void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo ) { switch (event) { case (eFE_Activate): { if (!IsPortActive(pActInfo, 0)) return; IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem(); // get actor IActor* pActor = CCryAction::GetCryAction()->GetClientActor(); if (!pActor) return; IInventory *pInventory = pActor->GetInventory(); if (!pInventory) return; IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(GetPortString(pActInfo,1)); IItem* pItem = pItemSys->GetItem(pInventory->GetItemByClass(pClass)); if (!pItem || !pItem->GetIWeapon()) { pItem = pActor->GetCurrentItem(); if (!pItem || pItem->GetEntity()->GetClass() != pClass || !pItem->GetIWeapon()) { GameWarning("[flow] CFlowNode_WeaponAmmo: No item/weapon %s!", GetPortString(pActInfo,1).c_str()); return; } } IWeapon *pWeapon = pItem->GetIWeapon(); const string& ammoType = GetPortString(pActInfo,2); IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType.c_str()); CRY_ASSERT(pAmmoClass); IFireMode* pCurrentFireMode = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()); if (pCurrentFireMode) { int clipSize = pCurrentFireMode->GetClipSize(); int ammo = pWeapon->GetAmmoCount(pAmmoClass) + GetPortInt(pActInfo,3); ammo = CLAMP(ammo, 0, clipSize); pWeapon->SetAmmoCount(pAmmoClass, ammo); } ActivateOutput(pActInfo, 0, pWeapon->GetAmmoCount(pAmmoClass)); } break; } }
////////////////////////////////////////////////////////////////////////// // IsMountedWeaponUsableWithTarget // A piece of game-code moved from CryAction when scriptbind_AI moved to the AI system ////////////////////////////////////////////////////////////////////////// int CScriptBind_Game::IsMountedWeaponUsableWithTarget(IFunctionHandler *pH) { int paramCount = pH->GetParamCount(); if(paramCount<2) { GameWarning("%s: too few parameters.", __FUNCTION__); return pH->EndFunction(); } GET_ENTITY(1); if(!pEntity) { GameWarning("%s: wrong entity id in parameter 1.", __FUNCTION__); return pH->EndFunction(); } IAIObject* pAI = pEntity->GetAI(); if (!pAI) { GameWarning("%s: Entity '%s' does not have AI.",__FUNCTION__, pEntity->GetName()); return pH->EndFunction(); } EntityId itemEntityId; ScriptHandle hdl2; if(!pH->GetParam(2,hdl2)) { GameWarning("%s: wrong parameter 2 format.", __FUNCTION__); return pH->EndFunction(); } itemEntityId = (EntityId)hdl2.n; if (!itemEntityId) { GameWarning("%s: wrong entity id in parameter 2.", __FUNCTION__); return pH->EndFunction(); } IGameFramework *pGameFramework = gEnv->pGame->GetIGameFramework(); IItem* pItem = pGameFramework->GetIItemSystem()->GetItem(itemEntityId); if (!pItem) { //gEnv->pAISystem->Warning("<CScriptBind> ", "entity in parameter 2 is not an item/weapon"); GameWarning("%s: entity in parameter 2 is not an item/weapon.", __FUNCTION__); return pH->EndFunction(); } float minDist = 7; bool bSkipTargetCheck = false; Vec3 targetPos(ZERO); if(paramCount > 2) { for(int i=3;i <= paramCount ; i++) { if(pH->GetParamType(i) == svtBool) pH->GetParam(i,bSkipTargetCheck); else if(pH->GetParamType(i) == svtNumber) pH->GetParam(i,minDist); else if(pH->GetParamType(i) == svtObject) pH->GetParam(i,targetPos); } } IAIActor* pAIActor = CastToIAIActorSafe(pAI); if (!pAIActor) { GameWarning("%s: entity '%s' in parameter 1 is not an AI actor.", __FUNCTION__, pEntity->GetName()); return pH->EndFunction(); } IEntity* pItemEntity = pItem->GetEntity(); if(!pItemEntity) return pH->EndFunction(); if(!pItem->GetOwnerId()) { // weapon is not used, check if it is on a vehicle IEntity* pParentEntity = pItemEntity->GetParent(); if(pParentEntity) { IAIObject* pParentAI = pParentEntity->GetAI(); if(pParentAI && pParentAI->GetAIType()==AIOBJECT_VEHICLE) { // (MATT) Feature was cut and code was tricky, hence ignore weapons in vehicles {2008/02/15:11:08:51} return pH->EndFunction(); } } } else if( pItem->GetOwnerId()!