Exemplo n.º 1
0
//--------------------------------------------------------------------------------------------------
// Name: SetMaterialOnEntity
// Desc: Sets material on entity
//--------------------------------------------------------------------------------------------------
void CGameEffect::SetMaterialOnEntity(IMaterial* pMaterial,EntityId entityId,PodArray<ItemString>*	bodyAttachmentNameArray)
{
	if(pMaterial && bodyAttachmentNameArray)
	{
		IEntity* pEntity = gEnv->pEntitySystem->GetEntity(entityId);
		if(pEntity)
		{
			SEntitySlotInfo slotInfo;
			bool gotSlotInfo = pEntity->GetSlotInfo(0, slotInfo);
			if(gotSlotInfo && slotInfo.pCharacter)
			{
				IAttachmentManager* pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
				if(pAttachmentManager)
				{
					int attachmentCount = bodyAttachmentNameArray->size();
					for(int i=0; i<attachmentCount; i++)
					{
						IAttachment* attachment = pAttachmentManager->GetInterfaceByName(((*bodyAttachmentNameArray)[i]).c_str());

						if(attachment)
						{
							IAttachmentObject* attachmentObj = attachment->GetIAttachmentObject();
							if(attachmentObj)
							{
								attachmentObj->SetReplacementMaterial(pMaterial);
							}
						}
					}
				}
			}
		}
	}
}//-------------------------------------------------------------------------------------------------
Exemplo n.º 2
0
void CLTagSingle::UpdateGrenadeAttachment( ICharacterInstance* pCharacter, const char* attachmentName, const char* model )
{
	CRY_ASSERT(pCharacter);

	IAttachment* pAttachment = pCharacter->GetIAttachmentManager()->GetInterfaceByName(attachmentName);
	if (pAttachment == NULL)
		return;

	IStatObj* pGrenadeModel = gEnv->p3DEngine->LoadStatObj(model);
	if (pGrenadeModel == NULL)
		return;

	IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject();
	if (pAttachmentObject && (pAttachmentObject->GetAttachmentType() == IAttachmentObject::eAttachment_StatObj))
	{
		CCGFAttachment* pCGFAttachment = static_cast<CCGFAttachment*>(pAttachmentObject);
		pCGFAttachment->pObj = pGrenadeModel;  //pObj is an smart pointer, it should take care of releasing/AddRef
	}
	else
	{
		CCGFAttachment* pCGFAttachment = new CCGFAttachment();
		pCGFAttachment->pObj = pGrenadeModel;
		pAttachment->AddBinding(pCGFAttachment);
	}
}
Exemplo n.º 3
0
//------------------------------------------------------------------------
IMaterial* CItem::GetCharacterAttachmentMaterial(int slot, const char* name, bool owner)
{
    IAttachmentObject* pAttachmentObject = NULL;
    if(IAttachment * pAttachment = GetCharacterAttachment(GetAppropriateCharacter(slot, owner), name))
        {
            pAttachmentObject = pAttachment->GetIAttachmentObject();
        }

    return pAttachmentObject ? (IMaterial*)pAttachmentObject->GetBaseMaterial() : 0;
}
Exemplo n.º 4
0
	void UnHideAttachment(SActivationInfo* pActInfo)
	{
		IAttachment* pAttachment = GetAttachment(pActInfo);
		if(pAttachment)
		{
			pAttachment->HideAttachment(0);

			IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject();
			if((pAttachmentObject != NULL) && (pAttachmentObject->GetAttachmentType() == IAttachmentObject::eAttachment_Entity))
			{
				IEntity* pAttachedEntity = gEnv->pEntitySystem->GetEntity( static_cast<CEntityAttachment*>(pAttachmentObject)->GetEntityId() );
				if(pAttachedEntity)
				{
					pAttachedEntity->Hide(false);
				}
			}
		}
	}
Exemplo n.º 5
0
void CVar::EnableDebugAnimText(IConsoleCmdArgs *args)
{
	if (args && args->GetArgCount() > 1)
	{
		const char* szFilterName = args->GetArg(1);
		bool enable = true;
		if (args->GetArgCount() > 2)
		{
			enable = (strcmp(args->GetArg(2), "0") != 0);
		}

