//-------------------------------------------------------------- void CWeaponSystem::OnGameTokenEvent( EGameTokenEvent event,IGameToken *pGameToken ) { assert(pGameToken); if(EGAMETOKEN_EVENT_CHANGE == event) { bool handled = false; if(!strcmp("weapon.effects.ice",pGameToken->GetName())) { pGameToken->GetValueAs(m_frozenEnvironment); handled = true; } else if(!strcmp("weapon.effects.wet",pGameToken->GetName())) { pGameToken->GetValueAs(m_wetEnvironment); handled = true; } if (handled) { IGameFramework* pGF = gEnv->pGame->GetIGameFramework(); IActorSystem* pAS = pGF->GetIActorSystem(); int count = pAS->GetActorCount(); if (count) { IActorIteratorPtr it = pAS->CreateActorIterator(); while (CActor* pActor = (CActor*)it->Next()) { CPlayer *pPlayer = (pActor->GetActorClass() == CPlayer::GetActorClassType()) ? static_cast<CPlayer*>(pActor) : 0; if (pPlayer && pPlayer->GetNanoSuit()) { // go through all players and turn their ice effects on/off IEntityRenderProxy* pRenderProxy = (IEntityRenderProxy*)pPlayer->GetEntity()->GetProxy(ENTITY_PROXY_RENDER); if (pRenderProxy) { uint8 mask = pRenderProxy->GetMaterialLayersMask(); uint32 blend = pRenderProxy->GetMaterialLayersBlend(); mask = IsFrozenEnvironment() ? mask|MTL_LAYER_DYNAMICFROZEN : mask&~MTL_LAYER_DYNAMICFROZEN; mask = IsWetEnvironment() ? mask|MTL_LAYER_WET : mask&~MTL_LAYER_WET; pRenderProxy->SetMaterialLayersMask(mask); pRenderProxy->SetMaterialLayersBlend(blend); if (CItem* pItem = static_cast<CItem*>(pPlayer->GetCurrentItem(true))) { pItem->FrostSync(true); pItem->WetSync(true); } if (COffHand* pOffHand = static_cast<COffHand*>(pPlayer->GetItemByClass(CItem::sOffHandClass))) { pOffHand->FrostSync(pOffHand->GetOffHandState() != eOHS_INIT_STATE); pOffHand->WetSync(pOffHand->GetOffHandState() != eOHS_INIT_STATE); } } } } } } } }
CGameRulesCommonDamageHandling::SCollisionEntityInfo::SCollisionEntityInfo( const IEntity* _pEntity ) : pEntity(_pEntity) , entityId(0) , pEntityActor(NULL) , pEntityVehicle(NULL) { if (pEntity) { entityId = pEntity->GetId(); IGameFramework* pGameFrameWork = g_pGame->GetIGameFramework(); pEntityActor = pGameFrameWork->GetIActorSystem()->GetActor(entityId); pEntityVehicle = (pEntityActor == NULL) ? pGameFrameWork->GetIVehicleSystem()->GetVehicle(entityId) : NULL; } }
//------------------------------------------------------------------------ void CGameRulesMPDamageHandling::SvOnCollision(const IEntity *pVictimEntity, const CGameRules::SCollisionHitInfo& collisionHitInfo) { FUNCTION_PROFILER(gEnv->pSystem, PROFILE_GAME); CRY_ASSERT(gEnv->bMultiplayer); #if !defined(_RELEASE) if (g_pGameCVars->g_DisableCollisionDamage) return; #endif IGameFramework* gameFramwork = g_pGame->GetIGameFramework(); EntityId victimID = pVictimEntity->GetId(); EntityId offenderID = collisionHitInfo.targetId; const IEntity* pOffenderEntity = gEnv->pEntitySystem->GetEntity(offenderID); float currentTime = gEnv->pTimer->GetCurrTime(); CActor* victimActor = static_cast<CActor*>(gameFramwork->GetIActorSystem()->GetActor(victimID)); IVehicle* offenderVehicle = gameFramwork->GetIVehicleSystem()->GetVehicle(offenderID); IVehicle* victimVehicle = gameFramwork->GetIVehicleSystem()->GetVehicle(victimID); IActor* offenderActor = gameFramwork->GetIActorSystem()->GetActor(offenderID); if(pOffenderEntity && !offenderVehicle && !offenderActor) { if( IEntity* pParent = pOffenderEntity->GetParent() ) { offenderVehicle = gameFramwork->GetIVehicleSystem()->GetVehicle(pParent->GetId()); } } // Vehicles being flipped do no damage, for now if (offenderVehicle != NULL && offenderVehicle->GetStatus().beingFlipped) return; // Players can't damage vehicles if (victimVehicle && offenderActor) return; // Filter frequent collisions if (pOffenderEntity) { FRAME_PROFILER("Filter