bool predicate( CEntityAlive& ea, const SHit& H, MotionID &m, float &angle )	const
	{
		m = MotionID();
		if( H.initiator() !=  Level().CurrentControlEntity())
			return false;
		
		VERIFY( ea.Visual( ) );
		IKinematics *K = ea.Visual()->dcast_PKinematics();
		VERIFY( K );
		if( !is_bone_head( *K, H.bone() ))
			return false;

		//CAI_Stalker* s = ea.cast_stalker	();
		CCharacterPhysicsSupport* chs = ea.character_physics_support();
		if( !chs || chs->Type( ) == CCharacterPhysicsSupport::etBitting )
			return false;

		VERIFY( chs->movement() );
		
		const Fvector stalker_velocity = chs->movement()->GetVelocity();
		const float stalker_speed = stalker_velocity.magnitude();
		const float min_stalker_speed = 3.65f;
		if(stalker_speed < min_stalker_speed )
			return false;

		const Fvector stalker_velocity_dir = Fvector().mul( stalker_velocity, 1.f/stalker_speed );

		const Fvector dir_to_actor = Fvector().sub( H.initiator()->Position(), ea.Position() ).normalize_safe();

		const float front_angle_cos = _cos( deg2rad ( 20.f ) );
		
		if( stalker_velocity_dir.dotproduct(dir_to_actor) < front_angle_cos )
			return false;

		if( type_motion::front != type_motion::dir( ea, H, angle )  )
			return false;
		Fvector p;
		if( Fvector().sub( H.initiator()->Position(), global_hit_position( p, ea, H ) ).magnitude() > 30.f )
			return false;

		m = motion( front );
		type_motion_diagnostic( " type_motion0: 1. = »нерционное движение вперед от попадани¤ в голову ", front, ea, H, m );
		return true;
	}
예제 #2
0
void CBaseMonster::debug_fsm()
{
	if (!g_Alive()) return;

	if (!psAI_Flags.test(aiMonsterDebug)) {
		DBG().object_info(this,this).clear ();
		return;
	}
	
	EMonsterState state = StateMan->get_state_type();
	
	string128 st;

	switch (state) {
		case eStateRest_WalkGraphPoint:					sprintf_s(st,"Rest :: Walk Graph");			break;
		case eStateRest_Idle:							sprintf_s(st,"Rest :: Idle");					break;
		case eStateRest_Fun:							sprintf_s(st,"Rest :: Fun");					break;
		case eStateRest_Sleep:							sprintf_s(st,"Rest :: Sleep");				break;
		case eStateRest_MoveToHomePoint:				sprintf_s(st,"Rest :: MoveToHomePoint");		break;
		case eStateRest_WalkToCover:					sprintf_s(st,"Rest :: WalkToCover");			break;
		case eStateRest_LookOpenPlace:					sprintf_s(st,"Rest :: LookOpenPlace");		break;

		case eStateEat_CorpseApproachRun:				sprintf_s(st,"Eat :: Corpse Approach Run");	break;
		case eStateEat_CorpseApproachWalk:				sprintf_s(st,"Eat :: Corpse Approach Walk");	break;
		case eStateEat_CheckCorpse:						sprintf_s(st,"Eat :: Check Corpse");			break;
		case eStateEat_Eat:								sprintf_s(st,"Eat :: Eating");				break;
		case eStateEat_WalkAway:						sprintf_s(st,"Eat :: Walk Away");				break;
		case eStateEat_Rest:							sprintf_s(st,"Eat :: Rest After Meal");		break;
		case eStateEat_Drag:							sprintf_s(st,"Eat :: Drag");					break;
		
		case eStateAttack_Run:							sprintf_s(st,"Attack :: Run");				break;
		case eStateAttack_Melee:						sprintf_s(st,"Attack :: Melee");				break;
		case eStateAttack_RunAttack:					sprintf_s(st,"Attack :: Run Attack");			break;
		case eStateAttack_RunAway:						sprintf_s(st,"Attack :: Run Away");			break;
		case eStateAttack_FindEnemy:					sprintf_s(st,"Attack :: Find Enemy");			break;
		case eStateAttack_Steal:						sprintf_s(st,"Attack :: Steal");				break;
		case eStateAttack_AttackHidden:					sprintf_s(st,"Attack :: Attack Hidden");		break;
		
