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; }
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; } }
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(); } } }
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); } } }
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; }
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; } }
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; } } }
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; }
//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; } }
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); //} } }
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(); }
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; }
//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 (); }
/* ** 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(); }
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; } }