Example #1
0
void CUnit::ForcedMove(const float3& newPos)
{
	// hack to make mines not block ground
	const bool blocking = !unitDef->canKamikaze || (unitDef->type != "Building");
	if (blocking) {
		UnBlock();
	}

	CBuilding* building = dynamic_cast<CBuilding*>(this);
	if (building && unitDef->useBuildingGroundDecal) {
		groundDecals->RemoveBuilding(building, NULL);
	}

	pos = newPos;
	midPos = pos + (frontdir * relMidPos.z) +
	               (updir    * relMidPos.y) +
	               (rightdir * relMidPos.x);

	if (building && unitDef->useBuildingGroundDecal) {
		groundDecals->AddBuilding(building);
	}

	if (blocking) {
		Block();
	}

	qf->MovedUnit(this);
	loshandler->MoveUnit(this, false);
	if (hasRadarCapacity) {
		radarhandler->MoveUnit(this);
	}
}
/*
Destructor
*/
CSolidObject::~CSolidObject(void) {
	UnBlock();
//	readmap->CleanBlockingMap(this);	//Debug

	if(mobility)
		delete mobility;
}
Example #3
0
void CUnit::FinishedBuilding(void)
{
	beingBuilt = false;
	buildProgress = 1.0f;

	if (soloBuilder) {
		DeleteDeathDependence(soloBuilder);
		soloBuilder = NULL;
	}

	if (!(immobile && (mass == 100000))) {
		mass = unitDef->mass;		//set this now so that the unit is harder to move during build
	}

	ChangeLos(realLosRadius,realAirLosRadius);

	if (unitDef->startCloaked) {
		wantCloak = true;
		isCloaked = true;
	}

	if (unitDef->windGenerator>0) {
		if (wind.curStrength > unitDef->windGenerator) {
			cob->Call(COBFN_SetSpeed, (int)(unitDef->windGenerator * 3000.0f));
		} else {
			cob->Call(COBFN_SetSpeed, (int)(wind.curStrength       * 3000.0f));
		}
		cob->Call(COBFN_SetDirection, (int)GetHeadingFromVector(-wind.curDir.x, -wind.curDir.z));
	}

	if (unitDef->activateWhenBuilt) {
		Activate();
	}

	gs->Team(team)->metalStorage  += unitDef->metalStorage;
	gs->Team(team)->energyStorage += unitDef->energyStorage;

	//Sets the frontdir in sync with heading.
	frontdir = GetVectorFromHeading(heading) + float3(0,frontdir.y,0);

	if (unitDef->isAirBase) {
		airBaseHandler->RegisterAirBase(this);
	}

	luaCallIns.UnitFinished(this);
	globalAI->UnitFinished(this);

	if (unitDef->isFeature) {
		UnBlock();
		CFeature* f =
			featureHandler->CreateWreckage(pos, wreckName, heading, buildFacing,
			                               0, team, false, "");
		if (f) {
			f->blockHeightChanges = true;
		}
		KillUnit(false, true, 0);
	}
}
Example #4
0
void CFeature::UpdateQuadFieldPosition(const float3& moveVec)
{
	quadField->RemoveFeature(this);
	UnBlock();

	Move(moveVec, true);

	Block();
	quadField->AddFeature(this);
}
/*
Adds this object to the GroundBlockingMap.
*/
void CSolidObject::Block() {
	if(isMarkedOnBlockingMap)
		UnBlock();

	if(blocking && (physicalState == OnGround || physicalState == Floating || physicalState == Hovering || physicalState == Submarine)){
		//Using yardmap if available.
		if(yardMap) {
			readmap->AddGroundBlockingObject(this, yardMap);
		} else {
			readmap->AddGroundBlockingObject(this);
		}
		isMarkedOnBlockingMap = true;
	}
}
Example #6
0
CFeature::~CFeature()
{
	UnBlock();
	quadField->RemoveFeature(this);

	if (myFire != NULL) {
		myFire->StopFire();
		myFire = NULL;
	}

	if (def->geoThermal) {
		CGeoThermSmokeProjectile::GeoThermDestroyed(this);
	}
}
Example #7
0
CFeature::~CFeature(void)
{
	if(blocking){
		UnBlock();
	}
	qf->RemoveFeature(this);
	if(def->drawType==DRAWTYPE_TREE)
		treeDrawer->DeleteTree(pos);

	if(myFire){
		myFire->StopFire();
		myFire=0;
	}
}
Example #8
0
void CFeature::ForcedMove(const float3& newPos, bool snapToGround)
{
	if (blocking) {
		UnBlock();
	}