		case eStateAttackCamp_Hide:						sprintf_s(st,"Attack Camp:: Hide");			break;
		case eStateAttackCamp_Camp:						sprintf_s(st,"Attack Camp:: Camp");			break;
		case eStateAttackCamp_StealOut:					sprintf_s(st,"Attack Camp:: Steal Out");		break;

		case eStateAttack_HideInCover:					sprintf_s(st,"Attack :: Hide In Cover");		break;
		case eStateAttack_MoveOut:						sprintf_s(st,"Attack :: Move Out From Cover");break;
		case eStateAttack_CampInCover:					sprintf_s(st,"Attack :: Camp In Cover");		break;

		case eStateAttack_Psy:							sprintf_s(st,"Attack :: Psy");				break;
		case eStateAttack_MoveToHomePoint:				sprintf_s(st,"Attack :: Move To Home Point");	break;
		case eStateAttack_HomePoint_Hide:				sprintf_s(st,"Attack :: Home Point :: Hide");	break;
		case eStateAttack_HomePoint_Camp:				sprintf_s(st,"Attack :: Home Point :: Camp");	break;
		case eStateAttack_HomePoint_LookOpenPlace:		sprintf_s(st,"Attack :: Home Point :: Look Open Place");	break;
		
		case eStatePanic_Run:							sprintf_s(st,"Panic :: Run Away");				break;
		case eStatePanic_FaceUnprotectedArea:			sprintf_s(st,"Panic :: Face Unprotected Area");	break;
		case eStatePanic_HomePoint_Hide:				sprintf_s(st,"Panic :: Home Point :: Hide");		break;
		case eStatePanic_HomePoint_LookOpenPlace:		sprintf_s(st,"Panic :: Home Point :: Look Open Place");	break;
		case eStatePanic_HomePoint_Camp:				sprintf_s(st,"Panic :: Home Point :: Camp");		break;

		case eStateHitted_Hide:							sprintf_s(st,"Hitted :: Hide");					break;
		case eStateHitted_MoveOut:						sprintf_s(st,"Hitted :: MoveOut");				break;
		case eStateHitted_Home:							sprintf_s(st,"Hitted :: Home");				break;

		case eStateHearDangerousSound_Hide:				sprintf_s(st,"Dangerous Snd :: Hide");			break;
		case eStateHearDangerousSound_FaceOpenPlace:	sprintf_s(st,"Dangerous Snd :: FaceOpenPlace");	break;
		case eStateHearDangerousSound_StandScared:		sprintf_s(st,"Dangerous Snd :: StandScared");		break;
		case eStateHearDangerousSound_Home:				sprintf_s(st,"Dangerous Snd :: Home");			break;

		case eStateHearInterestingSound_MoveToDest:		sprintf_s(st,"Interesting Snd :: MoveToDest");	break;
		case eStateHearInterestingSound_LookAround:		sprintf_s(st,"Interesting Snd :: LookAround");	break;
		
		case eStateHearHelpSound:						sprintf_s(st,"Hear Help Sound");	break;
		case eStateHearHelpSound_MoveToDest:			sprintf_s(st,"Hear Help Sound :: MoveToDest");	break;
		case eStateHearHelpSound_LookAround:			sprintf_s(st,"Hear Help Sound :: LookAround");	break;

