예제 #1
0
//void CCar::Hit(float P,Fvector &dir,CObject * who,s16 element,Fvector p_in_object_space, float impulse, ALife::EHitType hit_type)
void	CCar::Hit							(SHit* pHDS)
{

	SHit	HDS = *pHDS;
	//if(CDelayedActionFuse::isActive()||Initiator()==u16(-1)&&HDS.hit_type==ALife::eHitTypeStrike)
	//{
	//	HDS.power=0.f;
	//}

	//if(HDS.who->ID()!=ID())
	//{
	//	CExplosive::SetInitiator(HDS.who->ID());
	//}
	WheelHit(HDS.damage(),HDS.bone(),HDS.hit_type);
	DoorHit(HDS.damage(),HDS.bone(),HDS.hit_type);
	float hitScale=1.f,woundScale=1.f;
	if(HDS.hit_type!=ALife::eHitTypeStrike) CDamageManager::HitScale(HDS.bone(), hitScale, woundScale);
	HDS.power *= GetHitImmunity(HDS.hit_type)*hitScale;

	inherited::Hit(&HDS);
	if(!CDelayedActionFuse::isActive())
	{
		CDelayedActionFuse::CheckCondition(GetfHealth());
	}
	CDamagableItem::HitEffect();
//	if(Owner()&&Owner()->ID()==Level().CurrentEntity()->ID())
//		CurrentGameUI()->UIMainIngameWnd->CarPanel().SetCarHealth(GetfHealth());
}
예제 #2
0
파일: Actor.cpp 프로젝트: OLR-xray/XRay-NEW
void	CActor::Hit							(SHit* pHDS)
{
	pHDS->aim_bullet = false;

	SHit HDS = *pHDS;
	if( HDS.hit_type<ALife::eHitTypeBurn || HDS.hit_type >= ALife::eHitTypeMax )
	{
		string256	err;
		sprintf		(err, "Unknown/unregistered hit type [%d]", HDS.hit_type);
		R_ASSERT2	(0, err );
	
	}
#ifdef DEBUG
if(ph_dbg_draw_mask.test(phDbgCharacterControl))
{
	DBG_OpenCashedDraw();
	Fvector to;to.add(Position(),Fvector().mul(HDS.dir,HDS.phys_impulse()));
	DBG_DrawLine(Position(),to,D3DCOLOR_XRGB(124,124,0));
	DBG_ClosedCashedDraw(500);
}
#endif
	bool bPlaySound = true;
	if (!g_Alive()) bPlaySound = false;

	if (!IsGameTypeSingle() && !g_pGamePersistent->bDedicatedServer)
	{
		game_PlayerState* ps = Game().GetPlayerByGameID(ID());
		if (ps && ps->testFlag(GAME_PLAYER_FLAG_INVINCIBLE))
		{
			bPlaySound = false;
			if (Device.dwFrame != last_hit_frame &&
				HDS.bone() != BI_NONE)
			{		
				// вычислить позицию и направленность партикла
				Fmatrix pos; 

				CParticlesPlayer::MakeXFORM(this,HDS.bone(),HDS.dir,HDS.p_in_bone_space,pos);

				// установить particles
				CParticlesObject* ps = NULL;

				if (eacFirstEye == cam_active && this == Level().CurrentEntity())
					ps = CParticlesObject::Create(invincibility_fire_shield_1st,TRUE);
				else
					ps = CParticlesObject::Create(invincibility_fire_shield_3rd,TRUE);

				ps->UpdateParent(pos,Fvector().set(0.f,0.f,0.f));
				GamePersistent().ps_needtoplay.push_back(ps);
			};
		};
		 

		last_hit_frame = Device.dwFrame;
	};

	if(	!g_pGamePersistent->bDedicatedServer	&& 
		!sndHit[HDS.hit_type].empty()			&& 
		(ALife::eHitTypeTelepatic != HDS.hit_type))
	{
		ref_sound& S = sndHit[HDS.hit_type][Random.randI(sndHit[HDS.hit_type].size())];
		bool b_snd_hit_playing = sndHit[HDS.hit_type].end() != std::find_if(sndHit[HDS.hit_type].begin(), sndHit[HDS.hit_type].end(), playing_pred());

		if(ALife::eHitTypeExplosion == HDS.hit_type)
		{
			if (this == Level().CurrentControlEntity())
			{
				S.set_volume(10.0f);
				if(!m_sndShockEffector){
					m_sndShockEffector = xr_new<SndShockEffector>();
					m_sndShockEffector->Start(this, float(S._handle()->length_ms()), HDS.damage() );
				}
			}
			else
				bPlaySound = false;
		}
		if (bPlaySound && !b_snd_hit_playing) 
		{
			Fvector point		= Position();
			point.y				+= CameraHeight();
			S.play_at_pos		(this, point);
		};
	}