	// remove from managers
	qf->RemoveFeature(this);
	if (def->drawType >= DRAWTYPE_TREE) {
		treeDrawer->DeleteTree(pos);
	}

	pos = newPos;

	featureDrawer->UpdateDrawPos(this);

	// setup finalHeight
	if (snapToGround) {
		if (def->floating) {
			finalHeight = ground->GetHeight(pos.x, pos.z);
		} else {
			finalHeight = ground->GetHeight2(pos.x, pos.z);
		}
	} else {
		finalHeight = newPos.y;
	}

	// setup midPos
	if (def->drawType == DRAWTYPE_MODEL) {
		midPos = pos + model->relMidPos;
	} else if (def->drawType >= DRAWTYPE_TREE) {
		midPos = pos + (UpVector * TREE_RADIUS);
	} else {
		midPos = pos;
	}

	// setup the visual transformation matrix
	CalculateTransform();

	// insert into managers
	qf->AddFeature(this);
	if (def->drawType >= DRAWTYPE_TREE) {
		treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
	}

	if (blocking) {
		Block();
	}
}
Example #9
0
CFeature::~CFeature()
{
	UnBlock();
	quadField->RemoveFeature(this);

	if (featureHandler != NULL) {
		featureHandler->SetFeatureUpdateable(this, false);
	}

	if (myFire != NULL) {
		myFire->StopFire();
		myFire = NULL;
	}

	if (def->geoThermal) {
		CGeoThermSmokeProjectile::GeoThermDestroyed(this);
	}
}
Example #10
0
/*
 * adds this object to the GroundBlockingMap
 * if and only if its collidable property is
 * set (blocking), else does nothing (except
 * call UnBlock())
 */
void CSolidObject::Block() {
	UnBlock();

	if (!blocking) {
		return;
	}
	if (physicalState == Flying) {
		return;
	}

	// use the object's current yardmap if available
	if (curYardMap != 0) {
		groundBlockingObjectMap->AddGroundBlockingObject(this, curYardMap, 255);
	} else {
		groundBlockingObjectMap->AddGroundBlockingObject(this);
	}

	// isMarkedOnBlockingMap is now true
}
Example #11
0
void CFeature::ForcedMove(const float3& newPos)
{
	// remove from managers
	quadField->RemoveFeature(this);

	const float3 oldPos = pos;

	UnBlock();
	Move(newPos - pos, true);
	Block();

	eventHandler.FeatureMoved(this, oldPos);

	// setup the visual transformation matrix
	CalculateTransform();

	// insert into managers
	quadField->AddFeature(this);
}
/*
 * adds this object to the GroundBlockingMap
 * if and only if its collidable property is
 * set (blocking), else does nothing (except
 * call UnBlock())
 */
void CSolidObject::Block() {
	UnBlock();

	if (!blocking) {
		return;
	}
	if (physicalState == Ghost || physicalState == Flying) {
		return;
	}

	// use the object's yardmap if available
	if (yardMap) {
		groundBlockingObjectMap->AddGroundBlockingObject(this, yardMap);
	} else {
		groundBlockingObjectMap->AddGroundBlockingObject(this);
	}

	// isMarkedOnBlockingMap is now true
}
Example #13
0
void CFeature::ForcedMove(const float3& newPos)
{
	// remove from managers
	quadField->RemoveFeature(this);

	const float3 oldPos = pos;

	UnBlock();
	Move(newPos - pos, true);
	Block();

	// ForcedMove calls might cause the pstate to go stale
	// (features are only Update()'d when in the FH queue)
	UpdateTransformAndPhysState();

	eventHandler.FeatureMoved(this, oldPos);