		case eStateControlled_Follow_Wait:				sprintf_s(st,"Controlled :: Follow : Wait");			break;
		case eStateControlled_Follow_WalkToObject:		sprintf_s(st,"Controlled :: Follow : WalkToObject");	break;
		case eStateControlled_Attack:					sprintf_s(st,"Controlled :: Attack");					break;
		case eStateThreaten:							sprintf_s(st,"Threaten :: ");							break;
		case eStateFindEnemy_Run:						sprintf_s(st,"Find Enemy :: Run");							break;
		case eStateFindEnemy_LookAround_MoveToPoint:	sprintf_s(st,"Find Enemy :: Look Around : Move To Point");	break;
		case eStateFindEnemy_LookAround_LookAround:		sprintf_s(st,"Find Enemy :: Look Around : Look Around");		break;
		case eStateFindEnemy_LookAround_TurnToPoint:	sprintf_s(st,"Find Enemy :: Look Around : Turn To Point");	break;
		case eStateFindEnemy_Angry:						sprintf_s(st,"Find Enemy :: Angry");							break;
		case eStateFindEnemy_WalkAround:				sprintf_s(st,"Find Enemy :: Walk Around");					break;
		case eStateSquad_Rest_Idle:						sprintf_s(st,"Squad :: Rest : Idle");					break;
		case eStateSquad_Rest_WalkAroundLeader:			sprintf_s(st,"Squad :: Rest : WalkAroundLeader");		break;
		case eStateSquad_RestFollow_Idle:				sprintf_s(st,"Squad :: Follow Leader : Idle");		break;
		case eStateSquad_RestFollow_WalkToPoint:		sprintf_s(st,"Squad :: Follow Leader : WalkToPoint");	break;
		case eStateCustom_Vampire:						sprintf_s(st,"Attack :: Vampire");					break;
		case eStateVampire_ApproachEnemy:				sprintf_s(st,"Vampire :: Approach to enemy");			break;
		case eStateVampire_Execute:						sprintf_s(st,"Vampire :: Hit");						break;
		case eStateVampire_RunAway:						sprintf_s(st,"Vampire :: Run Away");					break;
		case eStateVampire_Hide:						sprintf_s(st,"Vampire :: Hide");						break;
		case eStatePredator:							sprintf_s(st,"Predator");								break;
		case eStatePredator_MoveToCover:				sprintf_s(st,"Predator :: MoveToCover");				break;
		case eStatePredator_LookOpenPlace:				sprintf_s(st,"Predator :: Look Open Place");			break;
		case eStatePredator_Camp:						sprintf_s(st,"Predator :: Camp");						break;
		case eStateBurerAttack_Tele:					sprintf_s(st,"Attack :: Telekinesis");			break;
		case eStateBurerAttack_Gravi:					sprintf_s(st,"Attack :: Gravi Wave");				break;
		case eStateBurerAttack_RunAround:				sprintf_s(st,"Attack :: Run Around");			break;
		case eStateBurerAttack_FaceEnemy:				sprintf_s(st,"Attack :: Face Enemy");			break;
		case eStateBurerAttack_Melee:					sprintf_s(st,"Attack :: Melee");				break;
		case eStateBurerScanning:						sprintf_s(st,"Attack :: Scanning");			break;
		case eStateCustomMoveToRestrictor:				sprintf_s(st,"Moving To Restrictor :: Position not accessible");	break;
		case eStateSmartTerrainTask:					sprintf_s(st,"ALIFE");	break;
		case eStateSmartTerrainTaskGamePathWalk:		sprintf_s(st,"ALIFE :: Game Path Walk");	break;
		case eStateSmartTerrainTaskLevelPathWalk:		sprintf_s(st,"ALIFE :: Level Path Walk");	break;
		case eStateSmartTerrainTaskWaitCapture:			sprintf_s(st,"ALIFE :: Wait till smart terrain will capture me");	break;
		case eStateUnknown:								sprintf_s(st,"Unknown State :: ");			break;
		default:										sprintf_s(st,"Undefined State ::");			break;
	}
	
	DBG().object_info(this,this).remove_item (u32(0));
	DBG().object_info(this,this).remove_item (u32(1));
	DBG().object_info(this,this).remove_item (u32(2));

