示例#1
0
void CSoundMoods::AddSoundMood(ESOUNDMOOD eSoundMood,float fPercent)
{
    if(!m_pSoundMoodManager)
        return;

    switch(eSoundMood)
    {
    case SOUNDMOOD_ENTER_BINOCULARS:
        AddSoundMood("cryvision",500,-1.0f,0,1.0f);
        break;
    case SOUNDMOOD_LEAVE_BINOCULARS:
        RemoveSoundMood("cryvision",0.0f,500);
        break;
    case SOUNDMOOD_ENTER_CLOAK:
        AddSoundMood("cloak",1000,-1.0f,0,1.0f);
        break;
    case SOUNDMOOD_LEAVE_CLOAK:
        RemoveSoundMood("cloak",0.0f,1000);
        break;
    case SOUNDMOOD_ENTER_CONCENTRATION:
        AddSoundMood("concentration",1000,-1.0f,0,1.0f);
        break;
    case SOUNDMOOD_LEAVE_CONCENTRATION:
        RemoveSoundMood("concentration",0.0f,500);
        break;
    case SOUNDMOOD_EXPLOSION:
        AddSoundMood("explosion",1000,0.0f,3000,fPercent/100.0f);
        break;
    case SOUNDMOOD_ENTER_FREEZE:
        AddSoundMood("frozen",1500,-1.0f,0,1.0f);
        break;
    case SOUNDMOOD_LEAVE_FREEZE:
        RemoveSoundMood("frozen",0.0f,2000);
        break;
    case SOUNDMOOD_LOWHEALTH:
        AddSoundMood("low_health",0,3000.0f,1000,fPercent/100.0f);
        break;
    default:
        CRY_ASSERT(0);
        break;
    }
}
示例#2
0
//-------------------------------------------
void CGameRules::ProcessClientExplosionScreenFX(const ExplosionInfo &explosionInfo)
{
	IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	if (pClientActor)
	{
		//Distance
		float dist = (pClientActor->GetEntity()->GetWorldPos() - explosionInfo.pos).len();

		//Is the explosion in Player's FOV (let's suppose the FOV a bit higher, like 80)
		CActor *pActor = (CActor *)pClientActor;
		SMovementState state;
		if (IMovementController *pMV = pActor->GetMovementController())
		{
			pMV->GetMovementState(state);
		}

		Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition;
		eyeToExplosion.Normalize();
		bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) > 0.68f);
		
		// if in a vehicle eyeDirection is wrong
		if(pActor && pActor->GetLinkedVehicle())
		{
			Vec3 eyeDir = static_cast<CPlayer*>(pActor)->GetVehicleViewDir();
			inFOV = (eyeDir.Dot(eyeToExplosion) > 0.68f);
		}

		//All explosions have radial blur (default 30m radius, to make Sean happy =))
		float maxBlurDistance = (explosionInfo.maxblurdistance>0.0f)?explosionInfo.maxblurdistance:30.0f;
		if (maxBlurDistance>0.0f && g_pGameCVars->g_radialBlur>0.0f && m_explosionScreenFX && explosionInfo.radius>0.5f)
		{		
			if (inFOV && dist < maxBlurDistance)
			{
				ray_hit hit;
				int col = gEnv->pPhysicalWorld->RayWorldIntersection(explosionInfo.pos , -eyeToExplosion*dist, ent_static | ent_terrain, rwi_stop_at_pierceable|rwi_colltype_any, &hit, 1);

				//If there was no obstacle between flashbang grenade and player
				if(!col)
				{
					if (CScreenEffects* pSE = pActor->GetScreenEffects())
					{
						float blurRadius = (-1.0f/maxBlurDistance)*dist + 1.0f;

						gEnv->p3DEngine->SetPostEffectParam("FilterRadialBlurring_Radius", blurRadius);
						gEnv->p3DEngine->SetPostEffectParam("FilterRadialBlurring_Amount", 1.0f);

						IBlendedEffect *pBlur	= CBlendedEffect<CPostProcessEffect>::Create(CPostProcessEffect(pClientActor->GetEntityId(),"FilterRadialBlurring_Amount", 0.0f));
						IBlendType   *pLinear = CBlendType<CLinearBlend>::Create(CLinearBlend(1.0f));
						pSE->StartBlend(pBlur, pLinear, 1.0f, CScreenEffects::eSFX_GID_RBlur);
						pSE->SetUpdateCoords("FilterRadialBlurring_ScreenPosX","FilterRadialBlurring_ScreenPosY", explosionInfo.pos);
					}

					float distAmp = 1.0f - (dist / maxBlurDistance);
					if (gEnv->pInput) 
						gEnv->pInput->ForceFeedbackEvent( SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.5f, distAmp*3.0f, 0.0f));
				}
			}
		}

