//------------------------------------------------------------------------ void CBullet::HandleEvent(const SGameObjectEvent &event) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); CProjectile::HandleEvent(event); if (event.event == eGFE_OnCollision) { if (m_destroying) return; EventPhysCollision *pCollision = reinterpret_cast<EventPhysCollision *>(event.ptr); if (!pCollision) return; IEntity *pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1]:0; //Only process hits that have a target if(pTarget) { Vec3 dir(0, 0, 0); if (pCollision->vloc[0].GetLengthSquared() > 1e-6f) dir = pCollision->vloc[0].GetNormalized(); CGameRules *pGameRules = g_pGame->GetGameRules(); IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_ownerId); bool ok = true; if(!gEnv->bMultiplayer && pActor && pActor->IsPlayer()) { IActor* pAITarget = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pTarget->GetId()); if(pAITarget && pTarget->GetAI() && pTarget->GetAI()->IsFriendly(pActor->GetEntity()->GetAI(), false)) { pGameRules->SetEntityToIgnore(pTarget->GetId()); ok = false; } } if(ok) { HitInfo hitInfo(m_ownerId, pTarget->GetId(), m_weaponId, (float)m_damage, 0.0f, pGameRules->GetHitMaterialIdFromSurfaceId(pCollision->idmat[1]), pCollision->partid[1], m_hitTypeId, pCollision->pt, dir, pCollision->n); hitInfo.remote = IsRemote(); hitInfo.projectileId = GetEntityId(); hitInfo.bulletType = m_pAmmoParams->bulletType; pGameRules->ClientHit(hitInfo); // Notify AI if (gEnv->pAISystem && !gEnv->bMultiplayer) { static int htMelee = pGameRules->GetHitTypeId("melee"); if (m_ownerId && m_hitTypeId != htMelee) { ISurfaceType *pSurfaceType = pGameRules->GetHitMaterial(hitInfo.material); const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0; const float radius = pParams ? pParams->fImpactRadius : 2.5f; const float soundRadius = pParams ? pParams->fImpactSoundRadius : 20.0f; // Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc) EntityId ownerId = m_ownerId; if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId()) ownerId = pActor->GetLinkedVehicle()->GetEntityId(); SAIStimulus stim(AISTIM_BULLET_HIT, 0, ownerId, 0, pCollision->pt, ZERO, radius); gEnv->pAISystem->RegisterStimulus(stim); SAIStimulus stimSound(AISTIM_SOUND, AISOUND_COLLISION_LOUD, ownerId, 0, pCollision->pt, ZERO, soundRadius, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS); gEnv->pAISystem->RegisterStimulus(stimSound); } } } } else { // Notify AI // The above case only catches entity vs. entity hits, the AI is interested in all hits. if (gEnv->pAISystem && !gEnv->bMultiplayer) { CGameRules *pGameRules = g_pGame->GetGameRules(); static int htMelee = pGameRules->GetHitTypeId("melee"); if (m_ownerId && m_hitTypeId != htMelee) { int material = pGameRules->GetHitMaterialIdFromSurfaceId(pCollision->idmat[1]); ISurfaceType *pSurfaceType = pGameRules->GetHitMaterial(material); const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0; const float radius = pParams ? pParams->fImpactRadius : 2.5f; const float soundRadius = pParams ? pParams->fImpactSoundRadius : 20.0f; // Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc) EntityId ownerId = m_ownerId; IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(m_ownerId); if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId()) ownerId = pActor->GetLinkedVehicle()->GetEntityId(); SAIStimulus stim(AISTIM_BULLET_HIT, 0, ownerId, 0, pCollision->pt, ZERO, radius); gEnv->pAISystem->RegisterStimulus(stim); SAIStimulus stimSound(AISTIM_SOUND, AISOUND_COLLISION_LOUD, ownerId, 0, pCollision->pt, ZERO, soundRadius, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS); gEnv->pAISystem->RegisterStimulus(stimSound); } } } if (pCollision->pEntity[0]->GetType() == PE_PARTICLE) { float bouncy, friction; uint32 pierceabilityMat; gEnv->pPhysicalWorld->GetSurfaceParameters(pCollision->idmat[1], bouncy, friction, pierceabilityMat); pierceabilityMat&=sf_pierceable_mask; pe_params_particle params; if(pCollision->pEntity[0]->GetParams(¶ms)==0) SetDefaultParticleParams(¶ms); //Under water trail Vec3 pos=pCollision->pt; if ((pCollision->idmat[1] == CBullet::m_waterMaterialId) && (pCollision->pEntity[1]!