	DBG().object_info(this,this).add_item	 (*cName(), D3DCOLOR_XRGB(255,0,0), 0);
	DBG().object_info(this,this).add_item	 (st, D3DCOLOR_XRGB(255,0,0), 1);
	
	sprintf_s(st, "Team[%u]Squad[%u]Group[%u]", g_Team(), g_Squad(), g_Group());
	DBG().object_info(this,this).add_item	 (st, D3DCOLOR_XRGB(255,0,0), 2);

	CEntityAlive *entity = smart_cast<CEntityAlive *>(Level().CurrentEntity());
	if (entity && entity->character_physics_support()->movement()) {
		sprintf_s(st,"VELOCITY [%f,%f,%f] Value[%f]",VPUSH(entity->character_physics_support()->movement()->GetVelocity()),entity->character_physics_support()->movement()->GetVelocityActual());
		DBG().text(this).clear();
		DBG().text(this).add_item(st,200,100,COLOR_GREEN,100);
	}
}
예제 #3
0
void   CBaseMonster::add_debug_info (debug::text_tree& root_s)
{
	if ( !g_Alive() )
	{
		return;
	}

	typedef debug::text_tree TextTree;

	//-----------------------------------------------
	// General
	//-----------------------------------------------
	TextTree& general_s = root_s.find_or_add("General");

	detail::add_debug_info(general_s, this);
	TextTree& current_visual_s = general_s.add_line("Current_Visual");
	current_visual_s.add_line(*cNameVisual());

	general_s.add_line("Health", conditions().GetHealth());
	general_s.add_line("Morale", Morale.get_morale());
	general_s.add_line("Angry", m_bAngry);
	general_s.add_line("Growling", m_bGrowling);
	general_s.add_line("Aggressive", m_bAggressive);
	general_s.add_line("Sleep", m_bSleep);

	TextTree& perceptors_s = general_s.find_or_add("Perceptors");
	TextTree& visuals_s = perceptors_s.find_or_add("Visual");

	float object_range, object_fov;
	update_range_fov (object_range,object_fov,eye_range,deg2rad(eye_fov));
	visuals_s.add_line("Eye_Range", object_range);
	visuals_s.add_line("FOV", rad2deg(object_fov));

	CActor* actor = smart_cast<CActor*>(Level().Objects.net_Find(0));
	if ( !actor ) 
	{
		actor = g_debug_actor;
	}

	if ( actor )
	{
		visuals_s.add_line("Actor_Visible",  memory().visual().visible_now(actor));
	}

	//-----------------------------------------------
	// Sounds
	//-----------------------------------------------
	TextTree& sounds_s = perceptors_s.find_or_add("Sounds");
	sounds_s.add_line("Num_Sounds", SoundMemory.GetNumSounds());

	if ( SoundMemory.IsRememberSound() )
	{
		TextTree&   last_s = sounds_s.add_line("Last");

		SoundElem	last_sound;
		bool		last_dangerous;
		SoundMemory.GetSound(last_sound, last_dangerous);
		detail::add_debug_info(last_s, last_sound, last_dangerous);

		if ( SoundMemory.GetNumSounds() > 1 )
		{
			SoundElem	first_sound;
			bool		first_dangerous;
			SoundMemory.GetFirstSound(first_sound, first_dangerous);

			TextTree&   first_s = sounds_s.add_line("First");
			detail::add_debug_info(first_s, first_sound, first_dangerous);
		}
	}
	else
	{
		sounds_s.add_text("no");
	}

	//-----------------------------------------------
	// Hits
	//-----------------------------------------------
	TextTree& hit_s = perceptors_s.add_line("Hits", HitMemory.get_num_hits());
	
	// Hit
	if ( HitMemory.is_hit() ) 
	{
		TextTree& last_hit_object_s = hit_s.add_line("Object");
		detail::add_debug_info(last_hit_object_s, smart_cast<CEntity*>(HitMemory.get_last_hit_object()));
		hit_s.add_line("Time", HitMemory.get_last_hit_time());
		hit_s.add_line("Pos", HitMemory.get_last_hit_position());
		hit_s.add_line("Dir", HitMemory.get_last_hit_dir());
	} 

