示例#1
0
//------------------------------------------------------------------------
void CWeapon::OnPickedUp(EntityId actorId, bool destroyed)
{
	BROADCAST_WEAPON_EVENT(OnPickedUp, (this, actorId, destroyed));

	CItem::OnPickedUp(actorId, destroyed);

	GetEntity()->SetFlags(GetEntity()->GetFlags() | ENTITY_FLAG_NO_PROXIMITY);
	GetEntity()->SetFlags(GetEntity()->GetFlags() & ~ENTITY_FLAG_ON_RADAR);

	if(GetISystem()->IsSerializingFile() == 1)
		return;

	CActor *pActor=GetActor(actorId);
	if (!pActor)
		return;

	if (!IsServer())
		return;

	// bonus ammo is always put in the actor's inv
	if (!m_bonusammo.empty())
	{
		for (TAmmoMap::iterator it=m_bonusammo.begin(); it!=m_bonusammo.end(); ++it)
		{
			int count=it->second;

			SetInventoryAmmoCount(it->first, GetInventoryAmmoCount(it->first)+count);
		}

		m_bonusammo.clear();
	}
	
	// current ammo is only added to actor's inv, if we already have this weapon
	if (destroyed && m_params.unique)
	{
		for (TAmmoMap::iterator it=m_ammo.begin(); it!=m_ammo.end(); ++it)
		{
			//Only add ammo to inventory, if not accessory ammo (accessories give ammo already)
			if(m_accessoryAmmo.find(it->first)==m_accessoryAmmo.end())
			{
				int count=it->second;

				SetInventoryAmmoCount(it->first, GetInventoryAmmoCount(it->first)+count);
			}
		}
	}

	if(!gEnv->bMultiplayer && !m_initialSetup.empty() && pActor->IsClient())
	{
		for (TAccessoryMap::iterator it=m_accessories.begin(); it!=m_accessories.end(); ++it)
			FixAccessories(GetAccessoryParams(it->first), true);
	}
}
示例#2
0
//------------------------------------------------------------------------
void CWeapon::OnDroppedByPlayer(IInventory* pPlayerInventory)
{
	CRY_ASSERT(pPlayerInventory);

	TFireModeVector::const_iterator firemodesEndIt = m_firemodes.end();
	for (TFireModeVector::const_iterator firemodeCit = m_firemodes.begin(); firemodeCit != firemodesEndIt ; ++firemodeCit)
	{
		const CFireMode* pFiremode = *firemodeCit;
		if (pFiremode)
		{
			IEntityClass* pFiremodeAmmo = pFiremode->GetAmmoType();
			if (pFiremodeAmmo)
			{
				// Exchange also ammo pool from inventory to bonus ammo map, for next user who picks it up
				int ammoCount = pPlayerInventory->GetAmmoCount(pFiremodeAmmo);
				if (ammoCount > 0)
				{
					if(gEnv->bMultiplayer)
					{
						int currentClipAmount = GetAmmoCount(pFiremodeAmmo);
						int clipSize = pFiremode->GetClipSize();

						int numForClip = clamp_tpl(clipSize - currentClipAmount, 0, ammoCount);
						SetAmmoCount(pFiremodeAmmo, currentClipAmount + numForClip);

						ammoCount -= numForClip;
					}
					
					SetInventoryAmmoCount(pFiremodeAmmo, 0);
					SWeaponAmmoUtils::SetAmmo(m_bonusammo, pFiremodeAmmo, ammoCount);
				}
			}
		}
	}
}
示例#3
0
void CWeapon::TestClipAmmoCountIsValid()
{
	TFireModeVector::iterator itEnd = m_firemodes.end();
	for (TFireModeVector::iterator it = m_firemodes.begin(); it != itEnd; ++it)
	{
		IFireMode* pFM = *it;
		if (pFM && pFM->IsEnabled())
		{
			IEntityClass* pAmmoType = pFM->GetAmmoType();
			if(pAmmoType)
			{
				int clipSize = pFM->GetClipSize();
				const SFireModeParams* pFireModeParams = ((CFireMode*)pFM)->GetShared();
				if (pFireModeParams)
				{
					clipSize += pFireModeParams->fireparams.bullet_chamber;
				}
				const int ammoCount = GetAmmoCount(pAmmoType);
				if (ammoCount > clipSize)
				{
					SetAmmoCount(pAmmoType, clipSize);
					const int excessAmmo = ammoCount - clipSize;
					SetInventoryAmmoCount(pAmmoType, GetInventoryAmmoCount(pAmmoType) + excessAmmo);
				}
			}
		}
	}
}
示例#4
0
//------------------------------------------------------------------------
void CAmmoPickup::PickUp(EntityId pickerId, bool sound, bool select, bool keepHistory)
{
	if(!CheckAmmoRestrictions(pickerId))
		return;