		CEntitySystem* pEntitySystem = GetIEntitySystem();
		IEntity *entity = pEntitySystem->FindEntityByName(szFilterName);

		if (entity)
		{
			uint32 numSlots = entity->GetSlotCount();
			for (uint32 i=0; i<numSlots; i++)
			{
				ICharacterInstance *charInst = entity->GetCharacter(i);
				if (charInst)
				{
					charInst->GetISkeletonAnim()->SetDebugging(enable);
					IAttachmentManager* pAttachmentManager = charInst->GetIAttachmentManager();
					for(int32 attachmentIndex=0; attachmentIndex<pAttachmentManager->GetAttachmentCount(); ++attachmentIndex)
					{
						IAttachment* pAttachment = pAttachmentManager->GetInterfaceByIndex(attachmentIndex);
						assert(pAttachment);

						IAttachmentObject* pObject = pAttachment->GetIAttachmentObject();
						if (pObject)
						{
							ICharacterInstance* pObjectCharInst = pObject->GetICharacterInstance();
							if (pObjectCharInst)
							{
								pObjectCharInst->GetISkeletonAnim()->SetDebugging(enable);
							}
						}
					}
				}
			}
		}
	}
}
void CBodyDestrutibilityInstance::ResetMaterials( IEntity& characterEntity, ICharacterInstance& characterInstance )
{
	characterEntity.SetSlotMaterial(0, NULL);

	IAttachmentManager *pAttachmentManager = characterInstance.GetIAttachmentManager();
	CRY_ASSERT(pAttachmentManager);
	
	const uint32 attachmentCount = (uint32)pAttachmentManager->GetAttachmentCount();

	for(TOriginalMaterials::iterator it = m_originalMaterials.begin(); it != m_originalMaterials.end(); ++it)
	{
		IAttachmentObject *pAttachmentObject = (it->first < attachmentCount) ? pAttachmentManager->GetInterfaceByIndex(it->first)->GetIAttachmentObject() : NULL;
		if (pAttachmentObject)
		{
			pAttachmentObject->SetReplacementMaterial(it->second);
			it->second->Release();
		}
	}

	m_originalMaterials.clear();
}
	ILightSource* CEffectsController::GetLightSource(const TAttachedEffectId effectId) const
	{
		CRY_ASSERT(m_pOwnerEntity);

		TAttachedEffects::const_iterator effectCit = std::find(m_attachedEffects.begin(), m_attachedEffects.end(), effectId);

		if (effectCit != m_attachedEffects.end()) 
		{
			const SEffectInfo &effectInfo = *effectCit;

			if (effectInfo.entityEffectSlot >= 0)
			{
				SEntitySlotInfo slotInfo;
				if(m_pOwnerEntity->GetSlotInfo(effectInfo.entityEffectSlot, slotInfo) && slotInfo.pLight)
				{
					return slotInfo.pLight;
				}
			}

			if (effectInfo.characterEffectSlot >= 0)
			{
				SEntitySlotInfo slotInfo;
				if (m_pOwnerEntity->GetSlotInfo(effectInfo.characterEffectSlot, slotInfo) && slotInfo.pCharacter)
				{
					IAttachmentManager *pAttachmentManager = slotInfo.pCharacter->GetIAttachmentManager();
					IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(effectInfo.helperName.c_str());
					if (pAttachment)
					{
						IAttachmentObject *pAttachmentObject = pAttachment->GetIAttachmentObject();
						if (pAttachmentObject != NULL && (pAttachmentObject->GetAttachmentType() == IAttachmentObject::eAttachment_Light))
						{
							return static_cast<CLightAttachment *>(pAttachmentObject)->GetLightSource();
						}
					}
				}
			}
		}

		return NULL;
	}
void CBodyDestrutibilityInstance::ReplaceMaterial( IEntity& characterEntity, ICharacterInstance& characterInstance, IMaterial& replacementMaterial )
{
	IMaterial* pCurrentMaterial = characterInstance.GetIMaterial();
	if ((pCurrentMaterial != NULL) && stricmp(pCurrentMaterial->GetName(), replacementMaterial.GetName()))
	{
		characterEntity.SetSlotMaterial(0, &replacementMaterial);
	}

	const bool storeOriginalReplacementMaterials = m_originalMaterials.empty();