	
	//slow actor, only when he gets hit
	if(HDS.hit_type == ALife::eHitTypeWound || HDS.hit_type == ALife::eHitTypeStrike)
	{
		hit_slowmo				= HDS.damage();
		clamp					(hit_slowmo,0.0f,1.f);
	}
	else
		hit_slowmo = 0.f;
	//---------------------------------------------------------------
	if (Level().CurrentViewEntity() == this && !g_pGamePersistent->bDedicatedServer && HDS.hit_type == ALife::eHitTypeFireWound)
	{
		CObject* pLastHitter = Level().Objects.net_Find(m_iLastHitterID);
		CObject* pLastHittingWeapon = Level().Objects.net_Find(m_iLastHittingWeaponID);
		HitSector(pLastHitter, pLastHittingWeapon);
	};

	if ((mstate_real&mcSprint) && Level().CurrentControlEntity() == this && 
		HDS.hit_type != ALife::eHitTypeTelepatic &&
		HDS.hit_type != ALife::eHitTypeRadiation 
		)
	{
//		mstate_real	&=~mcSprint;
		mstate_wishful	&=~mcSprint;
	};
	if(!g_pGamePersistent->bDedicatedServer)
	{
		HitMark			(HDS.damage(), HDS.dir, HDS.who, HDS.bone(), HDS.p_in_bone_space, HDS.impulse, HDS.hit_type);
	}

	switch (GameID())
	{
	case GAME_SINGLE:		
		{
			float hit_power	= HitArtefactsOnBelt(HDS.damage(), HDS.hit_type);

			if (GodMode())//psActorFlags.test(AF_GODMODE))
			{
				HDS.power = 0.0f;
//				inherited::Hit(0.f,dir,who,element,position_in_bone_space,impulse, hit_type);
				inherited::Hit(&HDS);
				return;
			}
			else 
			{
				//inherited::Hit		(hit_power,dir,who,element,position_in_bone_space, impulse, hit_type);
				HDS.power = hit_power;
				inherited::Hit(&HDS);
			};
		}
		break;
	default:
		{
			m_bWasBackStabbed = false;
			if (HDS.hit_type == ALife::eHitTypeWound_2 && Check_for_BackStab_Bone(HDS.bone()))
			{
				// convert impulse into local coordinate system
				Fmatrix					mInvXForm;
				mInvXForm.invert		(XFORM());
				Fvector					vLocalDir;
				mInvXForm.transform_dir	(vLocalDir,HDS.dir);
				vLocalDir.invert		();

				Fvector a	= {0,0,1};
				float res = a.dotproduct(vLocalDir);
				if (res < -0.707)
				{
					game_PlayerState* ps = Game().GetPlayerByGameID(ID());
					if (!ps || !ps->testFlag(GAME_PLAYER_FLAG_INVINCIBLE))						
						m_bWasBackStabbed = true;
				}
			};
			
			float hit_power = 0;

			if (m_bWasBackStabbed) hit_power = 100000;
			else hit_power	= HitArtefactsOnBelt(HDS.damage(), HDS.hit_type);

			HDS.power = hit_power;
			inherited::Hit (&HDS);
			//inherited::Hit	(hit_power,dir,who,element,position_in_bone_space, impulse, hit_type, 0.0f);
		}		
		break;
	}
}
예제 #3
0
void			CAI_Stalker::Hit					(SHit* pHDS)
{
//	pHDS->power						*= .1f;

	//хит может меняться в зависимости от ранга (новички получают больше хита, чем ветераны)
	SHit							HDS = *pHDS;
	HDS.power						*= m_fRankImmunity;
	if (m_boneHitProtection && HDS.hit_type == ALife::eHitTypeFireWound){
		float						BoneArmour = m_boneHitProtection->getBoneArmour(HDS.bone());	
		float						NewHitPower = HDS.damage() - BoneArmour;
		if (NewHitPower < HDS.power*m_boneHitProtection->m_fHitFrac) HDS.power = HDS.power*m_boneHitProtection->m_fHitFrac;
		else
			HDS.power				= NewHitPower;

		if (wounded())
			HDS.power				= 1000.f;
	}

	if (g_Alive()) {
		bool						already_critically_wounded = critically_wounded();

		if (!already_critically_wounded) {
			const CCoverPoint		*cover = agent_manager().member().member(this).cover();
			if (cover && pHDS->initiator() && (pHDS->initiator()->ID() != ID()) && !fis_zero(pHDS->damage()) && brain().affect_cover())
				agent_manager().location().add	(xr_new<CDangerCoverLocation>(cover,Device.dwTimeGlobal,DANGER_INTERVAL,DANGER_DISTANCE));
		}