= pEntity->GetId()) // item is used by someone else? return pH->EndFunction(false); // check target if(bSkipTargetCheck) return pH->EndFunction(true); IAIObject* pTarget = pAIActor->GetAttentionTarget(); if(targetPos.IsZero()) { if(!pTarget) return pH->EndFunction(); targetPos = pTarget->GetPos(); } Vec3 targetDir(targetPos - pItemEntity->GetWorldPos()); Vec3 targetDirXY(targetDir.x, targetDir.y, 0); float length2D = targetDirXY.GetLength(); if(length2D < minDist || length2D<=0) return pH->EndFunction(); targetDirXY /= length2D;//normalize IWeapon* pWeapon = pItem->GetIWeapon(); bool vehicleGun = pWeapon && pWeapon->GetHostId(); if (!vehicleGun) { Vec3 mountedAngleLimits(pItem->GetMountedAngleLimits()); float yawRange = DEG2RAD(mountedAngleLimits.z); if(yawRange > 0 && yawRange < gf_PI) { float deltaYaw = pItem->GetMountedDir().Dot(targetDirXY); if(deltaYaw < cosf(yawRange)) return pH->EndFunction(false); } float minPitch = DEG2RAD(mountedAngleLimits.x); float maxPitch = DEG2RAD(mountedAngleLimits.y); //maxPitch = (maxPitch - minPitch)/2; //minPitch = -maxPitch; float pitch = atanf(targetDir.z / length2D); if ( pitch < minPitch || pitch > maxPitch ) return pH->EndFunction(false); } if(pTarget) { IEntity* pTargetEntity = pTarget->GetEntity(); if(pTargetEntity) { // check target distance and where he's going IPhysicalEntity *phys = pTargetEntity->GetPhysics(); if(phys) { pe_status_dynamics dyn; phys->GetStatus(&dyn); Vec3 velocity ( dyn.v); velocity.z = 0; float speed = velocity.GetLength2D(); if(speed>0) { //velocity /= speed; if(length2D< minDist * 0.75f && velocity.Dot(targetDirXY)<=0) return pH->EndFunction(false); } } } } return pH->EndFunction(true); }
void CGameStateRecorder::OnGameplayEvent(IEntity *pEntity, const GameplayEvent &event) { EntityId id; if(!pEntity || !(id = pEntity->GetId())) { GameWarning("TimeDemo:GameState::OnGamePlayEvent: Entity not found"); return; } CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(!pActor) { GameWarning("TimeDemo:GameState::OnGamePlayEvent: Entity %s has no actor", pEntity->GetName()); return; } GameplayEvent event2 = event; event2.extra = 0;// event2 is the forwarded event, extra either will be not used by the listener or re-set as a string uint8 eType = event.event; bool bPlayer = (pActor->IsPlayer() && m_mode); if(bPlayer || m_mode==GPM_AllActors) { //items switch(eType) { case eGE_ItemPickedUp: { CheckInventory(pActor,0);//,*m_pRecordGameEventFtor); } break; case eGE_ItemDropped: { TItemName itemName = GetItemName(EntityId(event.extra)); if(!itemName ) //if(itemIdx < 0) break; event2.description = itemName; SendGamePlayEvent(pEntity,event2); IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(itemName); if(!pItemEntity) break; IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pItemEntity->GetId()); if(!pItem) break; IEntityClass* pItemClass = pItem->GetEntity()->GetClass(); if(pItemClass && !strcmpi(pItemClass->GetName(),"SOCOM")) { IItem* pCurrentItem = pActor->GetCurrentItem(); if(pCurrentItem) { IEntityClass* pCurrentItemClass = pCurrentItem->GetEntity()->GetClass(); if(pCurrentItemClass && !strcmpi(pCurrentItemClass->GetName(),"SOCOM")) { GameplayEvent event3; event3.event = eGE_ItemSelected; TItemName itemName = GetItemName(pCurrentItem->GetEntity()->GetId()); if(!itemName) break; event3.value = 0; event3.description = (const char*)itemName; SendGamePlayEvent(pEntity,event3); } } } } break; case eGE_WeaponFireModeChanged: { TItemName itemIdx = GetItemName(EntityId(event.extra)); if(!itemIdx)//if(itemIdx < 0) break; event2.description = (const char*)itemIdx; SendGamePlayEvent(pEntity,event2); } break; case eGE_ItemSelected: { EntityId itemId = EntityId(event.extra); TItemName itemIdx = GetItemName(itemId); if(itemId && !itemIdx) break; event2.value = 0; event2.description = (const char*)itemIdx; SendGamePlayEvent(pEntity,event2); } break; case eGE_AttachedAccessory: { if(!IsGrenade(event.description)) // NOT OffHandGrenade SendGamePlayEvent(pEntity,event2); } break; case eGE_AmmoCount: { const char* itemIdx = event.description; if(!itemIdx) break; TGameStates::iterator itGS; /*if(pActor->IsPlayer()) itGS = m_itSingleActorGameState; else */if(pActor->GetEntity()) itGS = m_GameStates.find(pActor->GetEntity()->GetId()); else break; if(itGS == m_GameStates.end()) break; SActorGameState& gstate = itGS->second; IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(itemIdx); if(!pItemEntity) break; IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pItemEntity->GetId()); if(!pItem) break; CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon()); if(pWeapon && pWeapon->GetEntity()) { TItemContainer::iterator it = gstate.Items.find(itemIdx); if(it==gstate.Items.end()) break; SItemProperties& recItem = it->second; SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); bool bGrenade = false; if(!weaponAmmo.pAmmoClass) { // special case for grenades if(IsAmmoGrenade((const char*)(event.extra))) { weaponAmmo.pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass((const