コード例 #1
0
ファイル: xr_object.cpp プロジェクト: OLR-xray/XRay-NEW
BOOL CObject::net_Spawn			(CSE_Abstract* data)
{
	PositionStack.clear			();

	VERIFY						(_valid(renderable.xform));

	if (0==Visual() && pSettings->line_exist( cNameSect(), "visual" ) )
		cNameVisual_set	(pSettings->r_string( cNameSect(), "visual" ) );

	if (0==collidable.model) 	{
		if (pSettings->line_exist(cNameSect(),"cform")) {
			//LPCSTR cf			= pSettings->r_string	(*cNameSect(), "cform");
			VERIFY3				(*NameVisual, "Model isn't assigned for object, but cform requisted",*cName());
			collidable.model	= xr_new<CCF_Skeleton>	(this);
		}
	}
	R_ASSERT(spatial.space);	spatial_register();

	if (register_schedule())
		shedule_register		();

	// reinitialize flags
//.	Props.bActiveCounter		= 0;	
	processing_activate			();
	setDestroy					(false);

	MakeMeCrow					();

	return TRUE					;
}
コード例 #2
0
ファイル: CustomZone.cpp プロジェクト: AntonioModer/xray-16
// Lain: added Start/Stop idle light calls
void CCustomZone::o_switch_2_fast				()
{
	if (m_zone_flags.test(eFastMode))		return	;
	m_zone_flags.set(eFastMode, TRUE);
	StartIdleLight();
	processing_activate			();
}
コード例 #3
0
ファイル: Car.cpp プロジェクト: AntonioModer/xray-16
bool CCar::attach_Actor(CGameObject* actor)
{
	if(Owner()||CPHDestroyable::Destroyed()) return false;
	CHolderCustom::attach_Actor(actor);

	IKinematics* K	= smart_cast<IKinematics*>(Visual());
	CInifile* ini	= K->LL_UserData();
	int id;
	if(ini->line_exist("car_definition","driver_place"))
		id=K->LL_BoneID(ini->r_string("car_definition","driver_place"));
	else
	{	
		Owner()->setVisible(0);
		id=K->LL_GetBoneRoot();
	}
	CBoneInstance& instance=K->LL_GetBoneInstance				(u16(id));
	m_sits_transforms.push_back(instance.mTransform);
	OnCameraChange(ectFirst);
	PPhysicsShell()->Enable();
	PPhysicsShell()->add_ObjectContactCallback(ActorObstacleCallback);
//	VisualUpdate();
	processing_activate();
	ReleaseHandBreak();
//	CurrentGameUI()->UIMainIngameWnd->CarPanel().Show(true);
//	CurrentGameUI()->UIMainIngameWnd->CarPanel().SetCarHealth(fEntityHealth/100.f);
	//CurrentGameUI()->UIMainIngameWnd.ShowBattery(true);
	//CBoneData&	bone_data=K->LL_GetData(id);
	//Fmatrix driver_pos_tranform;
	//driver_pos_tranform.setHPB(bone_data.bind_hpb.x,bone_data.bind_hpb.y,bone_data.bind_hpb.z);
	//driver_pos_tranform.c.set(bone_data.bind_translate);
	//m_sits_transforms.push_back(driver_pos_tranform);
	//H_SetParent(actor);

	return true;
}
コード例 #4
0
void CAI_Crow::Die				(CObject* who)
{
	inherited::Die	(who)	;
	processing_activate	()	;	// enable UpdateCL for dead crows - especially for physics support
								// and do it especially before Creating physics shell or it definitely throws processing enable/disable calls: underflow  
	CreateSkeleton	()		;
	
};
コード例 #5
0
ファイル: PhysicObject.cpp プロジェクト: AntonioModer/xray-16
void CPhysicObject::net_Import			(NET_Packet& P) 
{	
	u8							NumItems = 0;
	NumItems					= P.r_u8();
	if (!NumItems)
		return;

	CSE_ALifeObjectPhysic::mask_num_items				num_items;
	num_items.common			= NumItems;
	NumItems					= num_items.num_items;

	/*if (num_items.mask & CSE_ALifeObjectPhysic::animated)
	{
		net_Import_Anim_Params(P);	
	}*/

	net_update_PItem			N;
	N.dwTimeStamp				= Device.dwTimeGlobal;

	net_Import_PH_Params(P,N,num_items);
	////////////////////////////////////////////
	P.r_u8();	// freezed or not..


	if (this->cast_game_object()->Local())
	{
		return;
	}

	net_updatePhData				*p = NetSync();