		const CEntityAlive	*entity_alive = smart_cast<const CEntityAlive*>(pHDS->initiator());
		if (entity_alive && !wounded()) {
			if (is_relation_enemy(entity_alive))
				sound().play		(eStalkerSoundInjuring);
//			else
//				sound().play		(eStalkerSoundInjuringByFriend);
		}

		int							weapon_type = -1;
		if (best_weapon())
			weapon_type				= best_weapon()->object().ef_weapon_type();

		if	(
				!wounded() &&
				!already_critically_wounded)
		{
			bool					became_critically_wounded = update_critical_wounded(HDS.boneID,HDS.power);
			if	(
				!became_critically_wounded &&
				animation().script_animations().empty() &&
				(pHDS->bone() != BI_NONE)
			)
			{
				Fvector					D;
				float					yaw, pitch;
				D.getHP					(yaw,pitch);

	#pragma todo("Dima to Dima : forward-back bone impulse direction has been determined incorrectly!")
				float					power_factor = m_power_fx_factor*pHDS->damage()/100.f;
				clamp					(power_factor,0.f,1.f);

				CKinematicsAnimated		*tpKinematics = smart_cast<CKinematicsAnimated*>(Visual());
	#ifdef DEBUG
				tpKinematics->LL_GetBoneInstance	(pHDS->bone());
				if (pHDS->bone() >= tpKinematics->LL_BoneCount()) {
					Msg					("tpKinematics has no bone_id %d",pHDS->bone());
					pHDS->_dump			();
				}
	#endif
				int						fx_index = iFloor(tpKinematics->LL_GetBoneInstance(pHDS->bone()).get_param(1) + (angle_difference(movement().m_body.current.yaw,-yaw) <= PI_DIV_2 ? 0 : 1));
				if (fx_index != -1)
					animation().play_fx	(power_factor,fx_index);
			}
			else {
				if (!already_critically_wounded && became_critically_wounded) {
					if (HDS.who) {
						CAI_Stalker		*stalker = smart_cast<CAI_Stalker*>(HDS.who);
						if (stalker)
							stalker->on_critical_wound_initiator	(this);
					}
				}
			}
		}
	}

	inherited::Hit					(&HDS);
}
예제 #4
0
void CAI_Stalker::Hit(SHit* pHDS)
{
	//хит может меняться в зависимости от ранга (новички получают больше хита, чем ветераны)
	SHit HDS = *pHDS;
	HDS.add_wound = true;
	
	float hit_power = HDS.power * m_fRankImmunity;

	if(m_boneHitProtection && HDS.hit_type == ALife::eHitTypeFireWound)
	{
		float BoneArmor = m_boneHitProtection->getBoneArmor(HDS.bone());
		float ap = HDS.armor_piercing;
		if(!fis_zero(BoneArmor, EPS))
		{
			if(ap > BoneArmor)
			{
				float d_hit_power = (ap - BoneArmor) / ap;
				if(d_hit_power < m_boneHitProtection->m_fHitFracNpc)
					d_hit_power = m_boneHitProtection->m_fHitFracNpc;

				hit_power *= d_hit_power;
				VERIFY(hit_power>=0.0f);
			}
			else
			{
				hit_power *= m_boneHitProtection->m_fHitFracNpc;
				HDS.add_wound = false;
			}
		}

		if ( wounded() ) //уже лежит => добивание
		{
			hit_power = 1000.f;
		}
	}
	HDS.power = hit_power;

	if (g_Alive())
	{
		bool already_critically_wounded = critically_wounded();

		if (!already_critically_wounded)
		{
			const CCoverPoint		*cover = agent_manager().member().member(this).cover();
			if ( !invulnerable() && cover && HDS.initiator() &&
				( HDS.initiator()->ID() != ID() ) && !fis_zero( HDS.damage() ) && brain().affect_cover() )
			{
				agent_manager().location().add( xr_new<CDangerCoverLocation>(cover,Device.dwTimeGlobal,DANGER_INTERVAL,DANGER_DISTANCE) );
			}
		}

		const CEntityAlive	*entity_alive = smart_cast<const CEntityAlive*>(HDS.initiator());
		if (entity_alive && !wounded()) {
			if (is_relation_enemy(entity_alive))
				sound().play		(eStalkerSoundInjuring);
//			else
//				sound().play		(eStalkerSoundInjuringByFriend);
		}

		int							weapon_type = -1;
		if (best_weapon())
			weapon_type				= best_weapon()->object().ef_weapon_type();

		if	(
				!wounded() &&
				!already_critically_wounded)
		{
			bool					became_critically_wounded = update_critical_wounded(HDS.boneID,HDS.power);
			if	(
				!became_critically_wounded &&
				animation().script_animations().empty() &&
				(HDS.bone() != BI_NONE)
			)
			{
				Fvector					D;
				float					yaw, pitch;
				D.getHP					(yaw,pitch);

