Пример #1
0
void SArtefactActivation::ChangeEffects()
{
	VERIFY(!ph_world->Processing());
	SStateDef& state_def = m_activation_states[(int)m_cur_activation_state];
	
	if(m_snd._feedback())
		m_snd.stop();
	
	if(state_def.m_snd.size()){
		m_snd.create			(*state_def.m_snd,st_Effect,sg_SourceType);
		m_snd.play_at_pos		(m_af,	m_af->Position());
	};

	m_light->set_range		(	state_def.m_light_range);
	m_light->set_color		(	state_def.m_light_color.r,
								state_def.m_light_color.g,
								state_def.m_light_color.b);
	
	if(state_def.m_particle.size()){
		Fvector dir;
		dir.set(0,1,0);

		m_af->CParticlesPlayer::StartParticles(	state_def.m_particle,
												dir,
												m_af->ID(),
												iFloor(state_def.m_time*1000) );
	};
	if(state_def.m_animation.size()){
		CKinematicsAnimated	*K=smart_cast<CKinematicsAnimated*>(m_af->Visual());
		if(K)K->PlayCycle(*state_def.m_animation);
	}

}
Пример #2
0
void SArtefactActivation::UpdateActivation()
{
	VERIFY(!ph_world->Processing());
	m_cur_state_time				+=	Device.fTimeDelta;
	if(m_cur_state_time				>=	m_activation_states[int(m_cur_activation_state)].m_time){
		m_cur_activation_state		=	(EActivationStates)(int)(m_cur_activation_state+1);
		
		if(m_cur_activation_state == eMax){
			m_cur_activation_state = eNone;

			m_af->processing_deactivate			();
			m_af->CPHUpdateObject::Deactivate	();
			m_af->DestroyObject();
		}

		m_cur_state_time	= 0.0f;
		ChangeEffects				();


	if(m_cur_activation_state==eSpawnZone && OnServer())
		SpawnAnomaly	();

	}
	UpdateEffects				();

}
Пример #3
0
void SArtefactActivation::UpdateEffects()
{
	VERIFY(!ph_world->Processing());
	if(m_snd._feedback())
		m_snd.set_position( m_af->Position() );
	
	m_light->set_position(m_af->Position());
}
Пример #4
0
BOOL CAfList::feel_touch_contact	(CObject* O)
{
	CLASS_ID	clsid			= O->CLS_ID;
	TypesMapIt it				= m_TypesMap.find(clsid);

	bool res					 = (it!=m_TypesMap.end());
	if(res)
	{
		CArtefact*	pAf				= smart_cast<CArtefact*>(O);
		
		if(pAf->GetAfRank()>m_af_rank)
			res = false;
	}
	return						res;
}
Пример #5
0
void SArtefactActivation::Start()
{
	VERIFY(!ph_world->Processing());
	m_af->StopLights				();
	m_cur_activation_state			= eStarting;
	m_cur_state_time				= 0.0f;
	
	m_af->processing_activate();

	NET_Packet						P;
	CGameObject::u_EventGen			(P,GE_OWNERSHIP_REJECT, m_af->H_Parent()->ID());
	P.w_u16							(m_af->ID());
	if (OnServer())
		CGameObject::u_EventSend		(P);
	m_light->set_active				(true);
	ChangeEffects					();
}
Пример #6
0
float CActor::get_additional_weight() const
{
	float res = 0.0f ;
	CCustomOutfit* outfit	= GetOutfit();
	if ( outfit )
	{
		res				+= outfit->m_additional_weight;
	}

	for(TIItemContainer::const_iterator it = inventory().m_belt.begin(); 
		inventory().m_belt.end() != it; ++it) 
	{
		CArtefact*	artefact = smart_cast<CArtefact*>(*it);
		if(artefact)
			res			+= artefact->AdditionalInventoryWeight();
	}

	return res;
}
Пример #7
0
void game_cl_ArtefactHunt::GetMapEntities(xr_vector<SZoneMapEntityData>& dst)
{
	inherited::GetMapEntities(dst);

	SZoneMapEntityData D;
	u32 color_enemy_with_artefact		=		0xffff0000;
	u32 color_artefact					=		0xffffffff;
	u32 color_friend_with_artefact		=		0xffffff00;


	s16 local_team						=		local_player->team;


	CObject* pObject = Level().Objects.net_Find(artefactID);
	if(!pObject)
		return;

	CArtefact* pArtefact = smart_cast<CArtefact*>(pObject);
	VERIFY(pArtefact);

	CObject* pParent = pArtefact->H_Parent();
	if(!pParent){// Artefact alone
		D.color	= color_artefact;
		D.pos	= pArtefact->Position();
		dst.push_back(D);
		return;
	};

	if (pParent && pParent->ID() == artefactBearerID && GetPlayerByGameID(artefactBearerID)){
		CObject* pBearer = Level().Objects.net_Find(artefactBearerID);
		VERIFY(pBearer);
		D.pos	= pBearer->Position();

		game_PlayerState*	ps  =	GetPlayerByGameID		(artefactBearerID);
		(ps->team==local_team)? D.color=color_friend_with_artefact:D.color=color_enemy_with_artefact;
		
		//remove previous record about this actor !!!
		dst.push_back(D);
		return;
	}

}
Пример #8
0
void SArtefactActivation::PhDataUpdate(dReal step)
{
	if (m_cur_activation_state==eFlying) {
		Fvector dir	= {0, -1.f, 0};
		if(Level().ObjectSpace.RayTest(m_af->Position(), dir, 1.0f, collide::rqtBoth,NULL,m_af) ){
			dir.y = ph_world->Gravity()*1.1f; 
			m_af->m_pPhysicsShell->applyGravityAccel(dir);
		}
	}

}
Пример #9
0
void CEliteDetector::UpdateAf()
{
	ui().Clear							();
	if(m_artefacts.m_ItemInfos.size()==0)	return;

