コード例 #1
0
ファイル: C4.cpp プロジェクト: super-nova/NovaRepo
//------------------------------------------------------------------------
bool CC4::CanSelect() const
{
	bool canSelect = (CWeapon::CanSelect() && !OutOfAmmo(false));

	//Check for remaining projectiles to detonate
	if(!canSelect)
	{
		CActor *pOwner = GetOwnerActor();

		if(!pOwner)
			return false;

		EntityId detonatorId = pOwner->GetInventory()?pOwner->GetInventory()->GetItemByClass(CItem::sDetonatorClass):0;

		//Do not re-select detonator again
		if(detonatorId && (detonatorId==pOwner->GetCurrentItemId()))
			return false;

		IFireMode *pFM = GetFireMode(GetCurrentFireMode());

		if(pFM)
		{
			//CC4::Select will select the detonator in this case
			EntityId projectileId = pFM->GetProjectileId();

			if(projectileId && g_pGame->GetWeaponSystem()->GetProjectile(projectileId))
				return true;

		}
	}

	return canSelect;
};
コード例 #2
0
ファイル: C4.cpp プロジェクト: Arnm7890/CryGame
//------------------------------------------------------------------------
void CC4::Drop(float impulseScale, bool selectNext, bool byDeath)
{
	EntityId fistsId = 0;
	
	CActor *pOwner = GetOwnerActor();
	if(pOwner)
		fistsId = pOwner->GetInventory()?pOwner->GetInventory()->GetItemByClass(CItem::sFistsClass):0;

	CItem::Drop(impulseScale,selectNext,byDeath);

	if (fistsId)
		pOwner->SelectItem(fistsId,true);

}
コード例 #3
0
ファイル: JAW.cpp プロジェクト: amrhead/eaascode
void CJaw::PostSerialize()
{
	BaseClass::PostSerialize();

	if(m_auxSlotUsed)
	{
		SetViewMode(0);
		DrawSlot(eIGS_ThirdPersonAux,true);
	}
	else if (GetOwner() != 0 && !IsAttachedToBack() && !IsAttachedToHand())
	{
		Hide(true);
	}
	else if (!IsOwnerFP())
	{
		SetViewMode(eIVM_ThirdPerson);
		DrawSlot(eIGS_ThirdPerson, true);
		DrawSlot(eIGS_ThirdPersonAux,false);
	}

	if (m_smokeActive)
	{
		Pickalize(false, true);
	}

	if (GetOwner() != 0)
	{
		CActor* pOwner = GetOwnerActor();
		IInventory* pInventory = pOwner ? pOwner->GetInventory() : 0;
		UnregisterUsedAmmoWithInventory(pInventory);
		RegisterUsedAmmoWithInventory(pInventory);
	}
}
コード例 #4
0
ファイル: ScriptBind_Actor.cpp プロジェクト: kitnet/crynegine
//------------------------------------------------------------------------
int CScriptBind_Actor::SetInventoryAmmo(IFunctionHandler *pH, const char *ammo, int amount)
{
	CActor * pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

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

	IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammo);
	assert(pClass);

	int capacity = pInventory->GetAmmoCapacity(pClass);
	int current = pInventory->GetAmmoCount(pClass);
	if((!gEnv->IsEditor()) && (amount > capacity))
	{
		//If still there's some place, full inventory to maximum...
		if(current<capacity)
		{
			pInventory->SetAmmoCount(pClass,capacity);
			if (gEnv->bServer)
				pActor->GetGameObject()->InvokeRMI(CActor::ClSetAmmo(), CActor::AmmoParams(ammo, amount), eRMI_ToRemoteClients);
		}
	}
	else
	{
		pInventory->SetAmmoCount(pClass, amount);
		if (gEnv->bServer)
			pActor->GetGameObject()->InvokeRMI(CActor::ClSetAmmo(), CActor::AmmoParams(ammo, amount), eRMI_ToRemoteClients);
	}

	return pH->EndFunction();
}
コード例 #5
0
ファイル: ScriptBind_Actor.cpp プロジェクト: mrwonko/CrysisVR
//------------------------------------------------------------------------
int CScriptBind_Actor::AddInventoryAmmo(IFunctionHandler *pH, const char *ammo, int amount)
{
	CActor * pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

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

	IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammo);
	assert(pClass);

	int capacity = pInventory->GetAmmoCapacity(pClass);
	int current = pInventory->GetAmmoCount(pClass);
	if((!gEnv->pSystem->IsEditor()) && (amount > capacity))
	{
		if(pActor->IsClient())
			SAFE_HUD_FUNC(DisplayFlashMessage("@ammo_maxed_out", 2, ColorF(1.0f, 0,0), true, (string("@")+pClass->GetName()).c_str()));

		//If still there's some place, full inventory to maximum...

