示例#1
0
文件: tecplot.c 项目: rolk/ug
static INT get_offset (INT n)
{
  INT i,subtreesize[50],sum,offset;

  /* get number of objects downtree */
  sum = n;
  for (i=0; i<degree; i++) {
    GetConcentrate(i,subtreesize+i,sizeof(INT));
    sum += subtreesize[i];
  }

  /* get offset */
  if (me==master)
  {
    offset = 0;
  }
  else
  {
    Concentrate(&sum,sizeof(INT));
    GetSpread(&offset,sizeof(INT));
  }

  /* send offsets for downtree nodes */
  sum = offset+n;
  for (i=0; i<degree; i++) {
    Spread(i,&sum,sizeof(INT));
    sum += subtreesize[i];
  }

  return(offset);
}
示例#2
0
//-----------------------------------------------------
void CThrow::ThrowObject(IEntity* pEntity, IPhysicalEntity* pPE)
{
	bool strengthMode = false;

	CPlayer *pPlayer = static_cast<CPlayer*>(m_pWeapon->GetOwnerActor());
	if (pPlayer)
	{
		// Report throw to AI system.
		if (pPlayer->GetEntity() && pPlayer->GetEntity()->GetAI())
		{
			SAIEVENT AIevent;
			AIevent.targetId = pEntity->GetId();
			pPlayer->GetEntity()->GetAI()->Event(AIEVENT_PLAYER_THROW, &AIevent);
		}
	}

	Vec3 hit = GetProbableHit(WEAPON_HIT_RANGE);
	Vec3 pos = GetFiringPos(hit);
	Vec3 dir = ApplySpread(GetFiringDir(hit, pos), GetSpread());
	Vec3 vel = GetFiringVelocity(dir);

	float speed = 12.0f;
	if(strengthMode)
		speed *= m_pShared->throwparams.strenght_scale;

	speed = max(2.0f, speed);

	pe_params_pos ppos;
	ppos.pos = pEntity->GetWorldPos();
	pPE->SetParams(&ppos);

	if(CheckForIntersections(pPE,dir))
	{
		Matrix34 newTM = pEntity->GetWorldTM();
		newTM.SetTranslation(newTM.GetTranslation()-(dir*0.4f));
		pEntity->SetWorldTM(newTM,ENTITY_XFORM_POS);
	}
	else
	{
		pe_action_set_velocity asv;
		asv.v = (dir*speed)+vel;
		AABB box;
		pEntity->GetWorldBounds(box);
		Vec3 finalW = -gEnv->pSystem->GetViewCamera().GetMatrix().GetColumn0()*(8.0f/max(0.1f,box.GetRadius()));
		finalW.x *= Random(0.5f,1.3f);
		finalW.y *= Random(0.5f,1.3f);
		finalW.z *= Random(0.5f,1.3f);
		asv.w = finalW;
		//asv.w = Vec3(Random(-4.5f,3.5f),Random(-1.75f,2.5f),Random(-1.5f,2.2f));
		pPE->Action(&asv);
	}		

	SEntityEvent entityEvent;
	entityEvent.event = ENTITY_EVENT_PICKUP;
	entityEvent.nParam[0] = 0;
	if (pPlayer)
		entityEvent.nParam[1] = pPlayer->GetEntityId();
	entityEvent.fParam[0] = speed;
	pEntity->SendEvent( entityEvent );
}
void CRecoil::UpdateSpread(bool weaponFired, bool weaponFiring, float frameTime)
{
	const bool isFiring = m_singleShot ? weaponFired : weaponFiring;
	const float decay = isFiring ? m_spreadParams.decay : m_spreadParams.end_decay;
	const float frameDecay = (float)__fsel(-decay, 0.0f, ((m_spreadParams.max - m_spreadParams.min) * __fres(decay + FLT_EPSILON)) * frameTime);

	float newSpread = clamp(m_spread - frameDecay, m_spreadParams.min, (m_spreadParams.max * m_maxSpreadMultiplier));

	if(newSpread < m_spreadParams.max)
	{
		m_maxSpreadMultiplier = 1.f;
	}

	m_spread = newSpread;

	CRecoilDebugDraw::DebugSpread(GetSpread());
}
示例#4
0
//-----------------------------------------------------
void CThrow::ThrowLivingEntity(IEntity* pEntity, IPhysicalEntity* pPE)
{
	Vec3 hit = GetProbableHit(WEAPON_HIT_RANGE);
	Vec3 pos = GetFiringPos(hit);
	Vec3 dir = ApplySpread(GetFiringDir(hit, pos), GetSpread());
	Vec3 vel = GetFiringVelocity(dir);