	// insert into managers
	quadField->AddFeature(this);
}
Example #14
0
CFeature::~CFeature()
{
	if (blocking) {
		UnBlock();
	}

	qf->RemoveFeature(this);

	if (def->drawType >= DRAWTYPE_TREE && treeDrawer) {
		treeDrawer->DeleteTree(pos);
	}

	if (myFire) {
		myFire->StopFire();
		myFire = 0;
	}

	if (def->geoThermal) {
		CGeoThermSmokeProjectile::GeoThermDestroyed(this);
	}
}
Example #15
0
void CFeature::ForcedMove(const float3& newPos, bool snapToGround)
{
	if (blocking) {
		UnBlock();
	}

	// remove from managers
	qf->RemoveFeature(this);
	if (def->drawType >= DRAWTYPE_TREE) {
		treeDrawer->DeleteTree(pos);
	}

	Move3D(newPos - pos, true);
	eventHandler.FeatureMoved(this);

	// setup finalHeight (pos == newPos now)
	if (snapToGround) {
		if (def->floating) {
			finalHeight = ground->GetHeightAboveWater(pos.x, pos.z);
		} else {
			finalHeight = ground->GetHeightReal(pos.x, pos.z);
		}
	} else {
		finalHeight = pos.y;
	}

	// setup the visual transformation matrix
	CalculateTransform();

	// insert into managers
	qf->AddFeature(this);
	if (def->drawType >= DRAWTYPE_TREE) {
		treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
	}

	if (blocking) {
		Block();
	}
}
Example #16
0
void StdSchedulerThread::Stop() {
  // Not running?
  if (!fThread) return;
  // Set flag
  fRunThreadRun = false;
  // Unblock
  UnBlock();
#ifdef HAVE_WINTHREAD
  // Wait for thread to terminate itself
  HANDLE hThread = reinterpret_cast<HANDLE>(iThread);
  if (WaitForSingleObject(hThread, 10000) == WAIT_TIMEOUT)
    // ... or kill it in case it refuses to do so
    TerminateThread(hThread, -1);
#elif HAVE_PTHREAD
  // wait for thread to terminate itself
  // (without security - let's trust these unwashed hackers for once)
  pthread_join(Thread, NULL);
#endif
  fThread = false;
  // ok
  return;
}
Example #17
0
CFeature::~CFeature(void)
{
	if (blocking) {
		UnBlock();
	}

	qf->RemoveFeature(this);

	if (def->drawType == DRAWTYPE_TREE)
		treeDrawer->DeleteTree(pos);

	if (myFire) {
		myFire->StopFire();
		myFire = 0;
	}

	if (def->geoThermal) {
		CGeoThermSmokeProjectile::GeoThermDestroyed(this);
	}

	delete collisionVolume; collisionVolume = NULL;
}
bool CFeature::UpdatePosition()
{
	bool finishedUpdate = true;

	if (!createdFromUnit.empty()) {
		// we are a wreck of a dead unit
		if (!reachedFinalPos) {
			bool haveForwardSpeed = false;
			bool haveVerticalSpeed = false;
			bool inBounds = false;

			if (deathSpeed.SqLength2D() > 0.01f) {
				UnBlock();
				qf->RemoveFeature(this);

				// update our forward speed (and quadfield
				// position) if it's still greater than 0
				pos += deathSpeed;
				midPos += deathSpeed;
				// NOTE: apply more drag if we were a tank or bot?
				// (would require passing extra data to Initialize())
				deathSpeed *= 0.95f;

				haveForwardSpeed = true;

				qf->AddFeature(this);
				Block();
			}

			// def->floating is unreliable (true for land unit wrecks),
			// just assume wrecks always sink even if their "owner" was
			// a floating object (as is the case for ships anyway)
			float realGroundHeight = ground->GetHeight2(pos.x, pos.z);
			bool reachedGround = (pos.y <= realGroundHeight);

			if (!reachedGround) {
				if (pos.y > 0.0f) {
					// quadratic acceleration if not in water
					deathSpeed.y += mapInfo->map.gravity;
				} else {
					// constant downward speed otherwise
					deathSpeed.y = mapInfo->map.gravity;
				}

				pos.y += deathSpeed.y;
				midPos.y += deathSpeed.y;
				haveVerticalSpeed = true;
			} else {
				// last Update() may have sunk us into
				// ground if pos.y was only marginally
				// larger than ground height, correct
				pos.y = realGroundHeight;
				midPos.y = pos.y + model->relMidPos.y;
			}