		if(current<capacity)
		{
			pInventory->SetAmmoCount(pClass,capacity);
			if(pActor->IsClient() && capacity - current > 0)
			{
				/*char buffer[5];
				itoa(capacity - current, buffer, 10);
				SAFE_HUD_FUNC(DisplayFlashMessage("@grab_ammo", 3, Col_Wheat, true, (string("@")+pClass->GetName()).c_str(), buffer));*/
				if(g_pGame->GetHUD())
					g_pGame->GetHUD()->DisplayAmmoPickup(pClass->GetName(), capacity - current);
			}
			if (gEnv->bServer)
				pActor->GetGameObject()->InvokeRMI(CActor::ClAddAmmo(), CActor::AmmoParams(ammo, amount), eRMI_ToRemoteClients);
		}
	}
	else
	{
		pInventory->SetAmmoCount(pClass, amount);
		if(pActor->IsClient() && amount - current > 0)
		{
			/*char buffer[5];
			itoa(amount - current, buffer, 10);
			SAFE_HUD_FUNC(DisplayFlashMessage("@grab_ammo", 3, Col_Wheat, true, (string("@")+pClass->GetName()).c_str(), buffer));*/
			if(g_pGame->GetHUD())
				g_pGame->GetHUD()->DisplayAmmoPickup(pClass->GetName(), amount - current);
		}
		if (gEnv->bServer)
			pActor->GetGameObject()->InvokeRMI(CActor::ClAddAmmo(), CActor::AmmoParams(ammo, amount), eRMI_ToRemoteClients);
	}

	return pH->EndFunction();
}
コード例 #6
0
ファイル: JAW.cpp プロジェクト: amrhead/eaascode
bool CJaw::OutOfAmmo(bool allFireModes) const
{
	CActor* pOwner = GetOwnerActor();
	IInventory* pOwnerInventory = pOwner ? pOwner->GetInventory() : 0;
	if (!pOwnerInventory)
		return true;

	IEntityClass* pJawClass = GetEntity()->GetClass();
	IItemSystem* pItemSystem = gEnv->pGame->GetIGameFramework()->GetIItemSystem();
	int jawUniqueId = pItemSystem->GetItemUniqueId(pJawClass->GetName());
	int currentNumJaws = pOwnerInventory->GetCountOfUniqueId(jawUniqueId);

	return currentNumJaws == 0;
}
コード例 #7
0
ファイル: ScriptBind_Actor.cpp プロジェクト: mrwonko/CrysisVR
//------------------------------------------------------------------------
int CScriptBind_Actor::GetInventoryAmmo(IFunctionHandler *pH, const char *ammo)
{
	CActor * pActor = GetActor(pH);
	if (!pActor)
		return pH->EndFunction();

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

	IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammo);
	assert(pClass);
	return pH->EndFunction(pInventory->GetAmmoCount(pClass));
}
コード例 #8
0
bool CMelee::SwitchToMeleeWeaponAndAttack()
{
	// Checking for the equipped MeleeWeapon for each melee is hateful, but there's nowhere to check the inventory when a weapon is equipped.
	CActor* pOwner = m_pWeapon->GetOwnerActor();
	if( pOwner && (pOwner->GetInventory()->GetItemByClass( CItem::sWeaponMeleeClass ) != 0) )
	{
		m_pWeapon->SetPlaySelectAction( false );
		pOwner->SelectItemByName( "WeaponMelee", true );

		// trigger the attack - should be good without ptr checks, we validated that the weapon exists in the inventory.
		pOwner->GetCurrentItem()->GetIWeapon()->MeleeAttack();

		return true;
	}

	return false;
}
コード例 #9
0
ファイル: JAW.cpp プロジェクト: amrhead/eaascode
void CJaw::Drop(float impulseScale, bool selectNext, bool byDeath)
{
	// No special handling needed when exiting editor game mode
	if (gEnv->IsEditor() && !gEnv->IsEditorGameMode())
		return BaseClass::Drop(impulseScale, selectNext, byDeath);

	CActor* pOwner = GetOwnerActor();
	//Don't let the player drop it if it has not been opened
	if(m_stats.first_selection && pOwner && pOwner->IsPlayer() && !pOwner->IsDead() && !byDeath)
		return;

	if(pOwner && !pOwner->IsPlayer())
	{
		//In this case goes to the clip, no the inventory

		if(m_minDropAmmoAvailable && !m_weaponsharedparams->ammoParams.minDroppedAmmo.empty())
		{
			TAmmoVector::const_iterator end = m_weaponsharedparams->ammoParams.minDroppedAmmo.end();

			for(TAmmoVector::const_iterator it = m_weaponsharedparams->ammoParams.minDroppedAmmo.begin(); it != end; ++it)
			{
				SWeaponAmmoUtils::SetAmmo(m_ammo, it->pAmmoClass, it->count);
			}

			m_minDropAmmoAvailable = false;
		}
	}

	BaseClass::Drop(impulseScale,selectNext,byDeath);
	if (pOwner && !selectNext && !pOwner->IsHeadUnderWater())
	{
		IInventory* pInventory = pOwner->GetInventory();
		EntityId pNextJawItem = pInventory->GetItemByClass(GetEntity()->GetClass());
		m_pItemSystem->SetActorItem(pOwner, pNextJawItem, true);
	}

	if (pOwner && pOwner->IsPlayer())
	{
		if (m_fired)
			DropUsed();
		else
			DropUnused(pOwner);
	}
}
コード例 #10
0
ファイル: JAW.cpp プロジェクト: amrhead/eaascode
void CJaw::AddAmmoCapacity()
{
	CActor* pOwner = GetOwnerActor();
	if (!pOwner || !(gEnv->bServer || pOwner->IsClient()))
		return;
	IInventory* pOwnerInventory = pOwner->GetInventory();
	if (!pOwnerInventory)
		return;
	if (pOwnerInventory->GetItemByClass(GetEntity()->GetClass()) != 0)
		return;
	const CWeaponSharedParams* pWeaponParams = GetWeaponSharedParams();

	for (size_t i = 0; i < pWeaponParams->ammoParams.capacityAmmo.size(); ++i)
	{
		IEntityClass* pAmmoType = pWeaponParams->ammoParams.capacityAmmo[i].pAmmoClass;
		int capacity = pWeaponParams->ammoParams.capacityAmmo[i].count;
		pOwnerInventory->SetAmmoCapacity(pAmmoType, capacity);
	}
}
コード例 #11
0
//------------------------------------------------------------------------
void CItem::NetSetOwnerId(EntityId id)
{
	if (id == m_ownerId)
	{
		return;
	}