	//-----------------------------------------------
	// Corpses
	//-----------------------------------------------
	TextTree& corpse_s = general_s.find_or_add("Corpse_Man");

	corpse_s.add_line("Current_Corpse",  CorpseMan.get_corpse() ? 
		                                *CorpseMan.get_corpse()->cName() : "none");
	corpse_s.add_line("Satiety",  make_xrstr("%.2f", GetSatiety()));

	//-----------------------------------------------
	// Group behavious
	//-----------------------------------------------
	TextTree& group_s = general_s.find_or_add("Group_Behaviour");
	group_s.add_line("Team", g_Team());

	TextTree& squad_s = group_s.add_line("Squad",  g_Squad());

	CMonsterSquad* squad = monster_squad().get_squad(this);
	if ( squad )
	{
		squad_s.add_line("SquadActive", squad->SquadActive());
		squad_s.add_line("Im_Leader", squad->GetLeader() == this);
		detail::add_debug_info(squad_s.add_line("Leader"), squad->GetLeader());

		int num_alive = squad->squad_alife_count();
		if ( !num_alive && g_Alive() )
		{
			num_alive++;
		}
		squad_s.add_line("Alive_Count", num_alive);

		TextTree& squad_command_s = squad_s.add_line("My_Squad_Command");
		squad_command_s.add_line("Command_Type", squad->GetCommand(this).type);

		TextTree& squad_goal_s = squad_s.add_line("My_Squad_Goal");
		squad_goal_s.add_line("Goal_Type", squad->GetGoal(this).type);
		detail::add_debug_info(squad_goal_s.add_line("Goal_Entity"), squad->GetGoal(this).entity);
	}

	group_s.add_line("Group", g_Group());

	//-----------------------------------------------
	// Brain (Fsm & Script)
	//-----------------------------------------------
	TextTree& brain_s = root_s.find_or_add("Brain");

	TextTree& fsm_s = brain_s.find_or_add("Fsm");
	StateMan->add_debug_info(fsm_s);

	TextTree& script_control_s = brain_s.add_line("Script_Control_Name");
	if ( !m_bScriptControl )
	{
		script_control_s.add_text("-");
	}
	else
	{
		script_control_s.add_text(GetScriptControlName());

		TextTree& cur_script_action_s = brain_s.add_line("Current_Script_Action");
		if ( m_tpCurrentEntityAction )
		{
			detail::add_debug_info(cur_script_action_s, m_tpCurrentEntityAction);
		}
		else
		{
			cur_script_action_s.add_text("-");
		}

		TextTree& next_script_action_s = brain_s.add_line("Next_Script_Action");
		if ( m_tpActionQueue.size() )
		{
			detail::add_debug_info(next_script_action_s, m_tpActionQueue.front());
		}
		else
		{
			next_script_action_s.add_text("-");
		}
	}

	//-----------------------------------------------
	// Control Manager
	//-----------------------------------------------
	control().add_debug_info( brain_s.add_line("Control_Manager") );

	TextTree& map_home_s = brain_s.add_line("Map_Home");
	map_home_s.add_line("min", Home->get_min_radius());
	map_home_s.add_line("mid", Home->get_mid_radius());
	map_home_s.add_line("max", Home->get_max_radius());
	
	if ( EnemyMan.get_enemy() )
	{
		map_home_s.add_line("Enemy_At_Min", Home->at_min_home( EnemyMan.get_enemy()->Position() ));
		map_home_s.add_line("Enemy_At_Mid", Home->at_mid_home( EnemyMan.get_enemy()->Position() ));
		map_home_s.add_line("Enemy_At_Max", Home->at_home    ( EnemyMan.get_enemy()->Position() ));

		map_home_s.add_line("Dist_To_Enemy", Position().distance_to( EnemyMan.get_enemy()->Position() ));
	}
	
	//-----------------------------------------------
	// Enemies
	//-----------------------------------------------
	TextTree& enemies_s = general_s.find_or_add("Enemies");
	enemies_s.add_text(EnemyMemory.get_enemies_count());

	if ( actor )
	{
		enemies_s.add_line("Actor_Is_Enemy", EnemyMan.is_enemy(actor));
	}

