Exemplo n.º 1
0
CAISensorAbstract* CAISensorMgr::AddAISensor( EnumAISensorType eSensorType )
{
	// Find an existing sensor of the specified type.

	CAISensorAbstract* pSensor = FindSensor( eSensorType );
	if( pSensor )
	{
		// Incremenet the reference count.

		pSensor->IncrementSensorRefCount();
		return pSensor;
	}

	// Create a new sensor of the specified type.

	AIDB_SensorRecord* pSensorRecord;
	pSensorRecord = g_pAIDB->GetAISensorRecord( eSensorType );

	if( pSensorRecord && ( pSensorRecord->eSensorClass != kSensor_InvalidType ) )
	{
		pSensor = AI_FACTORY_NEW_Sensor( pSensorRecord->eSensorClass );
		if (pSensor)
		{
			m_lstAISensors.push_back( pSensor );
			pSensor->InitSensor( eSensorType, m_pAI );
		}
	}

	return pSensor;
}
Exemplo n.º 2
0
void CheckThreatWarn(void * pObject, type_TWSubSystem subSystem)
{
CPLight* pCPLight = (CPLight*) pObject;;
PlayerRwrClass* theRwr = (PlayerRwrClass*)FindSensor ((AircraftClass*)pCPLight->mpOwnship, SensorClass::RWR);
int val = FALSE;

   switch (subSystem)
   {
      case handoff:
         val = theRwr->ManualSelect();
      break;

      case missile_launch:
         // If we have a launch warning and we're in the "ON" part of the blink cycle
         val = theRwr->LaunchIndication() && (vuxRealTime & 0x200);
      break;

      case pri_mode:
         val = theRwr->IsPriority();
      break;

      case sys_test:
         val = theRwr->ShowNaval();
      break;

      case tgt_t:
         val = theRwr->TargetSep();
      break;

      case unk:
         val = theRwr->LightUnknowns();
      break;

      case search:
         val = theRwr->LightSearch();
      break;

      case activate_power:
         val = theRwr->HasActivity();
      break;

      case low_altitude:
         val = theRwr->LowAltPriority();
      break;

      case system_power:
         val = theRwr->IsOn();
      break;
   }

	if(val)
   {
		pCPLight->mState = CPLIGHT_ON;
	}
	else
   {
		pCPLight->mState = CPLIGHT_OFF;
	}
}
Exemplo n.º 3
0
void CBEAuxWarnAlt(void * pObject) {
	CPLight *pCPLight	= (CPLight*) pObject;

	if ((SimDriver.GetPlayerEntity()) && (SimDriver.GetPlayerEntity()->IsSetFlag(MOTION_OWNSHIP))) {

	   ALR56Class* theRwr = (ALR56Class*)FindSensor(SimDriver.GetPlayerEntity(), SensorClass::RWR);

		if(theRwr) {
			pCPLight->mState = theRwr->LowAltPriority();
      }
	}
}
Exemplo n.º 4
0
void CBEAuxWarnActPwr(void * pObject) {
	CPLight *pCPLight	= (CPLight*) pObject;

	if ((SimDriver.GetPlayerEntity()) && (SimDriver.GetPlayerEntity()->IsSetFlag(MOTION_OWNSHIP))) {

	   ALR56Class* theRwr = (ALR56Class*)FindSensor(SimDriver.GetPlayerEntity(), SensorClass::RWR);

		if(theRwr) {
         pCPLight->mState = (theRwr->CurSpike() ? TRUE : FALSE);
		}
	}
}
Exemplo n.º 5
0
void SensorManager::RemoveSensor(string name) {
	Sensor *sensor = FindSensor(name);

	if (sensor == NULL) {
		LOG(WARNING)<< "Sensor " << name << "not registered, did not remove any sensor" << endl;
		return;
	}
	sensor->Stop();
	sensor->Release();
	sensors_.erase(name);
	if (sensor)
		delete sensor;
}
Exemplo n.º 6
0
void AircraftClass::ReleaseManualProgram(void)
{
	PlayerRwrClass* theRwr = (PlayerRwrClass*)FindSensor(this, SensorClass::RWR);

	if(!theRwr)
		return;

	if(static_cast<unsigned int>(ChaffCount) >= OTWDriver.pCockpitManager->mpIcp->iCHAFF_BQ[EWSProgNum] &&
		ChaffSalvoCount != 0 && !theRwr->ChaffCheck)
	{
		//Set our timer
		ChaffBurstInterval = static_cast<VU_TIME>(SimLibElapsedTime + (OTWDriver.pCockpitManager->mpIcp->fCHAFF_SI[EWSProgNum] * CampaignSeconds));
		//Reset our count
		ChaffCount = 0;
		//Mark us with one less to go
		ChaffSalvoCount--;
		//We've been here already
		theRwr->ChaffCheck = TRUE;							
	}
	if(FlareCount == OTWDriver.pCockpitManager->mpIcp->iFLARE_BQ[EWSProgNum] &&
		FlareSalvoCount != 0 && !theRwr->FlareCheck)
	{
		//Set our timer
		FlareBurstInterval = static_cast<VU_TIME>(SimLibElapsedTime + (OTWDriver.pCockpitManager->mpIcp->fFLARE_SI[EWSProgNum] * CampaignSeconds));
		//Reset our count
		FlareCount = 0;
		//Mark us with one less to go
		FlareSalvoCount--;
		//We've been here already
		theRwr->FlareCheck = TRUE;
	}
	if(SimLibElapsedTime >= ChaffBurstInterval && 
		(static_cast<unsigned int>(ChaffCount) < OTWDriver.pCockpitManager->mpIcp->iCHAFF_BQ[EWSProgNum]))
	{					
		EWSChaffBurst();
		theRwr->ChaffCheck = FALSE;
	}
	if(SimLibElapsedTime >= FlareBurstInterval &&
		(static_cast<VU_TIME>(FlareCount) < OTWDriver.pCockpitManager->mpIcp->iFLARE_BQ[EWSProgNum]))
	{
		EWSFlareBurst();
		theRwr->FlareCheck = FALSE;
	}
	if(FlareCount == OTWDriver.pCockpitManager->mpIcp->iFLARE_BQ[EWSProgNum] &&
		ChaffCount == OTWDriver.pCockpitManager->mpIcp->iCHAFF_BQ[EWSProgNum] &&
		ChaffSalvoCount <= 0 && FlareSalvoCount <= 0)
	{
		theRwr->ReleaseManual = FALSE;
	}

}
Exemplo n.º 7
0
void CAISensorMgr::RemoveAISensor( EnumAISensorType eSensorType )
{
	// Find a sensor of the specified type.

	CAISensorAbstract* pSensor = FindSensor( eSensorType );
	if( pSensor )
	{
		// Decrement the reference count of the sensor.

		pSensor->DecrementSensorRefCount();
		if( pSensor->GetSensorRefCount() <= 0 )
		{
			m_bSensorDeleted = true;
		}
	}
}
Exemplo n.º 8
0
bool SensorManager::RegisterSensor(string name, Sensor *sensor) {
	Sensor *s = FindSensor(name);
	if (s != NULL) {
		LOG(WARNING)<< "Sensor " << name << " already exists, update." << endl;
	}

	sensors_.insert(pair<string, Sensor*>(name, sensor));
	if (!sensor->IsInit())
	{
		if(!sensor->Init())
		  return false;
	}
	if (!sensor->IsStart())
		sensor->Start();
	return true;
}
Exemplo n.º 9
0
//TJL 01/25/04
void CBELockLight(void *pObject)
{
	CPLight*			pCPLight;
	pCPLight	= (CPLight*) pObject;
	Falcon4EntityClassType*		pclassPtr=NULL;