	CryLogAlways("%s::NetSetOwnerId(%s)", GetEntity()->GetName(), GetActor(id) ? GetActor(id)->GetEntity()->GetName() : "null");

	if (id)
	{
		PickUp(id, true);
	}
	else
	{
		Drop();
		CActor *pActor = GetOwnerActor();

		if (pActor)
		{
			pActor->GetInventory()->SetCurrentItem(0);
		}
	}
}
コード例 #12
0
ファイル: JAW.cpp プロジェクト: amrhead/eaascode
void CJaw::DoAutoDrop()
{
	if(!m_playedDropAction && m_fm)
	{
		m_firedRockets--;

		CActor* pOwner = GetOwnerActor();
		// no need to auto-drop for AI
		if(pOwner && !pOwner->IsPlayer())
			return;

		if((GetAmmoCount(m_fm->GetAmmoType())<=0)&&(m_firedRockets<=0))
		{
			if( pOwner )
			{
				uint8 uniqueId = m_pItemSystem->GetItemUniqueId(GetEntity()->GetClass()->GetName());
				bool selectNext = pOwner->GetInventory()->GetCountOfUniqueId(uniqueId) <= 1;

				PlayAction(GetFragmentIds().drop);
				m_playedDropAction = true;
			}
		}
	}
}
コード例 #13
0
ファイル: AmmoPickup.cpp プロジェクト: mrwonko/CrysisVR
//----------------------------------------------------
void CAmmoPickup::OnIncendiaryAmmoPickedUp(IEntityClass *pClass,int count)
{
	bool incendiary = (pClass == CItem::sIncendiaryAmmo);

	if(incendiary && !gEnv->bMultiplayer)
	{
		CActor* pPlayer = GetOwnerActor();

		if(!pPlayer)
			return;

		if(IInventory *pInventory = pPlayer->GetInventory())
		{
			if(pInventory->GetCountOfClass("FY71IncendiaryAmmo")==0)
			{
				const int clipSize = 30;
				m_pItemSystem->GiveItem(pPlayer,"FY71IncendiaryAmmo",false,false,false);
				int amount = count-clipSize;
				amount = MAX(0,amount);
				pInventory->SetAmmoCount(pClass,amount);
			}
		}
	}
}
コード例 #14
0
void CGameStateRecorder::OnRecordedGameplayEvent(IEntity *pEntity, const GameplayEvent &event, int currentFrame, bool bRecording)
{
	EntityId id;
	m_currentFrame = currentFrame;

	int demo_forceGameState = 0;
	if(!bRecording)
	{
		ICVar *pVar = gEnv->pConsole->GetCVar( "demo_force_game_state" );
		if(pVar)
			demo_forceGameState = pVar->GetIVal();
	}
	
	if(!pEntity || !(id = pEntity->GetId()))
		return;

	if(m_IgnoredEvents.size())
		if(event.event == m_IgnoredEvents[0])
		{
			m_IgnoredEvents.erase(m_IgnoredEvents.begin());
			return;
		}

		TGameStates::iterator itActor = m_GameStates.find(id);
	if(itActor == m_GameStates.end())
	{
		m_GameStates.insert(std::make_pair(id,SActorGameState()));
		itActor = m_GameStates.find(id);
	}
	if(itActor == m_GameStates.end())
	{
		GameWarning("TimeDemo:GameState: actor %s not found in records",pEntity->GetName());
		return;
	}

	SActorGameState& gstate = itActor->second;

	switch(event.event)
	{
		case eGE_HealthChanged: 
			{
				gstate.health = event.value;

				if(!m_bRecording)
				{
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						if(m_bLogWarning)
						{
							if(CHECK_MISMATCH(pActor->GetHealth(), gstate.health,10))
							{
								if(!gstate.bHealthDifferent)
								{
									GameWarning("TimeDemo:GameState: Frame %d - Actor %s - HEALTH mismatch (%d, %d)",m_currentFrame,pEntity->GetName(), static_cast<int>(pActor->GetHealth()), static_cast<int>(gstate.health));
									gstate.bHealthDifferent = true;
								}
							}
							else
								gstate.bHealthDifferent = false;
						}

						if( demo_forceGameState)
							pActor->SetHealth(gstate.health);
					}
				}
			}
			break;

		case eGE_WeaponFireModeChanged:
			{
				TItemName sel = (event.description);
				if(sel)
				{
					TItemContainer& Items = gstate.Items;
					TItemContainer::iterator iti = Items.find(sel);
					uint8 recFireModeIdx = uint8(event.value);
					if(iti != Items.end())
						iti->second.fireMode = recFireModeIdx;