	TextTree& current_enemy_s = enemies_s.find_or_add("Current_Enemy");
	if ( EnemyMan.get_enemy() )
	{
		detail::add_enemy_debug_info(current_enemy_s, this, EnemyMan.get_enemy());
		current_enemy_s.add_line("Time_Last_Seen",  EnemyMan.get_enemy_time_last_seen());
		current_enemy_s.add_line("See_Duration",    EnemyMan.see_enemy_duration());
	}
	else
	{
		current_enemy_s.add_text("0");
	}

	int index = 1;
	for ( ENEMIES_MAP::const_iterator i = EnemyMemory.get_memory().begin(),
		                              e = EnemyMemory.get_memory().end();
		  i!=e; ++i )
	{
		const CEntityAlive* p_enemy = (*i).first;
		if ( p_enemy != EnemyMan.get_enemy() )
		{
			TextTree& enemy_s = enemies_s.add_line(make_xrstr("Enemy %i", index++));
			detail::add_enemy_debug_info(enemy_s, this, p_enemy);
		}			
	}

	//-----------------------------------------------
	// Animations
	//-----------------------------------------------
	TextTree& controller_s = root_s.find_or_add("Controllers");
	TextTree& animation_s = controller_s.find_or_add("Animations");

	TextTree& current_animation_s = animation_s.add_line(*anim().cur_anim_info().name);

	
	CBlend* p_blend = control().animation().current_blend();
	if ( !p_blend )
	{
		p_blend = anim().cur_anim_info().blend;
	}
	
	if ( p_blend )
	{
		detail::add_debug_info(current_animation_s, p_blend);
		current_animation_s.add_line("Script_Animation?", p_blend->motionID == m_tpScriptAnimation);
	}
	else
	{
		current_animation_s.add_text("0");
	}

	//-----------------------------------------------
	// Movement
	//-----------------------------------------------
	TextTree& movement_s = controller_s.find_or_add("Movement");
	movement_s.add_line("Actual",  control().path_builder().actual());
	movement_s.add_line("Enabled",  control().path_builder().enabled());

	CEntityAlive *entity = smart_cast<CEntityAlive *>(Level().CurrentEntity());
	if ( entity && entity->character_physics_support()->movement() ) 
	{
		movement_s.add_line("Velocity",  entity->character_physics_support()->movement()->GetVelocityActual());
	}
	movement_s.add_line("Position").add_line(Position());

	movement_s.add_line("Level_Vertex_ID", ai_location().level_vertex_id());
	movement_s.add_line("Game_Vertex_ID", ai_location().game_vertex_id());

	detail::add_debug_info(movement_s.add_line("Orientation_Current"), 
		                   movement().body_orientation().current);
	detail::add_debug_info(movement_s.add_line("Orientation_Target"), 
		                   movement().body_orientation().target);
	movement_s.add_line("Rotation_Speed", movement().body_orientation().speed);

	const char* pc_path_type = "undefined";
	switch ( movement().path_type() )
	{
		case MovementManager::ePathTypePatrolPath: pc_path_type = "Patrol_Path"; break;
		case MovementManager::ePathTypeGamePath:   pc_path_type = "Game_Path";   break;
		case MovementManager::ePathTypeLevelPath:  pc_path_type = "Level_Path";  break;
	}

	movement_s.add_line("Path_Type", pc_path_type);
	if ( movement().path_type() == MovementManager::ePathTypePatrolPath ) 
	{
		movement_s.add_line("Path_Name", *movement().patrol().path_name());
		movement_s.add_line("Completed",  movement().patrol().completed());

		movement_s.add_line("Current_Point", movement().patrol().get_current_point_index());
		if	( movement().patrol().get_path() && 
			  movement().patrol().get_path()->vertex(movement().patrol().get_current_point_index()) )
		{
			movement_s.add_line("Extrapolate", movement().patrol().extrapolate_path());
		}
		else
		{
			movement_s.add_line("Extrapolate", "unknown");
		}
	}

	if ( movement().path_type() == MovementManager::ePathTypeGamePath ) 
	{
		movement_s.add_line("Completed", movement().game_path().completed());
		movement_s.add_line("Path_Size", movement().game_path().path().size());
		movement_s.add_line("Current_Point", movement().game_path().intermediate_index());
	}