char*)event.extra); weaponAmmo.count = (int)event.value; bGrenade = true; } } for(; weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo()) { int ammoCount = weaponAmmo.count; const char* ammoClass; if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName())) { TAmmoContainer& recAmmo = bGrenade? gstate.AmmoMags : recItem.Ammo; if(recAmmo.find(ammoClass) == recAmmo.end()) recAmmo.insert(std::make_pair(ammoClass,0)); if(ammoCount != recAmmo[ammoClass]) { event2.event = eGE_AmmoCount; event2.value = (float)ammoCount; if(event2.value < 0) event2.value = 0; event2.extra = (void*)ammoClass; event2.description = (const char*)itemIdx; SendGamePlayEvent(pEntity,event2); } } } } } break; case eGE_EntityGrabbed: { EntityId entityId = EntityId(event.extra); IEntity * pGrabbedEntity = gEnv->pEntitySystem->GetEntity(entityId); if(pGrabbedEntity) { event2.description = pGrabbedEntity->GetName(); SendGamePlayEvent(pEntity,event2); } } break; case eGE_WeaponReload: case eGE_ZoomedIn: case eGE_ZoomedOut: case eGE_HealthChanged: case eGE_ItemExchanged: SendGamePlayEvent(pEntity,event2); break; default: break; } } }
void CGameStateRecorder::OnRecordedGameplayEvent(IEntity *pEntity, const GameplayEvent &event, int currentFrame, bool bRecording) { EntityId id; m_currentFrame = currentFrame; int demo_forceGameState = 0; if(!bRecording) { ICVar *pVar = gEnv->pConsole->GetCVar( "demo_force_game_state" ); if(pVar) demo_forceGameState = pVar->GetIVal(); } if(!pEntity || !(id = pEntity->GetId())) return; if(m_IgnoredEvents.size()) if(event.event == m_IgnoredEvents[0]) { m_IgnoredEvents.erase(m_IgnoredEvents.begin()); return; } TGameStates::iterator itActor = m_GameStates.find(id); if(itActor == m_GameStates.end()) { m_GameStates.insert(std::make_pair(id,SActorGameState())); itActor = m_GameStates.find(id); } if(itActor == m_GameStates.end()) { GameWarning("TimeDemo:GameState: actor %s not found in records",pEntity->GetName()); return; } SActorGameState& gstate = itActor->second; switch(event.event) { case eGE_HealthChanged: { gstate.health = event.value; if(!m_bRecording) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { if(m_bLogWarning) { if(CHECK_MISMATCH(pActor->GetHealth(), gstate.health,10)) { if(!gstate.bHealthDifferent) { GameWarning("TimeDemo:GameState: Frame %d - Actor %s - HEALTH mismatch (%d, %d)",m_currentFrame,pEntity->GetName(), static_cast<int>(pActor->GetHealth()), static_cast<int>(gstate.health)); gstate.bHealthDifferent = true; } } else gstate.bHealthDifferent = false; } if( demo_forceGameState) pActor->SetHealth(gstate.health); } } } break; case eGE_WeaponFireModeChanged: { TItemName sel = (event.description); if(sel) { TItemContainer& Items = gstate.Items; TItemContainer::iterator iti = Items.find(sel); uint8 recFireModeIdx = uint8(event.value); if(iti != Items.end()) iti->second.fireMode = recFireModeIdx; CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor && pActor->GetInventory()) { IItem* pItem = pActor->GetInventory()->GetItemByName(sel); CWeapon* pWeapon; if(pItem && (pWeapon = (CWeapon*)(pItem->GetIWeapon()))) { int fireModeIdx = pWeapon->GetCurrentFireMode(); if(m_bLogWarning) { CheckDifference(recFireModeIdx,fireModeIdx,"TimeDemo:GameState: Frame %d - Actor %s - FIRE MODE mismatch for weapon %s (rec:%d, cur:%d)",pEntity,pItem->GetEntity() ? pItem->GetEntity()->GetName() : "(null)"); } if(demo_forceGameState==2 && fireModeIdx!= recFireModeIdx) pWeapon->SetCurrentFireMode(recFireModeIdx); } } } } break; case eGE_WeaponReload: { const char* ammoType = event.description; TAmmoContainer& ammoMags = gstate.AmmoMags; TAmmoContainer::iterator it = ammoMags.find(ammoType); if(it!=ammoMags.end()) { it->second -= (uint16)event.value; CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { { IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoType); if(pAmmoClass) { if(m_bLogWarning) CheckDifference(it->second,pInventory->GetAmmoCount(pAmmoClass),"TimeDemo:GameState: Frame %d - Actor %s - WEAPON RELOAD, ammo count mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoType); if(demo_forceGameState == 2) pInventory->SetAmmoCount(pAmmoClass,it->second); } } } } } } break; case eGE_ItemSelected: { TItemName itemName = event.description; gstate.itemSelected = itemName; if(itemName) { if( !bRecording && (event.value > 0 || demo_forceGameState==2)) // EVENT.VALUE > 0 means