					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor && pActor->GetInventory())
					{
						IItem* pItem = pActor->GetInventory()->GetItemByName(sel);
						CWeapon* pWeapon;
						if(pItem && (pWeapon = (CWeapon*)(pItem->GetIWeapon())))
						{

						int fireModeIdx = pWeapon->GetCurrentFireMode();
						if(m_bLogWarning)
							{
									CheckDifference(recFireModeIdx,fireModeIdx,"TimeDemo:GameState: Frame %d - Actor %s - FIRE MODE mismatch for weapon %s (rec:%d, cur:%d)",pEntity,pItem->GetEntity() ? pItem->GetEntity()->GetName() : "(null)");
							}

							if(demo_forceGameState==2 && fireModeIdx!= recFireModeIdx)
								pWeapon->SetCurrentFireMode(recFireModeIdx);
						}
					}
				}
			}
			break;

		case eGE_WeaponReload:
			{
				const char* ammoType = event.description;
				TAmmoContainer& ammoMags = gstate.AmmoMags;
				TAmmoContainer::iterator it = ammoMags.find(ammoType);
				if(it!=ammoMags.end())
				{
					it->second -= (uint16)event.value;
				
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							{
								IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType);
								if(pAmmoClass)
								{
									if(m_bLogWarning)
										CheckDifference(it->second,pInventory->GetAmmoCount(pAmmoClass),"TimeDemo:GameState: Frame %d - Actor %s - WEAPON RELOAD, ammo count mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoType);
		
									if(demo_forceGameState == 2)
										pInventory->SetAmmoCount(pAmmoClass,it->second);
								}
							}
						}
					}
				}
			}
			break;

		case eGE_ItemSelected:
			{
				TItemName itemName = event.description;
				gstate.itemSelected = itemName;
				if(itemName)
				{
					if( !bRecording && (event.value > 0 || demo_forceGameState==2)) // EVENT.VALUE > 0 means initialization
					{
						CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
						if(pActor && pActor->GetInventory())
						{
							IItem* pItem = pActor->GetInventory()->GetItemByName(itemName);
							if(pItem)
								pActor->SelectItem(pItem->GetEntityId(),false);
						}
					}
				}

				if(m_bLogWarning)
				{	
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						IItem* pItem = pActor->GetCurrentItem();
						const char* curItemName= pItem && pItem->GetEntity() ? pItem->GetEntity()->GetName(): NULL;
						CheckDifferenceString(itemName,curItemName,"TimeDemo:GameState: Frame %d - Actor %s - SELECTED ITEM mismatch (rec:%s, cur:%s)",pEntity);
					}
				}
				break;
			}
			break;

		case eGE_ItemExchanged:
			{
				// prevent unwanted record/play mismatch error with current item during item exchanging
				// two unneeded game events are sent (selecting fists)
				m_IgnoredEvents.push_back(eGE_ItemSelected);
				m_IgnoredEvents.push_back(eGE_ItemSelected);
			}
			break;

		case eGE_ItemPickedUp:
			{
				TItemName sel = (TItemName)event.description;
//				gstate.itemSelected = sel;
				TItemContainer& Items = gstate.Items;
				TItemContainer::iterator it = Items.find(sel);
				if(it == Items.end())
				{
					Items.insert(std::make_pair(sel,SItemProperties()));
					it = Items.find(sel);
				}

				if(it != Items.end())
				{
					it->second.count++;

					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor && !m_bRecording)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							// just check if the item is the inventory
							if(m_bLogWarning && !pInventory->GetItemByName(sel))
								GameWarning("TimeDemo:GameState: Frame %d - Actor %s - Recorded PICKED UP ITEM class '%s' not found in current inventory",m_currentFrame,pEntity->GetName(),sel);

							if(demo_forceGameState == 2)
							{
								IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(sel);
								if(pItemEntity)
									pInventory->AddItem(pItemEntity->GetId());
								else
									GameWarning("TimeDemo:GameState: Frame %d - Actor %s - PICKED UP ITEM entity %s not found in level",m_currentFrame,pEntity->GetName(),sel);
							}
						}
					}
				}
				else if(m_bLogWarning)
				{
					if(!sel)
						sel = "(null)";
					GameWarning("TimeDemo:GameState: Frame %d - Actor %s - PICKED UP ITEM %s not found in recorded inventory",m_currentFrame,pEntity->GetName(),sel);
				}

			}
			break;

		case eGE_AmmoPickedUp:
			{
				uint16 ammoCount = (uint16)(event.value);
				TItemName sel = (TItemName)event.description;
				TAmmoContainer& Ammo = gstate.AmmoMags;

				TAmmoContainer::iterator it = Ammo.find(sel);
				if(it == Ammo.end())
					Ammo.insert(std::make_pair(sel,ammoCount));
				else
					it->second = ammoCount;

				if( !m_bRecording)
				{
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
							if(m_bLogWarning)
								CheckDifference(ammoCount,pInventory->GetAmmoCount(pClass),"TimeDemo:GameState: Frame %d - Actor %s - AMMO PICKEDUP: count mismatch for ammo class %s (rec:%d, cur:%d)", pEntity,sel);

							if(demo_forceGameState == 2)
								pInventory->SetAmmoCount(pClass,ammoCount);
						}
					}
				}
			}
			break;

		case eGE_AccessoryPickedUp:
			{
				TItemName sel = (TItemName)event.description;
				//				gstate.itemSelected = sel;
				TAccessoryContainer& Accessories = gstate.Accessories;
				TAccessoryContainer::iterator it = Accessories.find(sel);
				if(it == Accessories.end())
				{
					Accessories.insert(std::make_pair(sel,1));
				}
				else
					it->second++;

				CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
				if(pActor)
				{
					CInventory* pInventory = (CInventory*)(pActor->GetInventory());
					if(pInventory)
					{
						IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
						
						if(m_bLogWarning && !pInventory->HasAccessory(pClass))
							GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ACCESSORY PICKEDUP %s not found in current inventory", m_currentFrame, pEntity->GetName(),sel ? sel:"(null)");

						if(demo_forceGameState == 2 && pClass)					
							pInventory->AddAccessory(pClass);// doesn't actually add it if it's there already

					}
				}
			}
			break;

		case eGE_ItemDropped:
			{
				TItemName sel = (TItemName)event.description;
				//gstate.itemSelected = sel;
				TItemContainer& Items = gstate.Items;
				TItemContainer::iterator it = Items.find(sel);
				if(it != Items.end())
				{
					it->second.count--;
					if(it->second.count<=0)
						Items.erase(it);

					if(demo_forceGameState == 2)
					{
						CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
						if(pActor)
						{
							CInventory* pInventory = (CInventory*)(pActor->GetInventory());
							if(pInventory)
							{
								IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
								if(pClass)
								{
									EntityId itemId = pInventory->GetItemByClass(pClass);
									if(itemId)
										pInventory->RemoveItem(itemId);
								}
							}
						}
					}
				}
				else
					GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ITEM DROPPED, wrong item selected (%s)",m_currentFrame,pEntity->GetName(),sel);
			}
			break;

		case eGE_AmmoCount: 
			{
				TItemContainer& Items = gstate.Items;
				TItemName itemClassDesc = event.description;
				TItemContainer::iterator it = Items.find(itemClassDesc);
				if(it != Items.end())
				{
					SItemProperties& item = it->second;
					const char* ammoClassDesc = (const char*)(event.extra);
					if(ammoClassDesc)
					{
						string szAmmoClassDesc(ammoClassDesc);
						bool bAmmoMag = IsAmmoGrenade(ammoClassDesc);
						TAmmoContainer& itemAmmo = bAmmoMag ? gstate.AmmoMags : item.Ammo;

						if(itemAmmo.find(szAmmoClassDesc)==itemAmmo.end())
							itemAmmo.insert(std::make_pair(szAmmoClassDesc,int(event.value)));
						else
							itemAmmo[szAmmoClassDesc] = (uint16)event.value;

						if(!bRecording && (m_bLogWarning || demo_forceGameState==2))
						{
							CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
							if(pActor)
							{
								CInventory* pInventory = (CInventory*)(pActor->GetInventory());
								if(pInventory)
								{
									IItem* pItem = pInventory->GetItemByName(itemClassDesc);

									if(pItem)
									{
										CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
										if(pWeapon)
										{
											IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoClassDesc);
											if(pAmmoClass)
											{
												if(m_bLogWarning)
												{
													int curAmmoCount = (bAmmoMag ? pInventory->GetAmmoCount(pAmmoClass) : 
														pWeapon->GetAmmoCount(pAmmoClass));
													CheckDifference( int(event.value),curAmmoCount,"TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoClassDesc);
												}

												if(demo_forceGameState==2)
													pWeapon->SetAmmoCount(pAmmoClass,int(event.value));

											}
										}
									}
								}
							}
						}
					}
					else
						GameWarning("TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT null ammoClass descriptor",m_currentFrame,pEntity->GetName());
				}
				else
					GameWarning("TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT wrong item selected (%s)",m_currentFrame,pEntity->GetName(),itemClassDesc);
			}
			break;

		case eGE_AttachedAccessory: 
			{
				// always force attachment of accessory to the current weapon
				// kind of a workaround, the HUD weapon modifier menu is spawned during timedemo playback 
				// but it doesn't use recorded input events
				if(!bRecording)
				{
					CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
					if(pActor)
					{
						CInventory* pInventory = (CInventory*)(pActor->GetInventory());
						if(pInventory)
						{
							const char* sel = event.description;
							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel);
							if(!sel)
								sel = "(null)";
							if(!pInventory->HasAccessory(pClass))
							{
								if(m_bLogWarning)
									GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ATTACHED ACCESSORY %s not found in current inventory", m_currentFrame,pEntity->GetName(),sel);
							}
							else
							{
								CItem* pCurrentItem = (CItem*)(pActor->GetCurrentItem());
								if(pCurrentItem)
									pCurrentItem->SwitchAccessory(sel);
							}
						}
					}
				}
			}
			break;

		case eGE_EntityGrabbed:
			{
				if(demo_forceGameState==2)
				{
					TItemName itemName = event.description;
					if(itemName)
					{
						IEntity * pGrabbedEntity = gEnv->pEntitySystem->FindEntityByName(itemName);
						if(pGrabbedEntity)
						{
							CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
							if(pActor)
							{
								IItem* pItem = GetItemOfName(pActor,itemName);
								if(!pItem)
								{
									// it's a pickable entity, won't end up in the inventory
									//(otherwise it would be managed by eGE_ItemPickedUp)
									COffHand* pOffHand = static_cast<COffHand*>(pActor->GetWeaponByClass(CItem::sOffHandClass));
									if(pOffHand && !pOffHand->GetPreHeldEntityId())
										pOffHand->ForcePickUp(pGrabbedEntity->GetId());
								}
							}
						}
					}	
				}
			}
			break;

		default:
			break;
	}
}
コード例 #15
0
float CGameStateRecorder::RenderInfo(float y, bool bRecording)
{
	float retY = 0;

