//------------------------------------------------------------------------
int CVehicleUsableActionEnter::OnEvent(int eventType, SVehicleEventParams& eventParams)
{
    if (eventType == eVAE_IsUsable)
    {
        EntityId& userId = eventParams.entityId;

        for (TVehicleSeatIdVector::iterator ite = m_seatIds.begin(), end = m_seatIds.end(); ite != end; ++ite)
        {
            TVehicleSeatId seatId = *ite;
            IVehicleSeat* pSeat = m_pVehicle->GetSeatById(seatId);
            if (IsSeatAvailable(pSeat, userId))
            {
                eventParams.iParam = seatId;
                return 1;
            }
        }

        return 0;
    }
    else if (eventType == eVAE_OnUsed)
    {
        EntityId& userId = eventParams.entityId;

        IVehicleSeat* pSeat = m_pVehicle->GetSeatById(eventParams.iParam);

        if (IsSeatAvailable(pSeat, userId))
            return pSeat->Enter(userId);

        return -1;
    }

    return 0;
}
示例#2
0
void CHUD::IndicateHit(bool enemyIndicator,IEntity *pEntity, bool explosionFeedback)
{
	CPlayer *pPlayer = static_cast<CPlayer *>(gEnv->pGame->GetIGameFramework()->GetClientActor());
	if(!pPlayer)
		return;

	if(explosionFeedback)
		PlaySound(ESound_SpecialHitFeedback);

	if(!pPlayer->GetLinkedVehicle())
		m_pHUDCrosshair->GetFlashAnim()->Invoke("indicateHit");
	else
	{
		IVehicleSeat *pSeat = pPlayer->GetLinkedVehicle()->GetSeatForPassenger(pPlayer->GetEntityId());
		if(pSeat && !pSeat->IsDriver())
			m_pHUDCrosshair->GetFlashAnim()->Invoke("indicateHit");
		else
		{
			m_pHUDVehicleInterface->m_animMainWindow.Invoke("indicateHit", enemyIndicator);

			if(pEntity && !gEnv->bMultiplayer)
			{
				float r = ((unsigned char) ((g_pGameCVars->hud_colorLine >> 16)	& 0xFF)) / 255.0f;
				float g = ((unsigned char) ((g_pGameCVars->hud_colorLine >> 8)	& 0xFF)) / 255.0f;
				float b = ((unsigned char) ((g_pGameCVars->hud_colorLine >> 0)	& 0xFF)) / 255.0f;

				// It should be useless to test if pEntity is an enemy (it's already done by caller func)
				IActor *pActor = gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEntity->GetId());
				if(pActor)
					m_pHUDSilhouettes->SetSilhouette(pActor,r,g,b,1.0f,5.0f,true);
				else if(IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(pEntity->GetId()))
					m_pHUDSilhouettes->SetSilhouette(pVehicle,r,g,b,1.0f,5.0f);
			}
		}
	}
示例#3
0
void CVTOLVehicleManager::LockSeats(IVehicle* pVehicle, bool lock)
{
	EVehicleSeatLockStatus newStatus = lock ? eVSLS_LockedForPlayers : eVSLS_Unlocked;

	const int numSeats = pVehicle->GetSeatCount();
	for(int i = 1; i <= numSeats; ++i)
	{
		IVehicleSeat* pSeat = pVehicle->GetSeatById(i);
		if(pSeat && pSeat->GetLockedStatus() != eVSLS_Locked)
		{
			pSeat->SetLocked(newStatus);
		}
	}
}
//------------------------------------------------------------------------
int CScriptBind_Vehicle::EnterVehicle(IFunctionHandler* pH, ScriptHandle actorHandle, int seatId, bool isAnimationEnabled)
{
	CVehicle* pVehicle = GetVehicle(pH);
	if (!pVehicle || !actorHandle.n)
		return pH->EndFunction(0);

	IVehicleSeat* pSeat = pVehicle->GetSeatById(seatId);

	bool ret = false;

	if (pSeat)
		ret = pSeat->Enter((EntityId)actorHandle.n, isAnimationEnabled);
	
	return pH->EndFunction(ret);
}
示例#5
0
//------------------------------------------------------------------------
bool CVehicleWeapon::CanZoom() const
{
  if (!CWeapon::CanZoom())
    return false;

  if (!m_bOwnerInSeat)
    return false;

	IVehicle *pVehicle = GetVehicle();
	if(!pVehicle)
		return false;

  IActor* pActor = GetOwnerActor();
	IVehicleSeat* pSeat = pActor ? pVehicle->GetSeatForPassenger(pActor->GetEntityId()) : NULL;
	IVehicleView* pView = pSeat ? pSeat->GetCurrentView() : NULL;
  if (pView && pView->IsThirdPerson())
    return false;

  return true;
}
示例#6
0
//------------------------------------------------------------------------
int CScriptBind_Actor::IsGhostPit(IFunctionHandler *pH)
{
	CActor *pActor = GetActor(pH);
  if (!pActor)
    return pH->EndFunction();

  bool hidden = false;
	 
  if (IVehicle* pVehicle = pActor->GetLinkedVehicle())
  {
    IVehicleSeat* pSeat = pVehicle->GetSeatForPassenger(pActor->GetEntityId());
    if (pSeat)
    { 
      if (IVehicleView* pView = pSeat->GetView(pSeat->GetCurrentView()))
        hidden = pView->IsPassengerHidden();
    }
  }

  return pH->EndFunction(hidden);   
}
示例#7
0
//------------------------------------------------------------------------
bool CVehicleMountedWeapon::CanZoom() const
{
	if (!CHeavyMountedWeapon::CanZoom())
		return false;

	IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId);
	if(pVehicle && !IsRippedOff())
	{
		if (m_pSeatUser != m_pOwnerSeat)
			return false;

