);
		if (GameID() != GAME_SINGLE)
		{
			extern INT g_sv_SendUpdate;
			g_sv_SendUpdate = 1;
		};
		break;
	}
		return;
//	case DIK_F10:{
//		ai().level_graph().set_dest_point();
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_start_point();
//			m_bSynchronization	= false;
//		}
//		luabind::functor<void>	functor;
//		ai().script_engine().functor("alife_test.set_switch_online",functor);
//		functor(0,false);
//	}
//		return;
//	case DIK_F11:
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_dest_point();
//			ai().level_graph().select_cover_point();
//			m_bSynchronization	= false;
//		}
//		return;
#endif // DEBUG
#ifndef MASTER_GOLD
	}
#endif // MASTER_GOLD

	if (bindConsoleCmds.execute(key))
		return;

	if( b_ui_exist && HUD().GetUI()->MainInputReceiver() )return;
	if (CURRENT_ENTITY())		{
			IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
			if (IR)				IR->IR_OnKeyboardPress(get_binded_action(key));
		}


	#ifdef _DEBUG
		CObject *obj = Level().Objects.FindObjectByName("monster");
		if (obj) {
			CBaseMonster *monster = smart_cast<CBaseMonster *>(obj);
			if (monster) 
				monster->debug_on_key(key);
		}
	#endif
}
コード例 #12
0
void AddSkyboxDialog::OnSceneActivated(SceneEditor2 *sceneEditor)
{
    SetEditorScene(sceneEditor);
    SetEntity(sceneEditor->skyboxSystem->GetSkyboxEntity());
}
コード例 #13
0
void CDynamicEntity::SetDynamicEntity( IDynamicEntity * pDynamicEntity )
{
	SetEntity( (IEntity *)pDynamicEntity );
}
コード例 #14
0
ファイル: CIVEntity.cpp プロジェクト: KomiHe/IVMultiplayer
CIVEntity::CIVEntity( IVEntity * pEntity )
{
	// Set the entity
	SetEntity( pEntity );
}
コード例 #15
0
ファイル: Level_input.cpp プロジェクト: AntonioModer/xray-16
void CLevel::IR_OnKeyboardPress	(int key)
{
	if(Device.dwPrecacheFrame)
		return;

#ifdef INGAME_EDITOR
	if (Device.editor() && (pInput->iGetAsyncKeyState(DIK_LALT) || pInput->iGetAsyncKeyState(DIK_RALT)))
		return;
#endif // #ifdef INGAME_EDITOR

	bool b_ui_exist = (!!CurrentGameUI());

	EGameActions _curr = get_binded_action(key);

	if(_curr==kPAUSE)
	{
		#ifdef INGAME_EDITOR
			if (Device.editor())	return;
		#endif // INGAME_EDITOR

		if (!g_block_pause && (IsGameTypeSingle() || IsDemoPlay()))
		{
#ifdef DEBUG
			if(psActorFlags.test(AF_NO_CLIP))
				Device.Pause(!Device.Paused(), TRUE, TRUE, "li_pause_key_no_clip");
			else
#endif //DEBUG
				Device.Pause(!Device.Paused(), TRUE, TRUE, "li_pause_key");
		}
		return;
	}

	if(	g_bDisableAllInput )	return;

	switch ( _curr ) 
	{
	case kSCREENSHOT:
		Render->Screenshot();
		return;
		break;

	case kCONSOLE:
		Console->Show				();
		return;
		break;

	case kQUIT: 
		{
			if(b_ui_exist && CurrentGameUI()->TopInputReceiver() )
			{
					if(CurrentGameUI()->IR_UIOnKeyboardPress(key))	return;//special case for mp and main_menu
					CurrentGameUI()->TopInputReceiver()->HideDialog();
			}else
			{
				Console->Execute("main_menu");
			}return;
		}break;
	};

	if ( !bReady || !b_ui_exist )			return;

	if ( b_ui_exist && CurrentGameUI()->IR_UIOnKeyboardPress(key)) return;

	if ( Device.Paused() && !IsDemoPlay() 
#ifdef DEBUG
		&& !psActorFlags.test(AF_NO_CLIP) 
#endif //DEBUG
		)	return;

