entity *create_local_entity_routed_vehicle (int index, entity_sub_types sub_type, entity *group, vec3d *position) { entity *new_entity; ASSERT (get_comms_model() == COMMS_MODEL_SERVER); // // create routed entity // new_entity = create_local_entity ( ENTITY_TYPE_ROUTED_VEHICLE, index, ENTITY_ATTR_PARENT (LIST_TYPE_MEMBER, group), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, sub_type), ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, position->x, position->y, position->z), ENTITY_ATTR_END ); // // create and attach special effects // // // // return new_entity; }
entity *create_new_pilot_entity (const char *name, entity_sides side, int rank, entity_sub_types sub_type, int unique_id, int difficulty) { entity *en, *force; ASSERT (get_comms_model () == COMMS_MODEL_SERVER); ASSERT (name); force = get_local_force_entity (side); ASSERT (force); en = create_client_server_entity ( ENTITY_TYPE_PILOT, ENTITY_INDEX_DONT_CARE, ENTITY_ATTR_PARENT (LIST_TYPE_PILOT, force), ENTITY_ATTR_STRING (STRING_TYPE_PILOTS_NAME, name), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, sub_type), ENTITY_ATTR_INT_VALUE (INT_TYPE_UNIQUE_ID, unique_id), ENTITY_ATTR_INT_VALUE (INT_TYPE_SIDE, side), ENTITY_ATTR_INT_VALUE (INT_TYPE_PILOT_RANK, rank), ENTITY_ATTR_INT_VALUE (INT_TYPE_DIFFICULTY_LEVEL, difficulty), ENTITY_ATTR_END ); send_pilot_joined_message (en); return en; }
entity *create_new_division (entity_sub_types type, entity_sides side, entity *parent, entity *hq, int local_only) { entity *new_entity; int id; ASSERT (get_comms_model () == COMMS_MODEL_SERVER); ASSERT (parent); id = get_next_free_division_id (side, type); if (local_only) { new_entity = create_local_entity ( ENTITY_TYPE_DIVISION, ENTITY_INDEX_DONT_CARE, ENTITY_ATTR_PARENT (LIST_TYPE_DIVISION, parent), ENTITY_ATTR_PARENT (LIST_TYPE_DIVISION_HEADQUARTERS, hq), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, type), ENTITY_ATTR_INT_VALUE (INT_TYPE_DIVISION_ID, id), ENTITY_ATTR_END ); } else { new_entity = create_client_server_entity ( ENTITY_TYPE_DIVISION, ENTITY_INDEX_DONT_CARE, ENTITY_ATTR_PARENT (LIST_TYPE_DIVISION, parent), ENTITY_ATTR_PARENT (LIST_TYPE_DIVISION_HEADQUARTERS, hq), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, type), ENTITY_ATTR_INT_VALUE (INT_TYPE_DIVISION_ID, id), ENTITY_ATTR_END ); } return new_entity; }
entity *create_client_server_entity_routed_vehicle (int index, entity_sub_types sub_type, entity *group, vec3d *position) { entity *new_entity; sound_sample_indices sample_index; ASSERT (get_comms_model() == COMMS_MODEL_SERVER); // // create routed entity // new_entity = create_client_server_entity ( ENTITY_TYPE_ROUTED_VEHICLE, index, ENTITY_ATTR_PARENT (LIST_TYPE_MEMBER, group), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, sub_type), ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, position->x, position->y, position->z), ENTITY_ATTR_END ); // // create and attach special effects // { // // dust trails // attach_routed_vehicle_meta_smoke_lists (new_entity); // // headlights // set_vehicle_headlight_state (new_entity, OFF); // // sound effects // sample_index = vehicle_database [sub_type].idle_sound_effect; if (sample_index != SOUND_SAMPLE_INDEX_NONE) { create_client_server_sound_effect_entity ( new_entity, ENTITY_SIDE_NEUTRAL, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING1, SOUND_CHANNEL_SOUND_EFFECT, SOUND_LOCALITY_ALL, NULL, // position 1.0, // amplification TRUE, // valid sound effect TRUE, // looping 1, // sample count &sample_index // sample index list ); } sample_index = vehicle_database [sub_type].moving_sound_effect; if (sample_index != SOUND_SAMPLE_INDEX_NONE) { create_client_server_sound_effect_entity ( new_entity, ENTITY_SIDE_NEUTRAL, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING2, SOUND_CHANNEL_SOUND_EFFECT, SOUND_LOCALITY_ALL, NULL, // position 1.0, // amplification FALSE, // valid sound effect TRUE, // looping 1, // sample count &sample_index // sample index list ); } } // // // return new_entity; }