	CAfList::ItemsMapIt it_b	= m_artefacts.m_ItemInfos.begin();
	CAfList::ItemsMapIt it_e	= m_artefacts.m_ItemInfos.end();
	CAfList::ItemsMapIt it		= it_b;

	Fvector						detector_pos = Position();
	for(;it_b!=it_e;++it_b)
	{
		CArtefact *pAf			= it_b->first;
		if(pAf->H_Parent())		
			continue;

		ui().RegisterItemToDraw			(pAf->Position(),"af_sign");

		if(pAf->CanBeInvisible())
		{
			float d = detector_pos.distance_to(pAf->Position());
			if(d<m_fAfVisRadius)
				pAf->SwitchVisibility(true);
		}
	}
}
Пример #10
0
void SArtefactActivation::Load()
{
	for(int i=0; i<(int)eMax; ++i)
		m_activation_states.push_back(SStateDef());

	LPCSTR activation_seq = pSettings->r_string(*m_af->cNameSect(),"artefact_activation_seq");


	m_activation_states[(int)eStarting].Load(activation_seq,	"starting");
	m_activation_states[(int)eFlying].Load(activation_seq,		"flying");
	m_activation_states[(int)eBeforeSpawn].Load(activation_seq,	"idle_before_spawning");
	m_activation_states[(int)eSpawnZone].Load(activation_seq,	"spawning");

}
Пример #11
0
void SArtefactActivation::SpawnAnomaly()
{
	VERIFY(!ph_world->Processing());
	string128 tmp;
	LPCSTR str			= pSettings->r_string("artefact_spawn_zones",*m_af->cNameSect());
	VERIFY3(3==_GetItemCount(str),"Bad record format in artefact_spawn_zones",str);
	float zone_radius	= (float)atof(_GetItem(str,1,tmp));
	float zone_power	= (float)atof(_GetItem(str,2,tmp));
	LPCSTR zone_sect	= _GetItem(str,0,tmp); //must be last call of _GetItem... (LPCSTR !!!)

		Fvector pos;
		m_af->Center(pos);
		CSE_Abstract		*object = Level().spawn_item(	zone_sect,
															pos,
															m_af->ai_location().level_vertex_id(),
															0xffff,
															true
		);
		CSE_ALifeAnomalousZone*		AlifeZone = smart_cast<CSE_ALifeAnomalousZone*>(object);
		VERIFY(AlifeZone);
		CShapeData::shape_def		_shape;
		_shape.data.sphere.P.set	(0.0f,0.0f,0.0f);
		_shape.data.sphere.R		= zone_radius;
		_shape.type					= CShapeData::cfSphere;
		AlifeZone->assign_shapes	(&_shape,1);
		AlifeZone->m_maxPower		= zone_power;
		AlifeZone->m_owner_id		= m_owner_id;
		AlifeZone->m_space_restrictor_type	= RestrictionSpace::eRestrictorTypeNone;

		NET_Packet					P;
		object->Spawn_Write			(P,TRUE);
		Level().Send				(P,net_flags(TRUE));
		F_entity_Destroy			(object);
#ifdef DEBUG
		Msg("artefact [%s] spawned a zone [%s] at [%f]", *m_af->cName(), zone_sect, Device.fTimeGlobal);
#endif
}
Пример #12
0
void CScientificDetector::UpfateWork()
{
	ui().Clear							();

	CAfList::ItemsMapIt ait_b	= m_artefacts.m_ItemInfos.begin();
	CAfList::ItemsMapIt ait_e	= m_artefacts.m_ItemInfos.end();
	CAfList::ItemsMapIt ait		= ait_b;
	Fvector						detector_pos = Position();
	for(;ait_b!=ait_e;++ait_b)
	{
		CArtefact *pAf			= ait_b->first;
		if(pAf->H_Parent())		
			continue;

		ui().RegisterItemToDraw	(pAf->Position(), pAf->cNameSect());

		if(pAf->CanBeInvisible())
		{
			float d = detector_pos.distance_to(pAf->Position());
			if(d<m_fAfVisRadius)
				pAf->SwitchVisibility(true);
		}
	}

	CZoneList::ItemsMapIt zit_b	= m_zones.m_ItemInfos.begin();
	CZoneList::ItemsMapIt zit_e	= m_zones.m_ItemInfos.end();
	CZoneList::ItemsMapIt zit	= zit_b;

	for(;zit_b!=zit_e;++zit_b)
	{
		CCustomZone* pZone			= zit_b->first;
		ui().RegisterItemToDraw		(pZone->Position(),pZone->cNameSect());
	}

	m_ui->update			();
}
Пример #13
0
void CActor::g_SetAnimation( u32 mstate_rl )
{


	if (!g_Alive()) {
		if (m_current_legs||m_current_torso){
			SActorState*				ST = 0;
			if (mstate_rl&mcCrouch)		ST = &m_anims->m_crouch;
			else						ST = &m_anims->m_normal;
			mstate_real					= 0;
			m_current_legs.invalidate	();
			m_current_torso.invalidate	();

			smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(m_anims->m_dead_stop);
		}

		return;
	}
	STorsoWpn::eMovingState	moving_idx 		= STorsoWpn::eIdle;
	SActorState*					ST 		= 0;
	SAnimState*						AS 		= 0;
	
	if		(mstate_rl&mcCrouch)	ST 		= &m_anims->m_crouch;
	else if	(mstate_rl&mcClimb)		ST 		= &m_anims->m_climb;
	else							ST 		= &m_anims->m_normal;

	bool bAccelerated = isActorAccelerated(mstate_rl, IsZoomAimingMode());
	if ( bAccelerated ){
		AS							= &ST->m_run;
	}else{
		AS							= &ST->m_walk;
	}
	if(mstate_rl&mcAnyMove){
		if( bAccelerated )
			moving_idx				= STorsoWpn::eRun;
		else
			moving_idx				= STorsoWpn::eWalk;
	}
	// анимации
	MotionID 						M_legs;
	MotionID 						M_torso;
	MotionID 						M_head;

