void CSFXMgr::UpdateRenderTargets(const LTRigidTransform& tCamera, const LTVector2& vCameraFOV) { //run through all of our render targets and tell them to update CSpecialFXList* pRenderTargetList = GetFXList(SFX_RENDERTARGET_ID); if(pRenderTargetList && (pRenderTargetList->GetNumItems() > 0)) { //run through the list finding those that are initialized for(uint32 nCurrRenderTarget = 0; nCurrRenderTarget < (uint32)pRenderTargetList->GetSize(); nCurrRenderTarget++) { CSpecialFX* pEffect = (*pRenderTargetList)[nCurrRenderTarget]; if(pEffect) { //and now that we have found one, tell it to update ((CRenderTargetFX*)pEffect)->UpdateRenderTarget(tCamera, vCameraFOV); } } } }
void CSFXMgr::DirtyVisibleRenderTargets() { //run through all of our render targets and tell them to update CSpecialFXList* pRenderTargetList = GetFXList(SFX_RENDERTARGET_ID); if(pRenderTargetList && (pRenderTargetList->GetNumItems() > 0)) { //run through the list finding those that are initialized for(uint32 nCurrRenderTarget = 0; nCurrRenderTarget < (uint32)pRenderTargetList->GetSize(); nCurrRenderTarget++) { CSpecialFX* pEffect = (*pRenderTargetList)[nCurrRenderTarget]; if(pEffect) { //and now that we have found one, tell it to dirty ((CRenderTargetFX*)pEffect)->DirtyIfVisible(); } } } }
bool CTargetMgr::CheckForCharacters(LTVector vObjPos,LTVector vDims, uint8 nId) { float fLeashLen = GetConsoleFloat("LeashLen",0.0f); //give 'em some room vDims.x += fLeashLen; vDims.y += fLeashLen; vDims.z += fLeashLen; vDims *= 2.0f; CSpecialFXList* pList = g_pGameClientShell->GetSFXMgr()->GetFXList(SFX_CHARACTER_ID); if (!pList) return false; int nNumChars = pList->GetSize(); LTVector vCharPos, vCharDims; for (int i=0; i < nNumChars; i++) { if ((*pList)[i]) { CCharacterFX* pChar = (CCharacterFX*)(*pList)[i]; if (pChar->m_cs.bIsPlayer && pChar->m_cs.nClientID == nId) continue; g_pLTClient->GetObjectPos(pChar->GetServerObj(), &vCharPos); if (vObjPos.x - vDims.x < vCharPos.x && vCharPos.x < vObjPos.x + vDims.x && vObjPos.y - vDims.y < vCharPos.y && vCharPos.y < vObjPos.y + vDims.y && vObjPos.z - vDims.z < vCharPos.z && vCharPos.z < vObjPos.z + vDims.z) { return true; } } } return false; }
DBOOL CMarkSFX::CreateObject(CClientDE *pClientDE) { if (!CSpecialFX::CreateObject(pClientDE)) return DFALSE; CSFXMgr* psfxMgr = g_pBloodClientShell->GetSFXMgr(); if (!psfxMgr) return DFALSE; // Before we create a new buillet hole see if there is already another // bullet hole close by that we could use instead... CSpecialFXList* pList = psfxMgr->GetBulletHoleFXList(); if (!pList) return DFALSE; int nNumBulletHoles = pList->GetSize(); HOBJECT hMoveObj = DNULL; HOBJECT hObj = DNULL; DFLOAT fClosestMarkDist = REGION_DIAMETER; DBYTE nNumInRegion = 0; DVector vPos; for (int i=0; i < nNumBulletHoles; i++) { if ((*pList)[i]) { hObj = (*pList)[i]->GetObject(); if (hObj) { pClientDE->GetObjectPos(hObj, &vPos); DFLOAT fDist = VEC_DISTSQR(vPos, m_Pos); if (fDist < REGION_DIAMETER) { if (fDist < fClosestMarkDist) { fClosestMarkDist = fDist; hMoveObj = hObj; } if (++nNumInRegion > MAX_MARKS_IN_REGION) { // Just move this bullet-hole to the correct pos, and // remove thyself... pClientDE->SetObjectPos(hMoveObj, &m_Pos); return DFALSE; } } } } } // Setup the mark... ObjectCreateStruct createStruct; INIT_OBJECTCREATESTRUCT(createStruct); createStruct.m_ObjectType = OT_SPRITE; _mbscpy((unsigned char*)createStruct.m_Filename, (const unsigned char*)m_pClientDE->GetStringData( m_hstrSprite )); createStruct.m_Flags = FLAG_VISIBLE | FLAG_ROTATEABLESPRITE; VEC_COPY(createStruct.m_Pos, m_Pos); ROT_COPY( createStruct.m_Rotation, m_Rotation ); m_hObject = pClientDE->CreateObject(&createStruct); m_pClientDE->SetObjectScale(m_hObject, &m_vScale); // See what it hit DVector vU, vR; pClientDE->GetRotationVectors(&m_Rotation, &vU, &vR, &m_vForward); ClientIntersectQuery iq; ClientIntersectInfo ii; iq.m_Flags = INTERSECT_OBJECTS | INTERSECT_HPOLY; VEC_COPY(iq.m_From, vPos); // Get start point at the last known position. VEC_MULSCALAR(iq.m_To, m_vForward, -1.0f); VEC_ADD(iq.m_To, iq.m_To, iq.m_From); // Get destination point slightly past where we should be // Hit something! try to clip against it. (since this is only being used for bullet marks, if (pClientDE->IntersectSegment(&iq, &ii)) { HPOLY hPoly = ii.m_hPoly; pClientDE->ClipSprite(m_hObject, hPoly); } m_pClientDE->SetObjectColor(m_hObject, 0.1f, 0.1f, 0.1f, 1.0f); return DTRUE; }
void CTriggerFX::CheckPlayersWithinTrigger() { if( m_cs.bLocked ) return; // Get a list of all the characters... CSpecialFXList *pList = g_pGameClientShell->GetSFXMgr()->GetFXList( SFX_CHARACTER_ID ); if( !pList ) return; int nListSize = pList->GetSize(); int nNumChars = pList->GetNumItems(); int nNumFoundChars = 0; int nNumPlayersFound = 0; uint32 dwLocalId = 0; g_pLTClient->GetLocalClientID( &dwLocalId ); LTVector vTrigPos, vPlayerPos, vPlayerDims, vPlayerMin, vPlayerMax; g_pLTClient->GetObjectPos( m_hServerObject, &vTrigPos ); // Setup the triggers box... LTVector vTrigMin = vTrigPos - m_cs.vDims; LTVector vTrigMax = vTrigPos + m_cs.vDims; bool bLocalPlayerIn = false; // Initialize our containers to zero. Don't call clear, since we'll be using // these vectors every frame and most likely they will have the same // number of elements across multiple frames. m_lstPlayersNotInTrigger.resize( 0 ); m_lstNewPlayersInTrigger.resize( 0 ); for( int i = 0; i < nListSize; ++i ) { // Try not to go through the entire list... if( nNumFoundChars == nNumChars ) break; if( (*pList)[i] ) { CCharacterFX *pChar = (CCharacterFX*)(*pList)[i]; if( !pChar ) continue; // Found another char.. ++nNumFoundChars; if( pChar->m_cs.bIsPlayer && pChar->m_cs.nClientID != ( uint8 )-1 ) { ++nNumPlayersFound; HOBJECT hPlayer = pChar->GetServerObj(); g_pLTClient->GetObjectPos( hPlayer, &vPlayerPos ); g_pPhysicsLT->GetObjectDims( hPlayer, &vPlayerDims ); vPlayerMin = vPlayerPos - vPlayerDims; vPlayerMax = vPlayerPos + vPlayerDims; // Check the current list of players in the trigger for this player... CharFXList::iterator iter; for( iter = m_lstCurPlayersInTrigger.begin(); iter != m_lstCurPlayersInTrigger.end(); ++iter ) { if( pChar == (*iter) ) break; } // Check if we are within the height of the trigger... bool bWithinHeight = false; if( vPlayerMax.y > vTrigMin.y && vPlayerMin.y < vTrigMax.y ) bWithinHeight = true; if( bWithinHeight && BoxesIntersect( vTrigMin, vTrigMax, vPlayerMin, vPlayerMax ) && !pChar->IsPlayerDead()) { if( dwLocalId == pChar->m_cs.nClientID ) bLocalPlayerIn = true; // If it wasn't in the list add it... if( iter == m_lstCurPlayersInTrigger.end() ) { m_lstCurPlayersInTrigger.push_back( pChar ); m_lstNewPlayersInTrigger.push_back( pChar ); } } else { if( iter != m_lstCurPlayersInTrigger.end() ) m_lstCurPlayersInTrigger.erase( iter ); m_lstPlayersNotInTrigger.push_back( pChar ); } } } } wchar_t wszBuffer[256]; if( (m_lstNewPlayersInTrigger.size() > 0) && (nNumPlayersFound > 1) ) { CClientInfoMgr *pInfoMgr = g_pInterfaceMgr->GetClientInfoMgr(); if( !pInfoMgr ) return; if( bLocalPlayerIn ) { // Display a general transmission and messages for each player you are waiting for... int nPlayersNotInTrig = m_lstPlayersNotInTrigger.size(); if( m_cs.nPlayerInsideID != (uint32)-1 ) { g_pTransmission->Show( StringIDFromIndex(m_cs.nPlayerInsideID) ); } else if( nPlayersNotInTrig > 1 ) { //sTransmission.Format( "You are waiting for %i players.", nPlayersNotInTrig ); FormatString( "IDS_EXIT_PLAYER_WAITING", wszBuffer, LTARRAYSIZE(wszBuffer), nPlayersNotInTrig ); g_pTransmission->Show( wszBuffer ); } else { //sTransmission.Format( "You are waiting for 1 player." ); FormatString( "IDS_EXIT_PLAYER_WAITING_1", wszBuffer, LTARRAYSIZE(wszBuffer) ); g_pTransmission->Show( wszBuffer ); } CharFXList::iterator iter; for( iter = m_lstPlayersNotInTrigger.begin(); iter != m_lstPlayersNotInTrigger.end(); ++iter ) { //sMessage.Format( "You are waiting for %s.", pInfoMgr->GetPlayerName( (*iter)->m_cs.nClientID )); FormatString( "IDS_EXIT_PLAYER_WAITING_NAME", wszBuffer, LTARRAYSIZE(wszBuffer), pInfoMgr->GetPlayerName( (*iter)->m_cs.nClientID) ); g_pGameMsgs->AddMessage( wszBuffer ); } } else { // Display a general transmission and messages for each player waiting for you... int nPlayersInTrig = m_lstCurPlayersInTrigger.size(); if( m_cs.nPlayerOutsideID != (uint32)-1 ) { g_pTransmission->Show( LoadString(m_cs.nPlayerOutsideID) ); } else if( nPlayersInTrig > 1 ) { // sTransmission.Format( "%i players are waiting for you",nPlayersInTrig ); FormatString( "IDS_EXIT_WAITING", wszBuffer, LTARRAYSIZE(wszBuffer), nPlayersInTrig ); g_pTransmission->Show( wszBuffer ); } else { // sTransmission.Format( "1 player is waiting for you." ); FormatString( "IDS_EXIT_WAITING_1", wszBuffer, LTARRAYSIZE(wszBuffer) ); g_pTransmission->Show( wszBuffer ); } CharFXList::iterator iter; for( iter = m_lstCurPlayersInTrigger.begin(); iter != m_lstCurPlayersInTrigger.end(); ++iter ) { FormatString( "IDS_EXIT_WAITING_NAME", wszBuffer, LTARRAYSIZE(wszBuffer), pInfoMgr->GetPlayerName( (*iter)->m_cs.nClientID) ); g_pGameMsgs->AddMessage( wszBuffer ); } } } }