initialization { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor && pActor->GetInventory()) { IItem* pItem = pActor->GetInventory()->GetItemByName(itemName); if(pItem) pActor->SelectItem(pItem->GetEntityId(),false); } } } if(m_bLogWarning) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { IItem* pItem = pActor->GetCurrentItem(); const char* curItemName= pItem && pItem->GetEntity() ? pItem->GetEntity()->GetName(): NULL; CheckDifferenceString(itemName,curItemName,"TimeDemo:GameState: Frame %d - Actor %s - SELECTED ITEM mismatch (rec:%s, cur:%s)",pEntity); } } break; } break; case eGE_ItemExchanged: { // prevent unwanted record/play mismatch error with current item during item exchanging // two unneeded game events are sent (selecting fists) m_IgnoredEvents.push_back(eGE_ItemSelected); m_IgnoredEvents.push_back(eGE_ItemSelected); } break; case eGE_ItemPickedUp: { TItemName sel = (TItemName)event.description; // gstate.itemSelected = sel; TItemContainer& Items = gstate.Items; TItemContainer::iterator it = Items.find(sel); if(it == Items.end()) { Items.insert(std::make_pair(sel,SItemProperties())); it = Items.find(sel); } if(it != Items.end()) { it->second.count++; CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor && !m_bRecording) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { // just check if the item is the inventory if(m_bLogWarning && !pInventory->GetItemByName(sel)) GameWarning("TimeDemo:GameState: Frame %d - Actor %s - Recorded PICKED UP ITEM class '%s' not found in current inventory",m_currentFrame,pEntity->GetName(),sel); if(demo_forceGameState == 2) { IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(sel); if(pItemEntity) pInventory->AddItem(pItemEntity->GetId()); else GameWarning("TimeDemo:GameState: Frame %d - Actor %s - PICKED UP ITEM entity %s not found in level",m_currentFrame,pEntity->GetName(),sel); } } } } else if(m_bLogWarning) { if(!sel) sel = "(null)"; GameWarning("TimeDemo:GameState: Frame %d - Actor %s - PICKED UP ITEM %s not found in recorded inventory",m_currentFrame,pEntity->GetName(),sel); } } break; case eGE_AmmoPickedUp: { uint16 ammoCount = (uint16)(event.value); TItemName sel = (TItemName)event.description; TAmmoContainer& Ammo = gstate.AmmoMags; TAmmoContainer::iterator it = Ammo.find(sel); if(it == Ammo.end()) Ammo.insert(std::make_pair(sel,ammoCount)); else it->second = ammoCount; if( !m_bRecording) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel); if(m_bLogWarning) CheckDifference(ammoCount,pInventory->GetAmmoCount(pClass),"TimeDemo:GameState: Frame %d - Actor %s - AMMO PICKEDUP: count mismatch for ammo class %s (rec:%d, cur:%d)", pEntity,sel); if(demo_forceGameState == 2) pInventory->SetAmmoCount(pClass,ammoCount); } } } } break; case eGE_AccessoryPickedUp: { TItemName sel = (TItemName)event.description; // gstate.itemSelected = sel; TAccessoryContainer& Accessories = gstate.Accessories; TAccessoryContainer::iterator it = Accessories.find(sel); if(it == Accessories.end()) { Accessories.insert(std::make_pair(sel,1)); } else it->second++; CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel); if(m_bLogWarning && !pInventory->HasAccessory(pClass)) GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ACCESSORY PICKEDUP %s not found in current inventory", m_currentFrame, pEntity->GetName(),sel ? sel:"(null)"); if(demo_forceGameState == 2 && pClass) pInventory->AddAccessory(pClass);// doesn't actually add it if it's there already } } } break; case eGE_ItemDropped: { TItemName sel = (TItemName)event.description; //gstate.itemSelected = sel; TItemContainer& Items = gstate.Items; TItemContainer::iterator it = Items.find(sel); if(it != Items.end()) { it->second.count--; if(it->second.count<=0) Items.erase(it); if(demo_forceGameState == 2) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel); if(pClass) { EntityId itemId = pInventory->GetItemByClass(pClass); if(itemId) pInventory->RemoveItem(itemId); } } } } } else GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ITEM DROPPED, wrong item selected (%s)",m_currentFrame,pEntity->GetName(),sel); } break; case eGE_AmmoCount: { TItemContainer& Items = gstate.Items; TItemName itemClassDesc = event.description; TItemContainer::iterator it = Items.find(itemClassDesc); if(it != Items.end()) { SItemProperties& item = it->second; const char* ammoClassDesc = (const char*)(event.extra); if(ammoClassDesc) { string