	SetOwnerId(pickerId);

	CActor *pActor=GetActor(pickerId);

	if (!pActor)
		return;

	IInventory *pInventory = GetActorInventory(pActor);
	if (!pInventory)
		return;

	if (IsServer())
	{
		// bonus ammo is always put in the actor's inv
		if (!m_bonusammo.empty())
		{
			for (TAmmoMap::iterator it=m_bonusammo.begin(); it!=m_bonusammo.end(); ++it)
			{
				int count=it->second;

				SetInventoryAmmoCount(it->first, GetInventoryAmmoCount(it->first)+count);

				if(pActor->IsPlayer())
				{
					ShouldSwitchGrenade(it->first);
					OnIncendiaryAmmoPickedUp(it->first,count);
				}
			}

			m_bonusammo.clear();
		}

		for (TAmmoMap::iterator it=m_ammo.begin(); it!=m_ammo.end(); ++it)
		{
			int count=it->second;

			SetInventoryAmmoCount(it->first, GetInventoryAmmoCount(it->first)+count);

			if(pActor->IsPlayer())
			{
				ShouldSwitchGrenade(it->first);
				OnIncendiaryAmmoPickedUp(it->first,count);
			}
		}

		if (!m_ammoName.empty() && m_ammoCount)
		{
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(m_ammoName.c_str());
			SetInventoryAmmoCount(pClass, GetInventoryAmmoCount(pClass)+m_ammoCount);

			if(pActor->IsPlayer())
			{
				ShouldSwitchGrenade(pClass);
				OnIncendiaryAmmoPickedUp(pClass,m_ammoCount);
			}
		}

		TriggerRespawn();
	}

	//Play sound
	if(!m_pickup_sound.empty())
	{
		IEntity *pPicker = m_pEntitySystem->GetEntity(pickerId);
		if(pPicker)
		{
			IEntitySoundProxy* pSoundProxy = (IEntitySoundProxy*)pPicker->GetProxy(ENTITY_PROXY_SOUND);

			if(pSoundProxy)
			{
				//Execute sound at picker position
				pSoundProxy->PlaySound(m_pickup_sound, pPicker->GetWorldPos(),FORWARD_DIRECTION, FLAG_SOUND_DEFAULT_3D, eSoundSemantic_Weapon);
			}
		}
	}

	RemoveEntity();
}
示例#5
0
//------------------------------------------------------------------------
void CWeapon::OnDroppedByAI(IInventory* pAIInventory)
{
	CRY_ASSERT(pAIInventory);

	const TAmmoVector& minDroppedAmmoMap = m_weaponsharedparams->ammoParams.minDroppedAmmo;
	const bool checkForMinAmmoDrops = m_minDropAmmoAvailable && !minDroppedAmmoMap.empty();

	TFireModeVector::const_iterator firemodesEndIt = m_firemodes.end();
	for (TFireModeVector::const_iterator firemodeCit = m_firemodes.begin(); firemodeCit != firemodesEndIt ; ++firemodeCit)
	{
		const CFireMode* pFiremode = *firemodeCit;
		if (pFiremode)
		{
			IEntityClass* pFiremodeAmmo = pFiremode->GetAmmoType();
			if (pFiremodeAmmo)
			{
				// Additional ammo which always goes to the magazine, when ai drops a weapon
				int minAmmoDrop = 0;
				if (checkForMinAmmoDrops)
				{
					const SWeaponAmmo* pMinDroppedAmmo = SWeaponAmmoUtils::FindAmmoConst(minDroppedAmmoMap, pFiremodeAmmo);
					if (pMinDroppedAmmo != NULL)
					{
						minAmmoDrop = pMinDroppedAmmo->count;
						SWeaponAmmo* pCurrentAmmo = SWeaponAmmoUtils::FindAmmo(m_ammo, pFiremodeAmmo);
						if (pCurrentAmmo)
						{
							pCurrentAmmo->count = min(minAmmoDrop + pCurrentAmmo->count, pFiremode->GetClipSize());
						}
						else
						{
							m_ammo.push_back(SWeaponAmmo(pFiremodeAmmo, min(minAmmoDrop, pFiremode->GetClipSize())));
						}
					}
				}