	CPlayer *pPlayer = static_cast<CPlayer*>(m_pWeapon->GetOwnerActor());
	if(pPlayer)
	{
		float speed = 8.0f;
		dir.Normalize();

		if(CheckForIntersections(pPE,dir))
		{
			Matrix34 newTM = pEntity->GetWorldTM();
			newTM.SetTranslation(newTM.GetTranslation()-(dir*0.6f));
			pEntity->SetWorldTM(newTM,ENTITY_XFORM_POS);
		}

		{
			pe_action_set_velocity asv;
			asv.v = (dir*speed)+vel;
			pPE->Action(&asv); 
			// [anton] use thread safe=1 (immediate) if the character is still a living entity at this stage, 
			//   but will be ragdollized during the same frame

			pe_params_articulated_body pab;
			pab.bCheckCollisions = 1;	// was set to 0 while carrying
			pPE->SetParams(&pab);
		}		

		// Report throw to AI system.
		if (pPlayer->GetEntity() && pPlayer->GetEntity()->GetAI())
		{
			SAIEVENT AIevent;
			AIevent.targetId = pEntity->GetId();
			pPlayer->GetEntity()->GetAI()->Event(AIEVENT_PLAYER_STUNT_THROW_NPC, &AIevent);
		}
	}
}
示例#5
0
bool CShotgun::Shoot(bool resetAnimation, bool autoreload/* =true */, bool noSound /* =false */)
{
	IEntityClass *ammo = m_pShared->fireparams.ammo_type_class;
	int ammoCount = m_pWeapon->GetAmmoCount(ammo);

	if(m_pShared->fireparams.clip_size==0)
		ammoCount = m_pWeapon->GetInventoryAmmoCount(ammo);

	CActor *pActor = m_pWeapon->GetOwnerActor();
	bool playerIsShooter = pActor?pActor->IsPlayer():false;

	if(!CanFire(true))
	{
		if((ammoCount <= 0) && (!m_reloading))
		{
			m_pWeapon->PlayAction(m_pShared->actions.empty_clip);
			//Auto reload
			m_pWeapon->Reload();
		}

		return false;
	}
	else if(m_pWeapon->IsWeaponLowered())
	{
		m_pWeapon->PlayAction(m_pShared->actions.null_fire);
		return false;
	}

	if(m_reloading)
	{
		if(m_pWeapon->IsBusy())
			m_pWeapon->SetBusy(false);

		if(CanFire(true) && !m_break_reload)
		{
			m_break_reload = true;
			m_pWeapon->RequestCancelReload();
		}

		return false;
	}

	// Aim assistance
	m_pWeapon->AssistAiming();

	const char *action = m_pShared->actions.fire_cock.c_str();

	if(ammoCount == 1 || (m_pShared->fireparams.no_cock && m_pWeapon->IsZoomed()))
		action = m_pShared->actions.fire.c_str();

	m_pWeapon->PlayAction(action, 0, false, CItem::eIPAF_Default|CItem::eIPAF_RestartAnimation|CItem::eIPAF_CleanBlending);

	Vec3 hit = GetProbableHit(WEAPON_HIT_RANGE);
	Vec3 pos = GetFiringPos(hit);
	Vec3 fdir = ApplySpread(GetFiringDir(hit, pos), GetSpread());
	Vec3 vel = GetFiringVelocity(fdir);
	Vec3 dir;

	CheckNearMisses(hit, pos, fdir, WEAPON_HIT_RANGE, m_pShared->shotgunparams.spread);

	bool serverSpawn = m_pWeapon->IsServerSpawn(ammo);

	// SHOT HERE
	for(int i = 0; i < m_pShared->shotgunparams.pellets; i++)
	{
		CProjectile *pAmmo = m_pWeapon->SpawnAmmo(ammo, false);

		if(pAmmo)
		{
			dir = ApplySpread(fdir, m_pShared->shotgunparams.spread);
			int hitTypeId = g_pGame->GetGameRules()->GetHitTypeId(m_pShared->fireparams.hit_type.c_str());

			pAmmo->SetParams(m_pWeapon->GetOwnerId(), m_pWeapon->GetHostId(), m_pWeapon->GetEntityId(), m_pShared->shotgunparams.pelletdamage, hitTypeId, playerIsShooter?m_pShared->fireparams.damage_drop_per_meter:0.0f, m_pShared->fireparams.damage_drop_min_distance);
			pAmmo->SetDestination(m_pWeapon->GetDestination());
			pAmmo->Launch(pos, dir, vel);

			if((!m_pShared->tracerparams.geometry.empty() || !m_pShared->tracerparams.effect.empty()) && (ammoCount==GetClipSize() || (ammoCount%m_pShared->tracerparams.frequency==0)))
			{
				EmitTracer(pos,hit,false);
			}

			m_projectileId = pAmmo->GetEntity()->GetId();
		}
	}

	m_pWeapon->OnShoot(m_pWeapon->GetOwnerId(), 0, ammo, pos, dir, vel);

	if(m_pWeapon->IsServer())
	{
		const char *ammoName = ammo != NULL ? ammo->GetName() : NULL;
		g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(m_pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, ammoName, m_pShared->shotgunparams.pellets, (void *)m_pWeapon->GetEntityId()));
	}