szAmmoClassDesc(ammoClassDesc); bool bAmmoMag = IsAmmoGrenade(ammoClassDesc); TAmmoContainer& itemAmmo = bAmmoMag ? gstate.AmmoMags : item.Ammo; if(itemAmmo.find(szAmmoClassDesc)==itemAmmo.end()) itemAmmo.insert(std::make_pair(szAmmoClassDesc,int(event.value))); else itemAmmo[szAmmoClassDesc] = (uint16)event.value; if(!bRecording && (m_bLogWarning || demo_forceGameState==2)) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { IItem* pItem = pInventory->GetItemByName(itemClassDesc); if(pItem) { CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon()); if(pWeapon) { IEntityClass* pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ammoClassDesc); if(pAmmoClass) { if(m_bLogWarning) { int curAmmoCount = (bAmmoMag ? pInventory->GetAmmoCount(pAmmoClass) : pWeapon->GetAmmoCount(pAmmoClass)); CheckDifference( int(event.value),curAmmoCount,"TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT mismatch for ammo class %s (rec:%d, cur:%d)",pEntity,ammoClassDesc); } if(demo_forceGameState==2) pWeapon->SetAmmoCount(pAmmoClass,int(event.value)); } } } } } } } else GameWarning("TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT null ammoClass descriptor",m_currentFrame,pEntity->GetName()); } else GameWarning("TimeDemo:GameState: Frame %d - Actor %s - AMMO COUNT wrong item selected (%s)",m_currentFrame,pEntity->GetName(),itemClassDesc); } break; case eGE_AttachedAccessory: { // always force attachment of accessory to the current weapon // kind of a workaround, the HUD weapon modifier menu is spawned during timedemo playback // but it doesn't use recorded input events if(!bRecording) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { CInventory* pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { const char* sel = event.description; IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(sel); if(!sel) sel = "(null)"; if(!pInventory->HasAccessory(pClass)) { if(m_bLogWarning) GameWarning("TimeDemo:GameState: Frame %d - Actor %s - ATTACHED ACCESSORY %s not found in current inventory", m_currentFrame,pEntity->GetName(),sel); } else { CItem* pCurrentItem = (CItem*)(pActor->GetCurrentItem()); if(pCurrentItem) pCurrentItem->SwitchAccessory(sel); } } } } } break; case eGE_EntityGrabbed: { if(demo_forceGameState==2) { TItemName itemName = event.description; if(itemName) { IEntity * pGrabbedEntity = gEnv->pEntitySystem->FindEntityByName(itemName); if(pGrabbedEntity) { CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id)); if(pActor) { IItem* pItem = GetItemOfName(pActor,itemName); if(!pItem) { // it's a pickable entity, won't end up in the inventory //(otherwise it would be managed by eGE_ItemPickedUp) COffHand* pOffHand = static_cast<COffHand*>(pActor->GetWeaponByClass(CItem::sOffHandClass)); if(pOffHand && !pOffHand->GetPreHeldEntityId()) pOffHand->ForcePickUp(pGrabbedEntity->GetId()); } } } } } } break; default: break; } }
float CGameStateRecorder::RenderInfo(float y, bool bRecording) { float retY = 0; IRenderer *pRenderer = gEnv->pRenderer; if (bRecording) { float fColor[4] = {1,0,0,1}; pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Recording game state"); retY +=15; } else { const float xp = 300; const float xr = 400; const float xri = 600; float fColor[4] = {0,1,0,1}; float fColorWarning[4] = {1,1,0,1}; const char* actorName = m_demo_actorInfo->GetString(); CActor *pActor = GetActorOfName(actorName); if(pActor) { pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Game state - Actor: %s --------------------------------------------------",pActor->GetEntity()? pActor->GetEntity()->GetName(): "(no entity)"); retY +=15; if(m_itSingleActorGameState != m_GameStates.end() && pActor->GetEntity() && m_itSingleActorGameState->first == pActor->GetEntity()->GetId()) { ICVar *pVar = gEnv->pConsole->GetCVar( "demo_force_game_state" ); if(pVar) { int demo_forceGameState = pVar->GetIVal(); if(demo_forceGameState) { pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false,demo_forceGameState==1 ? " Override mode = (health, suit energy)" : " Override mode = (all)"); retY +=15; } } pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor,false,"Current"); pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColor,false,"Recorded"); retY +=15; SActorGameState& gstate = m_itSingleActorGameState->second; float recordedHealth = (float)gstate.health; float health = (float)pActor->GetHealth(); bool bError = CHECK_MISMATCH(health, recordedHealth,10); pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Health:"); pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",(int)health); pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",(int)recordedHealth); retY +=15; // items pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," Inventory ---------------------------------------------------------------------------------------"); retY +=15; pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor,false,"Current"); pRenderer->Draw2dLabel( xri,y+retY, 1.3f, fColor,false,"Recorded"); retY +=15; CInventory *pInventory = (CInventory*)(pActor->GetInventory()); if(pInventory) { int nInvItems = pInventory->GetCount(); TItemContainer& Items = gstate.Items; int nRecItems = Items.size(); int maxItems = max(nRecItems,nInvItems); int i=0; EntityId curSelectedId = pActor->GetCurrentItemId(); TItemName curSelClass = GetItemName(curSelectedId); bool bSelectedError = !equal_strings(gstate.itemSelected,curSelClass); for(; i< nInvItems; i++) { IItem *pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pInventory->GetItem(i)); if(pItem) { TItemName szItemName = GetItemName(pItem->GetEntityId()); TItemContainer::iterator it = Items.find(szItemName); bError = it==Items.end(); pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1); EntityId curId = pItem->GetEntityId(); TItemName curClass = GetItemName(curId); if(equal_strings(curClass,curSelClass) ) pRenderer->Draw2dLabel( xp-16,y+retY, 1.3f,bSelectedError ? fColorWarning:fColor, false, "[]"); if(equal_strings(szItemName, gstate.itemSelected)) pRenderer->Draw2dLabel( xri-16,y+retY, 1.3f,bSelectedError ? fColorWarning:fColor, false, "[]"); char itemName[32]; const char* originalItemName = pItem->GetEntity() ? pItem->GetEntity()->GetName():"(null)"; int length = strlen(originalItemName); length = min(length,31); strncpy(itemName,originalItemName,length); itemName[length]=0; pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," %s",itemName); if(bError) pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing"); else { SItemProperties& recItem = it->second; CWeapon *pWeapon = (CWeapon*)(pItem->GetIWeapon()); IEntityClass* pItemClass = pItem->GetEntity()->GetClass(); if(pItemClass && !strcmpi(pItemClass->GetName(),"binoculars")) pWeapon = NULL; // no fire mode or ammo recorded for binocular (which is a weapon) if(pWeapon) { int idx = 0; // ammo float xa = 0; for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo()) { int ammoCount = weaponAmmo.count; const char* ammoClass; if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName())) { TAmmoContainer::iterator it = recItem.Ammo.find(ammoClass); if(it!=recItem.Ammo.end()) { int recAmmoCount = recItem.Ammo[ammoClass]; bool bError2 = ammoCount!=recAmmoCount; pRenderer->Draw2dLabel( xp+xa,y+retY, 1.3f, bError2? fColorWarning : fColor, false,"Am%d:%d",idx,ammoCount); pRenderer->Draw2dLabel( xri+xa,y+retY, 1.3f, bError2? fColorWarning : fColor, false,"Am%d:%d",idx,recAmmoCount); xa += 50; ++idx; if(idx%5 ==0) { xa=0; retY+=15; } } } } // current fire mode int curFireModeIdx = pWeapon->GetCurrentFireMode(); int recFireModeIdx = recItem.fireMode; bool bError3 = curFireModeIdx!= recFireModeIdx; pRenderer->Draw2dLabel( xp+xa,y+retY, 1.3f, bError3? fColorWarning : fColor, false,"FMode:%d",curFireModeIdx); pRenderer->Draw2dLabel( xri+xa,y+retY, 1.3f, bError3? fColorWarning : fColor, false,"FMode:%d",recFireModeIdx); } else { pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok"); } } } retY +=15; } /// Accessories int nInvAccessories = pInventory->GetAccessoryCount(); TAccessoryContainer& Accessories = gstate.Accessories; int nRecAccessories = Accessories.size(); if(nRecAccessories) { pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Accessories"); retY +=15; } for(int j=0 ; j< nInvAccessories; j++,i++) { const char* accessory = pInventory->GetAccessory(j); if(accessory && strlen(accessory)) { IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory); if(pClass) { TItemName szItemName = pClass->GetName(); TAccessoryContainer::iterator it = Accessories.find(szItemName); bError = it==Accessories.end(); pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1); char itemName[32]; int length = strlen(accessory); length = min(length,31); strncpy(itemName,accessory,length); itemName[length]=0; pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," %s",itemName); if(bError) pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing"); else pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok"); retY +=15; } } } /// Ammo Mags TAmmoContainer& Ammo = gstate.AmmoMags; int nRecAmmo = Ammo.size(); int nInvAmmo = pInventory->GetAmmoPackCount(); if(nInvAmmo) { pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Ammo Packs"); retY +=15; } pInventory->AmmoIteratorFirst(); for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext()) { TAmmoContainer& Mags = gstate.AmmoMags; const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass(); if(pAmmoClass) { int invAmmoCount = pInventory->AmmoIteratorGetCount(); const char* ammoClassName = pAmmoClass->GetName(); bool bNotFound = Mags.find(ammoClassName) == Mags.end(); int recAmmoCount = bNotFound ? 0 :Mags[ammoClassName]; bool bError = bNotFound || invAmmoCount!= recAmmoCount; pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," %s:",ammoClassName); pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",invAmmoCount); if(bNotFound) pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColorWarning, false,"NotRecd"); else pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",recAmmoCount); retY +=15; } } } } else // m_itSingleActorGameState != m_GameStates.end() { pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Not Recorded>>"); retY +=15; } } else // pActor { pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Actor %s not in the map>>",actorName ? actorName:"(no name)"); retY +=15; } } return retY; }
void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo ) { switch (event) { case eFE_Initialize: { m_actInfo = *pActInfo; Reset(); } break; case eFE_Activate: { IItemSystem* pItemSys = CCryAction::GetCryAction()->GetIItemSystem(); // create listener if (IsPortActive(pActInfo, IN_DISABLE)) { Reset(); } if (IsPortActive(pActInfo, IN_ENABLE)) { Reset(); IItem* pItem = 0; EntityId weaponId = GetPortEntityId(pActInfo, IN_WEAPONID); if (weaponId != 0) { pItem = pItemSys->GetItem(weaponId); } else { IActor* pActor = CCryAction::GetCryAction()->GetClientActor(); if (!pActor) return; IInventory *pInventory = pActor->GetInventory(); if (!pInventory) return; const string& weaponClass = GetPortString(pActInfo, IN_WEAPONCLASS); if (!weaponClass.empty()) { // get actor weapon by class IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(weaponClass); pItem = pItemSys->GetItem( pInventory->GetItemByClass(pClass) ); } else { // get current actor weapon pItem = pItemSys->GetItem(pInventory->GetCurrentItem()); } } if (!pItem || !pItem->GetIWeapon()) { GameWarning("[flow] CFlowNode_WeaponListener: no item/weapon."); return; } m_weapId = pItem->GetEntity()->GetId(); IWeapon* pWeapon = pItem->GetIWeapon(); // set initial ammo m_ammo = GetPortInt(pActInfo, IN_AMMO); if (m_ammo == 0) m_ammo = -1; // 0 input means infinite // set weapon listener pWeapon->AddEventListener(this, "CFlowNode_WeaponListener"); m_active = true; //CryLog("WeaponListener successfully created on %s", pItem->GetEntity()->GetName()); } break; } } }
//------------------------------------------------------------------------ void CInventory::SerializeInventoryForLevelChange( TSerialize ser ) { IActor *pActor = GetActor(); if(!pActor) return; if(ser.IsReading()) { m_stats.ammoInfo.clear(); } m_bSerializeLTL = true; //Items by class (accessories) ser.BeginGroup("accessorySlots"); int exSize = m_stats.accessorySlots.size(); ser.Value("Size", exSize); if(ser.IsReading()) { m_stats.accessorySlots.resize(0); if(exSize>0) m_stats.accessorySlots.reserve(exSize); } for(int i = 0; i<exSize; ++i) { string accessoryName; if(ser.IsWriting()) accessoryName = m_stats.accessorySlots[i]->GetName(); ser.BeginGroup("Class"); ser.Value("AccessoryName", accessoryName); ser.EndGroup(); if(ser.IsReading()) { IEntityClass* pAccessoryClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessoryName); CRY_ASSERT(pAccessoryClass); if (pAccessoryClass) { m_stats.accessorySlots.push_back(pAccessoryClass); } } } ser.EndGroup();//"accessorySlots" if(ser.IsReading()) { for(int r = 0; r < m_stats.slots.size(); ++r) { IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.slots[r]); if(pItem) { pItem->Drop(); pItem->GetEntity()->SetFlags(pItem->GetEntity()->GetFlags()|ENTITY_FLAG_UPDATE_HIDDEN); pItem->GetEntity()->Hide(true); gEnv->pEntitySystem->RemoveEntity(m_stats.slots[r]); } } } int numItems = 0; string