	RadarDopplerClass*			rdc = NULL;

	rdc = (RadarDopplerClass*)FindSensor(SimDriver.GetPlayerEntity(), SensorClass::Radar);
	if(rdc)
	{
		if (rdc->CurrentTarget())
			pCPLight->mState = CPLIGHT_ON;
		else
			pCPLight->mState = CPLIGHT_OFF;
	}
}
Exemplo n.º 10
0
void CBEAuxWarnActL(void * pObject) {
	CPLight*	pCPLight = (CPLight*) pObject;
   if (pCPLight && (SimDriver.GetPlayerEntity()) && (SimDriver.GetPlayerEntity()->IsSetFlag(MOTION_OWNSHIP))) {
	   PlayerRwrClass* theRwr = (PlayerRwrClass*)FindSensor(SimDriver.GetPlayerEntity(), SensorClass::RWR);
		if(theRwr) {
			pCPLight->mState = (theRwr->HasActivity() != FALSE);
		}
		//MI extracting Data
		// MD -- 20031011: moved to cautions.cpp so the bits are set even if the player isn't
		// looking at the cockpit view.
		//if (pCPLight->mState) 
		//{
		//	cockpitFlightData.SetLightBit2(FlightData::AuxAct);
		//}
		//else 
		//{
		//	cockpitFlightData.ClearLightBit2(FlightData::AuxAct);
		//}
	}
}
Exemplo n.º 11
0
void AircraftClass::EWSFlareBurst(void)
{
	PlayerRwrClass* theRwr = (PlayerRwrClass*)FindSensor(this, SensorClass::RWR);

	if (mFaults && (mFaults->GetFault(FaultClass::cmds_fault) & FaultClass::bus))
		return;

	if(theRwr)
	{
		if(!theRwr->IsOn() || !HasPower(AircraftClass::EWSFlarePower))
			return;
	}
	else	//no RWR, return anyway
		return;

	//set our next release time
	FlareBurstInterval = static_cast<VU_TIME>(SimLibElapsedTime + (OTWDriver.pCockpitManager->mpIcp->fFLARE_BI[EWSProgNum] * CampaignSeconds));
	//Drop one right now
	FlareCount++;
	DropFlare();
}
Exemplo n.º 12
0
SimObjectType* BeamRiderClass::Exec( SimObjectType* )
{
	SensorClass	*radar;
	
	// Validate our locked target
	CheckLockedTarget();

	// Validate our radar platform
	SetGuidancePlatform( SimCampHandoff( radarPlatform, HANDOFF_RADAR ) );
	if (!radarPlatform) {
		if (lockedTarget)
			SendTrackMsg( lockedTarget, Track_Unlock );
		ClearSensorTarget();
		return NULL;
	}

	if (!lockedTarget) {//me123 allow reacusition
		// 2002-03-13 MODIFIED BY S.G. Fair enough but don't assume it's a battalion, planes can fire SARH but they always return FEC_RADAR_SEARCH_100. Removed all cast to BattalionClass and other unrequired class casting. Let the class hierarchy sort it out
		/*RadarClass* platformradar = NULL; 
		if (radarPlatform->IsSim())
		{
			platformradar = (RadarClass*)FindSensor( (SimMoverClass*) radarPlatform, SensorClass::Radar );
			int mode;
			if (((SimBaseClass*)radarPlatform)->IsSim() && ((BattalionClass*)((SimBaseClass*)radarPlatform)->GetCampaignObject()))
				mode = ((BattalionClass*)((SimBaseClass*)radarPlatform)->GetCampaignObject())->GetRadarMode();
			else
				mode = ((SimBaseClass*)radarPlatform)->GetRadarMode();
			
			if (mode == FEC_RADAR_GUIDE && platformradar)
			{
				SetSensorTarget( platformradar->CurrentTarget());
				CalcRelGeom ((MissileClass *)platform, lockedTarget, NULL, 1.0F);
			}
			else return NULL;
		}*/
		if (radarPlatform->IsSim() && radarPlatform->OnGround())
		{
			RadarClass* radarSensor = (RadarClass*)FindSensor( (SimMoverClass*) radarPlatform, SensorClass::Radar );
			int mode = FEC_RADAR_OFF;
			if (((SimBaseClass*)radarPlatform)->GetCampaignObject())
				mode = ((SimBaseClass*)radarPlatform)->GetCampaignObject()->GetRadarMode();
			
			if (mode == FEC_RADAR_GUIDE && radarSensor)
			{
				SetSensorTarget( radarSensor->CurrentTarget());
				CalcRelGeom ((MissileClass *)platform, lockedTarget, NULL, 1.0F);
			}
			else
				return NULL;
		}
	}

	if (!lockedTarget)
	{
		return NULL;
	}

	// See if our guidance radar is still providing information for us
	if (radarPlatform->IsSim()) 
	{
		radar = FindSensor((SimMoverClass*)radarPlatform, SensorClass::Radar);
		ShiAssert( radar );

		// 20002-03-13 ADDED BY S.G. If the radarPlatform is the player and the missile is a SARH, make sure he's in STT otherwise break lock
		if (radarPlatform->IsPlayer()) 
		{
			if (((MissileClass *)platform)->GetSeekerType() == SensorClass::RadarHoming) {
				if (!((RadarDopplerClass *)radar)->IsSet(RadarDopplerClass::STTingTarget)) {
					// That's it, he's off the hook...
					if (lockedTarget)
						SendTrackMsg( lockedTarget, Track_Unlock );
					ClearSensorTarget();
					return NULL;
				}
			}
		}
		// END OF ADDED SECTION 2002-03-13

#if(0)
		// Cobra - AI SARH support check
		else if (lockedTarget && radarPlatform->IsAirplane()) 
		{
			if ((((MissileClass *)platform)->GetSeekerType() == SensorClass::RadarHoming) &&
						(((MissileClass *)platform)->GetRuntime() > 0.0f))
			{
				int stat = 0;
				//if (lockedTarget->BaseData()->IsSPJamming())
				//{
					//float ret = ((RadarClass *)platform)->ReturnStrength(lockedTarget);
					//if (ret < 1.0f)
					//{
						// Ok so it's too low, but is it jamming? If so, follow anyway...
						//if (ret == -1.0f || lockedTarget->BaseData()->IsSPJamming())
					//}
					//stat ++;
				//}
				if (radarPlatform->IsDead())
					stat ++;
				if (radarPlatform->IsExploding()) 
					stat ++;
				//if (!radarPlatform->IsEmitting())
					//stat ++;


					if (stat)
					{
					//if (lockedTarget->BaseData()->IsSPJamming() || 
					//		radarPlatform->IsDead() || 
					//		radarPlatform->IsExploding() || 
					//		!radarPlatform->IsEmitting())
					//{
						if (lockedTarget)
						{
							SendTrackMsg( lockedTarget, Track_Unlock );
							((MissileClass *)platform)->SetFlag(MissileClass::SensorLostLock);
							((MissileClass *)platform)->SetFlag(MissileClass::ClosestApprch);
							((MissileClass *)platform)->SetFlag(OBJ_EXPLODING);
							SetDesiredTarget( NULL );
						}
						ClearSensorTarget();
						return NULL;
					}
				//}
				// Since flights don't currently update their radar state, we'll make this approximation
				float dx = lockedTarget->BaseData()->XPos() - radarPlatform->XPos();
				float dy = lockedTarget->BaseData()->YPos() - radarPlatform->YPos();
				float brg = (float)atan2( dy, dx );
				float angleOff = (float)fmod( fabs( fabs(brg) - fabs(radarPlatform->Yaw()) ), PI ); // Cobra fabs all vars
				if (angleOff > RadarDataTable[radarPlatform->GetRadarType()].ScanHalfAngle) 
				{
					if (lockedTarget)
					{
						SendTrackMsg( lockedTarget, Track_Unlock );
						((MissileClass *)platform)->SetFlag(MissileClass::SensorLostLock);
						((MissileClass *)platform)->SetFlag(MissileClass::ClosestApprch);
						((MissileClass *)platform)->SetFlag(OBJ_EXPLODING);
						SetDesiredTarget( NULL );
					}
					ClearSensorTarget();
					return NULL;
				}
			}
		}
		// end Cobra
		// Cobra - AI SARH ground support check
		else if (!radarPlatform->IsAirplane()&& radarPlatform->OnGround()) 
		{
			if ((((MissileClass *)platform)->GetSeekerType() == SensorClass::RadarHoming) &&
						(((MissileClass *)platform)->GetRuntime() > 0.0f))
			{
				//float ret = ((RadarClass *)platform)->ReturnStrength(lockedTarget);
				//if (ret < 1.0f)
				//{
					// Ok so it's too low, but is it jamming? If so, follow anyway...
					//if (ret == -1.0f || lockedTarget->BaseData()->IsSPJamming())
				int stat = 0;
				//if (lockedTarget->BaseData()->IsSPJamming()) 
					//stat ++;
				if (radarPlatform->IsDead())
					stat ++;
				if (radarPlatform->IsExploding()) 
					stat ++;
				//if (!radarPlatform->IsEmitting())
					//stat ++;