	//если мы просто стоим на месте
	bool is_standing = false;

	// Legs
	if		(mstate_rl&mcLanding)	M_legs	= ST->landing[0];
	else if (mstate_rl&mcLanding2)	M_legs	= ST->landing[1];
	else if ((mstate_rl&mcTurn)&&
			!(mstate_rl&mcClimb))	M_legs	= ST->legs_turn;
	else if (mstate_rl&mcFall)		M_legs	= ST->jump_idle;
	else if (mstate_rl&mcJump)		M_legs	= ST->jump_begin;
	else if (mstate_rl&mcFwd)		M_legs	= AS->legs_fwd;
	else if (mstate_rl&mcBack)		M_legs	= AS->legs_back;
	else if (mstate_rl&mcLStrafe)	M_legs	= AS->legs_ls;
	else if (mstate_rl&mcRStrafe)	M_legs	= AS->legs_rs;
	else is_standing = true;

	if(mstate_rl&mcSprint){
		g_SetSprintAnimation			(mstate_rl,M_head,M_torso,M_legs);
		moving_idx						= STorsoWpn::eSprint;
	}
	//---------------------------------------------------------------
	if (this == Level().CurrentViewEntity())
	{	
		if ((mstate_rl&mcSprint) != (mstate_old&mcSprint))
		{
			CHudItem* pHudItem = smart_cast<CHudItem*>(inventory().ActiveItem());	
			if (pHudItem) pHudItem->onMovementChanged(mcSprint);
		};
	};
	//-----------------------------------------------------------------------
	// Torso
	if(mstate_rl&mcClimb)
	{
		if		(mstate_rl&mcFwd)		M_torso	= AS->legs_fwd;
		else if (mstate_rl&mcBack)		M_torso	= AS->legs_back;
		else if (mstate_rl&mcLStrafe)	M_torso	= AS->legs_ls;
		else if (mstate_rl&mcRStrafe)	M_torso	= AS->legs_rs;
	}
	
	if(!M_torso)
	{
		CInventoryItem* _i = inventory().ActiveItem();
		CHudItem		*H = smart_cast<CHudItem*>(_i);
		CWeapon			*W = smart_cast<CWeapon*>(_i);
		CMissile		*M = smart_cast<CMissile*>(_i);
		CArtefact		*A = smart_cast<CArtefact*>(_i);
					
		if (H) {
			VERIFY(H->animation_slot() <= _total_anim_slots_);
			STorsoWpn* TW			= &ST->m_torso[H->animation_slot() - 1];
			if (!b_DropActivated&&!fis_zero(f_DropPower)){
				M_torso					= TW->drop;
				if (!M_torso)	
				{
					Msg("! drop animation for %s", *(H->object().cName()));
					M_torso = ST->m_torso_idle;
				};
				m_bAnimTorsoPlayed		= TRUE;
			}else{
				if (!m_bAnimTorsoPlayed) {
					if (W) {
						bool K	=inventory().GetActiveSlot() == KNIFE_SLOT;
						bool R3 = W->IsTriStateReload();
						
						if(K)
						{
							switch (W->GetState()){
							case CWeapon::eIdle:		M_torso	= TW->moving[moving_idx];		break;
							
							case CWeapon::eFire:	
								if(is_standing)
														M_torso = M_legs = M_head = TW->all_attack_0;
								else
														M_torso	= TW->attack_zoom;
								break;

							case CWeapon::eFire2:
								if(is_standing)
														M_torso = M_legs = M_head = TW->all_attack_1;
								else
														M_torso	= TW->fire_idle;
								break;

							case CWeapon::eJammed:
							case CWeapon::eReload:		M_torso	= TW->reload;					break;
							case CWeapon::eShowing:		M_torso	= TW->draw;						break;
							case CWeapon::eHiding:		M_torso	= TW->holster;					break;
							default				 :  	M_torso	= TW->moving[moving_idx];		break;
							}
						}
						else
						{
							switch (W->GetState()){
							case CWeapon::eIdle:		M_torso	= W->IsZoomed()?TW->zoom:TW->moving[moving_idx];	break;
							case CWeapon::eFire:		M_torso	= W->IsZoomed()?TW->attack_zoom:TW->attack;				break;
							case CWeapon::eFire2:		M_torso	= W->IsZoomed()?TW->attack_zoom:TW->attack;				break;
							case CWeapon::eJammed:
							case CWeapon::eReload:	
								if(!R3)
									M_torso	= TW->reload;
								else{
									CWeapon::EWeaponSubStates sub_st = W->GetReloadState();
									switch (sub_st){
										case CWeapon::eSubstateReloadBegin:			M_torso	= TW->reload;	break;
										case CWeapon::eSubstateReloadInProcess:		M_torso	= TW->reload_1; break;
										case CWeapon::eSubstateReloadEnd:			M_torso	= TW->reload_2; break;
										default:									M_torso	= TW->reload;	break;
									}
								}break;