	//	if (!p->NET_IItem.empty() && (p->NET_IItem.back().dwTimeStamp>=N.dwTimeStamp))
	//		return;

	//if (!p->NET_IItem.empty())
	//m_flags.set							(FInInterpolate, TRUE);

	Level().AddObject_To_Objects4CrPr		(this);
	//this->CrPr_SetActivated				(false);
	//this->CrPr_SetActivationStep			(0);

	p->NET_IItem.push_back					(N);
	
	while (p->NET_IItem.size() > 2)
	{
		p->NET_IItem.pop_front				();
	}
	if (!m_activated)
	{
#ifdef DEBUG
		Msg("Activating object [%d] before interpolation starts", ID());		
#endif // #ifdef DEBUG
		processing_activate();
		m_activated = true;
	}
};
コード例 #6
0
void CHangingLamp::TurnOn	()
{
	light_render->set_active						(true);
	if (glow_render)	glow_render->set_active		(true);
	if (light_ambient)	light_ambient->set_active	(true);
	if (Visual()){
		CKinematics* K				= smart_cast<CKinematics*>(Visual());
		K->LL_SetBoneVisible		(light_bone, TRUE, TRUE);
		K->CalculateBones_Invalidate();
		K->CalculateBones			();
	}
	processing_activate		();
}
コード例 #7
0
BOOL CWeaponStatMgun::net_Spawn(CSE_Abstract* DC)
{
	if(!inheritedPH::net_Spawn	(DC)) return FALSE;



	IKinematics* K			= smart_cast<IKinematics*>(Visual());
	CInifile* pUserData		= K->LL_UserData(); 

	R_ASSERT2				(pUserData,"Empty WeaponStatMgun user data!");

	m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_x_bone"));
	m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","rotate_y_bone"));
	m_fire_bone				= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","fire_bone"));
	m_camera_bone			= K->LL_BoneID	(pUserData->r_string("mounted_weapon_definition","camera_bone"));

	U16Vec fixed_bones;
	fixed_bones.push_back	(K->LL_GetBoneRoot());
	PPhysicsShell()			= P_build_Shell(this,false,fixed_bones);

	CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone); VERIFY(bdX.IK_data.type==jtJoint);
	m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
	CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone); VERIFY(bdY.IK_data.type==jtJoint);
	m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);
	

	xr_vector<Fmatrix> matrices;
	K->LL_GetBindTransform	(matrices);
	m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
	m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
	m_bind_x_rot			= matrices[m_rotate_x_bone].k.getP();
	m_bind_y_rot			= matrices[m_rotate_y_bone].k.getH();
	m_bind_x.set			(matrices[m_rotate_x_bone].c);
	m_bind_y.set			(matrices[m_rotate_y_bone].c);

	m_cur_x_rot				= m_bind_x_rot;
	m_cur_y_rot				= m_bind_y_rot;
	m_destEnemyDir.setHP	(m_bind_y_rot,m_bind_x_rot);
	XFORM().transform_dir	(m_destEnemyDir);

	inheritedShooting::Light_Create();

	processing_activate		();
	setVisible				(TRUE);
	setEnabled				(TRUE);
	return					TRUE;
}
コード例 #8
0
//}
void CBreakableObject::CreateBroken()
{
	phys_shell_verify_object_model ( *this );
	processing_activate();
	m_Shell=P_create_splited_Shell();
	m_Shell->preBuild_FromKinematics(smart_cast<IKinematics*>(Visual()));
	m_Shell->mXFORM.set(XFORM());
	//m_Shell->SetAirResistance(0.002f*skel_airr_lin_factor,
	//	0.3f*skel_airr_ang_factor);
	m_Shell->set_PhysicsRefObject(this);
	m_Shell->Build();
	m_Shell->setMass(m_Shell->getMass()*0.1f*100.f);

	//dMass m;
	//dMassSetBox(&m,m_Shell->getMass()/100.f,1.f,1.f,1.f);
	//m_Shell->addEquelInertiaToEls(m);
	m_Shell->MassAddBox( m_Shell->getMass()/100.f, Fvector().set(1,1,1) );
	m_Shell->SmoothElementsInertia(0.3f);
	Fobb b;
	Visual()->getVisData().box.getradius(b.m_halfsize);
	m_Shell->SetMaxAABBRadius(_max(_max(b.m_halfsize.x,b.m_halfsize.y),b.m_halfsize.z)*2.f);//+2.f