		//Flashbang effect 
		if(dist<explosionInfo.radius && inFOV &&
			(!strcmp(explosionInfo.effect_class,"flashbang") || !strcmp(explosionInfo.effect_class,"FlashbangAI")))
		{
			ray_hit hit;
			int col = gEnv->pPhysicalWorld->RayWorldIntersection(explosionInfo.pos , -eyeToExplosion*dist, ent_static | ent_terrain, rwi_stop_at_pierceable|rwi_colltype_any, &hit, 1);

			//If there was no obstacle between flashbang grenade and player
			if(!col)
			{
				float power = explosionInfo.flashbangScale;
				power *= max(0.0f, 1 - (dist/explosionInfo.radius));
				float lookingAt = (eyeToExplosion.Dot(state.eyeDirection.normalize()) + 1)*0.5f;
				power *= lookingAt;

				SAFE_GAMEAUDIO_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION,MIN(power*40.0f,100.0f)));

				gEnv->p3DEngine->SetPostEffectParam("Flashbang_Time", 1.0f + (power * 4));
				gEnv->p3DEngine->SetPostEffectParam("FlashBang_BlindAmount",explosionInfo.blindAmount);
				gEnv->p3DEngine->SetPostEffectParam("Flashbang_DifractionAmount", (power * 2));
				gEnv->p3DEngine->SetPostEffectParam("Flashbang_Active", 1);
			}
		}
		else if(inFOV && (dist < explosionInfo.radius))
		{
			if (explosionInfo.damage>10.0f || explosionInfo.pressure>100.0f)
			{
				//Add some angular impulse to the client actor depending on distance, direction...
				float dt = (1.0f - dist/explosionInfo.radius);
				dt = dt * dt;
				float angleZ = gf_PI*0.15f*dt;
				float angleX = gf_PI*0.15f*dt;

				pActor->AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);
			}
		}


		float fDist2=(pClientActor->GetEntity()->GetWorldPos()-explosionInfo.pos).len2();
		if (fDist2<250.0f*250.0f)
		{		
			if (fDist2<sqr(SAFE_GAMEAUDIO_BATTLESTATUS_FUNC_RET(GetBattleRange())))
				SAFE_GAMEAUDIO_BATTLESTATUS_FUNC(TickBattleStatus(1.0f));
		}
	}

}
示例#3
0
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	// let 3D engine know about explosion (will create holes and remove vegetation)
	if (explosionInfo.hole_size > 1.0f && gEnv->p3DEngine->GetIVoxTerrain())
	{
		gEnv->p3DEngine->OnExplosion(explosionInfo.pos, explosionInfo.hole_size, true);
	}

	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 0;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:16;




		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;
		if (explosion.nOccRes>0)
			explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static | ent_delayed_deformations);

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fHealthBeforeExplosion = (float)pClientActor->GetHealth();
		}
		
		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaHealth = fHealthBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetHealth();
			if(fDeltaHealth >= 20.0f)
			{
				SAFE_GAMEAUDIO_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION, MIN(fDeltaHealth, 100.0f) ));
			}				
		}		

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			for (size_t i = 0; i < m_hitListeners.size(); )
			{
				size_t count = m_hitListeners.size();
				m_hitListeners[i]->OnServerExplosion(explosionInfo);
				if (count == m_hitListeners.size())
					i++;
				else
					continue;
			}
		}
  }

	if (gEnv->IsClient())
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		// Associate event with vehicle if the shooter is in a vehicle (tank cannon shot, etc)
		EntityId ownerId = explosionInfo.shooterId;
		IActor* pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(ownerId);
		if (pActor && pActor->GetLinkedVehicle() && pActor->GetLinkedVehicle()->GetEntityId())
			ownerId = pActor->GetLinkedVehicle()->GetEntityId();

		if (ownerId != 0)
		{
			SAIStimulus stim(AISTIM_EXPLOSION, 0, ownerId, 0,
				explosionInfo.pos, ZERO, explosionInfo.radius);
			gEnv->pAISystem->RegisterStimulus(stim);

			SAIStimulus stimSound(AISTIM_SOUND, AISOUND_EXPLOSION, ownerId, 0,
				explosionInfo.pos, ZERO, explosionInfo.radius * 3.0f, AISTIMPROC_FILTER_LINK_WITH_PREVIOUS);
			gEnv->pAISystem->RegisterStimulus(stimSound);
		}
	}

}
示例#4
0
//------------------------------------------------------------------------
void CGameRules::ClientExplosion(const ExplosionInfo &explosionInfo)
{
	// let 3D engine know about explosion (will create holes and remove vegetation)
	//if (explosionInfo.hole_size > 0.0f)
	//{
		//gEnv->p3DEngine->OnExplosion(explosionInfo.pos, explosionInfo.hole_size, true);
	//}