				if (stat)
				{
					//if (lockedTarget->BaseData()->IsSPJamming() || 
					//		radarPlatform->IsDead() || 
					//		radarPlatform->IsExploding() || 
					//		!radarPlatform->IsEmitting())
					//{
						if (lockedTarget)
						{
							SendTrackMsg( lockedTarget, Track_Unlock );
							((MissileClass *)platform)->SetFlag(MissileClass::SensorLostLock);
							((MissileClass *)platform)->SetFlag(MissileClass::ClosestApprch);
							((MissileClass *)platform)->SetFlag(OBJ_EXPLODING);
							SetDesiredTarget( NULL );
						}
						ClearSensorTarget();
						return NULL;
					}
				//}
			}
		}
		// end Cobra
#endif

		if (!radar->CurrentTarget() || radar->CurrentTarget()->BaseData() != lockedTarget->BaseData()) 
		{
			if (lockedTarget)
				SendTrackMsg( lockedTarget, Track_Unlock );
			ClearSensorTarget();
			return NULL;
		}
// ADDED BY S.G. TO MAKE SURE OUR RADAR IS STILL LOCKED ON THE TARGET AND NOT JAMMED (NEW: USES SensorTrack INSTEAD of noTrack)
		if (radar->CurrentTarget()->localData->sensorState[SensorClass::Radar] != SensorClass::SensorTrack) 
		{
			if (lockedTarget)
				SendTrackMsg( lockedTarget, Track_Unlock );
			ClearSensorTarget();
			return NULL;
		}
// END OF ADDED SECTION
	} 
	else // END (radarPlatform->IsSim()) 
	{
		if (radarPlatform->IsFlight()) 
		{
			// Since flights don't currently update their radar state, we'll make this approximation
			float dx = lockedTarget->BaseData()->XPos() - radarPlatform->XPos();
			float dy = lockedTarget->BaseData()->YPos() - radarPlatform->YPos();
			float brg = (float)atan2( dy, dx );
			float angleOff = (float)fmod( fabs( fabs(brg) - fabs(radarPlatform->Yaw()) ), PI ); // Cobra fabs all vars
			//float angleOff = (float)fmod( fabs( brg - radarPlatform->Yaw() ), PI );

			if (angleOff > RadarDataTable[radarPlatform->GetRadarType()].ScanHalfAngle) 
			{
				if (lockedTarget)
					SendTrackMsg( lockedTarget, Track_Unlock );
				ClearSensorTarget();
				return NULL;
			}
		} 
		else 
		{
			if (radarPlatform->GetRadarMode() != FEC_RADAR_GUIDE) 
			{
				if (lockedTarget)
					SendTrackMsg( lockedTarget, Track_Unlock );
				ClearSensorTarget();
				return NULL;
			}
		}
	}


	// Consider taking one of our target's decoys
	ConsiderDecoy( lockedTarget );


	// Send a launch message to our intended victim (if he isn't a countermeasure)
	if (lockedTarget && !lockedTarget->BaseData()->IsWeapon()) {
// 2000-08-31 ADDED BY S.G. SO ARH DOESN'T SEND A LAUNCH WHEN THE MISSILE IS LAUNCHED (IT'S COMMAND GUIDED, NOT A REAL BEAM RIDER)
		if (((MissileClass *)platform)->GetSeekerType() != SensorClass::Radar) {
// END OF ADDED SECTION (EXCEPT FOR THE BLOCK INDENTATION)
			if (lockedTarget->localData->lockmsgsend == Track_Lock && SimLibElapsedTime - lastTargetLockSend > RadarClass::TrackUpdateTime) {
				SendTrackMsg( lockedTarget, Track_Launch );
				lastTargetLockSend = SimLibElapsedTime;
			}
		}
	}
//me123 hardcoded gimbal limit for semiactive/beamrider missiles for now
//there were no limit before !!
// it's on purpose that this is placed after the send trach msg !!
//ME123 I GUES THIS WAS A BIT TOO HACKY...IT BRAKES MP..FLOODING TRACK LOCK/UNLOCK/LAUNCH MESSAGES
/*	if (lockedTarget && lockedTarget->localData->ata > 60.0f*DTR)
	{
		if (lockedTarget)
			SendTrackMsg( lockedTarget, Track_Unlock );
		ClearSensorTarget();
		return NULL;
	}
*/
	return lockedTarget;
}
Exemplo n.º 13
0
//MI draws the bullseye info for the cursor on the side of the MFD
void DrawCursorBullseyeData(VirtualDisplay* display, float cursorX, float cursorY)
{
	AircraftClass *playerAC = SimDriver.GetPlayerAircraft();
	float bullseyeX, bullseyeY;
	float azFrom, range;
	float cursX, cursY;
	float ownYaw = cockpitFlightData.yaw;
	char str[12];
	mlTrig trig;

   // Find current bullseye
   TheCampaign.GetBullseyeSimLocation (&bullseyeX, &bullseyeY);

   // Range and bearing from bullseye to cursor
   mlSinCos (&trig, ownYaw);
   cursorX *= NM_TO_FT;
   cursorY *= NM_TO_FT;
	cursX = cockpitFlightData.x + cursorX * trig.cos - cursorY * trig.sin;
	cursY = cockpitFlightData.y + cursorX * trig.sin + cursorY * trig.cos;

	//with a locked target in STT, we always get bearing to target
	RadarDopplerClass* theRadar = (RadarDopplerClass*)FindSensor(playerAC, SensorClass::Radar);
	if(theRadar)
	{
		if(theRadar->CurrentTarget() && theRadar->CurrentTarget()->BaseData() && theRadar->IsSet(RadarDopplerClass::STTingTarget))
		{
			float yPos = theRadar->CurrentTarget()->BaseData()->YPos();
			float xPos = theRadar->CurrentTarget()->BaseData()->XPos();
			azFrom = RTD * (float)atan2(yPos - bullseyeY, xPos - bullseyeX);
			range = (float)sqrt((xPos - bullseyeX)*(xPos - bullseyeX) + (yPos - bullseyeY)*(yPos - bullseyeY) );
			if (azFrom < 0.0F)
				azFrom += 360.0F;
		}
		else
		{
			azFrom = RTD * (float)atan2 (cursY - bullseyeY, cursX - bullseyeX);
			range = (float)sqrt( (cursX-bullseyeX)*(cursX-bullseyeX) + (cursY-bullseyeY)*(cursY-bullseyeY) );
			if (azFrom < 0.0F)
				azFrom += 360.0F;
		}
	}
	// Offset for Bullseye symbology
	display->AdjustOriginInViewport (-0.75F, -0.62F);//me123 from .80 to .75 and .65 to .62 to move the data