			inBounds = pos.CheckInBounds();
			reachedFinalPos = (!haveForwardSpeed && !haveVerticalSpeed);
			// reachedFinalPos = ((!haveForwardSpeed && !haveVerticalSpeed) || !inBounds);

			if (!inBounds) {
				// ensure that no more forward-speed updates are done
				// (prevents wrecks floating in mid-air at edge of map
				// due to gravity no longer being applied either)
				deathSpeed = ZeroVector;
			}

			featureHandler->UpdateDrawQuad(this, pos);
			CalculateTransform();
		}

		if (!reachedFinalPos)
			finishedUpdate = false;
	}

	if (pos.y > finalHeight) {
		//! feature is falling
		if (def->drawType >= DRAWTYPE_TREE)
			treeDrawer->DeleteTree(pos);

		if (pos.y > 0.0f) {
			speed.y += mapInfo->map.gravity; //! gravity is negative
		} else { //! fall slower in water
			speed.y += mapInfo->map.gravity * 0.5;
		}
		pos.y += speed.y;
		midPos.y += speed.y;
		transMatrix[13] += speed.y;

		if (def->drawType >= DRAWTYPE_TREE)
			treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
	} else if (pos.y < finalHeight) {
		//! if ground is restored, make sure feature does not get buried
		if (def->drawType >= DRAWTYPE_TREE)
			treeDrawer->DeleteTree(pos);

		float diff = finalHeight - pos.y;
		pos.y = finalHeight;
		midPos.y += diff;
		transMatrix[13] += diff;
		speed.y = 0.0f;

		if (def->drawType >= DRAWTYPE_TREE)
			treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
	}

	if (pos.y != finalHeight)
		finishedUpdate = false;

	isUnderWater = ((pos.y + height) < 0.0f);
	return finishedUpdate;
}
Example #19
0
bool CFeature::UpdatePosition()
{
	if (udef != NULL) {
		// we are a wreck of a dead unit
		if (!reachedFinalPos) {
			// def->floating is unreliable (true for land unit wrecks),
			// so just assume wrecks always sink even if their "owner"
			// was a floating object (as is the case for ships anyway)
			const float realGroundHeight = ground->GetHeightReal(pos.x, pos.z);
			const bool reachedWater  = ( pos.y                     <= 0.1f);
			const bool reachedGround = ((pos.y - realGroundHeight) <= 0.1f);

			deathSpeed *= 0.999999f;
			deathSpeed *= (1.0f - (int(reachedWater ) * 0.05f));
			deathSpeed *= (1.0f - (int(reachedGround) * 0.10f));

			if (deathSpeed.SqLength2D() > 0.01f) {
				UnBlock();
				qf->RemoveFeature(this);

				// update our forward speed (and quadfield
				// position) if it is still greater than 0
				Move3D(deathSpeed, true);

				qf->AddFeature(this);
				Block();
			} else {
				deathSpeed.x = 0.0f;
				deathSpeed.z = 0.0f;
			}

			if (!reachedGround) {
				if (!reachedWater) {
					// quadratic acceleration if not in water
					deathSpeed.y += mapInfo->map.gravity;
				} else {
					// constant downward speed otherwise
					deathSpeed.y = mapInfo->map.gravity;
				}

				Move1D(deathSpeed.y, 1, true);
			} else {
				deathSpeed.y = 0.0f;

				// last Update() may have sunk us into
				// ground if pos.y was only marginally
				// larger than ground height, correct
				Move1D(realGroundHeight, 1, false);
			}

			reachedFinalPos = (deathSpeed == ZeroVector);

			if (!pos.IsInBounds()) {
				pos.ClampInBounds();
				// ensure that no more forward-speed updates are done
				// (prevents wrecks floating in mid-air at edge of map
				// due to gravity no longer being applied either)
				deathSpeed = ZeroVector;
			}

			eventHandler.FeatureMoved(this);
			CalculateTransform();
		}
	} else {
		if (pos.y > finalHeight) {
			// feature is falling (note: gravity is negative)
			if (def->drawType >= DRAWTYPE_TREE) {
				treeDrawer->DeleteTree(pos);
			}

			if (pos.y > 0.0f) {
				speed.y += mapInfo->map.gravity;
			} else {
				speed.y = mapInfo->map.gravity;
			}