	IRenderer *pRenderer = gEnv->pRenderer;

	if (bRecording)
	{
		float fColor[4] = {1,0,0,1};
		pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Recording game state");
		retY +=15;
	}
	else 
	{
		const float xp = 300;
		const float xr = 400;
		const float xri = 600;

		float fColor[4] = {0,1,0,1};
		float fColorWarning[4] = {1,1,0,1};

		const char* actorName = m_demo_actorInfo->GetString();
		CActor *pActor = GetActorOfName(actorName);
		if(pActor)
		{
			pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Game state - Actor: %s --------------------------------------------------",pActor->GetEntity()? pActor->GetEntity()->GetName(): "(no entity)");
			retY +=15;

			if(m_itSingleActorGameState != m_GameStates.end() && pActor->GetEntity() && m_itSingleActorGameState->first == pActor->GetEntity()->GetId())
			{
				ICVar *pVar = gEnv->pConsole->GetCVar( "demo_force_game_state" );
				if(pVar)
				{
					int demo_forceGameState = pVar->GetIVal();
					if(demo_forceGameState)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false,demo_forceGameState==1 ? 
							" Override mode = (health, suit energy)" : " Override mode = (all)");
						retY +=15;
					}
				}

				pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor,false,"Current");
				pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColor,false,"Recorded");
				retY +=15;

				SActorGameState& gstate = m_itSingleActorGameState->second;
				float recordedHealth = (float)gstate.health;
				float health = (float)pActor->GetHealth();
				bool bError = CHECK_MISMATCH(health, recordedHealth,10);

				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Health:");
				pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",(int)health);
				pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",(int)recordedHealth);
				retY +=15;
				
				// items
				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Inventory ---------------------------------------------------------------------------------------");
				retY +=15;
				pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor,false,"Current");
				pRenderer->Draw2dLabel( xri,y+retY, 1.3f, fColor,false,"Recorded");
				retY +=15;

				CInventory *pInventory = (CInventory*)(pActor->GetInventory());
				if(pInventory)
				{
					int nInvItems = pInventory->GetCount();
						
					TItemContainer& Items = gstate.Items;
					int nRecItems = Items.size();
					int maxItems = max(nRecItems,nInvItems);

					int i=0;
					EntityId curSelectedId = pActor->GetCurrentItemId();
					TItemName curSelClass = GetItemName(curSelectedId);
					bool bSelectedError = !equal_strings(gstate.itemSelected,curSelClass);

					for(; i< nInvItems; i++)
					{
						IItem *pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pInventory->GetItem(i));
						if(pItem)	
						{
							TItemName szItemName = GetItemName(pItem->GetEntityId());

							TItemContainer::iterator it = Items.find(szItemName);
							bError = it==Items.end();
							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1);

							EntityId curId = pItem->GetEntityId();
							TItemName curClass = GetItemName(curId);
							if(equal_strings(curClass,curSelClass) )
								pRenderer->Draw2dLabel( xp-16,y+retY, 1.3f,bSelectedError ? fColorWarning:fColor, false, "[]");

							if(equal_strings(szItemName, gstate.itemSelected))
								pRenderer->Draw2dLabel( xri-16,y+retY, 1.3f,bSelectedError ? fColorWarning:fColor, false, "[]");

							char itemName[32];
							const char* originalItemName = pItem->GetEntity() ? pItem->GetEntity()->GetName():"(null)";
							int length = strlen(originalItemName);
							length = min(length,31);
							strncpy(itemName,originalItemName,length);
							itemName[length]=0;
							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"     %s",itemName);

							if(bError)
								pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing");
							else
							{
								SItemProperties& recItem = it->second;
								CWeapon *pWeapon = (CWeapon*)(pItem->GetIWeapon());

								IEntityClass* pItemClass = pItem->GetEntity()->GetClass();
								if(pItemClass && !strcmpi(pItemClass->GetName(),"binoculars"))
									pWeapon = NULL; // no fire mode or ammo recorded for binocular (which is a weapon)

								if(pWeapon)
								{
									int idx = 0;
									// ammo
									float xa = 0;
									for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
									{
										int ammoCount = weaponAmmo.count;
										const char* ammoClass;
										if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
										{
											TAmmoContainer::iterator it = recItem.Ammo.find(ammoClass);
											if(it!=recItem.Ammo.end())
											{
												int recAmmoCount = recItem.Ammo[ammoClass];
												bool bError2 = ammoCount!=recAmmoCount;
												pRenderer->Draw2dLabel( xp+xa,y+retY, 1.3f, bError2? fColorWarning : fColor, false,"Am%d:%d",idx,ammoCount);
												pRenderer->Draw2dLabel( xri+xa,y+retY, 1.3f, bError2? fColorWarning : fColor, false,"Am%d:%d",idx,recAmmoCount);
												xa += 50;
												++idx;
												if(idx%5 ==0)
												{
													xa=0;
													retY+=15;
												}
											}
										}
									}

									// current fire mode
									int curFireModeIdx = pWeapon->GetCurrentFireMode();
									int recFireModeIdx = recItem.fireMode;
									bool bError3 = curFireModeIdx!= recFireModeIdx;
									pRenderer->Draw2dLabel( xp+xa,y+retY, 1.3f, bError3? fColorWarning : fColor, false,"FMode:%d",curFireModeIdx);
									pRenderer->Draw2dLabel( xri+xa,y+retY, 1.3f, bError3? fColorWarning : fColor, false,"FMode:%d",recFireModeIdx);
								}
								else
								{
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok");
								}
							}

