Control *findControl(const char *name) { SimManager *manager = SimGame::get()->getManager(SimGame::CLIENT); int tag = atoi(name); if(tag) { SimSet *s = (SimSet *) manager->findObject(TaggedGuiSetId); SimSet::iterator i; for(i = s->begin(); i != s->end(); i++) { Control *c = dynamic_cast<Control *>(*i); if(c && c->getTag() == DWORD(tag)) return c; } return NULL; } else { StringTableEntry n = stringTable.insert(name); SimSet *s = (SimSet *) manager->findObject(NamedGuiSetId); SimSet::iterator i; for(i = s->begin(); i != s->end(); i++) { Control *c = dynamic_cast<Control *>(*i); if(c && c->getName() == n) return c; } return NULL; } }
void SimFire::createOnClients(SimFire * fire, SimManager * mgr) { SimSet * packetStreams = static_cast<SimSet*>(mgr->findObject(PacketStreamSetId)); if (packetStreams) { for (SimSet::iterator itr = packetStreams->begin(); itr != packetStreams->end(); itr++) { Net::PacketStream * pStream = dynamic_cast<Net::PacketStream *>(*itr); if (pStream && pStream->getGhostManager()->getCurrentMode() == Net::GhostManager::GhostNormalMode) { Net::RemoteCreateEvent * addEvent = new Net::RemoteCreateEvent; SimFire *fireCopy = new SimFire(*fire); addEvent->newRemoteObject = fireCopy; // if attached to an object, see if it is in scope... if (fire->onObj) { int gidx = pStream->getGhostManager()->getGhostIndex(static_cast<SimNetObject*>(fire->onObj)); if (gidx==-1) continue; // object must be out of scope } pStream->getEventManager()->postRemoteEvent(addEvent); } } } if (!fire->manager) // this was a temporary object delete fire; }
bool SimTreeView::handleItemDroppedOnItem( HTREEITEM hTarget, HTREEITEM hDropItem ) { bool removeFromSource=false; lockManager(); HTREEITEM hParent = getParent( hTarget ); SimSet *pTarget = (SimSet*)getObject( hParent ); SimObject *obj = getObject(hDragItem); SimObject *pParent = getObject( getParent(hDropItem) ); if ( pTarget != obj ) { state.set(STV_MODIFIED); if ( pTarget->find(pTarget->begin(), pTarget->end(), obj) != pTarget->end() ) { if ( pTarget->reOrder( obj, getObject(hTarget) ) ) refresh( hParent ); } else { if ( !dynamic_cast<SimGroup*>(pTarget) ) { if ( dynamic_cast<SimGroup*>(pParent) ) removeFromSource = false; // Group->Set, copy else if ( (GetKeyState( VK_SHIFT ) & 0x80000000) == 0 ) removeFromSource = true; // Set->Set, but pressing shift key, copy else removeFromSource = true; // Set->Set, copying set by menu } else if ( !dynamic_cast<SimGroup*>(pParent) ) { unlockManager(); return false; // set->Group is not allowed } else { state.clear(GWTV_COPYING); // Group->Group, moving removeFromSource = true; } pTarget->addObject(obj); pTarget->reOrder( obj, getObject(hTarget) ); WinParent::handleItemDroppedOnItem( hTarget, hDropItem ); } } unlockManager(); return removeFromSource; // don't modify list after return }
TerrainBlock* EditTSCtrl::getActiveTerrain() { // Find a terrain block SimSet* scopeAlwaysSet = Sim::getGhostAlwaysSet(); for(SimSet::iterator itr = scopeAlwaysSet->begin(); itr != scopeAlwaysSet->end(); itr++) { TerrainBlock* block = dynamic_cast<TerrainBlock*>(*itr); if( block ) return block; } return NULL; }
// lock/unlock object(s) bool SimTreeView::lockObject( SimObject * obj, bool lock ) { if( !obj ) return( false ); SimSet *ss; // recurse into children if( ( ss = dynamic_cast<SimSet*>( obj ) ) != NULL ) for( SimSet::iterator itr = ss->begin(); itr != ss->end(); itr++ ) lockObject( (*itr), lock ); else obj->setLocked( lock ); return( true ); }
void SimTreeView::handleItemExpansion( HTREEITEM /*hParent*/, HTREEITEM hItem ) { SimSet *set; lockManager(); TV_ITEM *tvi = treeList.getItemInfo( hItem ); SimObject *obj = getObject( hItem ); if ( (set = dynamic_cast<SimSet*>(obj)) != 0 ) { TreeView_Expand( treeList.getHandle(), hItem, TVE_COLLAPSE|TVE_COLLAPSERESET ); tvi->mask = TVIF_IMAGE; tvi->iImage = handleGetBitmapIndex( hItem, true ); TreeView_SetItem( treeList.getHandle(), tvi ); for ( SimObjectList::iterator iter=set->begin(); iter!=set->end(); iter++ ) addSet( *iter, hItem ); } unlockManager(); }
