main() { int chances, suma; setvbuf(stdout, NULL, _IONBF, 0); srand(time(NULL)); printf("Tira de dados \n"); suma = Roll(); switch (suma){ case 7: case 11: printf("\nYou Win!"); break; case 2 : case 3: case 12: printf("\nCraps!!! you lose..."); break; default: printf("\nTry again! Throw the dices again."); suma = Roll(); break; } return 0; }
void FPSCamera::KeyPressed(int key, bool repeat) { if (repeat) { const float keySens = inputHandler->GetKeySensitivity(); const bool mouseLook = AUX->GetMouseLook(); switch (key) { case SDLK_LALT: { VStrafe( 1, keySens); } break; case SDLK_LCTRL: { VStrafe(-1, keySens); } break; case SDLK_w: { Move( 1, keySens); } break; case SDLK_s: { Move( -1, keySens); } break; case SDLK_a: { HStrafe(-1, keySens); } break; case SDLK_d: { HStrafe( 1, keySens); } break; case SDLK_q: { Roll( -1, keySens * DEG2RAD(0.5f)); } break; case SDLK_e: { Roll( 1, keySens * DEG2RAD(0.5f)); } break; case SDLK_UP: { if (!mouseLook) { Pitch(-1, keySens * DEG2RAD(0.5f)); } } break; case SDLK_DOWN: { if (!mouseLook) { Pitch( 1, keySens * DEG2RAD(0.5f)); } } break; case SDLK_LEFT: { if (!mouseLook) { Yaw( -1, keySens * DEG2RAD(0.5f)); } } break; case SDLK_RIGHT: { if (!mouseLook) { Yaw( 1, keySens * DEG2RAD(0.5f)); } } break; default: {} break; } } }
void TypingPutChar(FILE *stream, int c) { if (c == NEWLINE && TypingLastChar == NEWLINE) return; fputc(c, stream); fflush(stream); if (c == TypingLastChar) SleepMs(NORMAL_PAUSE+Roll(20)); else if (c == SPACE) SleepMs(SPACE_PAUSE+Roll(SPACE_PAUSE)); else SleepMs(NORMAL_PAUSE+Roll(4*NORMAL_PAUSE)); TypingLastChar = c; }
void Camera::KeyboardNumpad(InputManager &input, float factor) { //Use the numberpad to replace the mouse if(input.KeyCheck(KEY_NUMPAD4)) LookRight(-factor); if(input.KeyCheck(KEY_NUMPAD6)) LookRight(factor); if(input.KeyCheck(KEY_NUMPAD8)) LookUp(factor); if(input.KeyCheck(KEY_NUMPAD2)) LookUp(-factor); if(input.KeyCheck(KEY_NUMPAD7)) Roll(factor); if(input.KeyCheck(KEY_NUMPAD9)) Roll(-factor); }
void Camera::Update(float deltaTime, SDL_Event e) { if (e.type == SDL_KEYDOWN) { switch (e.key.keysym.sym) { case SDLK_a: Yaw(-kAngleToTurn); break; case SDLK_d: Yaw(kAngleToTurn); break; case SDLK_s: Pitch(-kAngleToTurn); break; case SDLK_w: Pitch(kAngleToTurn); break; case SDLK_q: Roll(kAngleToTurn); break; case SDLK_e: Roll(-kAngleToTurn); break; case SDLK_DOWN: MoveForward(-kMoveDistance); break; case SDLK_UP: MoveForward(kMoveDistance); break; case SDLK_LEFT: Strafe(kMoveDistance); break; case SDLK_RIGHT: Strafe(-kMoveDistance); break; } } }
clsObject::clsObject( float pX, float pY, float pZ, float p, float y, float r, CLASS_ID clsID) : ClassID(clsID), ID(Counter++), Name(NULL) { Name = new TCHAR[MAX_OBJECT_NAME_LEN]; Name[0] = '\0'; //UCS = NULL; pos = VECTOR3D(pX, pY, pZ); fWd = VECTOR3D(1.0f, .0f, .0f); rWd = VECTOR3D(.0f, 1.0f, .0f); uWd = VECTOR3D(.0f, .0f, 1.0f); world = VECTOR3D(); worldScale = VECTOR3D(1.0f, 1.0f, 1.0f); localScale = worldScale; Pitch(p); Yaw(y); Roll(r); }
protected func Initialize() { Roll(); if (!Random(3)) DoCon(-Random(40)); return(1); }