		IActor* pActor = GetOwnerActor();
		IVehicleSeat* pSeat = pActor ? pVehicle->GetSeatForPassenger(pActor->GetEntityId()) : NULL;
		IVehicleView* pView = pSeat ? pSeat->GetCurrentView() : NULL;
		if (pView && pView->IsThirdPerson())
			return false;
	}

	return true;
}
	void SetActive(const bool bActive)
	{
		if (m_bActive == bActive)
			return;

		m_bActive = bActive;

		IVehicle* pVehicle;
		pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_entityId);

		if (bActive)
		{
			CRY_ASSERT(pVehicle);
			m_fStartedTime = gEnv->pTimer->GetFrameStartTime().GetSeconds();
			m_actInfo.pGraph->SetRegularlyUpdated(m_actInfo.myID, true);

			if (pVehicle)
			{
				pVehicle->RegisterVehicleEventListener(this, "CFlowVehicleDriveForward");
			}

			ActivateOutput(&m_actInfo, EOP_Started, true);
		}
		else
		{
			m_bNeedsCleanup = true; // To ensure event listener gets cleaned up when its safe to do so

			if (pVehicle)
			{
				if (pVehicle->GetSeatCount() != 0) // Restore back
				{
					IVehicleSeat* pSeat = pVehicle->GetSeatById(1);
					if (pSeat)
					{
						pSeat->SetLocked(m_prevSeatLockStatus);
						//pSeat->ExitRemotely();
					}
				}
			}
		}
	}
示例#9
0
//-----------------------------------------------------------------------
void CVehiclePartLight::UpdateLight(const float frameTime)
{ 
  if (m_slot == -1)
    return;

	// move to vehicle event change view?
  if (m_diffuseMult[0] != m_diffuseMult[1])
  {
    SEntitySlotInfo info;
    if (m_pVehicle->GetEntity()->GetSlotInfo(m_slot, info) && info.pLight)
    {
      CDLight& light = info.pLight->GetLightProperties();    

      IActor* pActor = CCryAction::GetCryAction()->GetClientActor();
      bool localPlayer = (pActor != NULL) && (pActor->GetLinkedVehicle() == m_pVehicle);

			IVehicleSeat* pSeat = pActor ? m_pVehicle->GetSeatForPassenger(pActor->GetEntityId()) : NULL;
			IVehicleView* pView = pSeat? pSeat->GetView(pSeat->GetCurrentView()) : NULL;
			bool isThirdPersonView = pView? pView->IsThirdPerson() : true;
      if (localPlayer && !isThirdPersonView)
				light.SetLightColor(ColorF(m_diffuseCol * m_diffuseMult[0], 1.f));
      else
				light.SetLightColor(ColorF(m_diffuseCol * m_diffuseMult[1], 1.f));    
    }
  }  

  if (m_pHelper)
  { 
    const static Matrix33 rot(Matrix33::CreateRotationXYZ(Ang3(0.f, 0.f, DEG2RAD(90.f))));
    
    Matrix34 helperTM;
		m_pHelper->GetVehicleTM(helperTM);
    Matrix34 localTM = Matrix33(helperTM) * rot;
    localTM.SetTranslation(helperTM.GetTranslation());

    GetEntity()->SetSlotLocalTM(m_slot, localTM);  
  }

}
void CVehicleMovementHelicopter::OccupyWeaponSeats()
{
	uint32 seatCount = m_pVehicle->GetSeatCount();

	for (uint32 seatId = 1; !(seatId > seatCount); ++seatId)
	{
		IVehicleSeat *pSeat = m_pVehicle->GetSeatById(seatId);

		if (pSeat)
		{
			IVehicleSeatAction *pWeaponAction = pSeat->GetISeatActionWeapons();
			if (pWeaponAction)
			{
				pWeaponAction->ForceUsage();
			}

		}

	}

	m_pVehicle->GetGameObject()->EnableUpdateSlot(m_pVehicle, IVehicle::eVUS_AIControlled);
}
	virtual void ProcessEvent(EFlowEvent flowEvent, SActivationInfo* pActivationInfo)
	{
		if (flowEvent == eFE_Activate && IsPortActive(pActivationInfo, EIP_StartDriving))
		{
			IEntity* pEntity = pActivationInfo->pEntity;
			if(!pEntity)
				return;

			IVehicle* pVehicle;
			pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle( pEntity->GetId() );
			if(!pVehicle || pVehicle->IsDestroyed())
			{
				return;
			}

			IVehicleMovement* pMovement = pVehicle->GetMovement();
			if (!pMovement)
				return;

			CVehicleMovementBase* pMovementBase = StaticCast_CVehicleMovementBase(pMovement);
			if (!pMovementBase)
				return;

			IActor* pPlayer = g_pGame->GetIGameFramework()->GetClientActor();
			if (!pPlayer)
				return;

			const EntityId localPlayer = pPlayer->GetEntityId();
			if (pVehicle->GetSeatCount() == 0) // Don't need to remotely enter
			{
				pMovement->StartDriving(localPlayer);
			}
			else
			{
				pVehicle->EvictAllPassengers();

				IVehicleSeat* pSeat = pVehicle->GetSeatById(1);
				if (pSeat)
				{
					// Can't use remote entering to control otherwise if vehicle blows up, player dies
					//pSeat->EnterRemotely(localPlayer);

					pMovement->StartDriving(localPlayer);
					m_prevSeatLockStatus = pSeat->GetLockedStatus();
					pSeat->SetLocked(eVSLS_Locked);
				}
			}

			m_fDuration = GetPortFloat(pActivationInfo, EIP_Time);
			m_fSpeed = GetPortFloat(pActivationInfo, EIP_Speed);
			m_actInfo = *pActivationInfo;
			m_entityId = pEntity->GetId();
			