	TextTree& level_s = movement_s.add_line("Level");

	level_s.add_line("Path_Size", movement().level_path().path().size());
	level_s.add_line("Start_Vertex", movement().level_path().path().empty() ? -1 : movement().level_path().path().front());
	level_s.add_line("End_Vertex", movement().level_path().path().empty() ? -1 : movement().level_path().path().back());

	if ( !movement().detail().path().empty() ) 
	{
		TextTree& detail_s = movement_s.add_line("Detail");

		detail_s.add_line("Velocities", movement().detail().velocities().size());
		detail_s.add_line("Extrapolate", movement().detail().extrapolate_length());
		detail_s.add_line("Path_Size", movement().detail().path().size());

		detail_s.add_line("Start_Point").add_line(movement().detail().path().front().position);
		detail_s.add_line("Dest_Point").add_line(movement().detail().path().back().position);
		TextTree& current_point_s = detail_s.add_line("Current_Point");
		current_point_s.add_line("Index", movement().detail().curr_travel_point_index());
		current_point_s.add_line("Position").add_line(movement().detail().path()[movement().detail().curr_travel_point_index()].position);

		CDetailPathManager::STravelParams current_velocity = 
			movement().detail().velocity(movement().detail().path()[movement().detail().curr_travel_point_index()].velocity);
		detail_s.add_line("linear", current_velocity.linear_velocity);
		detail_s.add_line("angular", rad2deg(current_velocity.real_angular_velocity));
		detail_s.add_line("speed(calc)", movement().speed());
		detail_s.add_line("speed(physics)", movement().speed(character_physics_support()->movement()));
	}

	if ( movement().detail().use_dest_orientation() )
	{
		movement_s.add_line("Orientation", movement().detail().dest_direction());
	}
	else
	{
		movement_s.add_line("Orientation", "no");
	}
	
	TextTree& atackdist_s = controller_s.find_or_add("Attack_Distance");
	atackdist_s.add_line("Mind_Dist",  make_xrstr("%.3f", MeleeChecker.get_min_distance()));
	atackdist_s.add_line("Max_Dist",  make_xrstr("%.3f", MeleeChecker.get_max_distance()));
	atackdist_s.add_line("As_Step",  make_xrstr("%.3f", MeleeChecker.dbg_as_step()));
	atackdist_s.add_line("As_MinDist",  make_xrstr("%.3f", MeleeChecker.dbg_as_min_dist()));

	TextTree& restrictions_s = movement_s.add_line("Restrictions");

	if	( movement().restrictions().out_restrictions().size() ||
		  movement().restrictions().in_restrictions().size() ||
		  movement().restrictions().base_out_restrictions().size() ||
		  movement().restrictions().base_in_restrictions().size() )
	{
		detail::add_debug_info_restrictions(restrictions_s.add_line("out"), *movement().restrictions().out_restrictions());
		detail::add_debug_info_restrictions(restrictions_s.add_line("in"), *movement().restrictions().in_restrictions());
		detail::add_debug_info_restrictions(restrictions_s.add_line("base_out"), *movement().restrictions().base_out_restrictions());
		detail::add_debug_info_restrictions(restrictions_s.add_line("base_in"), *movement().restrictions().base_in_restrictions());

		restrictions_s.add_line("Actor_Accessible?", actor ?
			movement().restrictions().accessible(actor->Position()) : false);
	}
	else
	{
		restrictions_s.add_text("-");
	}