				// Exchange also ammo pool from inventory to bonus ammo map, for next user who picks it up
				{
					const int ammoCount = pAIInventory->GetAmmoCount(pFiremodeAmmo);

					if (ammoCount > 0)
					{
						SetInventoryAmmoCount(pFiremodeAmmo, 0);
						SWeaponAmmoUtils::SetAmmo(m_bonusammo, pFiremodeAmmo, ammoCount);
					}
					else
					{
						//Put always some extra rounds when dropped by AI
						const SWeaponAmmo* pDefaultBonusAmmo = SWeaponAmmoUtils::FindAmmoConst(m_weaponsharedparams->ammoParams.bonusAmmo, pFiremodeAmmo);
						if (pDefaultBonusAmmo)
						{
							SetInventoryAmmoCount(pFiremodeAmmo, 0);
							SWeaponAmmoUtils::SetAmmo(m_bonusammo, pFiremodeAmmo, max(minAmmoDrop, (int)Random(pDefaultBonusAmmo->count)));
						}
					}
				}
			}
		}
	}

	m_minDropAmmoAvailable = false;
}
示例#6
0
//------------------------------------------------------------------------
void CWeapon::OnPickedUp(EntityId actorId, bool destroyed)
{
	BROADCAST_WEAPON_EVENT(OnPickedUp, (this, actorId, destroyed));

	BaseClass::OnPickedUp(actorId, destroyed);

	GetEntity()->SetFlags(GetEntity()->GetFlags() | ENTITY_FLAG_NO_PROXIMITY);	

	// bonus ammo is always put in the actor's inv
	if (!m_bonusammo.empty())
	{
		for (TAmmoVector::iterator it = m_bonusammo.begin(); it != m_bonusammo.end(); ++it)
		{
			const SWeaponAmmo& currentBonusAmmo = *it;

			SetInventoryAmmoCount(currentBonusAmmo.pAmmoClass, GetInventoryAmmoCount(currentBonusAmmo.pAmmoClass)+currentBonusAmmo.count);
		}

		m_bonusammo.clear();
	}

	if(GetISystem()->IsSerializingFile() == 1)
		return;

	CActor *pActor = GetActor(actorId);
	if (!pActor)
		return;
	
	// current ammo is only added to actor's inv, if we already have this weapon
	if (destroyed && m_sharedparams->params.unique)
	{
		for (TAmmoVector::iterator it = m_ammo.begin(); it!=m_ammo.end(); ++it)
		{
			//Only add ammo to inventory, if not accessory ammo (accessories give ammo already)
			const SWeaponAmmo& currentAmmo = *it;
			const SWeaponAmmo* pAccessoryAmmo = SWeaponAmmoUtils::FindAmmo(m_weaponsharedparams->ammoParams.accessoryAmmo, currentAmmo.pAmmoClass);
			if(pAccessoryAmmo != NULL)
			{
				SetInventoryAmmoCount(currentAmmo.pAmmoClass, GetInventoryAmmoCount(currentAmmo.pAmmoClass)+currentAmmo.count);
			}
		}
	}

	TestClipAmmoCountIsValid();

	if (!gEnv->bServer && pActor->IsPlayer())
	{
		IEntityClass* pCurrentAmmoClass = m_fm ? m_fm->GetAmmoType() : NULL;
		if (pCurrentAmmoClass)
		{
			//server has serialised the inventory count already

			if(IInventory* pInventory = GetActorInventory(GetOwnerActor()))
			{
				if(m_lastRecvInventoryAmmo > pInventory->GetAmmoCapacity(pCurrentAmmoClass))
				{
					pInventory->SetAmmoCapacity(pCurrentAmmoClass, m_lastRecvInventoryAmmo);
				}

				SetInventoryAmmoCountInternal(pInventory, pCurrentAmmoClass, m_lastRecvInventoryAmmo);
			}
		}
	}

	if(gEnv->bMultiplayer)
	{
		HighlightWeapon(false);
	}

	m_expended_ammo = 0;
}