out recent collisions", gEnv->pSystem, PROFILE_GAME); EntityCollisionRecords::const_iterator collisionRecordIter = m_entityCollisionRecords.find(victimID); if (collisionRecordIter != m_entityCollisionRecords.end()) { const EntityCollisionRecord& record = collisionRecordIter->second; if (record.entityID == offenderID && record.time + EntityCollisionIgnoreTimeBetweenCollisions > currentTime) { return; } } } float offenderMass = collisionHitInfo.target_mass; enum { CollisionWithEntity, CollisionWithStaticWorld } collisionType = (pOffenderEntity || offenderMass > 0.0f) ? CollisionWithEntity : CollisionWithStaticWorld; const Vec3& victimVelocity = collisionHitInfo.velocity; const Vec3& offenderVelocity = collisionHitInfo.target_velocity; float relativeSpeedSq = 0.0f; float minSpeedToCareAboutCollisionSq = 0.0f; float contactMass = 0.0f; bool offenderIsBig = offenderMass > 1000.f; switch (collisionType) { case CollisionWithEntity: { Vec3 relativeVelocity = victimVelocity - offenderVelocity; relativeSpeedSq = relativeVelocity.GetLengthSquared(); minSpeedToCareAboutCollisionSq = sqr(10.0f); if (victimActor && offenderIsBig) { minSpeedToCareAboutCollisionSq = sqr(1.0f); } if (victimActor && offenderVehicle) { //Players won't be hurt by vehicles with a negative kill player speed if(offenderVehicle->GetDamageParams().aiKillPlayerSpeed < 0.f) { return; } minSpeedToCareAboutCollisionSq = sqr(2.0f); } const float offenderSpeedSq = offenderVelocity.GetLengthSquared(); if (offenderSpeedSq == 0.0f) // -- if collision target it not moving { minSpeedToCareAboutCollisionSq *= sqr(2.0f); } ////////////////////////////////////////////////////////////////////////// contactMass = offenderMass; break; } case CollisionWithStaticWorld: { // Actors don't take damage from running into walls! if (victimActor) { return; } relativeSpeedSq = victimVelocity.GetLengthSquared(); minSpeedToCareAboutCollisionSq = sqr(7.5f); contactMass = collisionHitInfo.mass; break; } } const bool contactMassIsTooLowToCare = contactMass < 0.01f; if (contactMassIsTooLowToCare) return; ////////////////////////////////////////////////////////////////////////// // Calculate the collision damage if (relativeSpeedSq >= minSpeedToCareAboutCollisionSq) { bool useDefaultCalculation = true; float fEnergy = 0.f; float damage = 0.f; EntityId kickerId = 0; // Calculate damage if (offenderVehicle && victimActor) { useDefaultCalculation = false; damage = ProcessActorVehicleCollision(victimActor, victimID, offenderVehicle, offenderID, damage, collisionHitInfo, kickerId); } else if (offenderIsBig && victimActor) // i.e. a kickable car { // Try to find the kicker CTimeValue time = gEnv->pTimer->GetAsyncTime(); IActorSystem* pActorSystem = gEnv->pGame->GetIGameFramework()->GetIActorSystem(); IActorIteratorPtr pActorIterator = pActorSystem->CreateActorIterator(); IActor* pActor = pActorIterator->Next(); float lowestTime = 5.f; while (pActor != NULL) { CPlayer* pPlayer = static_cast<CPlayer*>(pActor); EntityId kicked = pPlayer->GetLargeObjectInteraction().GetLastObjectId(); if (kicked==offenderID) { float timeSinceKick = (time - pPlayer->GetLargeObjectInteraction().GetLastObjectTime()).GetSeconds(); if (timeSinceKick < lowestTime) { // We found the kicker and the kicked kickerId = pActor->GetEntityId(); lowestTime = timeSinceKick; } } pActor = pActorIterator->Next(); } damage = ProcessActorKickedVehicle(victimActor, victimID, kickerId, offenderID, damage, collisionHitInfo); useDefaultCalculation = false; } if (useDefaultCalculation) { fEnergy = GetCollisionEnergy(pVictimEntity, collisionHitInfo); if (victimVehicle || offenderIsBig) { damage = 0.0005f * fEnergy; } else { damage = 0.0025f * fEnergy; } // Apply damage multipliers damage *= GetCollisionDamageMult(pVictimEntity, pOffenderEntity, collisionHitInfo); if (victimActor) { const bool victimIsPlayer = victimActor->IsPlayer(); if (victimIsPlayer) { damage = AdjustPlayerCollisionDamage(pVictimEntity, pOffenderEntity, collisionHitInfo, damage); } } } if (damage >= DAMAGE_THRESHOLD_COLLISIONS) { HitInfo hit; hit.damage = damage; hit.pos = collisionHitInfo.pos; if (collisionHitInfo.target_velocity.GetLengthSquared() > 1e-6) hit.dir = collisionHitInfo.target_velocity.GetNormalized(); hit.radius = 0.0f; hit.partId = collisionHitInfo.partId; hit.targetId = victimID; hit.weaponId = offenderID; hit.shooterId = kickerId != 0 ? kickerId : offenderID; hit.material = 0; hit.type = CGameRules::EHitType::Collision; hit.explosion = false; CGameRules *pGameRules = g_pGame->GetGameRules(); if (pGameRules->GetTeamCount() > 1) { int shooterTeamId = pGameRules->GetTeam(hit.shooterId); int targetTeamId = pGameRules->GetTeam(hit.targetId); if (shooterTeamId && (shooterTeamId == targetTeamId)) { damage = GetFriendlyFireDamage(damage, hit, victimActor); } } if (damage >= DAMAGE_THRESHOLD_COLLISIONS) { IScriptTable* pVictimScript = pVictimEntity ? pVictimEntity->GetScriptTable() : NULL; IScriptTable* pOffenderScript = pOffenderEntity ? pOffenderEntity->GetScriptTable() : NULL; if (!pOffenderEntity && pVictimEntity) { pOffenderEntity = pVictimEntity; offenderID = victimID; } m_entityCollisionRecords[victimID] = EntityCollisionRecord(offenderID, currentTime); if(victimVehicle) { victimVehicle->OnHit(hit); } else if (pVictimScript) { FRAME_PROFILER("Call to OnHit", gEnv->pSystem, PROFILE_GAME); if (!IsDead(victimActor, pVictimScript)) { if (IActor* offenderDriver = offenderVehicle ? offenderVehicle->GetDriver() : NULL) hit.shooterId = offenderDriver->GetEntityId(); DelegateServerHit(pVictimScript, hit, victimActor); } } } } } }
// //----------------------------------------------------------------------------------------------------------- // (MATT) Moved here from Scriptbind_AI when that was moved to the AI system {2008/02/15:15:23:16} int CScriptBind_Action::RegisterWithAI(IFunctionHandler *pH) { if (gEnv->bMultiplayer && !gEnv->bServer) return pH->EndFunction(); int type; ScriptHandle hdl; if (!pH->GetParams(hdl, type)) return pH->EndFunction(); EntityId entityID = (EntityId)hdl.n; IEntity *pEntity = gEnv->pEntitySystem->GetEntity(entityID); if(!pEntity) { GameWarning("RegisterWithAI: Tried to set register with AI nonExisting entity with id [%d]. ", entityID); return pH->EndFunction(); } // Apparently we can't assume that there is just one IGameObject to an entity, because we choose between (at least) Actor and Vehicle objects. // (MATT) Do we really need to check on the actor system here? {2008/02/15:18:38:34} IGameFramework *pGameFramework = gEnv->pGame->GetIGameFramework(); IVehicleSystem* pVSystem = pGameFramework->GetIVehicleSystem(); IActorSystem* pASystem = pGameFramework->GetIActorSystem(); if(!pASystem) { GameWarning("RegisterWithAI: no ActorSystem for %s.", pEntity->GetName()); return pH->EndFunction(); } AIObjectParams params(type, 0, entityID); bool autoDisable(true); // For most types, we need to parse the tables // For others we leave them blank switch (type) { case AIOBJECT_ACTOR: case AIOBJECT_2D_FLY: case AIOBJECT_BOAT: case AIOBJECT_CAR: case AIOBJECT_HELICOPTER: case AIOBJECT_INFECTED: case AIOBJECT_ALIENTICK: case AIOBJECT_HELICOPTERCRYSIS2: if(gEnv->pAISystem && ! gEnv->pAISystem->ParseTables(3, true, pH, params, autoDisable)) return pH->EndFunction(); default:; } // Most types check these, so just get them in advance IActor* pActor = pASystem->GetActor( pEntity->GetId() ); IVehicle* pVehicle = NULL; if( pVSystem ) pVehicle = pVSystem->GetVehicle( pEntity->GetId() ); // Set