			SetActive(true);
		}
		else if (flowEvent == eFE_Update)
		{
			if (!m_bActive)
			{
				if (m_bNeedsCleanup)
				{
					Cleanup();
				}

				return;
			}

			IEntity* pEntity = pActivationInfo->pEntity;
			if(!pEntity)
			{
				SetActive(false);
				return;
			}

			IVehicle* pVehicle;
			pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle( pEntity->GetId() );
			if(!pVehicle || pVehicle->IsDestroyed())
			{
				SetActive(false);
				return;
			}

			const float curTime = gEnv->pTimer->GetFrameStartTime().GetSeconds();
			if ((curTime - m_fStartedTime) >= m_fDuration)
			{
				SetActive(false);

				ActivateOutput(pActivationInfo, EOP_TimeComplete, true);
			}
			else // Update every frame
			{
				IVehicleMovement* pMovement = pVehicle->GetMovement();
				if (pMovement)
				{
					// prevent full pedal being kept pressed, but give it a bit
					pMovement->OnAction(eVAI_MoveForward, eAAM_OnPress, 1.0f);
				}
			}
		}
	}
示例#12
0
void CHUDTagNames::DrawTagName(IVehicle *pVehicle)
{
	CRY_ASSERT(pVehicle);
	if(!pVehicle)
		return;

	CActor *pClientActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetClientActor());
	CGameRules *pGameRules = g_pGame->GetGameRules();
	int iClientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());
	bool bThirdPerson = pClientActor->IsThirdPerson();

	bool bDrawSeatTagNames = false;
	if(pClientActor->GetSpectatorMode() == CActor::eASM_Follow)
	{
		IActor *pFollowedActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pClientActor->GetSpectatorTarget());
		if(pFollowedActor)
			bDrawSeatTagNames = (pVehicle == pFollowedActor->GetLinkedVehicle());
	}
	else
		bDrawSeatTagNames = (pVehicle == pClientActor->GetLinkedVehicle());

	if(bDrawSeatTagNames)
	{
		// When this is local player vehicle, we always display all passengers name above their head so that he can identify them

		for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
		{
			IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
			if(!pVehicleSeat)
				continue;

			IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pVehicleSeat->GetPassenger());
			if(!pActor || (pActor == pClientActor && !bThirdPerson))
				continue;

			DrawTagName(pActor,true);
		}

		return;
	}

	ColorF rgbTagName = COLOR_ENEMY;

	// Driver seat is always 1
	IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(1);
	if(!pVehicleSeat)
		return;

	IVehicleHelper *pVehicleHelper = pVehicleSeat->GetSitHelper();
	if(!pVehicleHelper)
		return;

	Vec3 vWorldPos = pVehicleHelper->GetWorldTM().GetTranslation();

	// Add some offset to be above the driver/pilot
	vWorldPos.z += 1.2f;

	AABB box; 
	pVehicle->GetEntity()->GetWorldBounds(box);

	bool bDrawOnTop = false;

	if(ProjectOnSphere(vWorldPos,box))
	{
		bDrawOnTop = true;
	}

	m_tagNamesVector.resize(0);

	for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
	{
		IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
		if(!pVehicleSeat)
			continue;

		EntityId uiEntityId = pVehicleSeat->GetPassenger();

		IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(uiEntityId);
		if(!pActor)
			continue;

		const char *szRank = GetPlayerRank(uiEntityId);

		IEntity *pEntity = pActor->GetEntity();
		if(!pEntity)
			continue;

		char szText[HUD_MAX_STRING_SIZE];
		if(szRank)
		{
			sprintf(szText,"%s %s",szRank,pEntity->GetName());
		}
		else
		{
			sprintf(szText,"%s",pEntity->GetName());
		}

		if(0 == iClientTeam)
		{
			if(uiEntityId && IsFriendlyToClient(uiEntityId))
			{
				rgbTagName = COLOR_FRIEND;
			}
		}
		else if(uiEntityId && pGameRules->GetTeam(uiEntityId) == iClientTeam)
		{
			rgbTagName = COLOR_FRIEND;
		}
		
		if(pActor->GetHealth() <= 0)
		{
			rgbTagName = COLOR_DEAD;
		}

		m_tagNamesVector.resize(m_tagNamesVector.size()+1);

		STagName *pTagName = &m_tagNamesVector[m_tagNamesVector.size()-1];

		pTagName->strName			= szText;
		pTagName->vWorld			= vWorldPos;
		pTagName->bDrawOnTop	= bDrawOnTop;
		pTagName->rgb					= rgbTagName;
	}

	DrawTagNames();
}
	virtual void ProcessEvent( EFlowEvent event,SActivationInfo *pActInfo )
	{
		IVehicleSystem * pVehicleSystem = NULL;
		IVehicle * pVehicle = NULL;

		switch(event)
		{
		case eFE_Initialize:
			{
				pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, false);
				break;
			}

		case eFE_Activate:
			{
				if (!pActInfo->pEntity)
					return;

				pVehicleSystem = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem();
				pVehicle = pVehicleSystem->GetVehicle(pActInfo->pEntity->GetId());

				if (!pVehicleSystem || !pVehicle)
					return;

				string givenString = GetPortString(pActInfo, IN_PARTS);
				currentParam = givenString.substr(0,givenString.find_first_of(":"));
				currentSetting = givenString.substr(givenString.find_first_of(":")+1,(givenString.length()-givenString.find_first_of(":")));

				column1 = 10.f;
				column2 = 100.f;

				if (IsPortActive(pActInfo,IN_SHOW))
					pActInfo->pGraph->SetRegularlyUpdated(pActInfo->myID, true);