	MuzzleFlashEffect(true);
	RejectEffect();

	m_fired = true;
	m_next_shot += m_next_shot_dt;
	m_zoomtimeout = m_next_shot + 0.5f;
	ammoCount--;

	if(playerIsShooter)
	{
		if(pActor->InZeroG())
		{
			IEntityPhysicalProxy *pPhysicsProxy = (IEntityPhysicalProxy *)pActor->GetEntity()->GetProxy(ENTITY_PROXY_PHYSICS);
			SMovementState ms;
			pActor->GetMovementController()->GetMovementState(ms);
			CPlayer *plr = (CPlayer *)pActor;

			if(m_recoilparams.back_impulse > 0.0f)
			{
				Vec3 impulseDir = ms.aimDirection * -1.0f;
				Vec3 impulsePos = ms.pos;
				float impulse = m_recoilparams.back_impulse;
				pPhysicsProxy->AddImpulse(-1, impulsePos, impulseDir * impulse * 100.0f, true, 1.0f);
			}

			if(m_recoilparams.angular_impulse > 0.0f)
			{
				float impulse = m_recoilparams.angular_impulse;
				pActor->AddAngularImpulse(Ang3(0,impulse,0), 1.0f);
			}
		}

		if(pActor->IsClient())
			if(gEnv->pInput)
				gEnv->pInput->ForceFeedbackEvent(SFFOutputEvent(eDI_XI, eFF_Rumble_Basic, 0.15f, 0.0f, fabsf(m_recoilparams.back_impulse)*3.0f));
	}

	if(m_pShared->fireparams.clip_size != -1)
	{
		if(m_pShared->fireparams.clip_size!=0)
			m_pWeapon->SetAmmoCount(ammo, ammoCount);
		else
			m_pWeapon->SetInventoryAmmoCount(ammo, ammoCount);
	}

	if((ammoCount<1) && !m_pShared->fireparams.slider_layer.empty())
	{
		const char *slider_back_layer = m_pShared->fireparams.slider_layer.c_str();
		m_pWeapon->PlayLayer(slider_back_layer, CItem::eIPAF_Default|CItem::eIPAF_NoBlend);
	}

	if(OutOfAmmo())
	{
		m_pWeapon->OnOutOfAmmo(ammo);

		if(autoreload)
		{
			m_pWeapon->GetScheduler()->TimerAction(m_pWeapon->GetCurrentAnimationTime(eIGS_FirstPerson), CSchedulerAction<ScheduleReload>::Create(m_pWeapon), false);
		}
	}

	m_pWeapon->RequestShoot(ammo, pos, dir, vel, hit, 1.0f, 0, false);

	return true;
}
示例#6
0
文件: notify.c 项目: rolk/ug
int NotifyTwoWave (NOTIFY_INFO *allInfos, int lastInfo, int exception)
{
  NOTIFY_INFO  *newInfos;
  int l, i, j, n, unknownInfos, myInfos;
  int local_exception = exception;

#if     DebugNotify<=4
  printf("%4d:    NotifyTwoWave, lastInfo=%d\n", me, lastInfo);
  fflush(stdout);
#endif

  /* BOTTOM->TOP WAVE */
  /* get local Info lists from downtree */
  for(l=degree-1; l>=0; l--)
  {
    GetConcentrate(l, &n, sizeof(int));

    if (n<0)
    {
      /* exception from downtree, propagate */
      if (-n > local_exception)
        local_exception = -n;
    }

    if (lastInfo+n >= maxInfos) {
      DDD_PrintError('E', 6321, "msg-info array overflow in NotifyTwoWave");
      local_exception = EXCEPTION_NOTIFY;

      /* receive data, but put it onto dummy position */
      GetConcentrate(l, allInfos, n*sizeof(NOTIFY_INFO));
    }
    else
    {
      if (n>0)
        GetConcentrate(l, &(allInfos[lastInfo]), n*sizeof(NOTIFY_INFO));
    }