	/*if(range * FT_TO_NM > 99)
		range = 99 * NM_TO_FT;*/
	sprintf (str, "%03.0f %02.0f", azFrom, range * FT_TO_NM);
	ShiAssert (strlen (str) < sizeof(str));

	if(g_bINS)
	{ 
		if(playerAC && !playerAC->INSState(AircraftClass::INS_HSD_STUFF))
		{
			display->CenterOriginInViewport ();
			return;
		}
	}

	display->TextLeft(-0.95F - -0.75f, 0.17F, str); // draw from left - to keep it on the screen

   display->CenterOriginInViewport ();
}
Exemplo n.º 14
0
/*
** GroundClass Exec() function.
** NOTE: returns TRUE if we've processed this frame.  FALSE if we're to do
** dead reckoning (in VU)
*/
int GroundClass::Exec (void)
{
	//RV - I-Hawk - Added a 0 vector for RV new PS calls
	Tpoint PSvec;
	PSvec.x = 0;
	PSvec.y = 0;
	PSvec.z = 0;

	Tpoint pos;
    Tpoint vec;
	float speedScale;
	float groundZ;
	float	labelLOD;
	float	drawLOD;
	RadarClass *radar = NULL;
	
	SoundPos.UpdatePos((SimBaseClass *)this);

	//Cobra
	pos.x = 0.0f;
	pos.y = 0.0f;
	pos.z = 0.0f;
	
	// MLR 5/23/2004 -
	pos.x = XPos();
	pos.y = YPos();
	pos.z = OTWDriver.GetApproxGroundLevel( pos.x, pos.y );
//	pos.z = -10.0f;//Cobra trying to fix the stupid uninit CTD
	SetPosition(pos.x, pos.y, pos.z);

	// dead? -- we do nothing
	if ( IsDead() ){
		return FALSE;
	}

    // if damaged 
	if ( pctStrength < 0.5f ){
		if (sfxTimer > 1.5f - gai->distLOD * 1.3){
			// reset the timer
			sfxTimer = 0.0f;
			pos.z -= 10.0f;

			// VP_changes this shoud be checked why have GetGroundLevel been subtracted by 10.0F
			// Sometimes the trails seem strange
			vec.x = PRANDFloat() * 20.0f;
			vec.y = PRANDFloat() * 20.0f;
			vec.z = PRANDFloat() * 20.0f;
			
			/*
			OTWDriver.AddSfxRequest(
				new SfxClass(
					SFX_TRAILSMOKE,			// type
					SFX_MOVES | SFX_NO_GROUND_CHECK,						// flags
					&pos,							// world pos
					&vec,							// vector
					3.5f,							// time to live
					4.5f					// scale
				)
			);
					*/
			DrawableParticleSys::PS_AddParticleEx((SFX_TRAILSMOKE + 1),
									&pos,
									&vec);
			
		}
	}
	
	if (IsExploding()){
		// KCK: I've never seen this section of code executed. Maybe it gets hit, but I doubt
		// it.
		if (!IsSetFlag( SHOW_EXPLOSION )){
			// Show the explosion
			Tpoint pos, vec;
			Falcon4EntityClassType *classPtr = (Falcon4EntityClassType *)EntityType();
			//DrawableGroundVehicle *destroyedPtr; // FRB

			//Cobra TJL 11/07/04 CTD point initialize here
			pos.x = 0.0f;
			pos.y = 0.0f;
			pos.z = 0.0f;
			
			// MLR 5/23/2004 - uncommented out the x, y
			pos.x = XPos();
			pos.y = YPos();
			pos.z = OTWDriver.GetApproxGroundLevel( pos.x, pos.y ) - 10.0f;
			
			vec.x = 0.0f;
			vec.y = 0.0f;
			vec.z = 0.0f;
			
			// create a new drawable for destroyed vehicle
			// sometimes.....

           //RV - I-Hawk - Commenting all this if statement... not necessary

			/*
			if ( rand() & 1 ){
				destroyedPtr = new DrawableGroundVehicle(
					classPtr->visType[3],
					&pos,
					Yaw(),
					1.0f 
				);
				
				groundZ = PRANDFloatPos() * 60.0f + 15.0f;
				
				/*
				OTWDriver.AddSfxRequest(
					new SfxClass (
						SFX_BURNING_PART,				// type
						&pos,							// world pos
						&vec,							// 
						(DrawableBSP *)destroyedPtr,
						groundZ,							// time to live
						1.0f 	// scale
					)
				);	
						*/
			/*
				DrawableParticleSys::PS_AddParticleEx((SFX_BURNING_PART + 1),
									&pos,
									&vec);
				
				
				pos.z += 10.0f;
				/*
				OTWDriver.AddSfxRequest(
					new SfxClass(
						SFX_FEATURE_EXPLOSION,				// type
						&pos,							// world pos
						groundZ,							// time to live
						100.0f 		// scale
					) 
				);
						*/
			/*
				DrawableParticleSys::PS_AddParticleEx((SFX_FEATURE_EXPLOSION + 1),
									&pos,
									&PSvec);

			}
			*/
			//RV - I-Hawk - seperating explosion type for ground/sea domains. also
			//adding a check so soldiers will not explode like ground vehicles...

            if (GetDomain() == DOMAIN_LAND && GetType() != TYPE_FOOT)
			{		
				//pos.z -= 20.0f;
				/*
				OTWDriver.AddSfxRequest(
					new SfxClass(
						SFX_VEHICLE_EXPLOSION,				// type
						&pos,							// world pos
						1.5f,							// time to live
						100.0f 		// scale
					)
				);
					*/
				DrawableParticleSys::PS_AddParticleEx((SFX_VEHICLE_EXPLOSION + 1),
										&pos,
										&PSvec);
			}
			else if ( GetDomain() == DOMAIN_SEA )
			{
				DrawableParticleSys::PS_AddParticleEx((SFX_WATER_FIREBALL + 1),
										&pos,
										&PSvec);
			}

			// make sure we don't do it again...
			SetFlag( SHOW_EXPLOSION );
			
			// we can now kill it immediately
			SetDead(TRUE);  
		}
		return FALSE;
	}
	
	// exec any base functionality
	SimVehicleClass::Exec();
	
	// Sept 30, 2002
	// VP_changes: Frequently Z value is not in the correct place. It should follow the terrain.
	if ( drawPointer ){
		drawPointer->GetPosition( &pos );
	}
	else {
		return FALSE;
	}

	//JAM 27Sep03 - Let's try this
	groundZ = pos.z;		// - 0.7f; KCK: WTF is this?

	//VP_changes Sept 25
	groundZ = OTWDriver.GetGroundLevel( pos.x, pos.y );


	// Movement/Targeting for local entities
	if (IsLocal() && SimDriver.MotionOn())
	{
		//I commented this out, because it is done in gai->ProcessTargeting down below DSP 4/30/99
		// Refresh our target pointer (if any)
		//SetTarget( SimCampHandoff( targetPtr, targetList, HANDOFF_RANDOM ) );
		// Look for someone to do radar fire control for us
		FindBattalionFireControl();

		// RV - Biker - Switch on lights for ground/naval vehicles
		int isNight = TimeOfDayGeneral(TheCampaign.CurrentTime) < TOD_DAWNDUSK ? true : false;

		if (drawPointer && ((DrawableBSP *)drawPointer)->GetNumSwitches() >= AIRDEF_LIGHT_SWITCH) 
		{
			if (isShip) 
			{
				isNight = (TimeOfDayGeneral(TheCampaign.CurrentTime) <= TOD_DAWNDUSK || realWeather->weatherCondition == INCLEMENT) ? true : false;

				if (pctStrength > 0.50f) 
				{
					((DrawableBSP *)drawPointer)->SetSwitchMask(0, isNight);
					((DrawableBSP *)drawPointer)->SetSwitchMask(AIRDEF_LIGHT_SWITCH, isNight);
				}
			}
			else if (GetVt() > 1.0f) 
			{
				VuListIterator	vehicleWalker(SimDriver.combinedList);
				FalconEntity* object = (FalconEntity*)vehicleWalker.GetFirst();
				bool hasThreat = false;
				float range = 999.9f * NM_TO_FT;