=gEnv->pPhysicalWorld->AddGlobalArea() || !gEnv->p3DEngine->GetVisAreaFromPos(pos))) { //Reduce drastically bullet velocity (to be able to see the trail effect) //pe_params_particle pparams; //if(m_pPhysicalEntity->GetParams(&pparams)==0) //SetDefaultParticleParams(&pparams); //pparams.velocity = 25.0f; //m_pPhysicalEntity->SetParams(&pparams); if(m_trailUnderWaterId<0) { //Check terrain/against water level float terrainHeight = gEnv->p3DEngine->GetTerrainElevation(pCollision->pt.x,pCollision->pt.y); float waterLevel = gEnv->p3DEngine->GetWaterLevel(&(pCollision->pt)); if(waterLevel>terrainHeight) { TrailEffect(true,true); return; } } } if (pierceabilityMat<=params.iPierceability || pCollision->idCollider==-1) //Do not destroy if collides water Destroy(); } } }
//------------------------------------------------------------------------ void CCannonBall::HandleEvent(const SGameObjectEvent &event) { FUNCTION_PROFILER(GetISystem(), PROFILE_GAME); BaseClass::HandleEvent(event); if (event.event == eGFE_OnCollision) { if (CheckAnyProjectileFlags(ePFlag_destroying)) return; EventPhysCollision *pCollision = reinterpret_cast<EventPhysCollision *>(event.ptr); if (!pCollision) return; float finalDamage = GetFinalDamage(pCollision->pt); if (finalDamage <= 0.0f) m_alive = false; IEntity *pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1]:0; CGameRules *pGameRules = g_pGame->GetGameRules(); const int hitMatId = pCollision->idmat[1]; Vec3 hitDir(ZERO); if (pCollision->vloc[0].GetLengthSquared() > 1e-6f) { hitDir = pCollision->vloc[0].GetNormalized(); } const bool bProcessCollisionEvent = ProcessCollisionEvent(pTarget); if (bProcessCollisionEvent) { //================================= Process Hit ===================================== //Only process hits that have a target if(pTarget) { if(FilterFriendlyAIHit(pTarget) == false) { ProcessHit(*pGameRules, *pCollision, *pTarget, finalDamage, hitMatId, hitDir); } } //====================================~ Process Hit ====================================== //==================================== Notify AI ====================================== if (gEnv->pAISystem) { if (gEnv->pEntitySystem->GetEntity(m_ownerId)) { ISurfaceType *pSurfaceType = gEnv->p3DEngine->GetMaterialManager()->GetSurfaceType(hitMatId); const ISurfaceType::SSurfaceTypeAIParams* pParams = pSurfaceType ? pSurfaceType->GetAIParams() : 0; const float radius = pParams ? pParams->fImpactRadius : 2.5f; const float soundRadius = pParams ? pParams->fImpactSoundRadius : 20.0f; SAIStimulus stim(AISTIM_BULLET_HIT, 0, m_ownerId, pTarget ? pTarget->GetId() : 0, pCollision->pt, pCollision->vloc[0].GetNormalizedSafe(ZERO), radius); gEnv->pAISystem->RegisterStimulus(stim); SAIStimulus stimSound(AISTIM_SOUND, AISTIM_BULLET_HIT, m_ownerId, 0, pCollision->pt, ZERO, soundRadius); gEnv->pAISystem->RegisterStimulus(stim); } } //=========================================~ Notify AI =============================== } //========================================= Surface Pierceability ============================== if (pCollision->pEntity[0]->GetType() == PE_PARTICLE) { const SPierceabilityParams& pierceabilityParams = m_pAmmoParams->pierceabilityParams; //If collided water if( s_materialLookup.IsMaterial( pCollision->idmat[1], CProjectile::SMaterialLookUp::eType_Water ) ) { if(pierceabilityParams.DestroyOnWaterImpact()) { DestroyAtHitPosition(pCollision->pt); } else { EmitUnderwaterTracer(pCollision->pt, pCollision->pt + (pCollision->vloc[0].GetNormalizedSafe() * 100.0f)); } } else if (m_pAmmoParams->bounceableBullet == 0) { float bouncy, friction; uint32 pierceabilityMat; gEnv->pPhysicalWorld->GetSurfaceParameters(pCollision->idmat[1], bouncy, friction, pierceabilityMat); pierceabilityMat &= sf_pierceable_mask; const bool terrainHit = (pCollision->idCollider == -1); bool thouShallNotPass = terrainHit; if (!CheckAnyProjectileFlags(ePFlag_ownerIsPlayer)) thouShallNotPass = thouShallNotPass || pierceabilityParams.DestroyOnImpact(pierceabilityMat); if (!thouShallNotPass) HandlePierceableSurface(pCollision, pTarget, hitDir, bProcessCollisionEvent); const bool destroy = thouShallNotPass || ShouldDestroyCannonBall(); if (destroy) { DestroyAtHitPosition(pCollision->pt); } } } } }