    /* construct routing table */
    for(i=0; i<n; i++)
      theRouting[allInfos[lastInfo+i].from] = l;

    if (n>0)
      lastInfo += n;
  }


  if (! local_exception)
  {
    /* determine target direction in tree */
    /* TODO: eventually extra solution for root node!
                     (it knows all flags are MYSELF or KNOWN!)  */
    qsort(allInfos, lastInfo, sizeof(NOTIFY_INFO), sort_XferInfos);
    i = j = 0;
    unknownInfos = lastInfo;
    myInfos = 0;
    while (i<lastInfo && allInfos[j].to==PROC_INVALID_TEMP)
    {
      if (allInfos[j].from==allInfos[i].to)
      {
        allInfos[i].flag = (allInfos[i].to==me) ? MYSELF : KNOWN;
        unknownInfos--;
        if (allInfos[i].to==me)
          myInfos++;
        i++;
      } else {
        if (allInfos[j].from<allInfos[i].to)
          j++;
        else
          i++;
      }
    }
    qsort(allInfos, lastInfo, sizeof(NOTIFY_INFO), sort_XferFlags);


    /* send local Info list uptree, but only unknown Infos */
    newInfos = &allInfos[lastInfo-unknownInfos];
    Concentrate(&unknownInfos, sizeof(int));
    Concentrate(newInfos, unknownInfos*sizeof(NOTIFY_INFO));
    lastInfo -= unknownInfos;

                #if     DebugNotify<=1
    for(i=0; i<unknownInfos; i++)
    {
      printf("%4d:    NotifyTwoWave, "
             "send uptree unknown %d/%d (%d|%d;%d)\n",
             me, i, unknownInfos,
             newInfos[i].to, newInfos[i].from, newInfos[i].size);
    }
                #endif

  }
  else
  {
    /* we have an exception somewhere in the processor tree */
    /* propagate it */
    int neg_exception = -local_exception;
    Concentrate(&neg_exception, sizeof(int));
    /* don't need to send data now */
  }

#if     DebugNotify<=3
  printf("%4d:    NotifyTwoWave, wave 1 ready\n", me);
  fflush(stdout);
#endif



  /* TOP->BOTTOM WAVE */

  /* get Infos local to my subtree from uptree */
  unknownInfos = 0;
  GetSpread(&unknownInfos, sizeof(int));
  if (unknownInfos<0)
  {
    /* exception from downtree, propagate */
    if (-unknownInfos > local_exception)
      local_exception = -unknownInfos;
  }

  if (unknownInfos>0)
  {
    GetSpread(newInfos, unknownInfos*sizeof(NOTIFY_INFO));
    lastInfo += unknownInfos;
  }

  if (! local_exception)
  {
    /* sort Infos according to routing */
    qsort(allInfos, lastInfo, sizeof(NOTIFY_INFO), sort_XferRouting);

                #if     DebugNotify<=1
    for(i=0; i<lastInfo; i++)
    {
      printf("%4d:    NotifyTwoWave, "
             "sorted for routing  %d/%d (%d|%d;%d)\n",
             me, i, lastInfo,
             allInfos[i].to, allInfos[i].from, allInfos[i].size);
    }
                #endif

    /* send relevant Infos downtree */
    i = 0;
    unknownInfos = lastInfo;
    while ((i<unknownInfos)&&(allInfos[i].to==me)) i++;
    lastInfo = i;
    for(l=0; l<degree; l++)
    {
      j = i;
      while ((i<unknownInfos)&&(theRouting[allInfos[i].to]==l)) i++;
      j = i-j;

      Spread(l, &j, sizeof(int));
      if (j>0)
        Spread(l, &allInfos[i-j], j*sizeof(NOTIFY_INFO));
    }


    /* reuse theDescs-array for registering messages to be received */
    for(i=0; i<lastInfo; i++)
    {
      theDescs[i].proc = allInfos[i].from;
      theDescs[i].size = allInfos[i].size;
    }

                #if     DebugNotify<=3
    printf("%4d:    NotifyTwoWave, "
           "wave 2 ready, nRecv=%d\n", me, lastInfo);
    fflush(stdout);
                #endif
  }
  else
  {
    /* we received an exception from uptree, propagate it */
    for(l=0; l<degree; l++)
    {
      int neg_exception = -local_exception;
      Spread(l, &neg_exception, sizeof(int));
      /* dont send any data */
    }

                #if     DebugNotify<=3
    printf("%4d:    NotifyTwoWave, "
           "wave 2 ready, Exception=%d\n", me, local_exception);
    fflush(stdout);
                #endif

    return(-local_exception);
  }

  return(lastInfo);
}
/// NAKAGAMI
String NakagamiRand::Name() const
{
    return "Nakagami(" + toStringWithPrecision(GetShape()) + ", " + toStringWithPrecision(GetSpread()) + ")";
}