				break;
			}

		case eFE_Update:
			{
				IRenderer * pRenderer = gEnv->pRenderer;

				pVehicleSystem = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem();
				pVehicle = pVehicleSystem->GetVehicle(pActInfo->pEntity->GetId());

				if(!pVehicleSystem || !pActInfo->pEntity || !pVehicle)
					return;

				pRenderer->Draw2dLabel(column1,10,GetPortFloat(pActInfo,IN_SIZE)+2.f,Col_Cyan,false,pActInfo->pEntity->GetName());

				if(currentParam=="Seats")
				{
					loops = 0;

					for(uint32 i=0;i<pVehicle->GetSeatCount();i++)
					{
						IVehicleSeat * currentSeat;

						if(currentSetting=="All")
						{
							currentSeat = pVehicle->GetSeatById(i+1);
						}
						else
						{
							currentSeat = pVehicle->GetSeatById(pVehicle->GetSeatId(currentSetting));
							i = pVehicle->GetSeatCount()-1;
						}

						loops += 1;

						// column 1
						string pMessage = ("%s:", currentSeat->GetSeatName());

						if (column2<pMessage.size()*8*GetPortFloat(pActInfo, IN_SIZE))
							column2=pMessage.size()*8*GetPortFloat(pActInfo, IN_SIZE);

						pRenderer->Draw2dLabel(column1,(15*(float(loops+1))*GetPortFloat(pActInfo,IN_SIZE)),GetPortFloat(pActInfo,IN_SIZE),Col_Cyan,false,pMessage);

						// column 2
						if(currentSeat->GetPassenger(true))
						{
							pMessage = ("- %s", gEnv->pEntitySystem->GetEntity(currentSeat->GetPassenger(true))->GetName());
							pRenderer->Draw2dLabel(column2,(15*(float(loops+1))*GetPortFloat(pActInfo,IN_SIZE)),GetPortFloat(pActInfo,IN_SIZE),Col_Cyan,false,pMessage);
						}
					}
				}

				else if(currentParam=="Wheels")
				{
					pRenderer->Draw2dLabel(column1,50.f,GetPortFloat(pActInfo,IN_SIZE)+1.f,Col_Red,false,"!");
				}

				else if(currentParam=="Weapons")
				{
					loops = 0;

					for(int i=0;i<pVehicle->GetWeaponCount();i++)
					{
						IItemSystem * pItemSystem = gEnv->pGame->GetIGameFramework()->GetIItemSystem();
						IWeapon * currentWeapon;
						EntityId currentEntityId;
						IItem * pItem;

						if(currentSetting=="All")
						{
							currentEntityId = pVehicle->GetWeaponId(i+1);
						}
						else
						{
							currentEntityId = gEnv->pEntitySystem->FindEntityByName(currentSetting)->GetId();
							i = pVehicle->GetWeaponCount()-1;
						}

						if(!pItemSystem->GetItem(currentEntityId))
							return;

						pItem = pItemSystem->GetItem(currentEntityId);
						currentWeapon = pItem->GetIWeapon();

						loops += 1;

						// column 1
						string pMessageName = string().Format("%s", gEnv->pEntitySystem->GetEntity(currentEntityId)->GetName());
						pRenderer->Draw2dLabel(column1,(15*(float(loops+1))*GetPortFloat(pActInfo,IN_SIZE)),GetPortFloat(pActInfo,IN_SIZE),Col_Cyan,false,pMessageName);

						if (column2<pMessageName.size()*8*GetPortFloat(pActInfo, IN_SIZE))
							column2=pMessageName.size()*8*GetPortFloat(pActInfo, IN_SIZE);

						// column 2
						string pMessageValue = string().Format("seat: %s firemode: %i", pVehicle->GetWeaponParentSeat(currentEntityId)->GetSeatName(), currentWeapon->GetCurrentFireMode()).c_str();
						pRenderer->Draw2dLabel(column2,(15*(float(loops+1))*GetPortFloat(pActInfo,IN_SIZE)),GetPortFloat(pActInfo,IN_SIZE),Col_Cyan,false,pMessageValue);
					}
				}

				else if(currentParam=="Components")
				{
					loops = 0;

					for(int i=0;i<pVehicle->GetComponentCount();i++)
					{
						IVehicleComponent * currentComponent;

						if(currentSetting=="All")
						{
							currentComponent = pVehicle->GetComponent(i);
						}
						else
						{
							currentComponent = pVehicle->GetComponent(currentSetting);
							i = pVehicle->GetComponentCount()-1;
						}

						loops += 1;

						ColorF labelColor;
						labelColor = ColorF(currentComponent->GetDamageRatio(),(1.f-currentComponent->GetDamageRatio()),0.f);

						// column 1
						string pMessageName = string().Format("%s", currentComponent->GetComponentName()).c_str();
						pRenderer->Draw2dLabel(column1,(15*(float(loops+1))*GetPortFloat(pActInfo,IN_SIZE)),GetPortFloat(pActInfo,IN_SIZE),labelColor,false,pMessageName);

						if (column2<pMessageName.size()*8*GetPortFloat(pActInfo, IN_SIZE))
							column2=pMessageName.size()*8*GetPortFloat(pActInfo, IN_SIZE);

						// column 2
						string pMessageValue = string().Format("%5.2f (%3.2f)", currentComponent->GetDamageRatio()*currentComponent->GetMaxDamage(), currentComponent->GetDamageRatio()).c_str();
						pRenderer->Draw2dLabel(column2,(15*(float(loops+1))*GetPortFloat(pActInfo,IN_SIZE)),GetPortFloat(pActInfo,IN_SIZE),labelColor,false,pMessageValue);
					}
				}

				else
				{
					pRenderer->Draw2dLabel(column1,50.f,GetPortFloat(pActInfo,IN_SIZE)+1.f,Col_Red,false,"no component selected!");
				}
				break;
			}
		}
	};
示例#14
0
//------------------------------------------------------------------------
void CVehicleClient::OnAction(IVehicle* pVehicle, EntityId actorId, const ActionId& actionId, int activationMode, float value)
{
	assert(pVehicle);
 	if (!pVehicle)
		return;
	