this if we've found something to create a proxy from IGameObject* pGameObject = NULL; switch(type) { case AIOBJECT_ACTOR: case AIOBJECT_2D_FLY: case AIOBJECT_INFECTED: case AIOBJECT_ALIENTICK: { // (MATT) The pActor/pVehicle test below - is it basically trying to distiguish between the two cases above? If so, separate them! {2008/02/15:19:38:08} if(!pActor) { GameWarning("RegisterWithAI: no Actor for %s.", pEntity->GetName()); return pH->EndFunction(); } pGameObject = pActor->GetGameObject(); } break; case AIOBJECT_BOAT: case AIOBJECT_CAR: { if(!pVehicle) { GameWarning("RegisterWithAI: no Vehicle for %s (Id %i).", pEntity->GetName(), pEntity->GetId()); return pH->EndFunction(); } pGameObject = pVehicle->GetGameObject(); } break; case AIOBJECT_HELICOPTER: case AIOBJECT_HELICOPTERCRYSIS2: { if(!pVehicle) { GameWarning("RegisterWithAI: no Vehicle for %s (Id %i).", pEntity->GetName(), pEntity->GetId()); return pH->EndFunction(); } pGameObject = pVehicle->GetGameObject(); params.m_moveAbility.b3DMove = true; } break; case AIOBJECT_PLAYER: { if(IsDemoPlayback()) return pH->EndFunction(); SmartScriptTable pTable; if (pH->GetParamCount() > 2) pH->GetParam(3,pTable); else return pH->EndFunction(); pGameObject = pActor->GetGameObject(); pTable->GetValue("groupid",params.m_sParamStruct.m_nGroup); const char* faction = 0; if (pTable->GetValue("esFaction", faction) && gEnv->pAISystem) { params.m_sParamStruct.factionID = gEnv->pAISystem->GetFactionMap().GetFactionID(faction); if (faction && *faction && (params.m_sParamStruct.factionID == IFactionMap::InvalidFactionID)) { GameWarning("Unknown faction '%s' being set...", faction); } } else { // Márcio: backwards compatibility int species = -1; if (!pTable->GetValue("eiSpecies", species)) pTable->GetValue("species", species); if (species > -1) params.m_sParamStruct.factionID = species; } pTable->GetValue("commrange",params.m_sParamStruct.m_fCommRange); //Luciano - added to use GROUPONLY signals SmartScriptTable pPerceptionTable; if(pTable->GetValue("Perception",pPerceptionTable)) { pPerceptionTable->GetValue( "sightrange", params.m_sParamStruct.m_PerceptionParams.sightRange); } } break; case AIOBJECT_SNDSUPRESSOR: { // (MATT) This doesn't need a proxy? {2008/02/15:19:45:58} SmartScriptTable pTable; // Properties table if (pH->GetParamCount() > 2) pH->GetParam(3,pTable); else return pH->EndFunction(); if (!pTable->GetValue("radius",params.m_moveAbility.pathRadius)) params.m_moveAbility.pathRadius = 10.f; break; } case AIOBJECT_WAYPOINT: break; /* // this block is commented out since params.m_sParamStruct is currently ignored in pEntity->RegisterInAISystem() // instead of setting the group id here, it will be set from the script right after registering default: // try to get groupid settings for anchors params.m_sParamStruct.m_nGroup = -1; params.m_sParamStruct.m_nSpecies = -1; { SmartScriptTable pTable; if ( pH->GetParamCount() > 2 ) pH->GetParam( 3, pTable ); if ( *pTable ) pTable->GetValue( "groupid", params.m_sParamStruct.m_nGroup ); } break; */ } // Remove any existing AI object pEntity->RegisterInAISystem(AIObjectParams(0)); // Register in AI to get a new AI object, deregistering the old one in the process pEntity->RegisterInAISystem(params); // (MATT) ? {2008/02/15:19:46:29} // AI object was not created (possibly AI System is disabled) if (IAIObject* aiObject = pEntity->GetAI()) { if(type==AIOBJECT_SNDSUPRESSOR) aiObject->SetRadius(params.m_moveAbility.pathRadius); else if(type>=AIANCHOR_FIRST) // if anchor - set radius { SmartScriptTable pTable; // Properties table if (pH->GetParamCount() > 2) pH->GetParam(3,pTable); else return pH->EndFunction(); float radius(0.f); pTable->GetValue("radius",radius); int groupId = -1; pTable->GetValue("groupid", groupId); aiObject->SetGroupId(groupId); aiObject->SetRadius(radius); } if (IAIActorProxy* proxy = aiObject->GetProxy()) proxy->UpdateMeAlways(!autoDisable); } return pH->EndFunction(); }