void SimExplosionCloud::createOnClients(SimExplosionCloud * cloud, SimManager * mgr) { SimSet * packetStreams = static_cast<SimSet*>(mgr->findObject(PacketStreamSetId)); if (packetStreams) { for (SimSet::iterator itr = packetStreams->begin(); itr != packetStreams->end(); itr++) { Net::PacketStream * pStream = dynamic_cast<Net::PacketStream *>(*itr); if (pStream && pStream->getGhostManager()->getCurrentMode() == Net::GhostManager::GhostNormalMode) { Net::RemoteCreateEvent * addEvent = new Net::RemoteCreateEvent; SimExplosionCloud *cloudCopy = new SimExplosionCloud(*cloud); addEvent->newRemoteObject = cloudCopy; pStream->getEventManager()->postRemoteEvent(addEvent); } } } if (!cloud->manager) // this was a temporary object delete cloud; }
bool GhostManager::onAdd() { if(!Parent::onAdd()) return false; if (!getId()) manager->assignId(this); // iterate through the ghost always objects and InScope them... SimSet *ghostAlwaysSet = (SimSet *) manager->findObject(SimGhostAlwaysSetId); SimSet::iterator i; for(i = ghostAlwaysSet->begin(); i != ghostAlwaysSet->end(); i++) { AssertFatal(dynamic_cast<SimNetObject *>(*i) != NULL, "Non SimNetObject in GhostAlwaysSet"); SimNetObject *obj = (SimNetObject *)(*i); if(obj->netFlags.test(SimNetObject::Ghostable)) objectInScope(obj); } // add to the ghostManager set addToSet(GhostManagerSetId); return true; }
void Turret::shoot (bool playerControlled, Player* targetPlayer) { if (data && data->isSustained == false) { if (data && data->projectile.type == -1) { if (!isGhost()) if (const char* script = scriptName("onFire")) Console->executef(2, script, scriptThis()); } else { float energy = getEnergy(); if (waitTime <= manager->getCurrentTime() && data && energy >= data->minGunEnergy && data->projectile.type != -1) { TMat3F muzzleTransform; getMuzzleTransform(0, &muzzleTransform); Projectile* bullet = createProjectile(data->projectile); if (!playerControlled && data->deflection) { static Random random; EulerF angles; muzzleTransform.angles (&angles); angles.x += (random.getFloat() - 0.5) * M_2PI * data->deflection; angles.z += (random.getFloat() - 0.5) * M_2PI * data->deflection; muzzleTransform.set (angles, muzzleTransform.p); } else if (playerControlled) { Point3F start = muzzleTransform.p; muzzleTransform = getEyeTransform (); aimedTransform (&muzzleTransform, start); muzzleTransform.p = start; } bullet->initProjectile (muzzleTransform, Point3F (0, 0, 0), getId()); if (bullet->isTargetable() == true) { if (targetPlayer != NULL) { if (GameBase* mo = targetPlayer->getMountObject()) bullet->setTarget(static_cast<ShapeBase*>(mo)); else bullet->setTarget(targetPlayer); } else if (playerControlled) { ShapeBase* pClosest = NULL; Point3F closeHisPos; float closestVal = -2.0f; SimSet::iterator itr; Point3F lookDir; getEyeTransform().getRow(1, &lookDir); lookDir.normalize(); SimContainerQuery collisionQuery; SimCollisionInfo info; collisionQuery.id = getId(); collisionQuery.type = -1; collisionQuery.mask = Projectile::csm_collisionMask; collisionQuery.detail = SimContainerQuery::DefaultDetail; collisionQuery.box.fMin = getEyeTransform().p; SimContainer* pRoot = (SimContainer*)manager->findObject(SimRootContainerId); SimSet* pSet = dynamic_cast<SimSet*>(manager->findObject(PlayerSetId)); AssertFatal(pSet != NULL, "No player set?"); for (itr = pSet->begin(); itr != pSet->end(); itr++) { Player* pPlayer = dynamic_cast<Player*>(*itr); if (!pPlayer || pPlayer->getVisibleToTeam(getTeam()) == false) continue; collisionQuery.box.fMax = pPlayer->getBoxCenter(); if (pRoot->findLOS(collisionQuery, &info, SimCollisionImageQuery::High) == true) { if (info.object != (SimObject*)pPlayer) continue; } Point3F hisPos = pPlayer->getBoxCenter(); hisPos -= getLinearPosition(); hisPos.normalize(); float prod = m_dot(hisPos, lookDir); if (prod > 0.0f && prod > closestVal) { closestVal = prod; pClosest = pPlayer; closeHisPos = hisPos; } } pSet = dynamic_cast<SimSet*>(manager->findObject(MoveableSetId)); AssertFatal(pSet != NULL, "No moveable set?"); for (itr = pSet->begin(); itr != pSet->end(); itr++) { if (((*itr)->getType() & VehicleObjectType) == 0) continue; ShapeBase* pObject = dynamic_cast<ShapeBase*>(*itr); if (pObject->getVisibleToTeam(getTeam()) == false) continue; collisionQuery.box.fMax = pObject->getBoxCenter(); if (pRoot->findLOS(collisionQuery, &info, SimCollisionImageQuery::High) == true) { if (info.object != (SimObject*)pObject) continue; } Point3F hisPos = pObject->getBoxCenter(); hisPos -= getLinearPosition(); hisPos.normalize(); float prod = m_dot(hisPos, lookDir); if (prod > 0.0f && prod > closestVal) { closestVal = prod; closeHisPos = hisPos; pClosest = pObject; } } // We need to find the current FOV, and take the percentage of // it specified in the .dat file for this turret. Only if the // do product is greater than this, do we allow the target to // be set... // float myFov = (fov / 2.0) * data->targetableFovRatio; float compCos = cos(myFov); if (compCos > 0.996f) // hack for single precision math. It's very compCos = 0.996; // hard to get more precise answers from the dot prod. if (pClosest != NULL && closestVal > compCos) bullet->setTarget(pClosest); } } if (data->maxGunEnergy) { float e; e = energy > data->maxGunEnergy ? data->maxGunEnergy : energy; float pofm = e / float(data->maxGunEnergy); bullet->setEnergy (e, pofm); energy -= e; setEnergy (energy); } SimGroup *grp = NULL; if(SimObject *obj = manager->findObject("MissionCleanup")) grp = dynamic_cast<SimGroup*>(obj); if(!manager->registerObject(bullet)) delete bullet; else { if(grp) grp->addObject(bullet); else manager->addObject(bullet); } waitTime = manager->getCurrentTime() + data->reloadDelay; if (animThread) { setFireThread (); animThread->SetPosition (0.0); } fireCount++; setMaskBits (ShootingMask); } } } else { if (data && data->projectile.type == -1) { if (!isGhost()) if (const char* script = scriptName("onFire")) Console->executef(2, script, scriptThis()); } else { float energy = getEnergy(); if (waitTime <= manager->getCurrentTime() && data && energy >= data->minGunEnergy && data->projectile.type != -1) { TMat3F muzzleTransform; getMuzzleTransform(0, &muzzleTransform); Projectile* bullet = createProjectile(data->projectile); if (!playerControlled && data->deflection) { static Random random; EulerF angles; muzzleTransform.angles (&angles); angles.x += (random.getFloat() - 0.5) * M_2PI * data->deflection; angles.z += (random.getFloat() - 0.5) * M_2PI * data->deflection; muzzleTransform.set (angles, muzzleTransform.p); } else if (playerControlled) { Point3F start = muzzleTransform.p; muzzleTransform = getEyeTransform (); aimedTransform (&muzzleTransform, start); muzzleTransform.p = start; } bullet->initProjectile (muzzleTransform, Point3F (0, 0, 0), getId()); AssertFatal(bullet->isSustained() == true, "Error, must be sustained bullet"); SimGroup *grp = NULL; if(SimObject *obj = manager->findObject("MissionCleanup")) grp = dynamic_cast<SimGroup*>(obj); if(!manager->registerObject(bullet)) delete bullet; else { if(grp) grp->addObject(bullet); else manager->addObject(bullet); } if (animThread) { setFireThread (); animThread->SetPosition (0.0); } fireCount++; setMaskBits (ShootingMask); m_fireState = Firing; m_beganState = wg->currentTime; m_pProjectile = bullet; m_pTarget = targetPlayer; if (m_pTarget) deleteNotify(m_pTarget); } } } }