  TActionNameIdMap::const_iterator ite = m_actionNameIds.find(actionId);
	if (ite == m_actionNameIds.end())
    return;

	IVehicleMovement *pMovement = pVehicle->GetMovement();
	const bool isAir = pMovement && pMovement->GetMovementType()==IVehicleMovement::eVMT_Air;

	IVehicleSeat* pCurrentSeat = pVehicle->GetSeatForPassenger(actorId);
	const bool isThirdPerson = pCurrentSeat && pCurrentSeat->GetView(pCurrentSeat->GetCurrentView())->IsThirdPerson();
	const bool isDriver = pCurrentSeat && pCurrentSeat->IsDriver();

	switch (ite->second)
  {
  case (eVAI_XIMoveX):	
    {
			if(pMovement && pMovement->GetMovementType() == IVehicleMovement::eVMT_Air)
			{
				//strafe instead of turning for air vehicles
				if(value>0.f)
				{
					pVehicle->OnAction(eVAI_StrafeRight, eAAM_OnPress, value, actorId);
					m_bMovementFlagRight = true;
				}
				else if(value==0.f)
				{
					if(m_bMovementFlagRight)
					{
						pVehicle->OnAction(eVAI_StrafeRight, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagRight = false;
					}
					else if(m_bMovementFlagLeft)
					{
						pVehicle->OnAction(eVAI_StrafeLeft, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagLeft = false;
					}
				}
				else//value<0
				{
					pVehicle->OnAction(eVAI_StrafeLeft, eAAM_OnPress, -value, actorId);
					m_bMovementFlagLeft = true;
				}
			}
			else
			{
				if(value>0.f)
				{
					pVehicle->OnAction(eVAI_TurnRight, eAAM_OnPress, value, actorId);
					m_bMovementFlagRight = true;
				}
				else if(value==0.f)
				{
					if(m_bMovementFlagRight)
					{
						pVehicle->OnAction(eVAI_TurnRight, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagRight = false;
					}
					else if(m_bMovementFlagLeft)
					{
						pVehicle->OnAction(eVAI_TurnLeft, eAAM_OnRelease, 0.f, actorId);
						m_bMovementFlagLeft = false;
					}
				}
				else//value<0
				{
					pVehicle->OnAction(eVAI_TurnLeft, eAAM_OnPress, -value, actorId);
					m_bMovementFlagLeft = true;
				}
			}
			break;
		}
  case (eVAI_XIMoveY):
		{
			EVehicleActionIds eForward = eVAI_MoveForward;
			EVehicleActionIds eBack = eVAI_MoveBack;
			if(!strcmp("Asian_helicopter",pVehicle->GetEntity()->GetClass()->GetName()))
			{
				eForward = eVAI_MoveUp;
				eBack = eVAI_MoveDown;
			}

			if(value>0.f)
			{
				pVehicle->OnAction(eForward, eAAM_OnPress, value, actorId);
				m_bMovementFlagForward = true;
			}
			else if(value==0.f)
			{
				if(m_bMovementFlagForward)
				{
					pVehicle->OnAction(eForward, eAAM_OnRelease, 0.f, actorId);
					m_bMovementFlagForward = false;
				}
				else if(m_bMovementFlagBack)
				{
					pVehicle->OnAction(eBack, eAAM_OnRelease, 0.f, actorId);
					m_bMovementFlagBack = false;
				}
			}			
			else//value<0.f
			{
				pVehicle->OnAction(eBack, eAAM_OnPress, -value, actorId);
				m_bMovementFlagBack = true;
			}
      break;
		}
	case (eVAI_XIRotateYaw):
		{
			if (isAir && (isDriver || isThirdPerson))
			{
				pVehicle->OnAction(eVAI_RotateYaw, eAAM_OnPress, value / 5.f, actorId);
			}
			else
			{
				// action is sent to vehicle in PreUpdate, so it is repeated every frame.
				m_xiRotation.x = (value*value*value);
			}
			break;
		}
	case (eVAI_XIRotatePitch):
		{
			if (isAir && (isDriver || isThirdPerson))
			{
				pVehicle->OnAction(eVAI_RotatePitch, eAAM_OnPress, value / 5.f, actorId);
			}
			else
			{
				// action is sent to vehicle in PreUpdate, so it is repeated every frame
				m_xiRotation.y = -(value*value*value);
				if(g_pGameCVars->cl_invertController)
					m_xiRotation.y*=-1;
			}
			break;
		}
	case (eVAI_RotateYaw):
		{
			// attempt to normalise the input somewhat (to bring it in line with controller input).
			const float	scale = 0.75f, limit = 6.0f;
			value = clamp_tpl<float>(scale * value * gEnv->pTimer->GetFrameTime(), -limit, limit);

			if (isAir)
			{
				value *= 10.f;
			}

			pVehicle->OnAction(ite->second, activationMode, value, actorId);
			break;
		}
	case (eVAI_RotatePitch):
		{
			// attempt to normalise the input somewhat (to bring it in line with controller input).
			const float	scale = 0.75f, limit = 6.0f;
			value = clamp_tpl<float>(scale * value * gEnv->pTimer->GetFrameTime(), -limit, limit);

			if (g_pGameCVars->cl_invertMouse)
				value *= -1.f;