							case CWeapon::eShowing:	M_torso	= TW->draw;					break;
							case CWeapon::eHiding:	M_torso	= TW->holster;				break;
							default				 :  M_torso	= TW->moving[moving_idx];	break;
							}
						}
					}
					else if (M) {
						if(is_standing)
						{
							switch (M->GetState()){
							case MS_SHOWING	 :		M_torso	= TW->draw;			break;
							case MS_HIDING	 :		M_torso	= TW->holster;		break;
							case MS_IDLE_SPRINT:   ;
							case MS_IDLE	 :		M_torso	= TW->moving[moving_idx];		break;							
							case MS_EMPTY	 :		M_torso	= TW->zoom;		break;
							case MS_THREATEN :		M_torso = M_legs = M_head = TW->all_attack_0;	break;
							case MS_READY	 :		M_torso = M_legs = M_head = TW->all_attack_1;	break;
							case MS_THROW	 :		M_torso = M_legs = M_head = TW->all_attack_2;	break;
							case MS_END		 :		M_torso = M_legs = M_head = TW->all_attack_2;	break;
							default			 :		M_torso	= TW->draw;			break; 
							}
						}
						else
						{
							switch (M->GetState()){
							case MS_SHOWING	 :		M_torso	= TW->draw;						break;
							case MS_HIDING	 :		M_torso	= TW->holster;					break;
							case MS_IDLE_SPRINT:   ;
							case MS_IDLE	 :		M_torso	= TW->moving[moving_idx];		break;
							case MS_EMPTY	 :		M_torso	= TW->moving[moving_idx];		break;
							case MS_THREATEN :		M_torso	= TW->attack_zoom;				break;
							case MS_READY	 :		M_torso	= TW->fire_idle;				break;
							case MS_THROW	 :		M_torso	= TW->fire_end;					break;
							case MS_END		 :		M_torso	= TW->fire_end;					break;
							default			 :		M_torso	= TW->draw;						break; 
							}
						}
					}
					else if (A){
							switch(A->GetState()){
								case CArtefact::eIdle		: M_torso	= TW->moving[moving_idx];	break; 
								case CArtefact::eShowing	: M_torso	= TW->draw;					break; 
								case CArtefact::eHiding		: M_torso	= TW->holster;				break; 
								case CArtefact::eActivating : M_torso	= TW->zoom;					break; 
							default							: M_torso	= TW->moving[moving_idx];
							}
					
					}
				}
			}
		}
	}

	if (!M_legs)
	{
		if((mstate_rl&mcCrouch)&&!isActorAccelerated(mstate_rl, IsZoomAimingMode()))//!(mstate_rl&mcAccel))
		{
			M_legs=smart_cast<CKinematicsAnimated*>(Visual())->ID_Cycle("cr_idle_1");
		}
		else 
			M_legs	= ST->legs_idle;
	}
	if (!M_head)					M_head	= ST->m_head_idle;
	if (!M_torso){				
		if (m_bAnimTorsoPlayed)		M_torso	= m_current_torso;
		else						M_torso = ST->m_torso_idle;
	}
	
	// есть анимация для всего - запустим / иначе запустим анимацию по частям
	if (m_current_torso!=M_torso){
		if (m_bAnimTorsoPlayed)		m_current_torso_blend = smart_cast<CKinematicsAnimated*>	(Visual())->PlayCycle(M_torso,TRUE,AnimTorsoPlayCallBack,this);
		else						/**/m_current_torso_blend = /**/smart_cast<CKinematicsAnimated*>	(Visual())->PlayCycle(M_torso);

		m_current_torso=M_torso;
	}
	if(m_current_head!=M_head)
	{
		if(M_head)smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(M_head);
		m_current_head=M_head;
	}
	if (m_current_legs!=M_legs){
		float pos					= 0.f;
		VERIFY						(!m_current_legs_blend || !fis_zero(m_current_legs_blend->timeTotal));
		if ((mstate_real&mcAnyMove)&&(mstate_old&mcAnyMove)&&m_current_legs_blend)
			pos						= fmod(m_current_legs_blend->timeCurrent,m_current_legs_blend->timeTotal)/m_current_legs_blend->timeTotal;
		m_current_legs_blend		= smart_cast<CKinematicsAnimated*>(Visual())->PlayCycle(M_legs,TRUE,legs_play_callback,this);
		if ((!(mstate_old&mcAnyMove))&&(mstate_real&mcAnyMove))
			pos						= 0.5f*Random.randI(2);
		if (m_current_legs_blend)
			m_current_legs_blend->timeCurrent = m_current_legs_blend->timeTotal*pos;
		m_current_legs				= M_legs;

		CStepManager::on_animation_start(M_legs, m_current_legs_blend);
	}



#ifdef _DEBUG
	if(bDebug){
		HUD().Font().pFontStat->OutSetI	(0,0);
		HUD().Font().pFontStat->OutNext("[%s]",mov_state[moving_idx]);
	}
#endif

#ifdef _DEBUG
	if ((Level().CurrentControlEntity() == this) && g_ShowAnimationInfo) {
		string128 buf;
		strcpy(buf,"");
		if (isActorAccelerated(mstate_rl, IsZoomAimingMode()))		strcat(buf,"Accel ");
		if (mstate_rl&mcCrouch)		strcat(buf,"Crouch ");
		if (mstate_rl&mcFwd)		strcat(buf,"Fwd ");
		if (mstate_rl&mcBack)		strcat(buf,"Back ");
		if (mstate_rl&mcLStrafe)	strcat(buf,"LStrafe ");
		if (mstate_rl&mcRStrafe)	strcat(buf,"RStrafe ");
		if (mstate_rl&mcJump)		strcat(buf,"Jump ");
		if (mstate_rl&mcFall)		strcat(buf,"Fall ");
		if (mstate_rl&mcTurn)		strcat(buf,"Turn ");
		if (mstate_rl&mcLanding)	strcat(buf,"Landing ");
		if (mstate_rl&mcLLookout)	strcat(buf,"LLookout ");
		if (mstate_rl&mcRLookout)	strcat(buf,"RLookout ");
		if (m_bJumpKeyPressed)		strcat(buf,"+Jumping ");
		HUD().Font().pFontStat->OutNext	("MSTATE:     [%s]",buf);
/*
		switch (m_PhysicMovementControl->Environment())
		{
		case CPHMovementControl::peOnGround:	strcpy(buf,"ground");			break;
		case CPHMovementControl::peInAir:		strcpy(buf,"air");				break;
		case CPHMovementControl::peAtWall:		strcpy(buf,"wall");				break;
		}
		HUD().Font().pFontStat->OutNext	(buf);
		HUD().Font().pFontStat->OutNext	("Accel     [%3.2f, %3.2f, %3.2f]",VPUSH(NET_SavedAccel));
		HUD().Font().pFontStat->OutNext	("V         [%3.2f, %3.2f, %3.2f]",VPUSH(m_PhysicMovementControl->GetVelocity()));
		HUD().Font().pFontStat->OutNext	("vertex ID   %d",ai_location().level_vertex_id());
		