	if ( game && game->OnKeyboardPress(get_binded_action(key)) )	return;

	if(_curr == kQUICK_SAVE && IsGameTypeSingle())
	{
		Console->Execute			("save");
		return;
	}
	if(_curr == kQUICK_LOAD && IsGameTypeSingle())
	{
#ifdef DEBUG
		FS.get_path					("$game_config$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.get_path					("$game_scripts$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.rescan_pathes			();
#endif // DEBUG
		string_path					saved_game,command;
		strconcat					(sizeof(saved_game),saved_game,Core.UserName," - ","quicksave");
		if (!CSavedGameWrapper::valid_saved_game(saved_game))
			return;

		strconcat					(sizeof(command),command,"load ",saved_game);
		Console->Execute			(command);
		return;
	}

#ifndef MASTER_GOLD
	switch (key) {
	case DIK_F7: {
		if (GameID() != eGameIDSingle) return;
		FS.get_path					("$game_config$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.get_path					("$game_scripts$")->m_Flags.set(FS_Path::flNeedRescan, TRUE);
		FS.rescan_pathes			();
		NET_Packet					net_packet;
		net_packet.w_begin			(M_RELOAD_GAME);
		Send						(net_packet,net_flags(TRUE));
		return;
	}
	case DIK_DIVIDE: {
		if (!Server)
			break;

		SetGameTimeFactor			(g_fTimeFactor);

#ifdef DEBUG
		if(!m_bEnvPaused)
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), g_fTimeFactor);
#else //DEBUG
		SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), g_fTimeFactor);
#endif //DEBUG
		
		break;	
	}
	case DIK_MULTIPLY: {
		if (!Server)
			break;

		SetGameTimeFactor			(1000.f);
#ifdef DEBUG
		if(!m_bEnvPaused)
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), 1000.f);
#else //DEBUG
		SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), 1000.f);
#endif //DEBUG
		
		break;
	}
#ifdef DEBUG
	case DIK_SUBTRACT:{
		if (!Server)
			break;
		if(m_bEnvPaused)
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), g_fTimeFactor);
		else
			SetEnvironmentGameTimeFactor(GetEnvironmentGameTime(), 0.00001f);

		m_bEnvPaused = !m_bEnvPaused;
		break;
	}
#endif //DEBUG
	case DIK_NUMPAD5: 
		{
			if (GameID()!=eGameIDSingle) 
			{
				Msg("For this game type Demo Record is disabled.");
///				return;
			};
			if(!pInput->iGetAsyncKeyState(DIK_LSHIFT))
			{
				Console->Hide	();
				Console->Execute("demo_record 1");
			}
		}
		break;

#ifdef DEBUG

	// Lain: added TEMP!!!
	case DIK_UP:
	{
		g_separate_factor /= 0.9f;
		break;
	}
	case DIK_DOWN:
	{
		g_separate_factor *= 0.9f;
		if ( g_separate_factor < 0.1f )
		{
			g_separate_factor = 0.1f;
		}
		break;
	}
	case DIK_LEFT:
	{
		g_separate_radius *= 0.9f;
		if ( g_separate_radius < 0 )
		{
			g_separate_radius = 0;
		}
		break;
	}
	case DIK_RIGHT:
	{
		g_separate_radius /= 0.9f;
		break;
	}

	case DIK_RETURN: {
		bDebug	= !bDebug;
		return;
	}
	case DIK_BACK:
		if (GameID() == eGameIDSingle)
			DRender->NextSceneMode();
			//HW.Caps.SceneMode			= (HW.Caps.SceneMode+1)%3;
		return;

	case DIK_F4: {
		if (pInput->iGetAsyncKeyState(DIK_LALT))
			break;

		if (pInput->iGetAsyncKeyState(DIK_RALT))
			break;

		bool bOk = false;
		u32 i=0, j, n=Objects.o_count();
		if (pCurrentEntity)
			for ( ; i<n; ++i)
				if (Objects.o_get_by_iterator(i) == pCurrentEntity)
					break;
		if (i < n) {
			j = i;
			bOk = false;
			for (++i; i <n; ++i) {
				CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
				if (tpEntityAlive) {
					bOk = true;
					break;
				}
			}
			if (!bOk)
				for (i = 0; i <j; ++i) {
					CEntityAlive* tpEntityAlive = smart_cast<CEntityAlive*>(Objects.o_get_by_iterator(i));
					if (tpEntityAlive) {
						bOk = true;
						break;
					}
				}
			if (bOk) {
				CObject *tpObject = CurrentEntity();
				CObject *__I = Objects.o_get_by_iterator(i);
				CObject **I = &__I;
				