			if (isAir)
			{
				value *= 10.f;
			}

			pVehicle->OnAction(ite->second, activationMode, value, actorId);
			break;
		}
  case (eVAI_TurnLeft):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fLeftRight -= value*2.f - 1.f;
			m_fLeftRight = CLAMP(m_fLeftRight, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, -m_fLeftRight, actorId);
      break;
    }
  case (eVAI_TurnRight):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fLeftRight += value*2.f - 1.f;
			m_fLeftRight = CLAMP(m_fLeftRight, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, m_fLeftRight, actorId);
      break;
    }  
  case (eVAI_MoveForward):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fForwardBackward += value*2.f - 1.f;

			if(activationMode == eAAM_OnRelease)
				m_fForwardBackward = CLAMP(m_fForwardBackward, 0.0f, 1.0f);
			else
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, m_fForwardBackward, actorId);
      break;
    }
  case (eVAI_MoveBack):
    {
      if (activationMode == eAAM_OnPress || activationMode == eAAM_OnRelease)
        m_fForwardBackward -= value*2.f - 1.f;

			if(activationMode == eAAM_OnRelease)
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 0.0f);
			else
				m_fForwardBackward = CLAMP(m_fForwardBackward, -1.0f, 1.0f);
      pVehicle->OnAction(ite->second, activationMode, -m_fForwardBackward, actorId);
      break;
    }  
	case (eVAI_ZoomIn):
	case (eVAI_ZoomOut):
			break;
  default:
		pVehicle->OnAction(ite->second, activationMode, value, actorId);
    break;		
	}
}
//------------------------------------------------------------------------
void CGameRulesMPDamageHandling::SvOnExplosion(const ExplosionInfo &explosionInfo, const CGameRules::TExplosionAffectedEntities& affectedEntities)
{
	// SinglePlayer.lua 1721

	IActorSystem* pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem();
	float totalDamage = 0.f;

	// calculate damage for each entity
	CGameRules::TExplosionAffectedEntities::const_iterator it = affectedEntities.begin();
	for (; it != affectedEntities.end(); ++it)
	{
		bool success = false;
		IEntity* entity = it->first;
		float obstruction = 1.0f - it->second;

		bool incone=true;
		if (explosionInfo.angle > 0 && explosionInfo.angle < 2*3.1415f)
		{
			Vec3 explosionEntityPos = entity->GetWorldPos();
			Vec3 entitypos = explosionEntityPos;
			float ha = explosionInfo.angle * 0.5f;
			Vec3 edir = entitypos - explosionInfo.pos;
			edir.normalize();
			float dot = 1;

			if (edir != Vec3(ZERO))
			{
				dot = edir.dot(explosionInfo.dir);
			}

			float angle = abs(acos_tpl(dot));
			if (angle > ha)
			{
				incone = false;
			}
		}

		if (incone && gEnv->bServer)
		{
			float damage = explosionInfo.damage;
			damage = floor_tpl(0.5f + CalcExplosionDamage(entity, explosionInfo, obstruction));	

			bool dead = false;

			HitInfo explHit;

			Vec3 dir = entity->GetWorldPos() - explosionInfo.pos;

			explHit.pos = explosionInfo.pos;
			explHit.radius = explosionInfo.radius;
			explHit.partId = -1;

			dir.Normalize();

			explHit.targetId = entity->GetId();
			explHit.weaponId = explosionInfo.weaponId;
			explHit.shooterId = explosionInfo.shooterId;
			explHit.projectileId = explosionInfo.projectileId;
			explHit.projectileClassId = explosionInfo.projectileClassId;

			uint16 weaponClass = ~uint16(0);
			const IEntity* pWeaponEntity = gEnv->pEntitySystem->GetEntity(explosionInfo.weaponId);
			if (pWeaponEntity)
			{
				g_pGame->GetIGameFramework()->GetNetworkSafeClassId(weaponClass, pWeaponEntity->GetClass()->GetName());
			}
			explHit.weaponClassId = weaponClass;

			explHit.material = 0;
			explHit.damage = damage;
			explHit.type = explosionInfo.type;
			explHit.hitViaProxy = explosionInfo.explosionViaProxy;

			explHit.dir = dir;
			explHit.normal = -dir; //set normal to reverse of  direction to avoid backface cull of damage

			if (explHit.damage > 0.0f || explosionInfo.damage == 0.f)
			{
				CActor* pActor = static_cast<CActor*>(pActorSystem->GetActor(entity->GetId()));

				if (pActor)
				{
					const float damageMultiplier = pActor->GetBodyExplosionDamageMultiplier(explHit);
					explHit.damage *= damageMultiplier; 

					// Protect players who are currently shielded
					if(pActor->IsPlayer() && static_cast<CPlayer*>(pActor)->ShouldFilterOutExplosion(explHit))
					{
						explHit.damage = 0.0f;
					}
				}
				else
				{
					CInteractiveObjectEx* pInteractiveObject = static_cast<CInteractiveObjectEx*>(g_pGame->GetIGameFramework()->QueryGameObjectExtension(entity->GetId(), "InteractiveObjectEx"));
					if(pInteractiveObject)
					{
						pInteractiveObject->OnExploded(explHit.pos);
					}
				}
			
				if(!explosionInfo.explosionViaProxy) 
				{
					if(pActor)
					{
						if(!pActor->IsFriendlyEntity(explHit.shooterId))
						{
							totalDamage += damage;
						}
					}
					else
					{
						IVehicle* pVehicle = g_pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(entity->GetId());

						if(pVehicle)
						{
							IActor* pDriver = pVehicle->GetDriver();
							int seatNum = 0;
							int numSeats = pVehicle->GetSeatCount();

							while(!pDriver && seatNum < numSeats)
							{
								IVehicleSeat* pSeat = pVehicle->GetSeatById(seatNum++);