				// Consider each potential target in our environment
				while (object && !hasThreat) 
				{
					// Skip sleeping sim objects
					if (object->IsSim()) 
					{
						if (!((SimBaseClass*)object)->IsAwake()) 
						{
							object = (FalconEntity*)vehicleWalker.GetNext();
							continue;
						}
					}

					// Fow now we skip missles -- might want to display them eventually...
					if (object->IsMissile() || object->IsBomb()) 
					{
						object = (FalconEntity*)vehicleWalker.GetNext();
						continue;
					}

					if (object->GetTeam() == GetTeam()) 
					{
						object = (FalconEntity*)vehicleWalker.GetNext();
						continue;
					}

					float dx = object->XPos() - XPos();
					float dy = object->YPos() - YPos();
					float dz = object->ZPos() - ZPos();

					range = (float)sqrt(dx*dx + dy*dy + dz*dz);

					if (range < 5.0f * NM_TO_FT)
						hasThreat = true;

					object = (FalconEntity*)vehicleWalker.GetNext();
				}

				// If no enemy nearby and not heavy damaged switch on lights
				if (!hasThreat && pctStrength > 0.75f) {
					((DrawableBSP *)drawPointer)->SetSwitchMask(AIRDEF_LIGHT_SWITCH, isNight);
				}
				else 
				{
					((DrawableBSP *)drawPointer)->SetSwitchMask(AIRDEF_LIGHT_SWITCH, 0);
				}	
			}
			else 
			{
				((DrawableBSP *)drawPointer)->SetSwitchMask(AIRDEF_LIGHT_SWITCH, 0);
			}
		}

		// RV - Biker - Do also switch on lights for tractor vehicles
		if (truckDrawable && truckDrawable->GetNumSwitches() >= AIRDEF_LIGHT_SWITCH) 
		{
			if (GetVt() > 1.0f) 
			{
				VuListIterator	vehicleWalker(SimDriver.combinedList);
				FalconEntity* object = (FalconEntity*)vehicleWalker.GetFirst();
				bool hasThreat = false;
				float range = 999.9f * NM_TO_FT;

				// Consider each potential target in our environment
				while (object && !hasThreat) 
				{
					// Skip sleeping sim objects
					if (object->IsSim()) 
					{
						if (!((SimBaseClass*)object)->IsAwake()) 
						{
							object = (FalconEntity*)vehicleWalker.GetNext();
							continue;
						}
					}

					// Fow now we skip missles -- might want to display them eventually...
					if (object->IsMissile() || object->IsBomb()) 
					{
						object = (FalconEntity*)vehicleWalker.GetNext();
						continue;
					}

					if (object->GetTeam() == GetTeam()) 
					{
						object = (FalconEntity*)vehicleWalker.GetNext();
						continue;
					}

					float dx = object->XPos() - XPos();
					float dy = object->YPos() - YPos();
					float dz = object->ZPos() - ZPos();

					range = (float)sqrt(dx*dx + dy*dy + dz*dz);

					if (range < 5.0f * NM_TO_FT)
						hasThreat = true;

					object = (FalconEntity*)vehicleWalker.GetNext();
				}

				// If no enemy nearby and not heavy damaged switch on lights
				if (!hasThreat && pctStrength > 0.75f) {
					truckDrawable->SetSwitchMask(AIRDEF_LIGHT_SWITCH, isNight);
				}
				else 
				{
					truckDrawable->SetSwitchMask(AIRDEF_LIGHT_SWITCH, 0);
				}
			}
			else 
			{
				truckDrawable->SetSwitchMask(AIRDEF_LIGHT_SWITCH, 0);
			}
		}
		
		// RV - Biker - Shut down ship radar if damaged
		if (isShip && radarDown == false && pctStrength < 0.9f && rand()%50 > (pctStrength - 0.50f)*100) 
		{
			isEmitter = false;
			RadarClass *radar = (RadarClass*)FindSensor(this, SensorClass::Radar);
			if (radar) 
			{
				radarDown = true;
				radar->SetDesiredTarget(NULL);
				radar->SetEmitting(FALSE);
			}

			if (targetPtr) 
			{
				SelectWeapon(true);
			}
		}
		
		// 2001-03-26 ADDED BY S.G. NEED TO KNOW IF THE RADAR CALLED SetSpotted
		// RV - Biker - Rotate radars
		float deltaDOF;
		float curDOF = GetDOFValue(5);
		
		deltaDOF = 180.0f * DTR * SimLibMajorFrameTime;
		curDOF += deltaDOF;
		
		if ( curDOF > 360.0f * DTR )
	  		curDOF -= 360.0f * DTR;

		SetDOF(5, curDOF);
		int spottedSet = FALSE;
		// END OF ADDED SECTION

		// 2002-03-21 ADDED BY S.G. 
		// If localData only has zeros, 
		// there is a good chance they are not valid (should not happen here though)... 
		if (targetPtr) {
			SimObjectLocalData* localData= targetPtr->localData;
			if (
				localData->ataFrom == 0.0f && 
				localData->az == 0.0f  && 
				localData->el == 0.0f && 
				localData->range == 0.0f
			) {
				CalcRelAzElRangeAta(this, targetPtr);
			}
		}
		// END OF ADDED SECTION 2002-03-21

		// check for sending radar emmisions
		// 2002-02-26 MODIFIED BY S.G.
		// Added the nextTargetUpdate check to prevent the radar code to run on every frame!
		if ( isEmitter && nextTargetUpdate < SimLibElapsedTime){
			// 2002-02-26 ADDED BY S.G. Next radar scan is 1 sec for aces, 2 for vets, etc ...
			nextTargetUpdate = SimLibElapsedTime + (5 - gai->skillLevel) * SEC_TO_MSEC; 

			radar = (RadarClass*)FindSensor( this, SensorClass::Radar );
			ShiAssert( radar );
			if (radar){
				radar->Exec( targetList );
			}

			// 2001-03-26 ADDED BY S.G. 
			// IF WE CAN SEE THE RADAR'S TARGET AND WE ARE A AIR DEFENSE THINGY 
			// NOT IN A BKOGEN MORAL STATE, MARK IT AS SPOTTED IF WE'RE BRIGHT ENOUGH
			if (
				radar && 
				radar->CurrentTarget() && 
				gai->skillLevel >= 3 && 
				((UnitClass *)GetCampaignObject())->GetSType() == STYPE_UNIT_AIR_DEFENSE && 
				!((UnitClass *)GetCampaignObject())->Broken()
			){
				CampBaseClass *campBaseObj;
				if (radar->CurrentTarget()->BaseData()->IsSim()){
					campBaseObj = ((SimBaseClass *)radar->CurrentTarget()->BaseData())->GetCampaignObject();
				}
				else{
					campBaseObj = (CampBaseClass *)radar->CurrentTarget()->BaseData();
				}

				// JB 011002 If campBaseObj is NULL the target may be chaff
				if (campBaseObj && !(campBaseObj->GetSpotted(GetTeam())) && campBaseObj->IsFlight()){
					RequestIntercept((FlightClass *)campBaseObj, GetTeam());
				}

				spottedSet = TRUE;
				if (campBaseObj && radar->GetRadarDatFile()){
					campBaseObj->SetSpotted(
						GetTeam(), TheCampaign.CurrentTime, 
						(radar->radarData->flag & RAD_NCTR) != 0 && 
						radar->CurrentTarget()->localData && 
						radar->CurrentTarget()->localData->ataFrom < 45.0f * DTR && 
						radar->CurrentTarget()->localData->range < 
						radar->GetRadarDatFile()->MaxNctrRange / (2.0f * (16.0f - (float)gai->skillLevel) / 16.0f)
					);
				}
				// 2002-03-05 MODIFIED BY S.G. target's aspect and skill used in the equation
			}
		// END OF ADDED SECTION
		}