				SetEntity(*I);
				if (tpObject != *I)
				{
					CActor* pActor = smart_cast<CActor*> (tpObject);
					if (pActor)
						pActor->inventory().Items_SetCurrentEntityHud(false);
				}
				if (tpObject)
				{
					Engine.Sheduler.Unregister	(tpObject);
					Engine.Sheduler.Register	(tpObject, TRUE);
				};
				Engine.Sheduler.Unregister	(*I);
				Engine.Sheduler.Register	(*I, TRUE);

				CActor* pActor = smart_cast<CActor*> (*I);
				if (pActor)
				{
					pActor->inventory().Items_SetCurrentEntityHud(true);

					CHudItem* pHudItem = smart_cast<CHudItem*>(pActor->inventory().ActiveItem());
					if (pHudItem) 
					{
						pHudItem->OnStateSwitch(pHudItem->GetState());
					}
				}
			}
		}
		return;
	}
	// Lain: added
	case DIK_F5: 
	{
		if ( CBaseMonster* pBM = smart_cast<CBaseMonster*>(CurrentEntity()))
		{
			DBG().log_debug_info();			
		}
		break;
	}

	case MOUSE_1: {
		if (GameID() != eGameIDSingle)
			break;

		if (pInput->iGetAsyncKeyState(DIK_LALT)) {
			if (smart_cast<CActor*>(CurrentEntity()))
				try_change_current_entity	();
			else
				restore_actor				();
			return;
		}
		break;
	}
	/**/
#endif
#ifdef DEBUG
	case DIK_F9:{
//		if (!ai().get_alife())
//			break;
//		const_cast<CALifeSimulatorHeader&>(ai().alife().header()).set_state(ALife::eZoneStateSurge);
		break;
	}
		return;
//	case DIK_F10:{
//		ai().level_graph().set_dest_point();
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_start_point();
//			m_bSynchronization	= false;
//		}
//		luabind::functor<void>	functor;
//		ai().script_engine().functor("alife_test.set_switch_online",functor);
//		functor(0,false);
//	}
//		return;
//	case DIK_F11:
//		ai().level_graph().build_detail_path();
//		if (!Objects.FindObjectByName("m_stalker_e0000") || !Objects.FindObjectByName("localhost/dima"))
//			return;
//		if (!m_bSynchronization) {
//			m_bSynchronization	= true;
//			ai().level_graph().set_dest_point();
//			ai().level_graph().select_cover_point();
//			m_bSynchronization	= false;
//		}
//		return;
#endif // DEBUG
	}
#endif // MASTER_GOLD

	if (bindConsoleCmds.execute(key))
		return;

	if (CURRENT_ENTITY())		
	{
		IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
		if (IR)				IR->IR_OnKeyboardPress(get_binded_action(key));
	}


	#ifdef _DEBUG
		CObject *obj = Level().Objects.FindObjectByName("monster");
		if (obj) {
			CBaseMonster *monster = smart_cast<CBaseMonster *>(obj);
			if (monster) 
				monster->debug_on_key(key);
		}
	#endif
}
コード例 #16
0
ファイル: cbase.cpp プロジェクト: FlaminSarge/source-sdk-2013
//-----------------------------------------------------------------------------
// Purpose: Converts the variant to a new type. This function defines which I/O
//			types can be automatically converted between. Connections that require
//			an unsupported conversion will cause an error message at runtime.
// Input  : newType - the type to convert to
// Output : Returns true on success, false if the conversion is not legal
//-----------------------------------------------------------------------------
bool variant_t::Convert( fieldtype_t newType )
{
	if ( newType == fieldType )
	{
		return true;
	}

