コード例 #1
0
ファイル: RadioactiveZone.cpp プロジェクト: OLR-xray/XRay-NEW
void CRadioactiveZone::Affect(SZoneObjectInfo* O) 
{
	// вермя срабатывания не чаще, чем заданный период
	if(m_dwDeltaTime < m_dwPeriod) return;
//.	m_dwDeltaTime = 0;
	
	CGameObject *GO = O->object;
	
	if(GO) 
	{
		Fvector pos; 
		XFORM().transform_tiny(pos,CFORM()->getSphere().P);

#ifdef DEBUG		
		char pow[255]; 
		sprintf(pow, "zone hit. %.3f", Power(GO->Position().distance_to(pos)));
		if(bDebug) Msg("%s %s", *GO->cName(), pow);
#endif

		Fvector dir; 
		dir.set(0,0,0);
	
		Fvector position_in_bone_space;
		float power = (GameID() == GAME_SINGLE) ? Power(GO->Position().distance_to(pos)) : 0.0f;
		float impulse = 0.f;
		if(power > EPS) 
		{
//.			m_dwDeltaTime = 0;
			position_in_bone_space.set(0.f,0.f,0.f);

			CreateHit(GO->ID(),ID(),dir,power,BI_NONE,position_in_bone_space,impulse,ALife::eHitTypeRadiation);
		}
	}
}
コード例 #2
0
u32	CLevel::Objects_net_Save	(NET_Packet* _Packet, u32 start, u32 max_object_size)
{
	NET_Packet& Packet	= *_Packet;
	u32			position;
	for (; start<Objects.o_count(); start++)	{
		CObject		*_P = Objects.o_get_by_iterator(start);
		CGameObject *P = smart_cast<CGameObject*>(_P);
//		Msg			("save:iterating:%d:%s",P->ID(),*P->cName());
		if (P && !P->getDestroy() && P->net_SaveRelevant())	{
			Packet.w_u16			(u16(P->ID())	);
			Packet.w_chunk_open16	(position);
//			Msg						("save:saving:%d:%s",P->ID(),*P->cName());
			P->net_Save				(Packet);
#ifdef DEBUG
			u32 size				= u32		(Packet.w_tell()-position)-sizeof(u16);
//			Msg						("save:saved:%d bytes:%d:%s",size,P->ID(),*P->cName());
			if				(size>=65536)			{
				Debug.fatal	(DEBUG_INFO,"Object [%s][%d] exceed network-data limit\n size=%d, Pend=%d, Pstart=%d",
					*P->cName(), P->ID(), size, Packet.w_tell(), position);
			}
#endif
			Packet.w_chunk_close16	(position);
//			if (0==(--count))		
//				break;
			if (max_object_size > (NET_PacketSizeLimit - Packet.w_tell()))
				break;
		}
	}
	return	++start;
}
コード例 #3
0
//call this after CGameObject::net_Spawn
BOOL CInventoryOwner::net_Spawn		(CSE_Abstract* DC)
{
	if (!m_pTrade)
		m_pTrade				= xr_new<CTrade>(this);

	if (m_trade_parameters)
		xr_delete				(m_trade_parameters);

	m_trade_parameters			= xr_new<CTradeParameters>(trade_section());

	//получить указатель на объект, InventoryOwner
	//m_inventory->setSlotsBlocked(false);
	CGameObject			*pThis = smart_cast<CGameObject*>(this);
	if(!pThis) return FALSE;
	CSE_Abstract* E	= (CSE_Abstract*)(DC);

	if ( IsGameTypeSingle() )
	{
		CSE_ALifeTraderAbstract* pTrader = NULL;
		if(E) pTrader = smart_cast<CSE_ALifeTraderAbstract*>(E);
		if(!pTrader) return FALSE;

		R_ASSERT( pTrader->character_profile().size() );

		//синхронизируем параметры персонажа с серверным объектом
		CharacterInfo().Init(pTrader);

		//-------------------------------------
		m_known_info_registry->registry().init(E->ID);
		//-------------------------------------


		CAI_PhraseDialogManager* dialog_manager = smart_cast<CAI_PhraseDialogManager*>(this);
		if( dialog_manager && !dialog_manager->GetStartDialog().size() )
		{
			dialog_manager->SetStartDialog(CharacterInfo().StartDialog());
			dialog_manager->SetDefaultStartDialog(CharacterInfo().StartDialog());
		}
		m_game_name			= pTrader->m_character_name;
	}
	else
	{
		CharacterInfo().m_SpecificCharacter.Load					("mp_actor");
		CharacterInfo().InitSpecificCharacter						("mp_actor");
		CharacterInfo().m_SpecificCharacter.data()->m_sGameName = (E->name_replace()[0]) ? E->name_replace() : *pThis->cName();
		m_game_name												= (E->name_replace()[0]) ? E->name_replace() : *pThis->cName();
	}
	

	if(!pThis->Local())  return TRUE;


	return TRUE;
}