						}
						retY +=15;
					}

					/// Accessories

					int nInvAccessories = pInventory->GetAccessoryCount();

					TAccessoryContainer& Accessories = gstate.Accessories;
					int nRecAccessories = Accessories.size();
					if(nRecAccessories)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Accessories");
						retY +=15;
					}

					for(int j=0 ; j< nInvAccessories; j++,i++)
					{
						const char* accessory = pInventory->GetAccessory(j);
						if(accessory && strlen(accessory))	
						{

							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
							if(pClass)
							{
								TItemName szItemName = pClass->GetName();
								TAccessoryContainer::iterator it = Accessories.find(szItemName);
								bError = it==Accessories.end();
								pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1);

								char itemName[32];
								int length = strlen(accessory);
								length = min(length,31);
								strncpy(itemName,accessory,length);
								itemName[length]=0;
								pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"     %s",itemName);

								if(bError)
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing");
								else
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok");

								retY +=15;
							}
						}

					}
					/// Ammo Mags
					TAmmoContainer& Ammo = gstate.AmmoMags;
					int nRecAmmo = Ammo.size();
					int nInvAmmo = pInventory->GetAmmoPackCount();
					if(nInvAmmo)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Ammo Packs");
						retY +=15;
					}

					pInventory->AmmoIteratorFirst();
					for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
					{
						TAmmoContainer& Mags = gstate.AmmoMags;
						const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
						if(pAmmoClass)
						{
							int invAmmoCount = pInventory->AmmoIteratorGetCount();
							const char* ammoClassName = pAmmoClass->GetName();
							bool bNotFound = Mags.find(ammoClassName) == Mags.end();
							int recAmmoCount = bNotFound ? 0 :Mags[ammoClassName];
							bool bError =  bNotFound || invAmmoCount!= recAmmoCount;

							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"  %s:",ammoClassName);
							pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",invAmmoCount);
							if(bNotFound)
								pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColorWarning, false,"NotRecd");
							else
								pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",recAmmoCount);
							retY +=15;

						}
					}
				}
			}
			else // m_itSingleActorGameState != m_GameStates.end()
			{
				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Not Recorded>>");
				retY +=15;
			}
		}
		else // pActor
		{
			pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Actor %s not in the map>>",actorName ? actorName:"(no name)");
			retY +=15;		
		}

	}
	return retY;
}
コード例 #16
0
ファイル: HandGrenades.cpp プロジェクト: Xydrel/Infected
void CHandGrenades::UpdateStowedWeapons()
{
	CActor *pOwnerActor = GetOwnerActor();
	if (!pOwnerActor)
		return;

	ICharacterInstance *pOwnerCharacter = pOwnerActor->GetEntity()->GetCharacter(0);
	if (!pOwnerCharacter)
		return;

	IStatObj *pTPObj = GetEntity()->GetStatObj(eIGS_ThirdPerson);
	if (!pTPObj)
		return;


	int ammoCount = m_fm ? pOwnerActor->GetInventory()->GetAmmoCount(m_fm->GetAmmoType()) : 0;
	if (IsSelected() && (ammoCount > 0))
	{
		ammoCount--;
	}
	if (!pOwnerActor->IsThirdPerson())
	{
		ammoCount = 0;
	}

	int numGrenDiff = ammoCount - m_numStowedCopies;
	if(numGrenDiff != 0)
	{
		if (m_stowSlot < 0)
		{
			m_stowSlot = PickStowSlot(pOwnerCharacter->GetIAttachmentManager(), m_sharedparams->params.bone_attachment_01.c_str(), m_sharedparams->params.bone_attachment_02.c_str());
		}

		if (m_stowSlot >= 0)
		{
			bool attach = numGrenDiff > 0;
			int tot = abs(numGrenDiff);

			IAttachmentManager *pAttachmentManager = pOwnerCharacter->GetIAttachmentManager();
			IAttachment *pAttachment = NULL;

			for (int i=0; i<tot; i++)
			{
				//--- Generate the secondary slot from the first by adding one to the attachment name, is all we need at present...
				const char *attach1 = (m_stowSlot == 0) ? m_sharedparams->params.bone_attachment_01.c_str() : m_sharedparams->params.bone_attachment_02.c_str();
				int lenAttachName = strlen(attach1);
				stack_string attach2(attach1, lenAttachName-1);
				attach2 += (attach1[lenAttachName-1]+1);

				if (attach)
				{
					pAttachment = pAttachmentManager->GetInterfaceByName(attach1);
					if(pAttachment && pAttachment->GetIAttachmentObject())
					{
						pAttachment = pAttachmentManager->GetInterfaceByName(attach2);
					}

					if (pAttachment && !pAttachment->GetIAttachmentObject())
					{
						CCGFAttachment *pCGFAttachment = new CCGFAttachment();
						pCGFAttachment->pObj = pTPObj;
						pAttachment->AddBinding(pCGFAttachment);
						pAttachment->HideAttachment(0);
						pAttachment->HideInShadow(0);

						m_numStowedCopies++;
					}
				}
				else
				{
					pAttachment = pAttachmentManager->GetInterfaceByName(attach2);
					if(!pAttachment || !pAttachment->GetIAttachmentObject())
					{
						pAttachment = pAttachmentManager->GetInterfaceByName(attach1);
					}

					if (pAttachment && pAttachment->GetIAttachmentObject())
					{
						pAttachment->ClearBinding();
						m_numStowedCopies--;					
					}
				}
			}
		}
	}
}
コード例 #17
0
int CScriptBind_Weapon::AttachAccessoryPlaceHolder(IFunctionHandler *pH, SmartScriptTable accessory, bool attach)
{
	CWeapon *pWeapon = GetWeapon(pH);
	if (!pWeapon)
		return pH->EndFunction();

	const char *accessoryName;
	accessory->GetValue("class", accessoryName);
	ScriptHandle id;
	accessory->GetValue("id", id);
	