void CMelee::Impulse(const Vec3 &pt, const Vec3 &dir, const Vec3 &normal, IPhysicalEntity *pCollider, EntityId collidedEntityId, int partId, int ipart, int surfaceIdx, int hitTypeID, int iPrim) { if (pCollider && m_pMeleeParams->meleeparams.impulse>0.001f) { CActor* pOwnerActor = m_pWeapon->GetOwnerActor(); const SPlayerMelee& meleeCVars = g_pGameCVars->pl_melee; const SMeleeParams& meleeParams = m_pMeleeParams->meleeparams; float impulse = meleeParams.impulse; bool aiShooter = pOwnerActor ? !pOwnerActor->IsPlayer() : true; bool delayImpulse = false; float impulseScale = 1.0f; //[kirill] add impulse to phys proxy - to make sure it's applied to cylinder as well (not only skeleton) - so that entity gets pushed // if no pEntity - do it old way IEntity * pEntity = gEnv->pEntitySystem->GetEntity(collidedEntityId); IGameFramework* pGameFramework = g_pGame->GetIGameFramework(); CActor* pTargetActor = static_cast<CActor*>(pGameFramework->GetIActorSystem()->GetActor(collidedEntityId)); if (pEntity && pTargetActor) { //If it's an entity, use the specific impulses if needed, and apply to physics proxy if ( meleeCVars.impulses_enable != SPlayerMelee::ei_Disabled ) { impulse = meleeParams.impulse_actor; bool aiTarget = !pTargetActor->IsPlayer(); if (aiShooter && !aiTarget) { float impulse_ai_to_player = GetImpulseAiToPlayer(); if (impulse_ai_to_player != -1.f) { impulse = impulse_ai_to_player; } } //Delay a bit on death actors, when switching from alive to death, impulses don't apply //I schedule an impulse here, to get rid off the ugly .lua code which was calculating impulses on its own if (pTargetActor->IsDead()) { if (meleeCVars.impulses_enable != SPlayerMelee::ei_OnlyToAlive) { delayImpulse = true; const float actorCustomScale = 1.0f; impulseScale *= actorCustomScale; } else { impulse = 0.0f; } } else if (meleeCVars.impulses_enable == SPlayerMelee::ei_OnlyToDead) { // Always allow impulses for melee from AI to local player // [*DavidR | 27/Oct/2010] Not sure about this if (!(aiShooter && !aiTarget)) impulse = 0.0f; } } else if (pGameFramework->GetIVehicleSystem()->GetVehicle(collidedEntityId)) { impulse = m_pMeleeParams->meleeparams.impulse_vehicle; impulseScale = 1.0f; } } const float fScaledImpulse = impulse * impulseScale; if (fScaledImpulse > 0.0f) { if (!delayImpulse) { m_collisionHelper.Impulse(pCollider, pt, dir * fScaledImpulse, partId, ipart, hitTypeID); } else { //Force up impulse, to make the enemy fly a bit Vec3 newDir = (dir.z < 0.0f) ? Vec3(dir.x, dir.y, 0.1f) : dir; newDir.Normalize(); newDir.x *= fScaledImpulse; newDir.y *= fScaledImpulse; newDir.z *= impulse; if( pTargetActor ) { pe_action_impulse imp; imp.iApplyTime = 0; imp.impulse = newDir; //imp.ipart = ipart; imp.partid = partId; imp.point = pt; pTargetActor->GetImpulseHander()->SetOnRagdollPhysicalizedImpulse( imp ); } else { m_pWeapon->GetScheduler()->TimerAction(100, CSchedulerAction<DelayedImpulse>::Create(DelayedImpulse(*this, collidedEntityId, pt, newDir, partId, ipart, hitTypeID)), true); } } } // scar bullet // m = 0.0125 // v = 800 // energy: 4000 // in this case the mass of the active collider is a player part // so we must solve for v given the same energy as a scar bullet float speed = cry_sqrtf(4000.0f/(80.0f*0.5f)); // 80.0f is the mass of the player if( IRenderNode *pBrush = (IRenderNode*)pCollider->GetForeignData(PHYS_FOREIGN_ID_STATIC) ) { speed = 0.003f; } m_collisionHelper.GenerateArtificialCollision(m_pWeapon->GetOwner(), pCollider, pt, normal, dir * speed, partId, ipart, surfaceIdx, iPrim); } }