currentItemNameOnReading; if(ser.IsReading()) { m_stats.slots.clear(); m_stats.currentItemId = 0; m_stats.holsteredItemId = 0; m_stats.lastItemId = 0; string itemName; ser.Value("numOfItems", numItems); for(int i = 0; i < numItems; ++i) { ser.BeginGroup("Items"); bool nextItemExists = false; ser.Value("nextItemExists", nextItemExists); if(nextItemExists) { ser.Value("ItemName", itemName); EntityId id = m_pGameFrameWork->GetIItemSystem()->GiveItem(pActor, itemName.c_str(), false, false, false); IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(id); if(pItem) { //actual serialization pItem->SerializeLTL(ser); } else CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_ERROR, "Couldn't spawn inventory item %s, got id %i.", itemName.c_str(), id); } ser.EndGroup(); } ser.Value("CurrentItemName", itemName); if(stricmp(itemName.c_str(), "none")) { currentItemNameOnReading = itemName; IEntityClass *pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(itemName.c_str()); if(pClass) { if(IItem* pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(GetItemByClass(pClass))) { if (pActor->GetCurrentItem() && pActor->GetCurrentItem() != pItem) pActor->GetCurrentItem()->Select(false); pItem->Select(true); m_stats.currentItemId = pItem->GetEntityId(); } else m_stats.currentItemId = m_pGameFrameWork->GetIItemSystem()->GiveItem(pActor, itemName.c_str(), false, true, false); } } } else { numItems = m_stats.slots.size(); ser.Value("numOfItems", numItems); for(int i = 0; i < numItems; ++i) { ser.BeginGroup("Items"); IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.slots[i]); bool nextItem = true; if(pItem) { ser.Value("nextItemExists", nextItem); ser.Value("ItemName", pItem->GetEntity()->GetClass()->GetName()); pItem->SerializeLTL(ser); } else { nextItem = false; ser.Value("nextItemExists", nextItem); } ser.EndGroup(); } bool currentItemIsInInventory = stl::find(m_stats.slots, m_stats.currentItemId); IItem* pCurrentItem = NULL; if (currentItemIsInInventory) { pCurrentItem = m_pGameFrameWork->GetIItemSystem()->GetItem(m_stats.currentItemId); } else { pCurrentItem = m_pGameFrameWork->GetIItemSystem()->GetItem(GetHolsteredItem()); //Fallback to last selected one... if (!pCurrentItem) { pCurrentItem = m_pGameFrameWork->GetIItemSystem()->GetItem(GetLastItem()); // desperate fallback to any weapon... // this fallback should never be needed. However, right now it happens if the player loads a savegame where a heavyweapon is being used, right before the end of the mission. // that is a bug, but at this point is safer to just do this bruteforce fallback instead of fixing it // TODO: to fix that and remove this fallback... if (!pCurrentItem) { for(int i = 0; i < numItems; ++i) { IItem *pItem = m_pGameFrameWork->GetIItemSystem()->GetItem( m_stats.slots[i] ); if (pItem) { const char* pCategoryName = m_pGameFrameWork->GetIItemSystem()->GetItemCategory( pItem->GetEntity()->GetClass()->GetName() ); if (pCategoryName) { EInventorySlots slotType = GetSlotForItemCategory( pCategoryName ); if (slotType==eInventorySlot_Weapon) { pCurrentItem = pItem; break; } } } } } } } if (pCurrentItem) { ser.Value("CurrentItemName", pCurrentItem->GetEntity()->GetClass()->GetName()); } else { string name("none"); ser.Value("CurrentItemName", name); } } //**************************************AMMO ser.BeginGroup("Ammo"); TAmmoInfoMap::iterator ammoInfoIt = m_stats.ammoInfo.begin(); int ammoAmount = m_stats.ammoInfo.size(); ser.Value("AmmoAmount", ammoAmount); for(int i = 0; i < ammoAmount; ++i) { string name; int amount = 0; int users = 0; int capacity = 0; if(ser.IsWriting()) { IEntityClass* pAmmoClass = ammoInfoIt->first; CRY_ASSERT(pAmmoClass); name = (pAmmoClass) ? pAmmoClass->GetName() : ""; const SAmmoInfo& ammoInfo = ammoInfoIt->second;; amount = ammoInfo.GetCount(); capacity = ammoInfo.GetCapacity(); ++ammoInfoIt; } ser.BeginGroup("Ammo"); ser.Value("AmmoName", name); ser.Value("Bullets", amount); ser.Value("Capacity", capacity); ser.EndGroup(); if(ser.IsReading()) { IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(name); CRY_ASSERT(pClass); TAmmoInfoMap::iterator it = m_stats.ammoInfo.find(pClass); if (it == m_stats.ammoInfo.end()) { m_stats.ammoInfo[pClass] = SAmmoInfo(amount, capacity); } else { it->second.SetCount(amount); it->second.SetCapacity(capacity); } } } ser.EndGroup(); m_bSerializeLTL = false; }
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 ); } }