	//-----------------------------------------------
	// Sound Player
	//-----------------------------------------------
	TextTree& sound_player_s = controller_s.find_or_add("Sound_Player");
	sound_player_s.add_line("Num_Sounds", sound().objects().size());

	typedef CSoundPlayer::SOUND_COLLECTIONS::const_iterator SoundIterator;

	u32 object_count = 0;
	for ( SoundIterator i=sound().objects().begin(), e=sound().objects().end();
		  i!=e; ++i )
	{
		object_count += (*i).second.second->m_sounds.size();
	}

	TextTree& now_playing_s = sound_player_s.add_line("Objects", object_count);

	typedef xr_vector<CSoundPlayer::CSoundSingle>::const_iterator SoundSingleIterator;

	index = 1;
	for ( SoundSingleIterator i=sound().playing_sounds().begin(), 
		                      e=sound().playing_sounds().end();
		  i!=e; ++i )
	{
		xr_string source = (*i).m_sound->_handle() ? (*i).m_sound->_handle()->file_name() : "no source";

		xr_string status = "not yet started";
		if ( Device.dwTimeGlobal >= (*i).m_start_time )
		{
			status = (*i).m_sound->_feedback() ? "playing" : "already played";
		}

		TextTree& current_sound_s = now_playing_s.add_line(make_xrstr("Sound %i", index++));
		current_sound_s.add_line(source);
		current_sound_s.add_line(status);
	}
}
예제 #4
0
void CBlackGraviArtefact::GraviStrike()
{
	xr_list<s16>		elements_list;
	xr_list<Fvector>	bone_position_list;

	Fvector object_pos					; 
	Fvector strike_dir					;

	rq_storage.r_clear	();

	for(GAME_OBJECT_LIST_it it = m_GameObjectList.begin(); 
						    m_GameObjectList.end() != it;
							++it)
	{
		CPhysicsShellHolder* pGameObject = *it;

		if(pGameObject->Visual()) 
			pGameObject->Center(object_pos); 
		else 
			object_pos.set(pGameObject->Position());

		strike_dir.sub(object_pos, Position()); 
		float distance = strike_dir.magnitude(); 

		float impulse = 100.f*m_fStrikeImpulse * (1.f - (distance/m_fRadius)*
										   (distance/m_fRadius));
						
		if(impulse > .001f) 
		{
//?			BOOL		enabled = getEnabled();
//?			setEnabled	(FALSE);
			impulse		*= CExplosive::ExplosionEffect	(rq_storage,NULL,pGameObject, Position(),m_fRadius);
//?			setEnabled	(enabled);
		}

		float hit_power		;
		CEntityAlive* pEntityAlive = smart_cast<CEntityAlive*>(pGameObject);
		if(pGameObject->m_pPhysicsShell)	hit_power = 0;
		else if(pEntityAlive && pEntityAlive->g_Alive() && 
				pEntityAlive->character_physics_support()->movement()->CharacterExist())
			hit_power = 0;
		else
			hit_power = impulse;

		
		if(impulse > .001f) 
		{
			while(!elements_list.empty()) 
			{
				s16 element = elements_list.front();
				Fvector bone_pos = bone_position_list.front();
				
				NET_Packet		P;
				SHit	HS;
				HS.GenHeader(GE_HIT, pGameObject->ID());	//				u_EventGen		(P,GE_HIT, pGameObject->ID());				
				HS.whoID  =ID();							//				P.w_u16			(ID());
				HS.weaponID = ID();							//				P.w_u16			(ID());
				HS.dir = strike_dir;						//				P.w_dir			(strike_dir);
				HS.power = hit_power;						//				P.w_float		(hit_power);
				HS.boneID = element;						//				P.w_s16			(element);
				HS.p_in_bone_space = bone_pos;				//				P.w_vec3		(bone_pos);
				HS.impulse = impulse;						//				P.w_float		(impulse);
				HS.hit_type = (ALife::eHitTypeWound);		//				P.w_u16			(u16(ALife::eHitTypeWound));
				HS.Write_Packet(P);

				u_EventSend		(P);
				elements_list.pop_front();
				bone_position_list.pop_front();
			}
		}
	}
}