								EntityId passengerId = pSeat ? pSeat->GetPassenger(true) : 0;
								pDriver = pActorSystem->GetActor(passengerId);
							}

							if(pDriver)
							{
								CActor* pDriverActor = static_cast<CActor*>(pDriver);
								if(!pDriverActor->IsFriendlyEntity(explHit.shooterId))
								{
									totalDamage += damage;
								}
							}
						}
					}
				}
				
				m_pGameRules->ServerHit(explHit);
			}
		}
	}

	if (totalDamage > 0.f)
	{
		IGameRulesPlayerStatsModule*  pPlayStatsMod = m_pGameRules->GetPlayerStatsModule();

		if(pPlayStatsMod)
		{
			pPlayStatsMod->ProcessSuccessfulExplosion(explosionInfo.shooterId, totalDamage, explosionInfo.projectileClassId);
		}
	}
}
示例#16
0
void CHUDTagNames::Update()
{
	CActor *pClientActor = static_cast<CActor *>(g_pGame->GetIGameFramework()->GetClientActor());
	CGameRules *pGameRules = g_pGame->GetGameRules();

	if(!pClientActor || !pGameRules || !gEnv->bMultiplayer)
		return;

	int iClientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());

	// Skip enemies, they need to be added only when shot
	// (except in spectator mode when we display everyone)
	for(int iTeam = 0; iTeam < pGameRules->GetTeamCount() + 1; ++iTeam)
	{
		if((iTeam == iClientTeam) || (pClientActor->GetSpectatorMode() != CActor::eASM_None))
		{
			int iTeamPlayerCount = pGameRules->GetTeamPlayerCount(iTeam);
			for(int iPlayer=0; iPlayer<iTeamPlayerCount; iPlayer++)
			{
				IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pGameRules->GetTeamPlayer(iTeam,iPlayer));
				if(!pActor)
					continue;

				// Never display the local player
				if(pActor == pClientActor)
					continue;

				// never display other spectators
				if(static_cast<CActor*>(pActor)->GetSpectatorMode() != CActor::eASM_None)
					continue;

				// never display the name of the player we're spectating (it's shown separately with their current health)
				if(pClientActor->GetSpectatorMode() == CActor::eASM_Follow && pClientActor->GetSpectatorTarget() == pActor->GetEntityId())
					continue;

				DrawTagName(pActor);
			}
		}
	}

	IVehicleSystem *pVehicleSystem = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem();
	if(!pVehicleSystem)
		return;

	IVehicleIteratorPtr pVehicleIter = pVehicleSystem->CreateVehicleIterator();
	while(IVehicle *pVehicle=pVehicleIter->Next())
	{
		SVehicleStatus rVehicleStatus = pVehicle->GetStatus();
		if(0 == rVehicleStatus.passengerCount)
			continue;

		// Skip enemy vehicles, they need to be added only when shot (except in spectator mode...)
		bool bEnemyVehicle = true;
		for(int iSeatId=1; iSeatId<=pVehicle->GetLastSeatId(); iSeatId++)
		{
			IVehicleSeat *pVehicleSeat = pVehicle->GetSeatById(iSeatId);
			if(!pVehicleSeat)
				continue;

			EntityId uiEntityId = pVehicleSeat->GetPassenger();

			if(0 == iClientTeam)
			{
				if(uiEntityId && IsFriendlyToClient(uiEntityId))
				{
					bEnemyVehicle = false;
				}
			}
			else if(uiEntityId && pGameRules->GetTeam(uiEntityId) == iClientTeam)
			{
				bEnemyVehicle = false;
			}
		}
		if(bEnemyVehicle && (pClientActor->GetSpectatorMode() == CActor::eASM_None))	// again, draw enemies in spectator mode
			continue;

		DrawTagName(pVehicle);
	}

	// don't need to do any of this if we're in spectator mode - all player names will have been drawn above.
	if(pClientActor->GetSpectatorMode() == CActor::eASM_None)
	{
		for(TEnemyTagNamesList::iterator iter=m_enemyTagNamesList.begin(); iter!=m_enemyTagNamesList.end(); ++iter)
		{
			SEnemyTagName *pEnemyTagName = &(*iter);
			if(gEnv->pTimer->GetAsyncTime().GetSeconds() >= pEnemyTagName->fSpawnTime+((float) g_pGameCVars->hud_mpNamesDuration))
			{
				// Note: iter=my_list.erase(iter) may not be standard/safe
				TEnemyTagNamesList::iterator iterNext = iter;
				++iterNext;
				m_enemyTagNamesList.erase(iter);
				iter = iterNext;
			}
			else
			{
				IActor *pActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pEnemyTagName->uiEntityId);
				if(pActor)
					DrawTagName(pActor);

				IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(pEnemyTagName->uiEntityId);
				if(pVehicle)
					DrawTagName(pVehicle);
			}
		}
	}
}
示例#17
0
void CPlayerStateJump::Landed(CPlayer& player, const bool isHeavyWeapon, float fallSpeed)
{
#ifdef STATE_DEBUG
	bool remoteControlled = false;
	IVehicle* pVehicle = player.GetLinkedVehicle();
	if(pVehicle)
	{
		IVehicleSeat* pVehicleSeat = pVehicle->GetSeatForPassenger(player.GetEntityId());
		if(pVehicleSeat && pVehicleSeat->IsRemoteControlled())
		{
			remoteControlled = true;
		}
	}
	CRY_ASSERT_MESSAGE( player.GetLinkedEntity()==NULL || remoteControlled, "Cannot 'land' when you're linked to another entity!" );
#endif

	const SPlayerStats& stats = player.m_stats;