	#pragma todo("Dima to Dima : forward-back bone impulse direction has been determined incorrectly!")
				float					power_factor = m_power_fx_factor * HDS.damage() / 100.f;
				clamp					(power_factor,0.f,1.f);

				//IKinematicsAnimated		*tpKinematics = smart_cast<IKinematicsAnimated*>(Visual());
				IKinematics *tpKinematics = smart_cast<IKinematics*>(Visual());
	#ifdef DEBUG
				tpKinematics->LL_GetBoneInstance	(HDS.bone());
				if (HDS.bone() >= tpKinematics->LL_BoneCount()) {
					Msg					("tpKinematics has no bone_id %d",HDS.bone());
					HDS._dump			();
				}
	#endif
//				int						fx_index = iFloor(tpKinematics->LL_GetBoneInstance(HDS.bone()).get_param(1) + (angle_difference(movement().m_body.current.yaw,-yaw) <= PI_DIV_2 ? 0 : 1));
//				if (fx_index != -1)
//					animation().play_fx	(power_factor,fx_index);
			}
			else {
				if (!already_critically_wounded && became_critically_wounded) {
					if (HDS.who) {
						CAI_Stalker		*stalker = smart_cast<CAI_Stalker*>(HDS.who);
						if ( stalker && stalker->g_Alive() )
							stalker->on_critical_wound_initiator	(this);
					}
				}
			}
		}
	}

	if ( g_Alive() && ( !m_hit_callback || m_hit_callback( &HDS ) ) )
	{
		float const damage_factor	= invulnerable() ? 0.f : 100.f;
		memory().hit().add			( damage_factor*HDS.damage(), HDS.direction(), HDS.who, HDS.boneID );
	}

	//conditions().health()			= 1.f;

	inherited::Hit					( &HDS );
}
예제 #5
0
void CCharacterPhysicsSupport::in_Hit( SHit &H, bool is_killing )
{
	m_sv_hit = H;
	m_hit_valide_time = Device.dwTimeGlobal + hit_valide_time;
	if( m_EntityAlife.use_simplified_visual	( ) || esRemoved == m_eState )
		return;
	if( m_flags.test( fl_block_hit ) )
	{
		VERIFY2( !m_EntityAlife.g_Alive( ),
			make_string("entity [%s][%d] is dead", m_EntityAlife.Name(), m_EntityAlife.ID()).c_str());
		if( Device.dwTimeGlobal - m_EntityAlife.GetLevelDeathTime( ) >= 2000 )
			m_flags.set(fl_block_hit,FALSE);
		else return;
	}

	//is_killing = is_killing || ( m_eState==esAlive && !m_EntityAlife.g_Alive( ) );
	if( m_EntityAlife.g_Alive( ) && is_killing && H.type( ) == ALife::eHitTypeExplosion && H.damage( ) > 70.f )
		CPHDestroyable::Destroy( );
	
	if( ( !m_EntityAlife.g_Alive() || is_killing ) )
		m_character_shell_control.set_kill_hit( H );

	if(!m_pPhysicsShell&&is_killing)
		KillHit( H );

	if( m_flags.test(fl_use_hit_anims) && Type() != etBitting && !m_flags.test(fl_death_anim_on) ) //&& Type() == etStalker
	{
		m_hit_animations.PlayHitMotion( H.direction( ), H.bone_space_position(), H.bone( ), m_EntityAlife );
	}

	if( !( m_pPhysicsShell && m_pPhysicsShell->isActive( ) ) )
	{
		if( !is_killing && m_EntityAlife.g_Alive( ) )
			m_PhysicMovementControl->ApplyHit( H.direction( ), H.phys_impulse( ), H.type( ) );
	} else {
#ifdef	DEBUG
		if( is_killing && death_anim_debug &&  !is_imotion( m_interactive_motion ) )
		{
				Msg( "death anim: applied fatal impulse dir: (%f,%f,%f), value: (%f) ", H.dir.x,H.dir.y,H.dir.z, H.impulse );
		}
#endif
		m_pPhysicsShell->applyHit( H.bone_space_position( ), H.direction( ), H.phys_impulse( ), H.bone(), H.type( ) );
	}
}