	//
	// Converting to a null value is easy.
	//
	if ( newType == FIELD_VOID )
	{
		Set( FIELD_VOID, NULL );
		return true;
	}

	//
	// FIELD_INPUT accepts the variant type directly.
	//
	if ( newType == FIELD_INPUT )
	{
		return true;
	}

	switch ( fieldType )
	{
		case FIELD_INTEGER:
		{
			switch ( newType )
			{
				case FIELD_FLOAT:
				{
					SetFloat( (float) iVal );
					return true;
				}

				case FIELD_BOOLEAN:
				{
					SetBool( iVal != 0 );
					return true;
				}
			}
			break;
		}

		case FIELD_FLOAT:
		{
			switch ( newType )
			{
				case FIELD_INTEGER:
				{
					SetInt( (int) flVal );
					return true;
				}

				case FIELD_BOOLEAN:
				{
					SetBool( flVal != 0 );
					return true;
				}
			}
			break;
		}

		//
		// Everyone must convert from FIELD_STRING if possible, since
		// parameter overrides are always passed as strings.
		//
		case FIELD_STRING:
		{
			switch ( newType )
			{
				case FIELD_INTEGER:
				{
					if (iszVal != NULL_STRING)
					{
						SetInt(atoi(STRING(iszVal)));
					}
					else
					{
						SetInt(0);
					}
					return true;
				}

				case FIELD_FLOAT:
				{
					if (iszVal != NULL_STRING)
					{
						SetFloat(atof(STRING(iszVal)));
					}
					else
					{
						SetFloat(0);
					}
					return true;
				}

				case FIELD_BOOLEAN:
				{
					if (iszVal != NULL_STRING)
					{
						SetBool( atoi(STRING(iszVal)) != 0 );
					}
					else
					{
						SetBool(false);
					}
					return true;
				}

				case FIELD_VECTOR:
				{
					Vector tmpVec = vec3_origin;
					if (sscanf(STRING(iszVal), "[%f %f %f]", &tmpVec[0], &tmpVec[1], &tmpVec[2]) == 0)
					{
						// Try sucking out 3 floats with no []s
						sscanf(STRING(iszVal), "%f %f %f", &tmpVec[0], &tmpVec[1], &tmpVec[2]);
					}
					SetVector3D( tmpVec );
					return true;
				}

				case FIELD_COLOR32:
				{
					int nRed = 0;
					int nGreen = 0;
					int nBlue = 0;
					int nAlpha = 255;

					sscanf(STRING(iszVal), "%d %d %d %d", &nRed, &nGreen, &nBlue, &nAlpha);
					SetColor32( nRed, nGreen, nBlue, nAlpha );
					return true;
				}

				case FIELD_EHANDLE:
				{
					// convert the string to an entity by locating it by classname
					CBaseEntity *ent = NULL;
					if ( iszVal != NULL_STRING )
					{
						// FIXME: do we need to pass an activator in here?
						ent = gEntList.FindEntityByName( NULL, iszVal );
					}
					SetEntity( ent );
					return true;
				}
			}
		
			break;
		}

		case FIELD_EHANDLE:
		{
			switch ( newType )
			{
				case FIELD_STRING:
				{
					// take the entities targetname as the string
					string_t iszStr = NULL_STRING;
					if ( eVal != NULL )
					{
						SetString( eVal->GetEntityName() );
					}
					return true;
				}
			}
			break;
		}
	}

	// invalid conversion
	return false;
}
コード例 #17
0
void CLevel::g_sv_Spawn		(CSE_Abstract* E)
{
#ifdef DEBUG_MEMORY_MANAGER
	u32							E_mem = 0;
	if (g_bMEMO)	{
		lua_gc					(ai().script_engine().lua(),LUA_GCCOLLECT,0);
		lua_gc					(ai().script_engine().lua(),LUA_GCCOLLECT,0);
		E_mem					= Memory.mem_usage();	
		Memory.stat_calls		= 0;
	}
#endif // DEBUG_MEMORY_MANAGER
	//-----------------------------------------------------------------
//	CTimer		T(false);

