int CScriptBind_Actor::GetClosestAttachment(IFunctionHandler *pH, int characterSlot, Vec3 testPos, float maxDistance, const char* suffix) { CActor *pActor = GetActor(pH); if (!pActor) return pH->EndFunction(); IEntity* pEntity = pActor->GetEntity(); ICharacterInstance* pChar = pEntity->GetCharacter(characterSlot); if (!pChar) return pH->EndFunction(); //fallback: use nearest attachment float minDiff = maxDistance*maxDistance; IAttachment* pClosestAtt = 0; IAttachmentManager* pMan = pChar->GetIAttachmentManager(); int count = pMan->GetAttachmentCount(); for (int i=0; i<count; ++i) { IAttachment* pAtt = pMan->GetInterfaceByIndex(i); if (pAtt->IsAttachmentHidden() || !pAtt->GetIAttachmentObject()) continue; AABB bbox(AABB::CreateTransformedAABB(Matrix34(pAtt->GetAttWorldAbsolute()),pAtt->GetIAttachmentObject()->GetAABB())); //gEnv->pRenderer->GetIRenderAuxGeom()->DrawAABB(bbox,false,ColorB(255,0,0,100),eBBD_Faceted); //float diff = (testPos - pAtt->GetWMatrix().GetTranslation()).len2(); float diff((testPos - bbox.GetCenter()).len2()); if (diff < minDiff) { //CryLogAlways("%s distance: %.1f", pAtt->GetName(), sqrt(diff)); if (suffix[0] && !strstr(pAtt->GetName(), suffix)) continue; minDiff = diff; pClosestAtt = pAtt; } } if (!pClosestAtt) return pH->EndFunction(); //FIXME FIXME: E3 workaround char attachmentName[64]; strncpy(attachmentName,pClosestAtt->GetName(),63); attachmentName[63] = 0; char *pDotChar = strstr(attachmentName,"."); if (pDotChar) *pDotChar = 0; strlwr(attachmentName); // return pH->EndFunction(attachmentName); }
//-------------------------------------------------------------------------------------------------- // Name: InitAttachmentIndexArray // Desc: Initialises attachment index array //-------------------------------------------------------------------------------------------------- void CGameEffect::InitAttachmentIndexArray(PodArray<int> *attachmentIndexArray,PodArray<ItemString>* pAttachmentNameArray,EntityId entityId) const { if(attachmentIndexArray && pAttachmentNameArray && (entityId!=0)) { if(attachmentIndexArray->size() == 0) { // Store attachment index array const int attachmentNameCount = pAttachmentNameArray->size(); SEntitySlotInfo slotInfo; IEntity* pEntity = gEnv->pEntitySystem->GetEntity(entityId); if(pEntity) { bool gotEntitySlotInfo = pEntity->GetSlotInfo(0, slotInfo); if(gotEntitySlotInfo) { attachmentIndexArray->reserve(attachmentNameCount); if(slotInfo.pCharacter) { IAttachmentManager* attachmentManager = slotInfo.pCharacter->GetIAttachmentManager(); if(attachmentManager) { const int attachmentCount = attachmentManager->GetAttachmentCount(); for(int n=0; n<attachmentNameCount; n++) { for(int a=0; a<attachmentCount; a++) { IAttachment* attachment = attachmentManager->GetInterfaceByIndex(a); if(attachment) { const char* currentAttachmentName = attachment->GetName(); if(strcmp(currentAttachmentName,(*pAttachmentNameArray)[n].c_str())==0) { attachmentIndexArray->push_back(a); break; } } } } } } } } } } }//-------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------ int CScriptBind_Actor::AttachVulnerabilityEffect(IFunctionHandler *pH, int characterSlot, int partid, Vec3 hitPos, float radius, const char* effect, const char* attachmentIdentifier) { CActor *pActor = GetActor(pH); if (!pActor) return pH->EndFunction(); IEntity* pEntity = pActor->GetEntity(); ICharacterInstance* pChar = pEntity->GetCharacter(characterSlot); if (!pChar || !effect) return pH->EndFunction(); //fallback: use nearest attachment float minDiff = radius*radius; IAttachment* pClosestAtt = 0; IAttachmentManager* pMan = pChar->GetIAttachmentManager(); for (int i=0; i<pMan->GetAttachmentCount(); ++i) { IAttachment* pAtt = pMan->GetInterfaceByIndex(i); float diff = (hitPos - pAtt->GetAttWorldAbsolute().t).len2(); if (diff < minDiff) { // only use specified attachments if (attachmentIdentifier[0] && !strstr(pAtt->GetName(), attachmentIdentifier)) continue; minDiff = diff; pClosestAtt = pAtt; } //CryLog("diff: %.2f, att: %s", diff, attName.c_str()); } if (!pClosestAtt) return pH->EndFunction(); //CryLog("AttachVulnerabilityEffect: closest att %s, attaching effect %s", pClosestAtt->GetName(), effect); CEffectAttachment *pEffectAttachment = new CEffectAttachment(effect, Vec3(ZERO), Vec3(0,1,0), 1.f); pClosestAtt->AddBinding(pEffectAttachment); pClosestAtt->HideAttachment(0); return pH->EndFunction(pClosestAtt->GetName()); }
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(); }
//------------------------------------------------------------------------ int CScriptBind_Actor::ResetVulnerabilityEffects(IFunctionHandler *pH, int characterSlot) { CActor *pActor = GetActor(pH); if (!pActor) return pH->EndFunction(); IEntity* pEntity = pActor->GetEntity(); ICharacterInstance* pChar = pEntity->GetCharacter(characterSlot); if (pChar) { IAttachmentManager* pMan = pChar->GetIAttachmentManager(); for (int i=0; i<pMan->GetAttachmentCount(); ++i) { IAttachment* pAtt = pMan->GetInterfaceByIndex(i); if (strstr(pAtt->GetName(), "vulnerable")) pAtt->ClearBinding(); } } return pH->EndFunction(); }
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); } } } }
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 ); } }