			Move1D(speed.y, 1, true);

			if (def->drawType >= DRAWTYPE_TREE) {
				treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
			}

			transMatrix[13] += speed.y;
		} else if (pos.y < finalHeight) {
			// if ground is restored, make sure feature does not get buried
			if (def->drawType >= DRAWTYPE_TREE) {
				treeDrawer->DeleteTree(pos);
			}

			const float dy = finalHeight - pos.y;

			speed.y = 0.0f;
			transMatrix[13] += dy;

			Move1D(dy, 1, true);

			if (def->drawType >= DRAWTYPE_TREE) {
				treeDrawer->AddTree(def->drawType - 1, pos, 1.0f);
			}
		}

		reachedFinalPos = (pos.y == finalHeight);
	}

	isUnderWater = ((pos.y + height) < 0.0f);
	return reachedFinalPos;
}
Example #20
0
void BlockedQR( double *A, int h, int w, double *Q){

/* Block size */
	int b= 16;

/* Calculate Number of blocks */
	int wn_bloc = (w+b-1)/b; // Number of Blocks in width (round up)
	int hn_bloc = (h+b -1)/b; // Number of Blocks in height (round up)


/* Determine which num. of blocks is smaller */
	int n = wn_bloc; 
	if( wn_bloc > hn_bloc )
		n = hn_bloc;

/* Set Q = m by m identity matrix */
 	for(int i = 0; i<h; i++){
		for(int j=0; j<h; j++){
		Q[i + j*h] = 0;
		if(i == j)
			Q[i +j*h] = 1;
		}
	}	


/* Enter Loop */
for(int k =0; k< n; k++){	
		
	/* Update Blocks below the Diagonal (will also update diagonal) */
	for( int i=k+1; i<hn_bloc ; i++){
		double  *tempA = malloc(2*b*b*sizeof(double));
		double  *tempR = malloc(2*b*b*sizeof(double));
		double  *tempQ = malloc(2*b*2*b*sizeof(double));
		double *tempQt = malloc(2*b*2*b*sizeof(double));
		Block(tempA, A, h , w, b, k, i, k);	
		WY( tempA, 2*b, b, tempQ, tempQt, tempR);
		UnBlock(A, tempR, h, w, b,k, i, k);
		free(tempA); free(tempR); 

		/* Update Q */
		double *tempQh1 = malloc( b* 2*h* sizeof(double));
		double *tempQh2 = malloc( b* 2*h* sizeof(double));
		BlockQ(Q, tempQh1, h, h, b, k, i );
		dgemm_simple(tempQh1, h, 2*b, tempQ, 2*b, 2*b, tempQh2);	
		UnBlockQ( tempQh2, Q, h, h, b, k, i);	
		free(tempQ); free(tempQh1); free(tempQh2);
 
		/* Update Blocks along i and k  rows */
		#pragma omp parallel for shared(A, k, h, w, b, i) 	
		for( int j=k+1; j<wn_bloc ; j++){
			double *tempA = malloc(2*b*b*sizeof(double));
			double *tempR = malloc(2*b*b*sizeof(double));
			Block(tempA, A , h, w, b, k, i, j);
			dgemm_simple(tempQt, 2*b, 2*b, tempA, 2*b, b, tempR);
			UnBlock(A, tempR, h, w, b,k, i, j);
			free(tempA); free(tempR);	
		}
		free(tempQt);

	}
	if( (k == hn_bloc - 1) && (n == hn_bloc) ){
	/* Update Diagonal Block by itself if we are on the last column and there will be no zero rows. */
	double *tempA = malloc( b*b*sizeof(double));
	double *tempR = malloc( b * b* sizeof(double));	
	double *tempQ = malloc( b* b*sizeof(double));
	double *tempQt = malloc( b* b* sizeof(double));
	BlockMatrix(A, tempA, h, w, b, k, k);
	WY( tempA, b, b, tempQ, tempQt, tempR); 
	UnBlockMatrix(A, tempR, h, w, b, k,k);
	free(tempA); free(tempR); 