		Game().m_WeaponUsageStatistic->Draw();
		*/
	};
#endif

	if (!m_current_torso_blend)
		return;

	CKinematicsAnimated		*skeleton_animated = PKinematicsAnimated(Visual());

	CMotionDef				*motion0 = skeleton_animated->LL_GetMotionDef(m_current_torso);
	VERIFY					(motion0);
	if (!(motion0->flags & esmSyncPart))
		return;

	if (!m_current_legs_blend)
		return;

	CMotionDef				*motion1 = skeleton_animated->LL_GetMotionDef(m_current_legs);
	VERIFY					(motion1);
	if (!(motion1->flags & esmSyncPart))
		return;

	m_current_torso_blend->timeCurrent	= m_current_legs_blend->timeCurrent/m_current_legs_blend->timeTotal*m_current_torso_blend->timeTotal;
}
Пример #14
0
void CActor::OnEvent		(NET_Packet& P, u16 type)
{
	inherited::OnEvent			(P,type);
	CInventoryOwner::OnEvent	(P,type);

	u16 id;
	switch (type)
	{
	case GE_TRADE_BUY:
	case GE_OWNERSHIP_TAKE:
		{
			P.r_u16		(id);
			CObject* O	= Level().Objects.net_Find	(id);
			if (!O)
			{
				Msg("! Error: No object to take/buy [%d]", id);
				break;
			}

			CGameObject* _GO = smart_cast<CGameObject*>(O);
			
			CFoodItem* pFood = smart_cast<CFoodItem*>(O);
			if(pFood)
#if defined(INV_NEW_SLOTS_SYSTEM)
			if (pFood->m_eItemPlace != eItemPlaceSlot)
#endif
				pFood->m_eItemPlace = eItemPlaceRuck;

			if( inventory().CanTakeItem(smart_cast<CInventoryItem*>(_GO)) )
			{
				O->H_SetParent(smart_cast<CObject*>(this));

				inventory().Take(_GO, false, true);

				CUIGameSP* pGameSP = NULL;
				CUI* ui = HUD().GetUI();
				if( ui&&ui->UIGame() )
				{
					pGameSP = smart_cast<CUIGameSP*>(HUD().GetUI()->UIGame());
					if (Level().CurrentViewEntity() == this)
							HUD().GetUI()->UIGame()->ReInitShownUI();
				};
				
				//добавить отсоединенный аддон в инвентарь
				if(pGameSP)
				{
					if(pGameSP->MainInputReceiver() == pGameSP->InventoryMenu)
					{
						pGameSP->InventoryMenu->AddItemToBag(smart_cast<CInventoryItem*>(O));
					}
				}
				
				SelectBestWeapon(O);
			} 
			else 
			{
				NET_Packet P;
				u_EventGen(P,GE_OWNERSHIP_REJECT,ID());
				P.w_u16(u16(O->ID()));
				u_EventSend(P);
			}
		}
		break;
	case GE_TRADE_SELL:
	case GE_OWNERSHIP_REJECT:
		{
			P.r_u16		(id);
			CObject* O	= Level().Objects.net_Find	(id);
			if (!O)
			{
				Msg("! Error: No object to reject/sell [%d]", id);
				break;
			}
			bool just_before_destroy	= !P.r_eof() && P.r_u8();
			O->SetTmpPreDestroy				(just_before_destroy);
			if (inventory().DropItem(smart_cast<CGameObject*>(O)) && !O->getDestroy()) 
			{
				O->H_SetParent(0,just_before_destroy);
//.				feel_touch_deny(O,2000);
				Level().m_feel_deny.feel_touch_deny(O, 1000);

			}

			SelectBestWeapon(O);

			if (Level().CurrentViewEntity() == this && HUD().GetUI() && HUD().GetUI()->UIGame())
				HUD().GetUI()->UIGame()->ReInitShownUI();
		}
		break;
	case GE_INV_ACTION:
		{
			s32 cmd;
			P.r_s32		(cmd);
			u32 flags;
			P.r_u32		(flags);
			s32 ZoomRndSeed = P.r_s32();
			s32 ShotRndSeed = P.r_s32();
									
			if (flags & CMD_START)
			{
				if (cmd == kWPN_ZOOM)
					SetZoomRndSeed(ZoomRndSeed);
				if (cmd == kWPN_FIRE)
					SetShotRndSeed(ShotRndSeed);
				IR_OnKeyboardPress(cmd);
			}
			else
				IR_OnKeyboardRelease(cmd);
		}
		break;
	case GEG_PLAYER_ITEM2SLOT:
	case GEG_PLAYER_ITEM2BELT:
	case GEG_PLAYER_ITEM2RUCK:
	case GEG_PLAYER_ITEM_EAT:
	case GEG_PLAYER_ACTIVATEARTEFACT:
		{
			P.r_u16		(id);
			CObject* O	= Level().Objects.net_Find	(id);
			if(!O)		break;
			if (O->getDestroy()) 
			{
#ifdef DEBUG
				Msg("! something to destroyed object - %s[%d]0x%X", *O->cName(), id, smart_cast<CInventoryItem*>(O));
#endif
				break;
			}
			switch (type)
			{
			case GEG_PLAYER_ITEM2SLOT:	 
				inventory().Slot(smart_cast<CInventoryItem*>(O)); 
				break;
			case GEG_PLAYER_ITEM2BELT:	 
				inventory().Belt(smart_cast<CInventoryItem*>(O)); 
				break;
			case GEG_PLAYER_ITEM2RUCK:	 
				inventory().Ruck(smart_cast<CInventoryItem*>(O)); 
				break;
			case GEG_PLAYER_ITEM_EAT:	 
				inventory().Eat(smart_cast<CInventoryItem*>(O)); 
				break;
			case GEG_PLAYER_ACTIVATEARTEFACT:
				{
					CArtefact* pArtefact		= smart_cast<CArtefact*>(O);
					pArtefact->ActivateArtefact	();
				}break;
			}
		}break;
	case GEG_PLAYER_ACTIVATE_SLOT:
		{
			u32							slot_id;
			P.r_u32						(slot_id);