#ifdef DEBUG
//	Msg					("* CLIENT: Spawn: %s, ID=%d", *E->s_name, E->ID);
#endif

	// Optimization for single-player only	- minimize traffic between client and server
	if	(GameID()	== eGameIDSingle)		psNET_Flags.set	(NETFLAG_MINIMIZEUPDATES,TRUE);
	else								psNET_Flags.set	(NETFLAG_MINIMIZEUPDATES,FALSE);

	// Client spawn
//	T.Start		();
	CObject*	O		= Objects.Create	(*E->s_name);
	// Msg				("--spawn--CREATE: %f ms",1000.f*T.GetAsync());

//	T.Start		();
#ifdef DEBUG_MEMORY_MANAGER
	mem_alloc_gather_stats		(false);
#endif // DEBUG_MEMORY_MANAGER
	if (0==O || (!O->net_Spawn	(E))) 
	{
		O->net_Destroy			( );
		if(!g_dedicated_server)
			client_spawn_manager().clear(O->ID());
		Objects.Destroy			(O);
		Msg						("! Failed to spawn entity '%s'",*E->s_name);
#ifdef DEBUG_MEMORY_MANAGER
		mem_alloc_gather_stats	(!!psAI_Flags.test(aiDebugOnFrameAllocs));
#endif // DEBUG_MEMORY_MANAGER
	} else {
#ifdef DEBUG_MEMORY_MANAGER
		mem_alloc_gather_stats	(!!psAI_Flags.test(aiDebugOnFrameAllocs));
#endif // DEBUG_MEMORY_MANAGER
		if(!g_dedicated_server)
			client_spawn_manager().callback(O);
		//Msg			("--spawn--SPAWN: %f ms",1000.f*T.GetAsync());
		
		if ((E->s_flags.is(M_SPAWN_OBJECT_LOCAL)) && 
			(E->s_flags.is(M_SPAWN_OBJECT_ASPLAYER)) )	
		{
			if (IsDemoPlayStarted())
			{
				if (E->s_flags.is(M_SPAWN_OBJECT_PHANTOM))
				{
					SetControlEntity	(O);
					SetEntity			(O);	//do not switch !!!
					SetDemoSpectator	(O);
				}
			} else
			{
				if (CurrentEntity() != NULL) 
				{
					CGameObject* pGO = smart_cast<CGameObject*>(CurrentEntity());
					if (pGO) pGO->On_B_NotCurrentEntity();
				}
				SetControlEntity	(O);
				SetEntity			(O);	//do not switch !!!
			}
		}

		if (0xffff != E->ID_Parent)	
		{
			/*
			// Generate ownership-event
			NET_Packet			GEN;
			GEN.w_begin			(M_EVENT);
			GEN.w_u32			(E->m_dwSpawnTime);//-NET_Latency);
			GEN.w_u16			(GE_OWNERSHIP_TAKE);
			GEN.w_u16			(E->ID_Parent);
			GEN.w_u16			(u16(O->ID()));
			game_events->insert	(GEN);
			/*/
			NET_Packet	GEN;
			GEN.write_start();
			GEN.read_start();
			GEN.w_u16			(u16(O->ID()));
			cl_Process_Event(E->ID_Parent, GE_OWNERSHIP_TAKE, GEN);
			//*/
		}
	}

	/*if (E->s_flags.is(M_SPAWN_UPDATE)) {
		NET_Packet				temp;
		temp.B.count			= 0;
		E->UPDATE_Write			(temp);
		if (temp.B.count > 0)
		{
			temp.r_seek				(0);
			O->net_Import			(temp);
		}
		}*/ //:(

	//---------------------------------------------------------
	Game().OnSpawn				(O);
	//---------------------------------------------------------
#ifdef DEBUG_MEMORY_MANAGER
	if (g_bMEMO) {
		lua_gc					(ai().script_engine().lua(),LUA_GCCOLLECT,0);
		lua_gc					(ai().script_engine().lua(),LUA_GCCOLLECT,0);
		Msg						("* %20s : %d bytes, %d ops", *E->s_name,Memory.mem_usage()-E_mem, Memory.stat_calls );
	}
#endif // DEBUG_MEMORY_MANAGER
}