	IAttachmentManager *pAttachmentManager = characterInstance.GetIAttachmentManager();
	CRY_ASSERT(pAttachmentManager);

	const int attachmentCount = pAttachmentManager->GetAttachmentCount();
	for (int attachmentIdx = 0; attachmentIdx < attachmentCount; ++attachmentIdx)
	{
		IAttachmentObject *pAttachmentObject = pAttachmentManager->GetInterfaceByIndex(attachmentIdx)->GetIAttachmentObject();
		if (pAttachmentObject)
		{
			IMaterial* pAttachMaterial = (IMaterial*)pAttachmentObject->GetBaseMaterial();
			if ((pAttachMaterial != NULL) && stricmp(pAttachMaterial->GetName(), replacementMaterial.GetName()))
			{
				if (storeOriginalReplacementMaterials)
				{
					IMaterial* pOriginalReplacementMaterial = pAttachmentObject->GetReplacementMaterial();
					if(pOriginalReplacementMaterial != NULL)
					{
						pOriginalReplacementMaterial->AddRef();
						m_originalMaterials.push_back(TAttachmentMaterialPair((uint32)attachmentIdx, pOriginalReplacementMaterial));
					}
				}

				pAttachmentObject->SetReplacementMaterial(&replacementMaterial);
			}
		}

	}
}
Exemplo n.º 9
0
void CAICorpse::SetupFromSource( IEntity& sourceEntity, ICharacterInstance& characterInstance, const uint32 priority)
{
	// 1.- Move resources from source entity, into AICorpse
	GetEntity()->SetFlags(GetEntity()->GetFlags() | (ENTITY_FLAG_CASTSHADOW));

	sourceEntity.MoveSlot(GetEntity(), 0);

	// Moving everything from one slot into another will also clear the render proxies in the source.
	// Thus, we need to invalidate the model so that it will be properly reloaded when a non-pooled
	// entity is restored from a save-game.
	CActor* sourceActor = static_cast<CActor*>(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(sourceEntity.GetId()));
	if (sourceActor != NULL)
	{
		sourceActor->InvalidateCurrentModelName();
	}

	// 2.- After 'MoveSlot()', characterInstance is now stored inside CAICorpse
	// It needs to be now updated from the entity system
	characterInstance.SetFlags( characterInstance.GetFlags() | CS_FLAG_UPDATE );

#if AI_CORPSES_ENABLE_SERIALIZE
	m_modelName = characterInstance.GetFilePath();
#endif

	// 3.- Search for any attached weapon and clone them
	IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();

	IAttachmentManager* pAttachmentManager = characterInstance.GetIAttachmentManager();
	const uint32 attachmentCount = (uint32)pAttachmentManager->GetAttachmentCount();
	for(uint32 i = 0; i < attachmentCount ; ++i)
	{
		IAttachment* pAttachment = pAttachmentManager->GetInterfaceByIndex(i);
		assert(pAttachment != NULL);

		IAttachmentObject* pAttachmentObject = pAttachment->GetIAttachmentObject();
		if((pAttachmentObject == NULL) || (pAttachmentObject->GetAttachmentType() != IAttachmentObject::eAttachment_Entity))
			continue;

		const EntityId attachedEntityId = static_cast<CEntityAttachment*>(pAttachmentObject)->GetEntityId();

		IItem* pItem = pItemSystem->GetItem(attachedEntityId);
		if(pItem != NULL)
		{
			if(AllowCloneAttachedItem( pItem->GetEntity()->GetClass() ))
			{
				if(m_attachedItemsInfo.size() < m_attachedItemsInfo.max_size())
				{
					AttachedItem attachedItemInfo;
					attachedItemInfo.pClass = pItem->GetEntity()->GetClass();
					attachedItemInfo.attachmentName = pAttachment->GetName();

					attachedItemInfo.id = CloneAttachedItem( attachedItemInfo, pAttachment );
					m_attachedItemsInfo.push_back(attachedItemInfo);
				}
			}
		}	
	}

	//Only accept requested priority if it has attached weapons
	m_priority = (m_attachedItemsInfo.size() > 0) ? priority : 0;

	//Force physics to sleep immediately (if not already)
	IPhysicalEntity* pCorpsePhysics = GetEntity()->GetPhysics();
	if(pCorpsePhysics != NULL)
	{
		pe_action_awake awakeAction;
		awakeAction.bAwake = 0;
		pCorpsePhysics->Action( &awakeAction );
	}
}