			inventory().Activate		(slot_id);
								  
		}break;

	case GEG_PLAYER_WEAPON_HIDE_STATE:
		{
			u32 State		= P.r_u32();
			BOOL	Set		= !!P.r_u8();
			inventory().SetSlotsBlocked	((u16)State, !!Set);
		}break;
	case GE_MOVE_ACTOR:
		{
			Fvector NewPos, NewRot;
			P.r_vec3(NewPos);
			P.r_vec3(NewRot);
			
			MoveActor(NewPos, NewRot);
		}break;
	case GE_ACTOR_MAX_POWER:
		{
			conditions().MaxPower();
			conditions().ClearWounds();
			ClearBloodWounds();
		}break;
	case GEG_PLAYER_ATTACH_HOLDER:
		{
			u32 id = P.r_u32();
			CObject* O	= Level().Objects.net_Find	(id);
			if (!O){
				Msg("! Error: No object to attach holder [%d]", id);
				break;
			}
			VERIFY(m_holder==NULL);
			CHolderCustom*	holder = smart_cast<CHolderCustom*>(O);
			if(!holder->Engaged())	use_Holder		(holder);

		}break;
	case GEG_PLAYER_DETACH_HOLDER:
		{
			if			(!m_holder)	break;
			u32 id			= P.r_u32();
			CGameObject*	GO	= smart_cast<CGameObject*>(m_holder);
			VERIFY			(id==GO->ID());
			use_Holder		(NULL);
		}break;
	case GEG_PLAYER_PLAY_HEADSHOT_PARTICLE:
		{
			OnPlayHeadShotParticle(P);
		}break;
	case GE_ACTOR_JUMPING:
		{
			/*
			Fvector dir;
			P.r_dir(dir);
			float jump = P.r_float();
			NET_SavedAccel = dir;
			extern float NET_Jump;
			NET_Jump = jump;
			m_bInInterpolation = false;
			mstate_real |= mcJump;
			*/
		}break;
	}
}
Пример #15
0
void CUIArtefactParams::SetInfo(CGameObject *obj)
{	
	CArtefact *art = smart_cast<CArtefact*> (obj);
	R_ASSERT2(art, "object is not CArtefact");
	const shared_str& af_section = art->cNameSect();
	CActor *pActor = Actor();
	if (!pActor) return;

	string128					_buff;
	float						_h = 0.0f;
	DetachAll					();
	for(u32 i=_item_start; i<_max_item_index; ++i)
	{
		CUIStatic* _s			= m_info_items[i];

		float					_val;
		if(i<_max_item_index1)
		{
#ifdef AF_SHOW_DYNAMIC_PARAMS
			float _actor_val	= pActor->conditions().GetParamByName(af_actor_param_names[i]);			
			float CArtefact::* pRestoreSpeed = af_prop_offsets[i];
			_val = (art->*pRestoreSpeed); // alpet: используется указатель на данные класса
#else
			_val				= pSettings->r_float	(af_section, af_item_sect_names[i]);
			float _actor_val	= pSettings->r_float	("actor_condition", af_actor_param_names[i]);
#endif
			if					(fis_zero(_val))				continue;
			
			_val				= (_val/_actor_val)*100.0f;
		}else
		{
#ifdef AF_SHOW_DYNAMIC_PARAMS			
			u32 idx = i - _max_item_index1;  // absorbation index			 
			_val = art->m_ArtefactHitImmunities.immunities()[idx]; // real absorbation values			
#else
			shared_str _sect	= pSettings->r_string(af_section, "hit_absorbation_sect");
			_val				= pSettings->r_float(_sect, af_item_sect_names[i]);
#endif
			if					(fsimilar(_val, 1.0f))				continue;
			_val				= (1.0f - _val);
			_val				*= 100.0f;

		}
		LPCSTR _sn = "%";
		if(i==_item_radiation_restore_speed || i==_item_power_restore_speed)
		{
			_val				/= 100.0f;
			_sn					= "";
		}

		LPCSTR _color = (_val>0)?"%c[green]":"%c[red]";
		
		if(i==_item_bleeding_restore_speed)
			_val		*=	-1.0f;

		if(i==_item_bleeding_restore_speed || i==_item_radiation_restore_speed)
			_color = (_val>0)?"%c[red]":"%c[green]";


		sprintf_s					(	_buff, "%s %s %+.0f %s", 
									CStringTable().translate(af_item_param_names[i]).c_str(), 
									_color, 
									_val, 
									_sn);
		_s->SetText				(_buff);
		_s->SetWndPos			(_s->GetWndPos().x, _h);
		_h						+= _s->GetWndSize().y;
		AttachChild				(_s);
	}
	SetHeight					(_h);
}
Пример #16
0
void CActor::OnEvent(NET_Packet& P, u16 type)
{
	inherited::OnEvent			(P,type);
	CInventoryOwner::OnEvent	(P,type);

	u16 id;
	switch (type)
	{
	case GE_TRADE_BUY:
	case GE_OWNERSHIP_TAKE:
		{
			P.r_u16					(id);
			CObject* Obj			= Level().Objects.net_Find	(id);