		// 2001-03-26 ADDED BY S.G. 
		// IF THE BATTALION LEAD HAS LOS 
		// ON IT AND WE ARE A AIR DEFENSE THINGY NOT IN A BKOGEN MORAL STATE, 
		// MARK IT AS SPOTTED IF WE'RE BRIGHT ENOUGH
		// 2002-02-11 MODIFED BY S.G. 
		// Since I only identify visually, need to perform this even if spotted by radar in case I can ID it.
		if (
			/*!spottedSet &&  gai->skillLevel >= 3 && */
			((UnitClass *)GetCampaignObject())->GetSType() == STYPE_UNIT_AIR_DEFENSE && 
			gai == gai->battalionCommand && 
			!((UnitClass *)GetCampaignObject())->Broken() && 
			gai->GetAirTargetPtr() && 
			CheckLOS(gai->GetAirTargetPtr())
		){
			CampBaseClass *campBaseObj;
			if (gai->GetAirTargetPtr()->BaseData()->IsSim())
				campBaseObj = ((SimBaseClass *)gai->GetAirTargetPtr()->BaseData())->GetCampaignObject();
			else
				campBaseObj = (CampBaseClass *)gai->GetAirTargetPtr()->BaseData();

			// JB 011002 If campBaseObj is NULL the target may be chaff

			if (!spottedSet && campBaseObj && !(campBaseObj->GetSpotted(GetTeam())) && campBaseObj->IsFlight())
				RequestIntercept((FlightClass *)campBaseObj, GetTeam());

			if (campBaseObj)
				campBaseObj->SetSpotted(GetTeam(),TheCampaign.CurrentTime, 1);
				// 2002-02-11 MODIFIED BY S.G. Visual detection means identified as well
		}
		// END OF ADDED SECTION

		// KCK: When should we run a target update cycle?
		if (SimLibElapsedTime > lastProcess){
			gai->ProcessTargeting();
			lastProcess = SimLibElapsedTime + processRate;
		}

		// KCK: Check if it's ok to think
		if (SimLibElapsedTime > lastThought ){
			// do movement and (possibly) firing....
			gai->Process ();
			lastThought = SimLibElapsedTime + thoughtRate;
		}

		// RV - Biker - Only allow SAM fire if radar still does work
		SimWeaponClass *theWeapon = Sms->GetCurrentWeapon();

		// FRB - This version seems to give SAMs a little more activity
		if(SimLibElapsedTime > nextSamFireTime  && !allowSamFire){
			allowSamFire = TRUE;
		}

		// Biker's version
		//if(SimLibElapsedTime > nextSamFireTime  && !allowSamFire)
		//{
		//	if (radarDown == false || (theWeapon && theWeapon->IsMissile() && theWeapon->sensorArray[0]->Type() == SensorClass::IRST))
		//		allowSamFire = TRUE;
		//}

		// Move and update delta;
		gai->Move_Towards_Dest();
		
		// edg: always insure that our Z position is valid for the entity.
		// the draw pointer should have this value
		// KCK NOTE: The Z we have is actually LAST FRAME's Z. Probably not a big deal.
		SetPosition(
			XPos() + XDelta() * SimLibMajorFrameTime,
			YPos() + YDelta() * SimLibMajorFrameTime,
			groundZ 
		);
		// do firing
		// this also does weapon keep alive
		if ( Sms ){
			gai->Fire();
		}
	}

	// KCK: I simplified this some. This is now speed squared.
	speedScale = XDelta()*XDelta() + YDelta()*YDelta();
	
	// set our level of detail
	if ( gai == gai->battalionCommand ){
		gai->SetDistLOD();
	}
	else{
		gai->distLOD = gai->battalionCommand->distLOD;
	}
	
	// do some extra LOD stuff: if the unit is not a lead veh amd the
	// distLOD is less than a certain value, remove it from the draw
	// list.
	if (drawPointer && gai->rank != GNDAI_BATTALION_COMMANDER){
		// distLOD cutoff by ranking (KCK: This is explicit for testing, could be a formula/table)
		if (gai->rank & GNDAI_COMPANY_LEADER){
			labelLOD = .5F;
			drawLOD = .25F;
		}
		else if (gai->rank & GNDAI_PLATOON_LEADER){
			labelLOD = .925F;
			drawLOD = .5F;
		}
		else {
			labelLOD = 1.1F;
			drawLOD = .75F;
		}

		// RV - Biker - Why do this maybe helpful knowing which vehicle has problems
		// Determine wether to draw label or not
		if (gai->distLOD < labelLOD){
			if (!IsSetLocalFlag(NOT_LABELED)){
				drawPointer->SetLabel ("", 0xff00ff00);		// Don't label
				SetLocalFlag(NOT_LABELED);
			}
		}
		else if (IsSetLocalFlag(NOT_LABELED)){
			SetLabel(this);
			UnSetLocalFlag(NOT_LABELED);
		}

		//if (IsSetLocalFlag(NOT_LABELED)) {
		//	SetLabel(this);
		//	UnSetLocalFlag(NOT_LABELED);
		//}
	}
	
	if (!targetPtr){
		//rotate turret to be pointing forward again
		float maxAz = TURRET_ROTATE_RATE * SimLibMajorFrameTime;
		float maxEl = TURRET_ELEVATE_RATE * SimLibMajorFrameTime;
		float newEl;
		if (isAirDefense){
			newEl = 60.0F*DTR;
		}
		else {
			newEl = 0.0F;
		}

		float delta = newEl - GetDOFValue(AIRDEF_ELEV);
		if(delta > 180.0F*DTR){
			delta -= 180.0F*DTR;
		}
		else if(delta < -180.0F*DTR){
			delta += 180.0F*DTR;
		}

		// Do elevation adjustments
		if (delta > maxEl){
		    SetDOFInc(AIRDEF_ELEV, maxEl);
		}
		else if (delta < -maxEl){
		    SetDOFInc(AIRDEF_ELEV, -maxEl);
		}
		else {
		    SetDOF(AIRDEF_ELEV, newEl);
		}

		SetDOF(AIRDEF_ELEV, min(85.0F*DTR, max(GetDOFValue(AIRDEF_ELEV), 0.0F)));
		SetDOF(AIRDEF_ELEV2, GetDOFValue(AIRDEF_ELEV));
		
		delta = 0.0F - GetDOFValue(AIRDEF_AZIMUTH);
		
		if(delta > 180.0F*DTR){
		    delta -= 180.0F*DTR;
		}
		else if(delta < -180.0F*DTR){
		    delta += 180.0F*DTR;
		}
		
		// Now do the azmuth adjustments
		if (delta > maxAz){
		    SetDOFInc(AIRDEF_AZIMUTH, maxAz);
		}
		else if (delta < -maxAz){
		    SetDOFInc(AIRDEF_AZIMUTH, -maxAz);
		}
		// RV - Biker - Don't do this
		//else
		//	SetDOF(AIRDEF_AZIMUTH, 0.0F);
	}
	
	// Special shit by ground type
	if ( isFootSquad ){
		if ( speedScale > 0.0f ){
			// Couldn't this be done in the drawable class's update function???
			((DrawableGuys*)drawPointer)->SetSquadMoving( TRUE );
		}
		else {
			// Couldn't this be done in the drawable class's update function???
			((DrawableGuys*)drawPointer)->SetSquadMoving( FALSE );
		}
		
