コード例 #1
0
ファイル: ai_rat_feel.cpp プロジェクト: 2asoft/xray
BOOL CAI_Rat::feel_vision_isRelevant(CObject* O)
{
	CEntityAlive* E = smart_cast<CEntityAlive*> (O);
	if (!E) return FALSE;
	if ((E->g_Team() == g_Team()) && (E->g_Alive())) return FALSE;
	return TRUE;
}
コード例 #2
0
ファイル: HUDTarget.cpp プロジェクト: OLR-xray/XRay-NEW
void CHUDTarget::Render()
{
	VERIFY		(g_bRendering);

	CObject*	O		= Level().CurrentEntity();
	if (0==O)	return;
	CEntity*	E		= smart_cast<CEntity*>(O);
	if (0==E)	return;

	Fvector p1				= Device.vCameraPosition;
	Fvector dir				= Device.vCameraDirection;
	
	// Render cursor
	u32 C				= C_DEFAULT;
	
	FVF::TL				PT;
	Fvector				p2;
	p2.mad				(p1,dir,RQ.range);
	PT.transform		(p2,Device.mFullTransform);
	float				di_size = C_SIZE/powf(PT.p.w,.2f);

	CGameFont* F		= HUD().Font().pFontGraffiti19Russian;
	F->SetAligment		(CGameFont::alCenter);
	F->OutSetI			(0.f,0.05f);

	if (psHUD_Flags.test(HUD_CROSSHAIR_DIST)){
		F->SetColor		(C);
		F->OutNext		("%4.1f",RQ.range);
	}

	if (psHUD_Flags.test(HUD_INFO)){ 
		if (RQ.O){
			CEntityAlive*	E		= smart_cast<CEntityAlive*>	(RQ.O);
			CEntityAlive*	pCurEnt = smart_cast<CEntityAlive*>	(Level().CurrentEntity());
			PIItem			l_pI	= smart_cast<PIItem>		(RQ.O);

			if (IsGameTypeSingle())
			{
				CInventoryOwner* our_inv_owner		= smart_cast<CInventoryOwner*>(pCurEnt);
				if (E && E->g_Alive() && !E->cast_base_monster())
				{
//.					CInventoryOwner* our_inv_owner		= smart_cast<CInventoryOwner*>(pCurEnt);
					CInventoryOwner* others_inv_owner	= smart_cast<CInventoryOwner*>(E);

					if(our_inv_owner && others_inv_owner){

						switch(RELATION_REGISTRY().GetRelationType(others_inv_owner, our_inv_owner))
						{
						case ALife::eRelationTypeEnemy:
							C = C_ON_ENEMY; break;
						case ALife::eRelationTypeNeutral:
							C = C_ON_NEUTRAL; break;
						case ALife::eRelationTypeFriend:
							C = C_ON_FRIEND; break;
						}

					if (fuzzyShowInfo>0.5f){
						CStringTable	strtbl		;
						F->SetColor	(subst_alpha(C,u8(iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f))));
						F->OutNext	("%s", *strtbl.translate(others_inv_owner->Name()) );
						F->OutNext	("%s", *strtbl.translate(others_inv_owner->CharacterInfo().Community().id()) );
					}
					}

					fuzzyShowInfo += SHOW_INFO_SPEED*Device.fTimeDelta;
				}
				else 
					if (l_pI && our_inv_owner && RQ.range < 2.0f*our_inv_owner->inventory().GetTakeDist())
					{
						if (fuzzyShowInfo>0.5f){
							F->SetColor	(subst_alpha(C,u8(iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f))));
							F->OutNext	("%s",l_pI->Name/*Complex*/());
						}
						fuzzyShowInfo += SHOW_INFO_SPEED*Device.fTimeDelta;
					}
			}
			else
			{
				if (E && (E->GetfHealth()>0))
				{
					if (pCurEnt && GameID() == GAME_SINGLE){	
						if (GameID() == GAME_DEATHMATCH)			C = C_ON_ENEMY;
						else{	
							if (E->g_Team() != pCurEnt->g_Team())	C = C_ON_ENEMY;
							else									C = C_ON_FRIEND;
						};
						if (RQ.range >= recon_mindist() && RQ.range <= recon_maxdist()){
							float ddist = (RQ.range - recon_mindist())/(recon_maxdist() - recon_mindist());
							float dspeed = recon_minspeed() + (recon_maxspeed() - recon_minspeed())*ddist;
							fuzzyShowInfo += Device.fTimeDelta/dspeed;
						}else{
							if (RQ.range < recon_mindist()) fuzzyShowInfo += recon_minspeed()*Device.fTimeDelta;
							else fuzzyShowInfo = 0;
						};

						if (fuzzyShowInfo>0.5f){
							clamp(fuzzyShowInfo,0.f,1.f);
							int alpha_C = iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f);
							u8 alpha_b	= u8(alpha_C & 0x00ff);
							F->SetColor	(subst_alpha(C,alpha_b));
							F->OutNext	("%s",*RQ.O->cName());
						}
					}
				};
			};

		}else{
			fuzzyShowInfo -= HIDE_INFO_SPEED*Device.fTimeDelta;
		}
		clamp(fuzzyShowInfo,0.f,1.f);
	}

	//отрендерить кружочек или крестик
	if(!m_bShowCrosshair){
		// actual rendering
		u32			vOffset;
		FVF::TL*	pv		= (FVF::TL*)RCache.Vertex.Lock(4,hGeom.stride(),vOffset);
		
		float			size_x = float(Device.dwWidth)	* di_size;
		float			size_y = float(Device.dwHeight) * di_size;
		size_y = size_x;

		float			w_2		= Device.fWidth_2;
		float			h_2		= Device.fHeight_2;

		// Convert to screen coords
		float cx		    = (PT.p.x+1)*w_2;
		float cy		    = (PT.p.y+1)*h_2;

		pv->set				(cx - size_x, cy + size_y, C, 0, 1); ++pv;
		pv->set				(cx - size_x, cy - size_y, C, 0, 0); ++pv;
		pv->set				(cx + size_x, cy + size_y, C, 1, 1); ++pv;
		pv->set				(cx + size_x, cy - size_y, C, 1, 0); ++pv;

		// unlock VB and Render it as triangle LIST
		RCache.Vertex.Unlock(4,hGeom.stride());
		RCache.set_Shader	(hShader);
		RCache.set_Geometry	(hGeom);
		RCache.Render		(D3DPT_TRIANGLELIST,vOffset,0,4,0,2);
	}else{
		//отрендерить прицел
		HUDCrosshair.cross_color	= C;
		HUDCrosshair.OnRender		();
	}
}