//			R_ASSERT2( Obj, make_string("GE_OWNERSHIP_TAKE: Object not found. object_id = [%d]", id).c_str() );
			VERIFY2  ( Obj, make_string("GE_OWNERSHIP_TAKE: Object not found. object_id = [%d]", id).c_str() );
			if ( !Obj ) {
				Msg                 ( "! GE_OWNERSHIP_TAKE: Object not found. object_id = [%d]", id );
				break;
			}
		
			CGameObject* _GO		= smart_cast<CGameObject*>(Obj);
			if (!IsGameTypeSingle() && !g_Alive())
			{
				Msg("! WARNING: dead player [%d][%s] can't take items [%d][%s]",
					ID(), Name(), _GO->ID(), _GO->cNameSect().c_str());
				break;
			}
			
			if( inventory().CanTakeItem(smart_cast<CInventoryItem*>(_GO)) )
			{
				Obj->H_SetParent		(smart_cast<CObject*>(this));
				
#ifdef MP_LOGGING
				string64 act;
				xr_strcpy( act, (type == GE_TRADE_BUY)? "buys" : "takes" );
				Msg("--- Actor [%d][%s]  %s  [%d][%s]", ID(), Name(), act, _GO->ID(), _GO->cNameSect().c_str());
#endif // MP_LOGGING
				
				inventory().Take	(_GO, false, true);
			
				SelectBestWeapon(Obj);
			}
			else
			{
				if (IsGameTypeSingle())
				{
					NET_Packet		P;
					u_EventGen		(P,GE_OWNERSHIP_REJECT,ID());
					P.w_u16			(u16(Obj->ID()));
					u_EventSend		(P);
				} else
				{
					Msg("! ERROR: Actor [%d][%s]  tries to drop on take [%d][%s]", ID(), Name(), _GO->ID(), _GO->cNameSect().c_str());
				}
			}
		}
		break;
	case GE_TRADE_SELL:
	case GE_OWNERSHIP_REJECT:
		{
			P.r_u16							(id);
			CObject* Obj					= Level().Objects.net_Find	(id);

//			R_ASSERT2( Obj, make_string("GE_OWNERSHIP_REJECT: Object not found, id = %d", id).c_str() );
			VERIFY2  ( Obj, make_string("GE_OWNERSHIP_REJECT: Object not found, id = %d", id).c_str() );
			if ( !Obj ) {
				Msg                 ( "! GE_OWNERSHIP_REJECT: Object not found, id = %d", id );
				break;
			}

			bool just_before_destroy		= !P.r_eof() && P.r_u8();
			bool dont_create_shell			= (type==GE_TRADE_SELL) || just_before_destroy;
			Obj->SetTmpPreDestroy			(just_before_destroy);
			
			CGameObject * GO = smart_cast<CGameObject*>(Obj);
			
#ifdef MP_LOGGING
			string64 act;
			xr_strcpy( act, (type == GE_TRADE_SELL)? "sells" : "rejects" );
			Msg("--- Actor [%d][%s]  %s  [%d][%s]", ID(), Name(), act, GO->ID(), GO->cNameSect().c_str());
#endif // MP_LOGGING
			
			VERIFY( GO->H_Parent() );
			if ( !GO->H_Parent() )
			{
				Msg("! ERROR: Actor [%d][%s] tries to reject item [%d][%s] that has no parent", 
					ID(), Name(), GO->ID(), GO->cNameSect().c_str());
				break;
			}
			
			VERIFY2( GO->H_Parent()->ID() == ID(), 
				make_string("actor [%d][%s] tries to drop not own object [%d][%s]",
					ID(), Name(), GO->ID(), GO->cNameSect().c_str() ).c_str() );

			if ( GO->H_Parent()->ID() != ID() )
			{
				CActor* real_parent = smart_cast<CActor*>(GO->H_Parent());
				Msg("! ERROR: Actor [%d][%s] tries to drop not own item [%d][%s], his parent is [%d][%s]",
					ID(), Name(), GO->ID(), GO->cNameSect().c_str(), real_parent->ID(), real_parent->Name());
				break;
			}

			if (!Obj->getDestroy() && inventory().DropItem(GO, just_before_destroy, dont_create_shell)) 
			{
				//O->H_SetParent(0,just_before_destroy);//moved to DropItem
				//feel_touch_deny(O,2000);
				Level().m_feel_deny.feel_touch_deny(Obj, 1000);

				// [12.11.07] Alexander Maniluk: extended GE_OWNERSHIP_REJECT packet for drop item to selected position
				Fvector dropPosition;
				if (!P.r_eof())
				{
					P.r_vec3(dropPosition);
					GO->MoveTo(dropPosition);
					//Other variant :)
					/*NET_Packet MovePacket;
					MovePacket.w_begin(M_MOVE_ARTEFACTS);
					MovePacket.w_u8(1);
					MovePacket.w_u16(id);
					MovePacket.w_vec3(dropPosition);
					u_EventSend(MovePacket);*/
				}
			}

			if (!just_before_destroy)
				SelectBestWeapon(Obj);

		}
		break;
	case GE_INV_ACTION:
		{
			u16 cmd;
			P.r_u16		(cmd);
			u32 flags;
			P.r_u32		(flags);
			s32 ZoomRndSeed = P.r_s32();
			s32 ShotRndSeed = P.r_s32();
			if (!IsGameTypeSingle() && !g_Alive())
			{
//				Msg("! WARNING: dead player tries to rize inventory action");
				break;
			}
									
			if (flags & CMD_START)
			{
				if (cmd == kWPN_ZOOM)
					SetZoomRndSeed(ZoomRndSeed);
				if (cmd == kWPN_FIRE)
					SetShotRndSeed(ShotRndSeed);
				IR_OnKeyboardPress(cmd);
			}
			else
				IR_OnKeyboardRelease(cmd);
		}
		break;
	case GEG_PLAYER_ITEM2SLOT:
	case GEG_PLAYER_ITEM2BELT:
	case GEG_PLAYER_ITEM2RUCK:
	case GEG_PLAYER_ITEM_EAT:
	case GEG_PLAYER_ACTIVATEARTEFACT:
{
			P.r_u16		(id);
			CObject* Obj	= Level().Objects.net_Find	(id);