		// If we're less than 80% of the way from "FAR" toward the viewer, just draw one guy
		// otherwise, put 5 guys in a squad.
		if (gai->distLOD < 0.8f) {
			((DrawableGuys*)drawPointer)->SetNumInSquad( 1 );
		} 
		else {
			((DrawableGuys*)drawPointer)->SetNumInSquad( 5 );
		}
	} 
	// We're not a foot squad, so do the vehicle stuff
	else if ( !IsSetLocalFlag( IS_HIDDEN ) && speedScale > 300.0f )
	{
		// speedScale /= ( 900.0f * KPH_TO_FPS * KPH_TO_FPS);		// essentially 1.0F at 30 mph

	    // JPO - for engine noise
	    VehicleClassDataType *vc = GetVehicleClassData(Type() - VU_LAST_ENTITY_TYPE);
	    ShiAssert(FALSE == F4IsBadReadPtr(vc, sizeof *vc));
		// (a) Make sound:
		// everything sounds like a tank right now
		if ( GetCampaignObject()->IsBattalion() ){
		    //if (vc)
			if (vc && vc->EngineSound!=34){ // kludge prevent 34 from playing
				SoundPos.Sfx( vc->EngineSound, 0, 1.0, 0); // MLR 5/16/2004 - 
			}
			else{
				SoundPos.Sfx( SFX_TANK, 0, 1.0, 0); // MLR 5/16/2004 - 
			}
			
			// (b) Make dust
			// dustTimer += SimLibMajorFrameTime;
			// if ( dustTimer > max( 0.2f,  4.5f - speedScale - gai->distLOD * 3.3f ) )
			if ( ((rand() & 7) == 7) &&
				gSfxCount[ SFX_GROUND_DUSTCLOUD ] < gSfxLODCutoff &&
				gTotSfx < gSfxLODTotCutoff 
			){
				// reset the timer
				// dustTimer = 0.0f;
				
				pos.x += PRANDFloat() * 5.0f;
				pos.y += PRANDFloat() * 5.0f;
				pos.z = groundZ;

				// RV - Biker - Move that smoke more behind the vehicle 
				mlTrig		trig;
				mlSinCos (&trig, Yaw());

				pos.x -= 15.0f*trig.cos;
				pos.y -= 15.0f*trig.sin;

				vec.x = PRANDFloat() * 5.0f;
				vec.y = PRANDFloat() * 5.0f;
				vec.z = -20.0f;
				
				//JAM 24Oct03 - No dust trails when it's raining.
				if(realWeather->weatherCondition < INCLEMENT){
					/*
					OTWDriver.AddSfxRequest(
						new SfxClass (SFX_VEHICLE_DUST,				// type //JAM 03Oct03
	//					new SfxClass (SFX_GROUND_DUSTCLOUD,			// type
						SFX_USES_GRAVITY | SFX_NO_DOWN_VECTOR | SFX_MOVES | SFX_NO_GROUND_CHECK,
						&pos,							// world pos
						&vec,
						1.0f,							// time to live
						1.f)); //JAM 03Oct03 8.5f ));		// scale
						*/
					DrawableParticleSys::PS_AddParticleEx((SFX_VEHICLE_DUST + 1),
									&pos,
									&vec);
				}
			}
			
			// (c) Make sure we're using our 'Moving' model (i.e. Trucked artillery, APC, etc)
			if (truckDrawable){
				// Keep truck 20 feet behind us (HACK HACK)
				Tpoint		truckPos;
				mlTrig		trig;
				mlSinCos (&trig, Yaw());
				truckPos.x = XPos()-20.0F*trig.cos;
				truckPos.y = YPos()-20.0F*trig.sin;
				truckPos.z = ZPos();
				truckDrawable->Update(&truckPos, Yaw()+PI);
			}

			if (isTowed || hasCrew){
				SetSwitch(0,0x2);
			}
		}
		else // itsa task force
		{
			if (vc){
				SoundPos.Sfx( vc->EngineSound, 0, 1.0, 0);
			}
			else {
				SoundPos.Sfx( SFX_SHIP, 0, 1.0, 0);
			}
			
			//RV - I-Hawk - Do wakes only at some cases
			if ( (rand() & 7) == 7 )
			{
				//I-Hawk - not using all this anymore
				//
				// reset the timer
				// dustTimer = 0.0f;
				//float ttl;
				//static float trailspd = 5.0f;
				//static float bowfx = 0.92f;
				//static float sternfx = 0.75f;
				//float spdratio = GetVt() / ((UnitClass*)GetCampaignObject())->GetMaxSpeed();

				float radius;
				if ( drawPointer ){
					radius = drawPointer->Radius(); // JPO from 0.15 - now done inline
				}
				else{
					radius = 90.0f;
				}
				
				//I-Hawk - Fixed position for ships wakes, effect "delay" in position is 
				//handled by PS now. No more the "V shape" of water wakes.

				pos.x = XPos() + XDelta() * SimLibMajorFrameTime;
				pos.y = YPos() + YDelta() * SimLibMajorFrameTime;
				pos.z = groundZ;

				//// JPO - think this is sideways on.
				///*
				//vec.x = dmx[1][0] * spdratio * PRANDFloat() * trailspd;
				//vec.y = dmx[1][1] * spdratio * PRANDFloat() * trailspd;
				//vec.z = 0.5f; // from -20 JPO
				//*/

				//I-Hawk - More correct vector for wakes
				vec.x = XDelta();
				vec.y = YDelta();
				vec.z = 0.0f;


				//I-Hawk - Separate wake effect for different ships size
				int theSFX;
			
				if ( radius < 200.0f )
				{
					theSFX = SFX_WATER_WAKE_SMALL;
				}

				else if ( radius >= 200.0f && radius < 400.0f )
				{
					theSFX = SFX_WATER_WAKE_MEDIUM;
				}

				else if ( radius >= 400.0f )
				{
					theSFX = SFX_WATER_WAKE_LARGE;
				}
	
				//I-Hawk - The PS
				DrawableParticleSys::PS_AddParticleEx((theSFX + 1),
									&pos,
									&vec);
			}
		}
	}
	// Otherwise, we're not moving or are hidden. Do some stuff
	else {
		// (b) Make sure we're using our 'Holding' model (i.e. Unlimbered artillery, troops prone, etc)
		if (truckDrawable){
			// Once we stop, our truck doesn't move at all - but sits further away than when moving
			Tpoint truckPos;
			truckPos.x = XPos() + 40.0F;
			truckPos.y = YPos();
			truckPos.z = 0.0F;
			truckDrawable->Update(&truckPos, Yaw());
		}
		if (isTowed || hasCrew){
			SetSwitch(0,0x1);
		}
	}
	
	// ACMI Output
    if (gACMIRec.IsRecording() && (SimLibFrameCount & 0x0f ) == 0){
		ACMIGenPositionRecord genPos;
		genPos.hdr.time = SimLibElapsedTime * MSEC_TO_SEC + OTWDriver.todOffset;
		genPos.data.type = Type();
		genPos.data.uniqueID = ACMIIDTable->Add(Id(),NULL,TeamInfo[GetTeam()]->GetColor());//.num_;
		genPos.data.x = XPos();
		genPos.data.y = YPos();
		genPos.data.z = ZPos();
		genPos.data.roll = Roll();
		genPos.data.pitch = Pitch();
		genPos.data.yaw = Yaw();
		// Remove		genPos.data.teamColor = TeamInfo[GetTeam()]->GetColor();
		gACMIRec.GenPositionRecord( &genPos );
	}

	return IsLocal();
}
Exemplo n.º 15
0
void GroundClass::Init(SimInitDataClass* initData)
{
	SimVehicleClass::Init(initData);

	float nextX, nextY;
	float range, velocity;
	float wp1X, wp1Y, wp1Z;
	float wp2X, wp2Y, wp2Z;
	int i;
	WayPointClass* atWaypoint;
	mlTrig trig;
	VehicleClassDataType* vc;

	vc = GetVehicleClassData(Type() - VU_LAST_ENTITY_TYPE);