static entity *create_local (entity_types type, int index, char *pargs) { char name [STRING_TYPE_KEYSITE_NAME_MAX_LENGTH]; entity *group, *force, *sector, *en; keysite *raw; //////////////////////////////////////// // // VALIDATE // //////////////////////////////////////// validate_local_create_entity_index (index); #if DEBUG_MODULE debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index); #endif en = get_free_entity (index); if (en) { //////////////////////////////////////// // // MALLOC ENTITY DATA // //////////////////////////////////////// set_local_entity_type (en, type); raw = malloc_fast_mem (sizeof (keysite)); set_local_entity_data (en, raw); //////////////////////////////////////// // // INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES // // DO NOT USE ACCESS FUNCTIONS // // DO NOT USE RANDOM VALUES // //////////////////////////////////////// memset (raw, 0, sizeof (keysite)); sprintf (name, "KEYSITE %d", (int) en % 100); strncpy (raw->keysite_name, name, STRING_TYPE_KEYSITE_NAME_MAX_LENGTH); // // fixed // raw->position.x = MID_MAP_X; raw->position.y = MID_MAP_Y; raw->position.z = MID_MAP_Z; raw->alive = TRUE; raw->keysite_usable_state = KEYSITE_STATE_USABLE; raw->in_use = FALSE; raw->object_index = OBJECT_3D_INVALID_OBJECT_INDEX; raw->side = ENTITY_SIDE_NEUTRAL; raw->supplies.ammo_supply_level = 0.0; raw->supplies.fuel_supply_level = 0.0; raw->assign_timer = frand1 () * KEYSITE_TASK_ASSIGN_TIMER; // SERVER ONLY - OK TO USE RANDOM raw->sleep = frand1 () * KEYSITE_UPDATE_SLEEP_TIMER; // SERVER ONLY - OK TO USE RANDOM //////////////////////////////////////// // // OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES // //////////////////////////////////////// set_local_entity_attributes (en, pargs); //////////////////////////////////////// // // CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN // //////////////////////////////////////// ASSERT (raw->side != ENTITY_SIDE_NEUTRAL); ASSERT (entity_sub_type_keysite_valid (raw->sub_type)); ASSERT (keysite_database [raw->sub_type].minimum_efficiency < 1.0); // the following is currently required for the campaign to progress properly... ASSERT (keysite_database [raw->sub_type].repairable == keysite_database [raw->sub_type].troop_insertion_target); //////////////////////////////////////// // // RESOLVE DEFAULT VALUES // //////////////////////////////////////// update_keysite_cargo (en, raw->supplies.ammo_supply_level, ENTITY_SUB_TYPE_CARGO_AMMO, CARGO_AMMO_SIZE); update_keysite_cargo (en, raw->supplies.fuel_supply_level, ENTITY_SUB_TYPE_CARGO_FUEL, CARGO_FUEL_SIZE); //////////////////////////////////////// // // BUILD COMPONENTS // //////////////////////////////////////// //////////////////////////////////////// // // LINK INTO SYSTEM // //////////////////////////////////////// force = get_local_entity_parent (en, LIST_TYPE_KEYSITE_FORCE); debug_assert (get_local_entity_type (force) == ENTITY_TYPE_FORCE); ASSERT (force); sector = get_local_sector_entity (&raw->position); ASSERT (sector); insert_local_entity_into_parents_child_list (en, LIST_TYPE_KEYSITE_FORCE, force, NULL); insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, sector, NULL); insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL); set_local_entity_int_value (sector, INT_TYPE_KEYSITE_COUNT, get_local_entity_int_value (sector, INT_TYPE_KEYSITE_COUNT) + 1); if (raw->in_use) { update_imap_sector_side (en, TRUE); update_imap_importance_level (en, TRUE); update_keysite_distance_to_friendly_base (en, raw->side); } //////////////////////////////////////// // // CREATE SUB ENTITIES // //////////////////////////////////////// // for site buildings group = create_local_entity ( ENTITY_TYPE_GROUP, ENTITY_INDEX_DONT_CARE, ENTITY_ATTR_PARENT (LIST_TYPE_BUILDING_GROUP, en), ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, raw->position.x, raw->position.y, raw->position.z), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, ENTITY_SUB_TYPE_GROUP_BUILDINGS), ENTITY_ATTR_END ); #if DEBUG_MODULE { int sx, sz; get_x_sector (sx, raw->position.x); get_z_sector (sz, raw->position.z); debug_log ("KS_CREAT: Side %s creating keysite %s (type %d) index %d at %f, %f (%d, %d)", entity_side_short_names [raw->side], raw->keysite_name, raw->sub_type, get_local_entity_index (en), raw->position.x, raw->position.z, sx, sz); } #endif } return (en); }
entity *create_local_sound_effect_entity ( int index, entity *parent, entity_sides side, entity_sub_types sub_type, sound_channel_types channel, sound_locality_types locality, vec3d *position, float amp, int valid, int looping, int sample_count, sound_sample_indices *sample_indices ) { entity *en; vec3d pos; int panning, create_stack_attributes; ASSERT (parent); create_stack_attributes = force_local_entity_create_stack_attributes; if (get_comms_data_flow () == COMMS_DATA_FLOW_RX) { set_force_local_entity_create_stack_attributes (TRUE); } panning = TRUE; if (position) { pos = *position; } else { position = get_local_entity_vec3d_ptr (parent, VEC3D_TYPE_POSITION); if (position) { pos = *position; } else { pos.x = MID_MAP_X; pos.y = MID_MAP_Y; pos.z = MID_MAP_Z; panning = FALSE; } } // // special cases for speech // switch (sub_type) { case ENTITY_SUB_TYPE_EFFECT_SOUND_RADIO_MESSAGE: { if (get_global_gunship_side () == side) { amp = adjust_radio_message_amplification (amp, &pos); } else { amp = 0.0; } panning = FALSE; break; } case ENTITY_SUB_TYPE_EFFECT_SOUND_CPG_MESSAGE: case ENTITY_SUB_TYPE_EFFECT_SOUND_WARNING_MESSAGE: { if (parent == get_gunship_entity ()) { amp = 1.0; } else { amp = 0.0; } panning = FALSE; break; } } // // create sound // en = create_local_entity ( ENTITY_TYPE_SOUND_EFFECT, index, ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, sub_type), ENTITY_ATTR_PARENT (LIST_TYPE_SPECIAL_EFFECT, parent), ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, pos.x, pos.y, pos.z), ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_CHANNEL, channel), ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_EFFECT_LOOPING, looping), ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_EFFECT_PANNING, panning), ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_LOCALITY, locality), ENTITY_ATTR_INT_VALUE (INT_TYPE_VALID_SOUND_EFFECT, valid), ENTITY_ATTR_FLOAT_VALUE (FLOAT_TYPE_AMPLIFICATION, amp), ENTITY_ATTR_END ); set_local_sound_effect_sample_indices (en, sample_count, sample_indices); #if DEBUG_MODULE debug_log ("SOUNDEFF : created effect %s (%d), parent %s (%d), next %d, looping %d, valid %d", application_sound_effects [sample_indices [0]].name, get_local_entity_index (en), get_local_entity_type_name (parent), get_local_entity_index (parent), looping, valid); #endif set_force_local_entity_create_stack_attributes (create_stack_attributes); return en; }