	/* Update Corresponding Diagonal Block in in Q */
	double *tempQh1 = malloc( b* h* sizeof(double));
	double *tempQh2 = malloc( b* h* sizeof(double));
	BlockQ1(Q, tempQh1, h, h, b, k );
	dgemm_simple(tempQh1, h, b, tempQ, b, b, tempQh2);	
	UnBlockQ1(tempQh2 , Q, h, h, b, k);
	free(tempQ); free(tempQh1); free(tempQh2);
	
	/* Update Blocks along row with Digonal Block - Do in Parallel */
		#pragma omp parallel for shared(A, k, h, w, b, tempQt) 	
		for( int j=k+1; j<wn_bloc ; j++){
		double *tempA = malloc( b*b*sizeof(double));		
		double *tempR = malloc( b*b*sizeof(double));
		BlockMatrix(A, tempA, h, w, b, k, j);
		dgemm_simple(tempQt, b, b, tempA, b, b, tempR);	
		UnBlockMatrix(A, tempR, h,w,b, k, j);
		free(tempA); free(tempR);
		}
   		free(tempQt);	
	}
}

}
Example #21
0
bool CFeature::UpdatePosition()
{
	const float3 oldPos = pos;

	if (udef != NULL) {
		// we are a wreck of a dead unit, possibly with residual impulse
		// in this case we do not care about <finalHeight> and are always
		// affected by gravity
		// note that def->floating is unreliable (eg. it can be true for
		// ground-unit wrecks), so just assume wrecks always sink in water
		// even if their "owner" was a floating object (as is the case for
		// ships anyway)
		if (IsMoving()) {
			const float realGroundHeight = ground->GetHeightReal(pos.x, pos.z);
			const bool reachedWater  = ( pos.y                     <= 0.1f);
			const bool reachedGround = ((pos.y - realGroundHeight) <= 0.1f);

			// NOTE:
			//   all these calls use the base-class because FeatureHandler::Update
			//   iterates over updateFeatures and our ::SetVelocity will insert us
			//   into that
			CWorldObject::SetVelocity(speed + GetDragAccelerationVec(float4(mapInfo->atmosphere.fluidDensity, mapInfo->water.fluidDensity, 1.0f, 0.1f)));

			if (speed.SqLength2D() > 0.01f) {
				UnBlock();
				quadField->RemoveFeature(this);

				// update our forward speed (and quadfield
				// position) if it is still greater than 0
				Move(speed, true);

				quadField->AddFeature(this);
				Block();
			} else {
				CWorldObject::SetVelocity(speed * UpVector);
			}

			if (!reachedGround) {
				if (!reachedWater) {
					// quadratic acceleration if not in water
					CWorldObject::SetVelocity(speed + (UpVector * mapInfo->map.gravity));
				} else {
					// constant downward speed otherwise
					CWorldObject::SetVelocity((speed * XZVector) + (UpVector * mapInfo->map.gravity));
				}

				Move(UpVector * speed.y, true);
			} else {
				CWorldObject::SetVelocity(speed * XZVector);

				// last Update() may have sunk us into
				// ground if pos.y was only marginally
				// larger than ground height, correct
				Move(UpVector * (realGroundHeight - pos.y), true);
			}

			if (!pos.IsInBounds()) {
				pos.ClampInBounds();

				// ensure that no more forward-speed updates are done
				// (prevents wrecks floating in mid-air at edge of map
				// due to gravity no longer being applied either)
				CWorldObject::SetVelocity(ZeroVector);
			}

			eventHandler.FeatureMoved(this, oldPos);
			CalculateTransform();
		}
	} else {
		// any feature that is not a dead unit (ie. rocks, trees, ...)
		// these never move in the xz-plane no matter how much impulse
		// is applied, only gravity affects them (FIXME: arbitrary..?)
		if (pos.y > finalHeight) {
			if (pos.y > 0.0f) {
				CWorldObject::SetVelocity(speed + (UpVector * mapInfo->map.gravity));
			} else {
				CWorldObject::SetVelocity((speed * XZVector) + (UpVector * mapInfo->map.gravity));
			}