	TExplosionAffectedEntities affectedEntities;

	if (gEnv->bServer)
  {
		CullEntitiesInExplosion(explosionInfo);
		pe_explosion explosion;
		explosion.epicenter = explosionInfo.pos;
		explosion.rmin = explosionInfo.minRadius;
		explosion.rmax = explosionInfo.radius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.impulsivePressureAtR = explosionInfo.pressure;
		explosion.epicenterImp = explosionInfo.pos;
		explosion.explDir = explosionInfo.dir;
		explosion.nGrow = 2;
		explosion.rminOcc = 0.07f;

		// we separate the calls to SimulateExplosion so that we can define different radii for AI and physics bodies
		explosion.holeSize = 0.0f;
		explosion.nOccRes = explosion.rmax>50.0f ? 0:32;
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_living);

		CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		UpdateAffectedEntitiesSet(affectedEntities, &explosion);

		// check vehicles
		IVehicleSystem *pVehicleSystem = g_pGame->GetIGameFramework()->GetIVehicleSystem();
		uint32 vcount = pVehicleSystem->GetVehicleCount();
		if (vcount > 0)
		{
			IVehicleIteratorPtr iter = g_pGame->GetIGameFramework()->GetIVehicleSystem()->CreateVehicleIterator();
			while (IVehicle* pVehicle = iter->Next())
			{
				if(IEntity *pEntity = pVehicle->GetEntity())
				{
					AABB aabb;
					pEntity->GetWorldBounds(aabb);
					IPhysicalEntity* pEnt = pEntity->GetPhysics();
					if (pEnt && aabb.GetDistanceSqr(explosionInfo.pos) <= explosionInfo.radius*explosionInfo.radius)
					{
						float affected = gEnv->pPhysicalWorld->CalculateExplosionExposure(&explosion, pEnt);
						AddOrUpdateAffectedEntity(affectedEntities, pEntity, affected);
					}
				}
			}
		}

		explosion.rmin = explosionInfo.minPhysRadius;
		explosion.rmax = explosionInfo.physRadius;
		if (explosion.rmax==0)
			explosion.rmax=0.0001f;
		explosion.r = explosion.rmin;
		explosion.holeSize = explosionInfo.hole_size;
		explosion.nOccRes = -1;	// makes second call re-use occlusion info
		gEnv->pPhysicalWorld->SimulateExplosion( &explosion, 0, 0, ent_rigid|ent_sleeping_rigid|ent_independent|ent_static );

		UpdateAffectedEntitiesSet(affectedEntities, &explosion);
		CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);

		float fSuitEnergyBeforeExplosion = 0.0f;
		float fHealthBeforeExplosion = 0.0f;
		IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
		if(pClientActor)
		{
			fSuitEnergyBeforeExplosion = static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			fHealthBeforeExplosion = pClientActor->GetHealth();
		}

		CallScript(m_serverStateScript, "OnExplosion", m_scriptExplosionInfo);    

		if(pClientActor)
		{
			float fDeltaSuitEnergy = fSuitEnergyBeforeExplosion - static_cast<CPlayer *>(pClientActor)->GetNanoSuit()->GetSuitEnergy();
			float fDeltaHealth = fHealthBeforeExplosion - pClientActor->GetHealth();

			if(fDeltaSuitEnergy >= 50.0f || fDeltaHealth >= 20.0f)
			{
				SAFE_SOUNDMOODS_FUNC(AddSoundMood(SOUNDMOOD_EXPLOSION,MIN(fDeltaSuitEnergy+fDeltaHealth,100.0f)));
			}
		}

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnServerExplosion(explosionInfo);
				++iter;
			}
		}
  }

	if (gEnv->bClient)
	{
		if (explosionInfo.pParticleEffect)
			explosionInfo.pParticleEffect->Spawn(true, IParticleEffect::ParticleLoc(explosionInfo.pos, explosionInfo.dir, explosionInfo.effect_scale));

		if (!gEnv->bServer)
		{
			CreateScriptExplosionInfo(m_scriptExplosionInfo, explosionInfo);
		}
		else
		{
			affectedEntities.clear();
			CommitAffectedEntitiesSet(m_scriptExplosionInfo, affectedEntities);
		}
		CallScript(m_clientStateScript, "OnExplosion", m_scriptExplosionInfo);

		// call hit listeners if any
		if (m_hitListeners.empty() == false)
		{
			THitListenerVec::iterator iter = m_hitListeners.begin();
			while (iter != m_hitListeners.end())
			{
				(*iter)->OnExplosion(explosionInfo);
				++iter;
			}
		}
	}

	ProcessClientExplosionScreenFX(explosionInfo);
	ProcessExplosionMaterialFX(explosionInfo);

	IEntity *pShooter =	m_pEntitySystem->GetEntity(explosionInfo.shooterId);
	if (gEnv->pAISystem && !gEnv->bMultiplayer)
	{
		IAIObject	*pShooterAI(pShooter!=NULL ? pShooter->GetAI() : NULL);
		gEnv->pAISystem->ExplosionEvent(explosionInfo.pos,explosionInfo.radius, pShooterAI);
	}

}