void Orientation::LookAt(glm::vec3 p_direction, glm::vec3 p_upVector) { m_orientation = quat(1.0f, 0.0f, 0.0f, 0.0f); vec3 direction = normalize(p_direction); vec3 up = normalize(p_upVector); vec3 arbitraryVector = vec3(0.0f, 0.0f, 1.0f); vec3 axis = glm::cross(direction, arbitraryVector); if(glm::dot(axis, axis) == 0.0f) { axis = vec3(0.0f, 1.0f, 0.0f); } float angle = glm::degrees(glm::acos(glm::dot(direction, vec3(0.0f, 0.0f, 1.0f)))); vec3 third = glm::cross(axis, vec3(0.0f, 0.0f, 1.0f)); if (glm::dot(third, direction) < 0) { angle = -angle; } Rotate(angle, axis); vec3 targetRight = normalize(glm::cross(direction, up)); vec3 myRight = normalize(glm::cross(direction, GetUp())); float ledot = glm::dot(targetRight, myRight); float tacos = glm::acos(glm::min(ledot, 1.0f)); float angle2 = glm::degrees(tacos); vec3 third2 = glm::cross(direction, myRight); if (glm::dot(third2, targetRight) < 0) { angle2 = -angle2; } Roll(angle2); }
void Dialog2::on_pushButton_clicked() { if(counter < 6) { holder.clear(); counter++; //ui->number1->hide(); //ui->number2->hide(); ui->number1->close(); ui->number2->close(); int x = Roll(1,6); int y = Roll(1,6); int z = Roll(1,6); int w = Roll(1,6); holder.push_back(x); holder.push_back(y); holder.push_back(z); holder.push_back(w); qSort(holder); QString int_string = QString::number(holder[3]); QString int_string1 = QString::number(holder[2]); QString int_string2 = QString::number(holder[1]); QString int_string3 = QString::number(holder[0]); ui->number1->setText(int_string); ui->number2->setText(int_string1); ui->number3->setText(int_string2); ui->number4->setText(int_string3); ui->number1->show(); ui->number2->show(); ui->number3->show(); ui->number4->show(); int temp = holder[3] + holder[2] + holder[1]; sean.push_back(temp); vector<int> b = test(); QString int_string5 = QString::number(b[0]); ui->error->setText(int_string5); ui->error->show(); } else { ui->error->setText("I'm sorry, but you can only roll once"); ui->error->show(); } }
//----------------------------------------------------------------------------------- int Dice::Roll(unsigned int numRolls) const { int diceRollResult = 0; for (unsigned int i = 0; i < numRolls; ++i) { diceRollResult += Roll(); } return diceRollResult; }
main() { int chances; setvbuf(stdout, NULL, _IONBF, 0); printf("Tiros de dados: \n"); printf("Cuantos chances para tirar? \n"); scanf("%d", &chances); printf("\n"); Roll(chances); }
void AITurn(void) { /* If we have no choice... */ if( ! GetFlag(flag_CanStay) ) { Roll(); return; } /* This is where the AI should come into play */ Stay(); return; }
void TypingPutError(FILE *stream, char *wrong, char *right) { int i, len; TypingPutString(stream, wrong); if (WithProbability(UNFIXED_RATE)) return; SleepMs(ERROR_PAUSE+Roll(ERROR_PAUSE*2)); for (i = 0, len = strlen(wrong); i < len; i++) { fputc(BS, stream); fputc(SPACE, stream); TypingPutChar(stream, BS); } TypingPutString(stream, right); }
/*makes the hero of the class specified, suboptions are for classes with sub options: paladins, mages, etc*/ void BecomeClass(Hero *hero,int classindex,int suboptions) { switch(classindex) { case C_Warrior: hero->attributes[A_Strength].score = 17 + Roll(15); hero->attributes[A_Endurance].score = 17 + Roll(15); hero->attributes[A_Agility].score = 12 + Roll(15); hero->attributes[A_Dexterity].score = 10 + Roll(10); hero->attributes[A_Intelligence].score = 4 + Roll(6); hero->attributes[A_Magic].score = 5; LearnSkill(hero,SK_Attack,12 + Roll(15)); LearnSkill(hero,SK_Defense,10 + Roll(10)); LearnSkill(hero,SK_Throwing,12 + Roll(15)); LearnSkill(hero,SK_Climbing,5); hero->bonus = 12 + Roll(10); hero->trainingclass = C_Warrior; break; } }