void create_client_server_entity_weapon (entity *launcher, entity_sub_types weapon_sub_type, int weapon_index, int burst_size, int *smoke_trail_indices) { entity *force, *target, *weapon; meta_smoke_list_types smoke_trail_type; int i, num_smoke_trail_entities, valid_sound_effect, current_weapon_count, new_weapon_count; ASSERT (launcher); ASSERT (entity_sub_type_weapon_valid (weapon_sub_type)); // // get target // if (!(weapon_database[weapon_sub_type].weapon_class & (WEAPON_CLASS_DECOY | WEAPON_CLASS_CARGO | WEAPON_CLASS_DEBRIS))) { target = get_local_entity_parent (launcher, LIST_TYPE_TARGET); /* if (weapon_database[weapon_sub_type].hellfire_flight_profile) { if (get_local_entity_int_value (launcher, INT_TYPE_LOCK_ON_AFTER_LAUNCH)) { target = NULL; } } */ } else { target = NULL; } if (get_comms_model () == COMMS_MODEL_SERVER) { //////////////////////////////////////// // // SERVER/TX and SERVER/RX // //////////////////////////////////////// ASSERT (weapon_index == ENTITY_INDEX_DONT_CARE); ASSERT (burst_size == BURST_SIZE_DONT_CARE); ASSERT (!smoke_trail_indices); // NOTE: The clients' weapon counters lag the servers' so it is possible that the // client may unknowingly attempt to create more weapons than are available. // This is prone to happen during rapid firing. current_weapon_count = get_local_entity_weapon_count (launcher, weapon_sub_type); if (current_weapon_count > 0) { int loal_mode = weapon_database[weapon_sub_type].hellfire_flight_profile && get_local_entity_int_value (launcher, INT_TYPE_LOCK_ON_AFTER_LAUNCH); if (get_comms_data_flow () == COMMS_DATA_FLOW_RX) { set_force_local_entity_create_stack_attributes (TRUE); } // // get burst size wrt rate of fire // if (weapon_database[weapon_sub_type].rate_of_fire != FIRE_SINGLE_WEAPON) { float time_per_shot = weapon_database[weapon_sub_type].inverse_rate_of_fire * ONE_MINUTE; unsigned int* last_shot = NULL; switch (launcher->type) { case ENTITY_TYPE_HELICOPTER: last_shot = &((helicopter*)get_local_entity_data(launcher))->ac.weapon_salvo_timer; break; case ENTITY_TYPE_FIXED_WING: last_shot = &((fixed_wing*)get_local_entity_data(launcher))->ac.weapon_salvo_timer; break; case ENTITY_TYPE_ANTI_AIRCRAFT: last_shot = &((anti_aircraft*)get_local_entity_data(launcher))->vh.weapon_salvo_timer; break; case ENTITY_TYPE_PERSON: last_shot = &((person*)get_local_entity_data(launcher))->vh.weapon_salvo_timer; break; case ENTITY_TYPE_ROUTED_VEHICLE: last_shot = &((routed_vehicle*)get_local_entity_data(launcher))->vh.weapon_salvo_timer; break; case ENTITY_TYPE_SHIP_VEHICLE: last_shot = &((ship_vehicle*)get_local_entity_data(launcher))->vh.weapon_salvo_timer; break; } if (last_shot) { unsigned int current_time = get_system_time(); float elapsed_time = 1; if (*last_shot > 0) { if (current_time < *last_shot) return; elapsed_time = (current_time - *last_shot) * 0.001; } else elapsed_time = get_delta_time(); burst_size = (int)(weapon_database[weapon_sub_type].rate_of_fire * ONE_OVER_ONE_MINUTE * elapsed_time); if (burst_size < 1) { if (*last_shot == 0) // first shot in salvo always get fired burst_size = 1; else return; } if (*last_shot) *last_shot += (int)(burst_size * time_per_shot * 1000.0); else *last_shot = current_time; } else { ASSERT(FALSE); burst_size = 1; } } else { burst_size = 1; } // // set burst timer // valid_sound_effect = FALSE; if (get_local_entity_float_value (launcher, FLOAT_TYPE_WEAPON_BURST_TIMER) == 0.0) { set_local_entity_float_value (launcher, FLOAT_TYPE_WEAPON_BURST_TIMER, weapon_database[weapon_sub_type].burst_duration); valid_sound_effect = TRUE; } // // create weapon // weapon = create_local_entity ( ENTITY_TYPE_WEAPON, ENTITY_INDEX_DONT_CARE, ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, weapon_sub_type), ENTITY_ATTR_INT_VALUE (INT_TYPE_WEAPON_BURST_SIZE, burst_size), ENTITY_ATTR_INT_VALUE (INT_TYPE_WEAPON_MISSILE_PHASE, MISSILE_PHASE1), ENTITY_ATTR_INT_VALUE (INT_TYPE_LOCK_ON_AFTER_LAUNCH, loal_mode), ENTITY_ATTR_PARENT (LIST_TYPE_LAUNCHED_WEAPON, launcher), ENTITY_ATTR_PARENT (LIST_TYPE_TARGET, target), ENTITY_ATTR_END ); if (weapon) { // // send FIRE message to force (unless it's a decoy/cargo/debris being launched) // if ((target) && (!