}
コード例 #9
0
BOOL CHangingLamp::net_Spawn(CSE_Abstract* DC)
{
	CSE_Abstract			*e		= (CSE_Abstract*)(DC);
	CSE_ALifeObjectHangingLamp	*lamp	= smart_cast<CSE_ALifeObjectHangingLamp*>(e);
	R_ASSERT				(lamp);
	inherited::net_Spawn	(DC);
	Fcolor					clr;

	// set bone id
//	CInifile* pUserData		= K->LL_UserData(); 
//	R_ASSERT3				(pUserData,"Empty HangingLamp user data!",lamp->get_visual());
	xr_delete(collidable.model);
	if (Visual()){
		CKinematics* K		= smart_cast<CKinematics*>(Visual());
		R_ASSERT			(Visual()&&smart_cast<CKinematics*>(Visual()));
		light_bone			= K->LL_BoneID	(*lamp->light_main_bone);	VERIFY(light_bone!=BI_NONE);
		ambient_bone		= K->LL_BoneID	(*lamp->light_ambient_bone);VERIFY(ambient_bone!=BI_NONE);
		collidable.model	= xr_new<CCF_Skeleton>				(this);
		// alpet: загрузка иммунитетов из спавн-конфига
		CInifile* ini=K->LL_UserData();
		if(ini && ini->section_exist("immunities"))		CHitImmunity::LoadImmunities("immunities",ini);
	}
	fBrightness				= lamp->brightness;
	clr.set					(lamp->color);						clr.a = 1.f;
	clr.mul_rgb				(fBrightness);

	light_render			= ::Render->light_create();
	light_render->set_shadow(!!lamp->flags.is(CSE_ALifeObjectHangingLamp::flCastShadow));
	light_render->set_type	(lamp->flags.is(CSE_ALifeObjectHangingLamp::flTypeSpot)?IRender_Light::SPOT:IRender_Light::POINT);
	light_render->set_range	(lamp->range);
	light_render->set_color	(clr);
	light_render->set_cone	(lamp->spot_cone_angle);
	light_render->set_texture(*lamp->light_texture);
	light_render->set_virtual_size(lamp->m_virtual_size);

	if (lamp->glow_texture.size())	{
		glow_render				= ::Render->glow_create();
		glow_render->set_texture(*lamp->glow_texture);
		glow_render->set_color	(clr);
		glow_render->set_radius	(lamp->glow_radius);
	}

	if (lamp->flags.is(CSE_ALifeObjectHangingLamp::flPointAmbient)){
		ambient_power			= lamp->m_ambient_power;
		light_ambient			= ::Render->light_create();
		light_ambient->set_type	(IRender_Light::POINT);
		light_ambient->set_shadow(false);
		clr.mul_rgb				(ambient_power);
		light_ambient->set_range(lamp->m_ambient_radius);
		light_ambient->set_color(clr);
		light_ambient->set_texture(*lamp->m_ambient_texture);
		light_ambient->set_virtual_size(lamp->m_virtual_size);
	}

	fHealth					= lamp->m_health;

	lanim					= LALib.FindItem(*lamp->color_animator);

	CPHSkeleton::Spawn(e);
	if (smart_cast<CKinematicsAnimated*>(Visual()))	smart_cast<CKinematicsAnimated*>	(Visual())->PlayCycle("idle");
	if (smart_cast<CKinematics*>(Visual())){
		smart_cast<CKinematics*>			(Visual())->CalculateBones_Invalidate	();
		smart_cast<CKinematics*>			(Visual())->CalculateBones();
		//.intepolate_pos
	}
	if (lamp->flags.is(CSE_ALifeObjectHangingLamp::flPhysic)&&!Visual())
		Msg("! WARNING: lamp, obj name [%s],flag physics set, but has no visual",*cName());
//.	if (lamp->flags.is(CSE_ALifeObjectHangingLamp::flPhysic)&&Visual()&&!guid_physic_bone)	fHealth=0.f;
	if (Alive())			TurnOn	();
	else{
		processing_activate		();	// temporal enable
		TurnOff					();	// -> and here is disable :)
	}
	
	setVisible					((BOOL)!!Visual());
	setEnabled					((BOOL)!!collidable.model);

	return						(TRUE);
}
コード例 #10
0
ファイル: Helicopter.cpp プロジェクト: Zen13L/xray-16
BOOL CHelicopter::net_Spawn(CSE_Abstract*	DC)
{

    SetfHealth(100.0f);
    setState(CHelicopter::eAlive);
    m_flame_started					=false;
    m_light_started					=false;
    m_exploded						=false;
    m_ready_explode					=false;
    m_dead							=false;

    if (!inherited::net_Spawn(DC))
        return			(FALSE);

