void playDelegate::preRender(void) { if(!gameActive) return; // try to find a new palette to set in the game: if(!currentPalette) { SimGroup *group = (SimGroup *) manager->findObject("GhostGroup"); if(group) { SimGroup::iterator i; for(i = group->begin(); i != group->end(); i++) { SimPalette *pal = dynamic_cast<SimPalette *>(*i); if(pal) { currentPalette = pal; deleteNotify(pal); hPal = pal->getPalette(); pal->setInGame(); break; } } } } }
VTorque::SoundSourceType *VTorque::playSound( SoundEffectType *pSoundProfile, SceneObjectType *pObject, const U32 &pPosition, const F32 &pPitch ) { if ( !pSoundProfile ) { // Sanity! return NULL; } #ifdef VT_EDITOR // Fetch Reference Transform. const MatrixF &transform = pObject->getTransform(); // Play Sound. SFXSound *source = ( SFXSound* )SFX->playOnce( pSoundProfile, &transform ); if ( source ) { // Set Position. source->setPosition( pPosition ); // Set Pitch. source->setPitch( pPitch ); } // Return Source. return source; #else // Fetch Client Group. SimGroup* clientGroup = Sim::getClientGroup(); for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ ) { NetConnection *connection = static_cast<NetConnection*>( *itr ); if ( connection ) { // Create Event. VSoundEffectNetEvent *event = new VSoundEffectNetEvent(); // Setup Event. event->mProfile = pSoundProfile; event->mPosition = pPosition; event->mPitch = pPitch; event->mIs3D = true; event->mTransform = pObject->getTransform(); // Post Event. connection->postNetEvent( event ); } } return NULL; #endif }
void VTorque::setPostEffectOn( PostEffectType *pPostEffect, const bool &pStatus ) { if ( !pPostEffect ) { // Sanity! return; } #ifdef VT_EDITOR if ( pStatus ) { // Enable Effect. pPostEffect->enable(); } else { // Disable Effect. pPostEffect->disable(); } #else // Fetch Name. StringTableEntry name = pPostEffect->getName(); if ( !name || name == StringTable->insert( "" ) ) { Con::warnf( "VTorque::setPostEffectOn() - Invalid Object Name." ); return; } // Fetch Client Group. SimGroup* clientGroup = Sim::getClientGroup(); for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ ) { NetConnection *connection = static_cast<NetConnection*>( *itr ); if ( connection ) { // Create Event. VPostEffectNetEvent *event = new VPostEffectNetEvent(); // Setup Event. event->mPostEffect = name; event->mEnabled = pStatus; // Post Event. connection->postNetEvent( event ); } } #endif }
void Lightning::warningFlashes() { AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!"); SimGroup* pClientGroup = Sim::getClientGroup(); for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) { NetConnection* nc = static_cast<NetConnection*>(*itr); if (nc != NULL) { LightningStrikeEvent* pEvent = new LightningStrikeEvent; pEvent->mLightning = this; nc->postNetEvent(pEvent); } } }
void VTorque::setCamera( SceneObjectType *pObject ) { // Fetch Game Base. GameBase *object = dynamic_cast<GameBase*>( pObject ); // Fetch Client Group. SimGroup* clientGroup = Sim::getClientGroup(); for ( SimGroup::iterator itr = clientGroup->begin(); itr != clientGroup->end(); itr++ ) { GameConnection *connection = dynamic_cast<GameConnection*>( *itr ); if ( connection ) { // Set Camera Object. connection->setCameraObject( object ); } } }
void StdServerProcessList::advanceObjects() { #ifdef TORQUE_DEBUG_NET_MOVES Con::printf("Advance server time..."); #endif Parent::advanceObjects(); // Credit all connections with the elapsed tick SimGroup *clientGroup = Sim::getClientGroup(); for(SimGroup::iterator i = clientGroup->begin(); i != clientGroup->end(); i++) { if (GameConnection *con = dynamic_cast<GameConnection *>(*i)) { con->mMoveList->advanceMove(); } } #ifdef TORQUE_DEBUG_NET_MOVES Con::printf("---------"); #endif }
void Lightning::strikeRandomPoint() { AssertFatal(isServerObject(), "Error, client objects may not initiate lightning!"); Point3F strikePoint( gRandGen.randF( 0.0f, 1.0f ), gRandGen.randF( 0.0f, 1.0f ), 0.0f ); // check if an object is within target range strikePoint *= mObjScale; strikePoint += getPosition(); strikePoint += Point3F( -mObjScale.x * 0.5f, -mObjScale.y * 0.5f, 0.0f ); Box3F queryBox; F32 boxWidth = strikeRadius * 2.0f; queryBox.minExtents.set( -boxWidth * 0.5f, -boxWidth * 0.5f, -mObjScale.z * 0.5f ); queryBox.maxExtents.set( boxWidth * 0.5f, boxWidth * 0.5f, mObjScale.z * 0.5f ); queryBox.minExtents += strikePoint; queryBox.maxExtents += strikePoint; SimpleQueryList sql; getContainer()->findObjects(queryBox, DAMAGEABLE_TYPEMASK, SimpleQueryList::insertionCallback, &sql); SceneObject *highestObj = NULL; F32 highestPnt = 0.0f; for( U32 i = 0; i < sql.mList.size(); i++ ) { Point3F objectCenter; sql.mList[i]->getObjBox().getCenter(&objectCenter); objectCenter.convolve(sql.mList[i]->getScale()); sql.mList[i]->getTransform().mulP(objectCenter); // check if object can be struck RayInfo rayInfo; Point3F start = objectCenter; start.z = mObjScale.z * 0.5f + getPosition().z; Point3F end = objectCenter; end.z = -mObjScale.z * 0.5f + getPosition().z; bool rayHit = gServerContainer.castRay( start, end, (0xFFFFFFFF), &rayInfo); if( rayHit && rayInfo.object == sql.mList[i] ) { if( !highestObj ) { highestObj = sql.mList[i]; highestPnt = objectCenter.z; continue; } if( objectCenter.z > highestPnt ) { highestObj = sql.mList[i]; highestPnt = objectCenter.z; } } } // hah haaaaa, we have a target! SceneObject *targetObj = NULL; if( highestObj ) { F32 chance = gRandGen.randF(); if( chance <= chanceToHitTarget ) { Point3F objectCenter; highestObj->getObjBox().getCenter(&objectCenter); objectCenter.convolve(highestObj->getScale()); highestObj->getTransform().mulP(objectCenter); bool playerInWarmup = false; Player *playerObj = dynamic_cast< Player * >(highestObj); if( playerObj ) { if( !playerObj->getControllingClient() ) { playerInWarmup = true; } } if( !playerInWarmup ) { applyDamage_callback( objectCenter, VectorF( 0.0f, 0.0f, 1.0f ), highestObj ); targetObj = highestObj; } } } SimGroup* pClientGroup = Sim::getClientGroup(); for (SimGroup::iterator itr = pClientGroup->begin(); itr != pClientGroup->end(); itr++) { NetConnection* nc = static_cast<NetConnection*>(*itr); LightningStrikeEvent* pEvent = new LightningStrikeEvent; pEvent->mLightning = this; pEvent->mStart.x = strikePoint.x; pEvent->mStart.y = strikePoint.y; pEvent->mTarget = targetObj; nc->postNetEvent(pEvent); } }