    // dustTrail = new DrawableTrail(TRAIL_DUST);
	isFootSquad		= FALSE;
	isEmitter		= FALSE;
	needKeepAlive	= FALSE;

	hasCrew			= (vc->Flags & VEH_HAS_CREW)		? TRUE : FALSE;
	isTowed			= (vc->Flags & VEH_IS_TOWED)		? TRUE : FALSE;
	isShip			= (GetDomain() == DOMAIN_SEA)		? TRUE : FALSE;

	// RV - Biker
	radarDown = false;

	// check for radar emitter
	if ( vc->RadarType != RDR_NO_RADAR ){
		isEmitter = TRUE;
	}

	// 2002-01-20 ADDED BY S.G. At time of creation, 
	// the radar will take the mode of the battalion instead of being 
	// off until it finds a target by itself (and can it find it if its radar is off!).
    // SimVehicleClass::Init created the radar so it's safe to do it here...
	if (isEmitter) {
		if (GetCampaignObject()->GetRadarMode() != FEC_RADAR_OFF) {
			RadarClass *radar = NULL;
			radar = (RadarClass*)FindSensor( this, SensorClass::Radar );
			ShiAssert( radar );
			radar->SetEmitting(TRUE);

			
			// 2002-04-22 MN last fix for FalconSP3 - 
			//this was a good intention to keep a 2D target targetted by a deaggregating unit,
			// however - it doesn't work this way. 
			//The campaign air target derived falconentity does not correlate with the deaggregated aircraft.
			// The SAM's radars would stay stuck at TRACK S1 or 
			//TRACK S3 and won't engage. Symptom was the not changing range to the target (.label 4)
			// Now with this code removed, SAMs should work correctly again. 
			//As we have large SAM bubble sizes - it doesn't really matter if we
			// need to go through all search states in the SIM again - 
			//because SAM's are faster in GUIDE mode than in maximum missile range.
			if (g_bSAM2D3DHandover)
			{
				// 2002-03-21 ADDED BY S.G. In addition, we need to set our radar's target RFN 
				//(right f*cking now) and run a sensor sweep on it so it's valid by the 
				//time TargetProcessing is called.
				FalconEntity	*campTargetEntity = ((UnitClass *)GetCampaignObject())->GetAirTarget();
				if (campTargetEntity)
				{
					SetTarget( new SimObjectType(campTargetEntity) );
					CalcRelAzElRangeAta(this, targetPtr);
					radar->SetDesiredTarget(targetPtr);
					radar->SetFlag(RadarClass::FirstSweep);
					radar->Exec(targetList);
				}				
			}
		}
	}

	SetFlag(ON_GROUND);
	SetPowerOutput(1.0F);	// Assume our motor is running all the time

	SetPosition (initData->x, initData->y, OTWDriver.GetGroundLevel(initData->x, initData->y));
	SetYPR(initData->heading, 0.0F, 0.0F);

	SetupGNDAI (initData);
    
	if (initData->ptIndex){
		// Don't move if we've got an assigned point
		gai->moveState = GNDAI_MOVE_HALTED;
		gai->moveFlags |= GNDAI_MOVE_FIXED_POSITIONS;
	}

	CalcTransformMatrix (this);

	strength        = 100.0F;

	// Check for Campaign mode
	// we don't follow waypoints here
	switch (gai->moveState)
	{
		case GNDAI_MOVE_GENERAL:
		{
			waypoint = curWaypoint = NULL;
			numWaypoints = 0;
			DeleteWPList(initData->waypointList);
			InitFromCampaignUnit();
		}
		break;
		case GNDAI_MOVE_WAYPOINT:
		{
			waypoint        = initData->waypointList;
			numWaypoints    = initData->numWaypoints;
			curWaypoint     = waypoint;
			if (curWaypoint)
			{
				// Corrent initial heading/velocity
				// Find the waypoint to go to.
				atWaypoint = curWaypoint;
				for (i=0; i<initData->currentWaypoint; i++)
				{
					atWaypoint = curWaypoint;
					curWaypoint = curWaypoint->GetNextWP();
				}

				// If current is the on we're at, set for the next one.
				if (curWaypoint == atWaypoint)
					curWaypoint = curWaypoint->GetNextWP();

				atWaypoint->GetLocation (&wp1X, &wp1Y, &wp1Z);

				if (curWaypoint == NULL)
				{
					wp1X = initData->x;
					wp1Y = initData->y;
					curWaypoint = atWaypoint;
					SetDelta (0.0F, 0.0F, 0.0F);
					SetYPRDelta (0.0F, 0.0F, 0.0F);
				}
				else {
					curWaypoint->GetLocation (&wp2X, &wp2Y, &wp2Z);

					SetYPR ((float)atan2 (wp2Y - wp1Y, wp2X - wp1X), 0.0F, 0.0F);

					nextX = wp2X;
					nextY = wp2Y;

					range = (float)sqrt((wp1X - nextX) * (wp1X - nextX) + (wp1Y - nextY) * (wp1Y - nextY));
					velocity = range / ((curWaypoint->GetWPArrivalTime() - SimLibElapsedTime) / SEC_TO_MSEC);

					if ((curWaypoint->GetWPArrivalTime() - SimLibElapsedTime) < 1 * SEC_TO_MSEC)
						velocity = 0.0F;

					// sfr: no need for this anymore
					//SetVt(velocity);
					//SetKias(velocity * FTPSEC_TO_KNOTS);
					mlSinCos (&trig, Yaw());
					SetDelta (velocity * trig.cos, velocity * trig.sin, 0.0F);
					SetYPRDelta (0.0F, 0.0F, 0.0F);
				}
			}
		}
		break;
		default:
		{
			SetDelta (0.0F, 0.0F, 0.0F);
			// sfr: no need for this anymore
			//SetVt(0.0F);
			//SetKias(0.0F);
			SetYPRDelta (0.0F, 0.0F, 0.0F);
			gai->moveState = GNDAI_MOVE_HALTED;
			waypoint = curWaypoint = NULL;
			numWaypoints = 0;
			DeleteWPList(initData->waypointList);
			InitFromCampaignUnit();
		}
		break;
	}

	theInputs   = new PilotInputs;

	// Create our SMS
	Sms = new SMSBaseClass (this, initData->weapon,initData->weapons);

	uchar dam[10] = {100};
	for (i = 0; i < 10; i++){
		dam[i] = 100;
	}
	Sms->SelectBestWeapon (dam, LowAir, -1);
	if (Sms->CurHardpoint() != -1){
		isAirCapable = TRUE;
	}
	else{
		isAirCapable = FALSE;
	}

	Sms->SelectBestWeapon (dam, NoMove, -1);
	if (Sms->CurHardpoint() != -1){
		isGroundCapable = TRUE;
	}
	else {
		isGroundCapable = FALSE;
	}
	Sms->SetCurHardpoint(-1);

	if ((GetType() == TYPE_WHEELED && GetSType() == STYPE_WHEELED_AIR_DEFENSE) ||
		(GetType() == TYPE_WHEELED && GetSType() == STYPE_WHEELED_AAA) ||
		(GetType() == TYPE_TRACKED && GetSType() == STYPE_TRACKED_AIR_DEFENSE) ||
		(GetType() == TYPE_TRACKED && GetSType() == STYPE_TRACKED_AAA) ||
		(GetType() == TYPE_TOWED && GetSType() == STYPE_TOWED_AAA))
	{
		isAirDefense = TRUE;
		// If we're an airdefense thingy, elevate our gun, and point in a random direction
		SetDOF(AIRDEF_ELEV, 60.0f * DTR);
		SetDOF(AIRDEF_ELEV2, 60.0f * DTR);
		SetDOF(AIRDEF_AZIMUTH, 180.0F*DTR - rand()/(float)RAND_MAX * 360.0F*DTR);
	}
	else{
		isAirDefense = FALSE;
	}
}