			// stop falling when we reach our finalHeight
			// (which can be arbitrary, even below ground)
			Move(UpVector * std::min(pos.y - finalHeight, speed.y), true);
			eventHandler.FeatureMoved(this, oldPos);
		} else if (pos.y < finalHeight) {
			// stop vertical movement and teleport up
			CWorldObject::SetVelocity(speed * XZVector);

			Move(UpVector * (finalHeight - pos.y), true);
			eventHandler.FeatureMoved(this, oldPos);
		}

		transMatrix[13] = pos.y;
	}

	UpdatePhysicalStateBit(CSolidObject::PSTATE_BIT_MOVING, ((SetSpeed(speed) != 0.0f) || (std::fabs(pos.y - finalHeight) >= 0.01f)));
	UpdatePhysicalState(0.1f);

	return (IsMoving());
}
Example #22
0
LRESULT CInviteChatDlg::OnNetEvent(WPARAM w,LPARAM l)
{
	NLT_Container *pItem = (NLT_Container *)w;
	ASSERT(pItem!=NULL);
	
	UnBlock();
	switch(pItem->EventType)
	{
	case NLT_EDetails:
		{
			IUser    *pUser    = NULL;
			HRESULT hr = AutoUnMarchaling(pItem,(LPUNKNOWN*)&pUser);
			
			if(SUCCEEDED(hr))
			{
				theNet2.LockTranslator();
				theNet2.RemoveFromTranslator(Handle);
				try
				{
					CUser InfoUser(pUser);
					m_User = InfoUser;

					CString strNickText;
					strNickText.Format(GetString(IDS_INVITE_CHAT_NICK_NAME),m_User.GetShowName());
					m_Nick.SetWindowText(strNickText);
					
					UpdateData(FALSE);
				}
				catch(...)
				{
					ASSERT(FALSE);
				}
				theNet2.UnlockTranslator();
				pUser->Release();
			}
		}
		break;
	case NLT_EChatCreate:
		{
			IChat *pChat	=	NULL;
			HRESULT hr = AutoUnMarchaling(pItem,(LPUNKNOWN*)&pChat);
			if(hr==S_OK)
			{
				// Step 1. Add new Chat to ChatsCollections [8/9/2002]
				pMessenger->AddNewChat(pChat,SC_INACTIVE);
				// Step 2. Connect to Chat [9/7/2002]
				CChat Chat(pChat);
				pMessenger->SetChatStatus(Chat.GetId(),SC_ACTIVE,CMainDlg::HCI_OPEN_CHAT_WINDOW);
				// Step 2. Free Interface [8/9/2002]
				pChat->Release();
			}
			// Step 3. Close the Window
			KillWindow();
		}
		break;
	case NLT_ECommandOK:
		theNet2.LockTranslator();
		theNet2.RemoveFromTranslator(Handle);
		theNet2.UnlockTranslator();
		KillWindow();
		break;
	case NLT_ECommandError:
		theNet2.LockTranslator();
		theNet2.RemoveFromTranslator(Handle);
		theNet2.UnlockTranslator();
		if(pItem->Long1==etSERVER)
		{
			switch(pItem->Long2)
			{
			case ERR_UNABLE_CREATE_CONN:
				_SHOW_IBN_ERROR_DLG_OK(IDS_SERVICENOTAVAILABLE);
				break;
			}
		}
		MessageBox(GetString(IDS_INVITECHAT_ERROR),GetString(IDS_ERROR_TITLE),MB_OK|MB_ICONSTOP);
		break;
	}
	
	delete pItem;
    return 0;
}
Example #23
0
void CUnit::KillUnit(bool selfDestruct,bool reclaimed,CUnit *attacker)
{
    if(isDead)
        return;
    if(dynamic_cast<CAirMoveType*>(moveType) && !beingBuilt) {
        if(!selfDestruct && !reclaimed && gs->randFloat()>recentDamage*0.7/maxHealth+0.2) {
            ((CAirMoveType*)moveType)->SetState(CAirMoveType::AIRCRAFT_CRASHING);
            health=maxHealth*0.5;
            return;
        }
    }
    isDead=true;

    globalAI->UnitDestroyed(this,attacker);