    CPHSkeleton::Spawn((CSE_Abstract*)(DC));
    for(u32 i=0; i<4; ++i)
        CRocketLauncher::SpawnRocket(*m_sRocketSection, smart_cast<CGameObject*>(this));

    // assigning m_animator here
    CSE_Abstract		*abstract	=(CSE_Abstract*)(DC);
    CSE_ALifeHelicopter	*heli		= smart_cast<CSE_ALifeHelicopter*>(abstract);
    VERIFY				(heli);

    R_ASSERT						(Visual()&&smart_cast<IKinematics*>(Visual()));
    IKinematics* K					= smart_cast<IKinematics*>(Visual());
    CInifile* pUserData				= K->LL_UserData();

    m_rotate_x_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_x_bone"));
    m_rotate_y_bone			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_rotate_y_bone"));
    m_fire_bone				= K->LL_BoneID	(pUserData->r_string("helicopter_definition","wpn_fire_bone"));
    m_death_bones_to_hide	= pUserData->r_string("on_death_mode","scale_bone");
    m_left_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","left_rocket_bone"));
    m_right_rocket_bone		= K->LL_BoneID	(pUserData->r_string("helicopter_definition","right_rocket_bone"));

    m_smoke_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","smoke_bone"));
    m_light_bone 			= K->LL_BoneID	(pUserData->r_string("helicopter_definition","light_bone"));

    CExplosive::Load		(pUserData,"explosion");
    CExplosive::SetInitiator(ID());

    LPCSTR s = pUserData->r_string("helicopter_definition","hit_section");

    if( pUserData->section_exist(s) ) {
        int lc = pUserData->line_count(s);
        LPCSTR name;
        LPCSTR value;
        s16 boneID;
        for (int i=0 ; i<lc; ++i) {
            pUserData->r_line( s, i, &name, &value);
            boneID	=K->LL_BoneID(name);
            m_hitBones.insert( std::make_pair(boneID, (float)atof(value)) );
        }
    }

    CBoneInstance& biX		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_x_bone);
    biX.set_callback		(bctCustom,BoneMGunCallbackX,this);
    CBoneInstance& biY		= smart_cast<IKinematics*>(Visual())->LL_GetBoneInstance(m_rotate_y_bone);
    biY.set_callback		(bctCustom,BoneMGunCallbackY,this);
    CBoneData& bdX			= K->LL_GetData(m_rotate_x_bone);
    VERIFY(bdX.IK_data.type==jtJoint);
    m_lim_x_rot.set			(bdX.IK_data.limits[0].limit.x,bdX.IK_data.limits[0].limit.y);
    CBoneData& bdY			= K->LL_GetData(m_rotate_y_bone);
    VERIFY(bdY.IK_data.type==jtJoint);
    m_lim_y_rot.set			(bdY.IK_data.limits[1].limit.x,bdY.IK_data.limits[1].limit.y);

    xr_vector<Fmatrix> matrices;
    K->LL_GetBindTransform	(matrices);
    m_i_bind_x_xform.invert	(matrices[m_rotate_x_bone]);
    m_i_bind_y_xform.invert	(matrices[m_rotate_y_bone]);
    m_bind_rot.x			= matrices[m_rotate_x_bone].k.getP();
    m_bind_rot.y			= matrices[m_rotate_y_bone].k.getH();
    m_bind_x.set			(matrices[m_rotate_x_bone].c);
    m_bind_y.set			(matrices[m_rotate_y_bone].c);

    IKinematicsAnimated	*A	= smart_cast<IKinematicsAnimated*>(Visual());
    if (A) {
        A->PlayCycle		(*heli->startup_animation);
        K->CalculateBones	(TRUE);
    }

    m_engineSound.create			(*heli->engine_sound,st_Effect,sg_SourceType);
    m_engineSound.play_at_pos		(0,XFORM().c,sm_Looped);

    CShootingObject::Light_Create	();


    setVisible						(TRUE);
    setEnabled						(TRUE);



    m_stepRemains						= 0.0f;

//lighting
    m_light_render						= ::Render->light_create();
    m_light_render->set_shadow			(false);
    m_light_render->set_type			(IRender_Light::POINT);
    m_light_render->set_range			(m_light_range);
    m_light_render->set_color			(m_light_color);

    if(g_Alive())processing_activate	();
    TurnEngineSound(false);
    if(pUserData->section_exist("destroyed"))
        CPHDestroyable::Load(pUserData,"destroyed");
#ifdef DEBUG
    Device.seqRender.Add(this,REG_PRIORITY_LOW-1);
#endif

    return TRUE;
}