예제 #1
0
void CActor::PickupModeUpdate()
{
	if(!m_bPickupMode)				return; // kUSE key pressed
	if(!IsGameTypeSingle())			return;

	//подбирание объекта
	if(	m_pObjectWeLookingAt									&& 
		m_pObjectWeLookingAt->cast_inventory_item()				&& 
		m_pObjectWeLookingAt->cast_inventory_item()->Useful()	&&
		m_pUsableObject											&& 
		!m_pUsableObject->nonscript_usable()					&&
		!Level().m_feel_deny.is_object_denied(m_pObjectWeLookingAt) )
	{
		m_pUsableObject->use(this);
		Game().SendPickUpEvent(ID(), m_pObjectWeLookingAt->ID());
	}

	feel_touch_update	(Position(), m_fPickupInfoRadius);
	
	CFrustum frustum;
	frustum.CreateFromMatrix(Device.mFullTransform, FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

	for(xr_vector<CObject*>::iterator it = feel_touch.begin(); it != feel_touch.end(); it++)
	{
		if (CanPickItem(frustum, Device.vCameraPosition, *it)) 
			PickupInfoDraw(*it);
	}
}
예제 #2
0
void CActor::PickupModeUpdate()
{
	if(!m_bPickupMode) return;
	if (GameID() != GAME_SINGLE) return;

	//подбирание объекта
	if(inventory().m_pTarget && inventory().m_pTarget->Useful() &&
		m_pUsableObject && m_pUsableObject->nonscript_usable() &&
		!Level().m_feel_deny.is_object_denied(smart_cast<CGameObject*>(inventory().m_pTarget)) )
	{
		NET_Packet P;
		u_EventGen(P, GE_OWNERSHIP_TAKE, ID());
		P.w_u16(inventory().m_pTarget->object().ID());
		u_EventSend(P);
	}

	//. ????? GetNearest ?????
	feel_touch_update	(Position(), /*inventory().GetTakeDist()*/m_fPickupInfoRadius);
	
	CFrustum frustum;
	frustum.CreateFromMatrix(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
	//. slow (ray-query test)
	for(xr_vector<CObject*>::iterator it = feel_touch.begin(); it != feel_touch.end(); it++)
		if (CanPickItem(frustum,Device.vCameraPosition,*it)) PickupInfoDraw(*it);
}
예제 #3
0
void	CActor::PickupModeUpdate_COD	()
{
	if (Level().CurrentViewEntity() != this || !g_b_COD_PickUpMode) return;
		
	if (!g_Alive() || eacFirstEye != cam_active) 
	{
		CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(NULL);
		return;
	};
	
	CFrustum						frustum;
	frustum.CreateFromMatrix		(Device.mFullTransform, FRUSTUM_P_LRTB|FRUSTUM_P_FAR);

	ISpatialResult.clear_not_free	();
	g_SpatialSpace->q_frustum		(ISpatialResult, 0, STYPE_COLLIDEABLE, frustum);

	float maxlen					= 1000.0f;
	CInventoryItem* pNearestItem	= NULL;

	for (u32 o_it=0; o_it<ISpatialResult.size(); o_it++)
	{
		ISpatial*		spatial	= ISpatialResult[o_it];
		CInventoryItem*	pIItem	= smart_cast<CInventoryItem*> (spatial->dcast_CObject        ());

		if (0 == pIItem)											continue;
		if (pIItem->object().H_Parent() != NULL)					continue;
		if (!pIItem->CanTake())										continue;
		if ( smart_cast<CExplosiveRocket*>( &pIItem->object() ) )	continue;

		CGrenade*	pGrenade	= smart_cast<CGrenade*> (spatial->dcast_CObject        ());
		if (pGrenade && !pGrenade->Useful())						continue;

		CMissile*	pMissile	= smart_cast<CMissile*> (spatial->dcast_CObject        ());
		if (pMissile && !pMissile->Useful())						continue;
		
		Fvector A, B, tmp; 
		pIItem->object().Center			(A);
		if (A.distance_to_sqr(Position())>4)						continue;

		tmp.sub(A, cam_Active()->vPosition);
		B.mad(cam_Active()->vPosition, cam_Active()->vDirection, tmp.dotproduct(cam_Active()->vDirection));
		float len = B.distance_to_sqr(A);
		if (len > 1)												continue;

		if (maxlen>len && !pIItem->object().getDestroy())
		{
			maxlen = len;
			pNearestItem = pIItem;
		};
	}

	if(pNearestItem)
	{
		CFrustum					frustum;
		frustum.CreateFromMatrix	(Device.mFullTransform,FRUSTUM_P_LRTB|FRUSTUM_P_FAR);
		if (!CanPickItem(frustum, Device.vCameraPosition, &pNearestItem->object()))
			pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if (Level().m_feel_deny.is_object_denied(pNearestItem->cast_game_object()))
				pNearestItem = NULL;
	}
	if (pNearestItem && pNearestItem->cast_game_object())
	{
		if(!pNearestItem->cast_game_object()->getVisible())
				pNearestItem = NULL;
	}

	CurrentGameUI()->UIMainIngameWnd->SetPickUpItem(pNearestItem);

	if (pNearestItem && m_bPickupMode)
	{
		CUsableScriptObject*	pUsableObject = smart_cast<CUsableScriptObject*>(pNearestItem);
		if(pUsableObject && (!m_pUsableObject))
			pUsableObject->use(this);

		//подбирание объекта
		Game().SendPickUpEvent(ID(), pNearestItem->object().ID());
	}
};