    blockHeightChanges=false;
    if(unitDef->isCommander)
        gs->Team(team)->CommanderDied(this);

    if(!reclaimed && !beingBuilt) {
        string exp;
        if(selfDestruct)
            exp=unitDef->selfDExplosion;
        else
            exp=unitDef->deathExplosion;

        if(!exp.empty()) {
            WeaponDef* wd=weaponDefHandler->GetWeapon(exp);
            if(wd) {
                helper->Explosion(midPos,wd->damages,wd->areaOfEffect,wd->edgeEffectivness,wd->explosionSpeed,this,true,wd->damages[0]>500?1:2,false,wd->explosionGenerator,0);

                // Play explosion sound
                CWeaponDefHandler::LoadSound(wd->soundhit);
                if (wd->soundhit.id) {
                    sound->PlaySound(wd->soundhit.id, pos, wd->soundhit.volume);
                }

                //info->AddLine("Should play %s (%d)", wd->soundhit.name.c_str(), wd->soundhit.id);
            }
        }
        if(selfDestruct)
            recentDamage+=maxHealth*2;

        vector<int> args;
        args.push_back((int)(recentDamage/maxHealth*100));
        args.push_back(0);
        cob->Call(COBFN_Killed, args, &CUnitKilledCB, this, NULL);

        UnBlock();
        delayedWreckLevel=args[1];
//		featureHandler->CreateWreckage(pos,wreckName, heading, args[1],-1,true);
    } else {
        deathScriptFinished=true;
    }
    if(beingBuilt || dynamic_cast<CAirMoveType*>(moveType) || reclaimed)
        uh->DeleteUnit(this);
    else {
        speed=ZeroVector;
        deathCountdown=5;
        stunned=true;
        paralyzeDamage=1000000;
        if(health<0)
            health=0;
    }
}
Example #24
0
LRESULT CAddUserRequest::OnNetEvent(WPARAM w,LPARAM l)
{
	NLT_Container *pItem = (NLT_Container *)w;
	ASSERT(pItem!=NULL);
	
	
	UnBlock();
	switch(pItem->EventType)
	{
	case NLT_EDetails:
		{
			IUser    *pUser    = NULL;
			HRESULT hr = AutoUnMarchaling(pItem,(LPUNKNOWN*)&pUser);
			
			if(SUCCEEDED(hr))
			{
				theNet2.LockTranslator();
				theNet2.RemoveFromTranslator(Handle);
				try
				{
					CUser InfoUser(pUser);
					m_User = InfoUser;
					m_Nick.SetText(m_User.GetShowName());

					UpdateData(FALSE);
				}
				catch(...)
				{
					ASSERT(FALSE);
				}
				theNet2.UnlockTranslator();
				pUser->Release();
			}
		}
		break;
	case NLT_ECommandOK:
		theNet2.LockTranslator();
		theNet2.RemoveFromTranslator(Handle);
		theNet2.UnlockTranslator();
		if(m_bAddUserCommand&&!pMessenger->CheckUserInContactList(m_User))
		{
			//GetDlgItem(IDOK)->ShowWindow(SW_HIDE);
			//GetDlgItem(ID_DANY)->ShowWindow(SW_HIDE);
			m_Accept.ShowWindow(SW_HIDE);
			m_Deny.ShowWindow(SW_HIDE);
			m_AddToContact.ShowWindow(SW_SHOWNORMAL);
			//GetDlgItem(ID_AUTHORIZATION_REQUEST)->ShowWindow(SW_SHOWNORMAL);
		}
		else
			KillWindow();
		break;
	case NLT_ECommandError:
		theNet2.LockTranslator();
		theNet2.RemoveFromTranslator(Handle);
		theNet2.UnlockTranslator();
		if(pItem->Long1==etSERVER)
		{
			switch(pItem->Long2)
			{
			case ERR_UNABLE_CREATE_CONN:
				_SHOW_IBN_ERROR_DLG_OK(IDS_SERVICENOTAVAILABLE);
				break;
			}
		}
		MessageBox(GetString(IDS_ADD_USER_ERROR),GetString(IDS_ERROR_TITLE),MB_OK|MB_ICONSTOP);
		break;
	}
	
	delete pItem;
    return 0;
}