//			R_ASSERT2( Obj, make_string("GEG_PLAYER_ITEM_EAT(use): Object not found. object_id = [%d]", id).c_str() );
			VERIFY2  ( Obj, make_string("GEG_PLAYER_ITEM_EAT(use): Object not found. object_id = [%d]", id).c_str() );
			if ( !Obj ) {
//				Msg                 ( "! GEG_PLAYER_ITEM_EAT(use): Object not found. object_id = [%d]", id );
				break;
			}

//			R_ASSERT2( !Obj->getDestroy(), make_string("GEG_PLAYER_ITEM_EAT(use): Object is destroying. object_id = [%d]", id).c_str() );
			VERIFY2  ( !Obj->getDestroy(), make_string("GEG_PLAYER_ITEM_EAT(use): Object is destroying. object_id = [%d]", id).c_str() );
			if ( Obj->getDestroy() ) {
//				Msg                                ( "! GEG_PLAYER_ITEM_EAT(use): Object is destroying. object_id = [%d]", id );
				break;
			}

			if (!IsGameTypeSingle() && !g_Alive())
			{
				Msg("! WARNING: dead player [%d][%s] can't use items [%d][%s]",
					ID(), Name(), Obj->ID(), Obj->cNameSect().c_str());
				break;
			}

			if ( type == GEG_PLAYER_ACTIVATEARTEFACT )
			{
				CArtefact* pArtefact = smart_cast<CArtefact*>(Obj);
	//			R_ASSERT2( pArtefact, make_string("GEG_PLAYER_ACTIVATEARTEFACT: Artefact not found. artefact_id = [%d]", id).c_str() );
				VERIFY2  ( pArtefact, make_string("GEG_PLAYER_ACTIVATEARTEFACT: Artefact not found. artefact_id = [%d]", id).c_str() );
				if ( !pArtefact ) {
					Msg                       ( "! GEG_PLAYER_ACTIVATEARTEFACT: Artefact not found. artefact_id = [%d]", id );
					break;//1
				}
				
				pArtefact->ActivateArtefact	();
				break;//1
			}
			
			PIItem iitem = smart_cast<CInventoryItem*>(Obj);
			R_ASSERT( iitem );

			switch (type)
			{
			case GEG_PLAYER_ITEM2SLOT:
			{
				u16 slot_id = P.r_u16();
				inventory().Slot(slot_id, iitem ); 
			}break;//2
			case GEG_PLAYER_ITEM2BELT:	 
				inventory().Belt( iitem ); 
				break;//2
			case GEG_PLAYER_ITEM2RUCK:	 
				inventory().Ruck( iitem ); 
				break;//2
			case GEG_PLAYER_ITEM_EAT:	 
				inventory().Eat( iitem ); 
				break;//2
			}//switch

		}break;//1
	case GEG_PLAYER_ACTIVATE_SLOT:
		{
			u16							slot_id;
			P.r_u16						(slot_id);

			inventory().Activate		(slot_id);
								  
		}break;

	case GEG_PLAYER_DISABLE_SPRINT:
		{
			s8 cmd				= P.r_s8();
			m_block_sprint_counter = m_block_sprint_counter+cmd;
			Msg("m_block_sprint_counter=%d",m_block_sprint_counter);
			if(m_block_sprint_counter>0)
			{
				mstate_wishful	&=~mcSprint;
			}
		}break;

	case GEG_PLAYER_WEAPON_HIDE_STATE:
		{
			u16 State		= P.r_u16();
			BOOL	Set		= !!P.r_u8();
			inventory().SetSlotsBlocked	(State, !!Set);
		}break;
	case GE_MOVE_ACTOR:
		{
			Fvector NewPos, NewRot;
			P.r_vec3(NewPos);
			P.r_vec3(NewRot);
			
			MoveActor(NewPos, NewRot);
		}break;
	case GE_ACTOR_MAX_POWER:
		{
			conditions().MaxPower();
			conditions().ClearWounds();
			ClearBloodWounds();
		}break;
	case GE_ACTOR_MAX_HEALTH:
		{
			SetfHealth(GetMaxHealth());
		}break;
	case GEG_PLAYER_ATTACH_HOLDER:
		{
			u16 id = P.r_u16();
			CObject* O	= Level().Objects.net_Find	(id);
			if (!O){
				Msg("! Error: No object to attach holder [%d]", id);
				break;
			}
			VERIFY(m_holder==NULL);
			CHolderCustom*	holder = smart_cast<CHolderCustom*>(O);
			if(!holder->Engaged())	use_Holder		(holder);

		}break;
	case GEG_PLAYER_DETACH_HOLDER:
		{
			if			(!m_holder)	break;
			u16 id			= P.r_u16();
			CGameObject*	GO	= smart_cast<CGameObject*>(m_holder);
			VERIFY			(id==GO->ID());
			use_Holder		(NULL);
		}break;
	case GEG_PLAYER_PLAY_HEADSHOT_PARTICLE:
		{
			OnPlayHeadShotParticle(P);
		}break;
	case GE_ACTOR_JUMPING:
		{
			/*
			Fvector dir;
			P.r_dir(dir);
			float jump = P.r_float();
			NET_SavedAccel = dir;
			extern float NET_Jump;
			NET_Jump = jump;
			m_bInInterpolation = false;
			mstate_real |= mcJump;
			*/
		}break;
	}
}