(weapon_database[weapon_sub_type].weapon_class & (WEAPON_CLASS_DECOY | WEAPON_CLASS_CARGO | WEAPON_CLASS_DEBRIS)))) { force = get_local_force_entity ((entity_sides) get_local_entity_int_value (target, INT_TYPE_SIDE)); if (force) { notify_local_entity (ENTITY_MESSAGE_ENTITY_FIRED_AT, force, launcher, target); } } // // create sound effect(s) // if (valid_sound_effect) { create_weapon_launched_sound_effects (launcher, weapon_sub_type); } // // create smoke trail // smoke_trail_type = (meta_smoke_list_types) get_local_entity_int_value (weapon, INT_TYPE_WEAPON_SMOKE_TRAIL_TYPE); if (smoke_trail_type != META_SMOKE_LIST_TYPE_NONE) { struct OBJECT_3D_BOUNDS *bounding_box; vec3d exhaust_offset; num_smoke_trail_entities = count_entities_in_meta_smoke_list (smoke_trail_type); ASSERT (num_smoke_trail_entities > 0); smoke_trail_indices = (int *) malloc_fast_mem (sizeof (int) * num_smoke_trail_entities); for (i = 0; i < num_smoke_trail_entities; i++) { smoke_trail_indices[i] = ENTITY_INDEX_DONT_CARE; } bounding_box = get_object_3d_bounding_box (get_local_entity_int_value (weapon, INT_TYPE_DEFAULT_3D_SHAPE)); if ((weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_PILOT) ||(weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_CO_PILOT)) { exhaust_offset.x = 0.0; exhaust_offset.y = 0.0; exhaust_offset.z = 0.0; } else { exhaust_offset.x = 0.0; exhaust_offset.y = 0.0; exhaust_offset.z = bounding_box->zmin; } create_meta_smoke_list_specified_offset (smoke_trail_type, weapon, &exhaust_offset, smoke_trail_indices); } transmit_entity_comms_message ( ENTITY_COMMS_CREATE_WEAPON, NULL, launcher, weapon_sub_type, get_local_entity_safe_index (weapon), burst_size, smoke_trail_indices ); if (smoke_trail_indices) { free_mem (smoke_trail_indices); } // // out of weapons (if infinite weapons then reload else select next weapon) // new_weapon_count = get_local_entity_weapon_count (launcher, weapon_sub_type); if (new_weapon_count <= 0) { #if !DEMO_VERSION if (get_local_entity_int_value (get_session_entity (), INT_TYPE_INFINITE_WEAPONS)) { weapon_config_types config_type; config_type = (weapon_config_types) get_local_entity_int_value (launcher, INT_TYPE_WEAPON_CONFIG_TYPE); set_client_server_entity_int_value (launcher, INT_TYPE_WEAPON_CONFIG_TYPE, config_type); } else #endif { // // play weapon out of ammo speech // play_entity_weapon_out_speech (launcher, weapon_sub_type); // // select next weapon // /* if (!(weapon_database[weapon_sub_type].weapon_class & (WEAPON_CLASS_DECOY | WEAPON_CLASS_CARGO | WEAPON_CLASS_DEBRIS))) { entity_sub_types next_weapon_sub_type; if (get_local_entity_int_value (launcher, INT_TYPE_PLAYER) != ENTITY_PLAYER_AI) { next_weapon_sub_type = get_next_available_weapon_sub_type (launcher); } else { next_weapon_sub_type = ENTITY_SUB_TYPE_WEAPON_NO_WEAPON; } set_client_server_entity_int_value (launcher, INT_TYPE_SELECTED_WEAPON, next_weapon_sub_type); } */ } } else { int report_ammo_low_count; report_ammo_low_count = weapon_database[weapon_sub_type].report_ammo_low_count; if ((current_weapon_count > report_ammo_low_count) && (new_weapon_count <= report_ammo_low_count)) { // // play weapon low speech // play_entity_weapon_low_speech (launcher, weapon_sub_type); } else { // // weapon launch speech // play_entity_weapon_launched_speech (launcher, weapon_sub_type); } } } set_force_local_entity_create_stack_attributes (FALSE); } else { pause_client_server_continuous_weapon_sound_effect (launcher, weapon_sub_type); } } else { if (get_comms_data_flow () == COMMS_DATA_FLOW_TX) { //////////////////////////////////////// // // CLIENT/TX // //////////////////////////////////////// ASSERT (weapon_index == ENTITY_INDEX_DONT_CARE); ASSERT (burst_size == BURST_SIZE_DONT_CARE); ASSERT (!smoke_trail_indices); // NOTE: The clients' weapon counters lag the servers' so it is possible that the // client may unknowingly attempt to create more weapons than are available. // This is prone to happen during rapid firing. if (get_local_entity_weapon_available (launcher, weapon_sub_type)) { transmit_entity_comms_message ( ENTITY_COMMS_CREATE_WEAPON, NULL, launcher, weapon_sub_type, ENTITY_INDEX_DONT_CARE, burst_size, NULL ); } } else { //////////////////////////////////////// // // CLIENT/RX // //////////////////////////////////////// ASSERT (weapon_index != ENTITY_INDEX_DONT_CARE); ASSERT (burst_size > 0); set_force_local_entity_create_stack_attributes (TRUE); weapon = create_local_entity ( ENTITY_TYPE_WEAPON, weapon_index, ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, weapon_sub_type), ENTITY_ATTR_INT_VALUE (INT_TYPE_WEAPON_BURST_SIZE, burst_size), ENTITY_ATTR_PARENT (LIST_TYPE_LAUNCHED_WEAPON, launcher), ENTITY_ATTR_PARENT (LIST_TYPE_TARGET, target), ENTITY_ATTR_END ); ASSERT (weapon); // // create smoke trail // smoke_trail_type = (meta_smoke_list_types) get_local_entity_int_value (weapon, INT_TYPE_WEAPON_SMOKE_TRAIL_TYPE); if (smoke_trail_type != META_SMOKE_LIST_TYPE_NONE) { struct OBJECT_3D_BOUNDS *bounding_box; vec3d exhaust_offset; ASSERT (smoke_trail_indices); bounding_box = get_object_3d_bounding_box (get_local_entity_int_value (weapon, INT_TYPE_DEFAULT_3D_SHAPE)); if ((weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_PILOT) ||(weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_CO_PILOT)) { exhaust_offset.x = 0.0; exhaust_offset.y = 0.0; exhaust_offset.z = 0.0; } else { exhaust_offset.x = 0.0; exhaust_offset.y = 0.0; exhaust_offset.z = bounding_box->zmin; } create_meta_smoke_list_specified_offset (smoke_trail_type, weapon, &exhaust_offset, smoke_trail_indices); } else { ASSERT (!smoke_trail_indices); } set_force_local_entity_create_stack_attributes (FALSE); } } }
entity *create_client_server_entity_fixed_wing (int index, entity_sub_types sub_type, entity *group, vec3d *position) { entity *new_entity; fixed_wing *raw; ASSERT (get_comms_model() == COMMS_MODEL_SERVER); // // create fixed wing entity // new_entity = create_client_server_entity ( ENTITY_TYPE_FIXED_WING, index, ENTITY_ATTR_PARENT (LIST_TYPE_MEMBER, group), ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, sub_type), ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, position->x, position->y, position->z), ENTITY_ATTR_END ); // // create and attach special effects // { sound_sample_indices sound_sample_index; // // damage smoke // attach_fixed_wing_meta_smoke_lists (new_entity); // // sound effects // sound_sample_index = aircraft_database [sub_type].continuous_sound_effect_index; create_client_server_sound_effect_entity ( new_entity, ENTITY_SIDE_NEUTRAL, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING1, SOUND_CHANNEL_SOUND_EFFECT, SOUND_LOCALITY_ALL, NULL, // position 1.0, // amplification FALSE, // valid sound effect TRUE, // looping 1, // sample count &sound_sample_index // sample index list ); sound_sample_index = SOUND_SAMPLE_INDEX_JET_AFTERBURNER; create_client_server_sound_effect_entity ( new_entity, ENTITY_SIDE_NEUTRAL, ENTITY_SUB_TYPE_EFFECT_SOUND_ENGINE_LOOPING2, SOUND_CHANNEL_SOUND_EFFECT, SOUND_LOCALITY_ALL, NULL, // position 1.0, // amplification FALSE, // valid sound effect TRUE, // looping 1, // sample count &sound_sample_index // sample index list ); } // // initialise terrain elevation cache // raw = get_local_entity_data (new_entity); get_3d_terrain_point_data (position->x, position->z, &raw->ac.terrain_info); return new_entity; }