	EntityId entId = (EntityId)id.n;
	//CryLogAlways("id = %d", entId);
	IEntity *attachment = gEnv->pEntitySystem->GetEntity(entId);
	

	if (accessoryName)
	{
		//CryLogAlways("got name: %s", accessoryName);
		if (pWeapon->GetAccessoryPlaceHolder(accessoryName))
		{
			//CryLogAlways("found accessory place holder");
			pWeapon->AttachAccessoryPlaceHolder(accessoryName, attach);
		}
		else
		{
			//CryLogAlways("accessory place holder not found");
			CActor *pActor = pWeapon->GetOwnerActor();
			IEntity *wep = pWeapon->GetEntity();
			//IGameObject *pGameObject = pWeapon->GetOwnerActor()->GetGameObject();
			IInventory *pInventory = pActor->GetInventory();
			if (pInventory)
			{
				//CryLogAlways("found inventory");
				if (attachment)
				{
					if (pInventory->FindItem(entId) != -1)
					{
						//CryLogAlways("found attachment in inventory already...");
					}
					else
					{
						//CryLogAlways("attachment not found in inventory, adding...");
					}
					//CryLogAlways("found attachment");
					
					
					//attachment->DetachThis(0);
					//attachment->SetParentId(0);
					//CItem *t = (CItem *)attachment;
					//t->SetParentId(0);
					//pWeapon->GetEntity()->AttachChild(attachment, false)
					pInventory->AddItem(attachment->GetId());
					//for (int i = 0; i < wep->GetChildCount(); i++)
					//{
					//	IEntity *cur = wep->GetChild(i);
					//	CryLogAlways("none of these should be %s", attachment->GetName());
					//	CryLogAlways(" %s", cur->GetName());
					//}
					pWeapon->AttachAccessoryPlaceHolder(accessoryName, attach);
					pInventory->RemoveItem(attachment->GetId());
					
				}
				else
				{
					//CryLogAlways("!attachment");
				}
			}
		}
		
	}
	return pH->EndFunction();
}
コード例 #18
0
ファイル: HUDInventory.cpp プロジェクト: aronarts/FireNET
void CHUDInventory::ShowInventory()
{
	IUIElement* pElement = gEnv->pFlashUI->GetUIElement("Inventory");

	if(pElement)
	{
		if(!Inv_loaded)
		{
			pElement->Reload();
			pElement->GetFlashPlayer()->SetVisible(true);
			pElement->SetVisible(true);

			CActor *pActor = static_cast<CActor *>(gEnv->pGame->GetIGameFramework()->GetClientActor());
			IInventory *pInventory = pActor->GetInventory();
			g_pGame->Actions().FilterNoMouse()->Enable(true);

			for (int i = 0; i < pInventory->GetCount(); i++)
			{
				EntityId ide = pInventory->GetItem(i);
				EntityId slotID = pActor->GetInventory()->FindItem(ide);
				CItem *curItem = static_cast<CItem*>(gEnv->pGame->GetIGameFramework()->GetIItemSystem()->GetItem(ide));
				IItem *pItem = static_cast<IItem*>(gEnv->pGame->GetIGameFramework()->GetIItemSystem()->GetItem(ide));

				CItem::SInventotyInfo info = curItem->GetInventoryInfo();
				
				//int slotID;
				EntityId itemID = pItem->GetEntityId();

				itemsSaved = false;

				for(int i = 0; i<inventoryItems.size(); i++)
				{
					if(inventoryItems[i].itemID == itemID)
					{
						//CryLog("Items finded in saved items");
						slotID = inventoryItems[i].slotID;
						itemsSaved = true;
						break;
					}
				}

				if(!itemsSaved)
					slotID--;

				SFlashVarValue args[8] = {slotID, info.iconName.c_str(), itemID, info.itemName.c_str(), info.itemDescription.c_str(), 0, info.canStack, info.canQuick};

				if(info.itemClass)
				{
					pElement->GetFlashPlayer()->Invoke("addInventoryItem", args, 8);

					if(!itemsSaved)
					{
						SInventoryItem inventoryItem;
						inventoryItem.itemName = info.itemName.c_str();
						inventoryItem.itemID = itemID;
						inventoryItem.slotID = slotID++;
						inventoryItem.itemAmmount = 0;
						inventoryItem.canStack = info.canStack;

						inventoryItems.push_back(inventoryItem);
					}
				}


			}

			pElement->GetFlashPlayer()->SetFSCommandHandler(this);
			Inv_loaded = true;
		}
		else
		{
			g_pGame->Actions().FilterNoMouse()->Enable(false);
			pElement->SetVisible(false);
			pElement->GetFlashPlayer()->SetVisible(false);
			pElement->GetFlashPlayer()->SetFSCommandHandler(NULL);
			Inv_loaded = false;
		}

	}
	else
		CryLog("CHUDInventory::Error open inventory!");
}