	Vec3 playerPosition = player.GetEntity()->GetWorldPos();
	IPhysicalEntity *phys = player.GetEntity()->GetPhysics();
	IMaterialEffects *mfx = gEnv->pGame->GetIGameFramework()->GetIMaterialEffects();

	const SActorPhysics& actorPhysics = player.GetActorPhysics();
	int matID = actorPhysics.groundMaterialIdx != -1 ? actorPhysics.groundMaterialIdx : mfx->GetDefaultSurfaceIndex();

	const float fHeightofEntity = playerPosition.z;
	const float worldWaterLevel = player.m_playerStateSwim_WaterTestProxy.GetWaterLevel();
	
	TMFXEffectId effectId = mfx->GetEffectId("bodyfall", matID);
	if (effectId != InvalidEffectId)
	{
		SMFXRunTimeEffectParams params;
		Vec3 direction = Vec3(0,0,0);
		if (IMovementController *pMV = player.GetMovementController())
		{
			SMovementState state;
			pMV->GetMovementState(state);
			direction = state.aimDirection;
		}
		params.pos = playerPosition + direction;
		//params.soundSemantic = eSoundSemantic_Player_Foley;

		float landFallParamVal = (float)__fsel( -(fallSpeed - 7.5f), 0.25f, 0.75f);
		params.AddAudioRtpc("landfall", landFallParamVal);

		const float speedParamVal = min(fabsf((actorPhysics.velocity.z * 0.1f)), 1.0f);
		params.AddAudioRtpc("speed", speedParamVal);

		mfx->ExecuteEffect(effectId, params);
	}

	bool heavyLanded = false;

	IItem* pCurrentItem = player.GetCurrentItem();
	CWeapon* pCurrentWeapon = pCurrentItem ? static_cast<CWeapon*>(pCurrentItem->GetIWeapon()) : NULL;

	if (fallSpeed > 0.0f && player.IsPlayer())
	{
		if(!gEnv->bMultiplayer)
		{
			const float verticalSpeed = fabs(fallSpeed);
			const float speedForHeavyLand = g_pGameCVars->pl_health.fallSpeed_HeavyLand;
			if ((verticalSpeed >= speedForHeavyLand) && (player.GetPickAndThrowEntity() == 0) && !player.IsDead())
			{
				if ( !isHeavyWeapon )
				{
					if (pCurrentWeapon)
					{
						pCurrentWeapon->FumbleGrenade();
						pCurrentWeapon->CancelCharge();
					}

					player.StartInteractiveActionByName("HeavyLand", false);
				}
				heavyLanded = true;
			}
		}
	}

	if(player.m_isClient)
	{
		if (fallSpeed > 0.0f)
		{
			const float fallIntensityMultiplier = stats.wasHit ? g_pGameCVars->pl_fall_intensity_hit_multiplier : g_pGameCVars->pl_fall_intensity_multiplier;
			const float fallIntensityMax = g_pGameCVars->pl_fall_intensity_max;
			const float fallTimeMultiplier = g_pGameCVars->pl_fall_time_multiplier;
			const float fallTimeMax = g_pGameCVars->pl_fall_time_max;
			const float zoomMultiplayer = (pCurrentWeapon && pCurrentWeapon->IsZoomed()) ? 0.2f : 1.0f;
			const float direction = ((cry_rand()%2)==0) ? -1.0f : 1.0f;
			const float intensity = clamp_tpl(fallIntensityMultiplier*fallSpeed*zoomMultiplayer, 0.0f, fallIntensityMax);
			const float shakeTime = clamp_tpl(fallTimeMultiplier*fallSpeed*zoomMultiplayer, 0.0f, fallTimeMax);
			const Vec3 rotation = Vec3(-0.5f, 0.15f*direction, 0.05f*direction);

			if (CScreenEffects* pGameScreenEffects = g_pGame->GetScreenEffects())
			{
				pGameScreenEffects->CamShake(rotation*intensity, Vec3(0, 0, 0), shakeTime, shakeTime, 0.05f, CScreenEffects::eCS_GID_Player);
			}

			IForceFeedbackSystem* pForceFeedback = g_pGame->GetIGameFramework()->GetIForceFeedbackSystem();
			assert(pForceFeedback);

			ForceFeedbackFxId fxId = pForceFeedback->GetEffectIdByName("landFF");
			pForceFeedback->PlayForceFeedbackEffect(fxId, SForceFeedbackRuntimeParams(intensity, 0.0f));

			if(fallSpeed > 7.0f)
			{
				player.PlaySound(CPlayer::ESound_Fall_Drop);
			}

			CPlayer::EPlayerSounds playerSound = heavyLanded ? CPlayer::ESound_Gear_HeavyLand : CPlayer::ESound_Gear_Land;
			player.PlaySound(playerSound, true);
		}
		CCCPOINT(PlayerMovement_LocalPlayerLanded);
	}
	
	if( gEnv->pAISystem )
	{
		// Notify AI
		//If silent feet active, ignore here
		const float noiseSupression = 0.0f;
		const float fAISoundRadius = (g_pGameCVars->ai_perception.landed_baseRadius + (g_pGameCVars->ai_perception.landed_speedMultiplier * fallSpeed)) * (1.0f - noiseSupression);
		SAIStimulus stim(AISTIM_SOUND, AISOUND_MOVEMENT_LOUD, player.GetEntityId(), 0,
			player.GetEntity()->GetWorldPos() + player.GetEyeOffset(), ZERO, fAISoundRadius);
		gEnv->pAISystem->RegisterStimulus(stim);
	}

	// Record 'Land' telemetry stats.

	CStatsRecordingMgr::TryTrackEvent(&player, eGSE_Land, fallSpeed);

	if (fallSpeed > 0.0f)
	{
		player.CreateScriptEvent( heavyLanded ? "heavylanded" : "landed",stats.fallSpeed);
	}
}