/*returns skill roll complete with chances in hell and blunders CIH will be 0 if neither, 1 if Chance in hell, -1 if blunder*/ int SkillRoll(int *CIH) { int roll; int total = 0; *CIH = 0; do { roll = Roll(10); if((*CIH == -1)&&(roll = 1))total -= 10; if(*CIH == 0) { if(roll == 1) *CIH = -1; else if(roll == 10) *CIH = 1; } if(*CIH != -1)total += roll; }while(((roll == 1)&&(*CIH == -1))||((roll == 10)&&(*CIH == 1))); return total; }
bool Rollers::CheckRoll(double _duration) { //duration = _duration; //start = std::clock(); //runs 99 times. hence "button 7" being a swear word. for(int a = 0; a < 99; a++) { Roll(true, 0.1); //again no idea which roller is which leftCurrent = pdp->GetCurrent(ROLLERS_MOTOR_LEFT_PDP); // all pwm motors dont have a matching pdp rightCurrent = pdp->GetCurrent(ROLLERS_MOTOR_RIGHT_PDP); // ill figure that out soon SmartDashboard::PutNumber("Roller_Current", leftCurrent); SmartDashboard::PutNumber("Roller_Current_2", rightCurrent); //timeElapsed = (std::clock() + start)/(double)CLOCKS_PER_SEC; } if (abs(leftCurrent- rightCurrent) <= 2.0f) { bCheck = true; } return bCheck; }
hMatrix Tool_Position(double roll, double pitch, double yaw){ hMatrix Yaw(3,3), Pitch(3,3), Roll(3,3), temp(3,3); double roll_data[9] = {1, 0, 0, 0,cos(roll),-sin(roll), 0,sin(roll),cos(roll)}; double pitch_data[9] = {cos(pitch),0,sin(pitch), 0, 1, 0, -sin(pitch),0,cos(pitch)}; double yaw_data[9] = {cos(yaw),-sin(yaw), 0, sin(yaw),cos(yaw),0, 0,0,1}; Roll.SET(3,3,&roll_data[0]); Pitch.SET(3,3,&pitch_data[0]); Yaw.SET(3,3,&yaw_data[0]); temp = Yaw*Pitch; return temp*Roll; }
void StandardRule::AssignNeighbors(NeighborMap& neighbors, const size_t cand_size) { const size_t NUM_PEERLIST = g_btte_args.get_num_peerlist(); for (size_t i = 0; i < NUM_PEERLIST; i++) { if (i < cand_size) { const int cand_pid = candidates_[i]; float pg_delay = Roll(RSC::STD_PEERSELECT, 0.01, 1.0); Neighbor nei_info = Neighbor(pg_delay); neighbors.insert(std::pair<int, Neighbor>(cand_pid, nei_info)); g_peers.at(cand_pid).incr_neighbor_counts(1); } else break; } }
int tech_roll(dbref player, MECH * mech, int diff) { int s; int succ; int r = (HasBoolAdvantage(player, "tech_aptitude") ? char_rollsaving() : Roll()); s = FindTechSkill(player, mech); s += diff; succ = r >= s; if(Wizard(player)) { notify_printf(player, "Tech - BTH: %d(Base:%d, Mod:%d) Roll: %d", s, s - diff, diff, r); } else { notify_printf(player, "BTH: %d Roll: %d", s, r); } if(succ && In_Character(mech->mynum)) AccumulateTechXP(player, mech, BOUNDED(1, s - 7, MAX(2, 1 + diff))); return (r - s); }
void Camera::LookAt(const Point& target) { // No navel gazing: if (target == Pos()) return; Point tgt, tmp = target - Pos(); // Rotate into the view orientation: tgt.x = (tmp * vrt()); tgt.y = (tmp * vup()); tgt.z = (tmp * vpn()); if (tgt.z == 0) { Pitch(0.5); Yaw(0.5); LookAt(target); return; } double az = atan(tgt.x/tgt.z); double el = atan(tgt.y/tgt.z); // if target is behind, offset by 180 degrees: if (tgt.z < 0) az -= PI; Pitch(-el); Yaw(az); // roll to upright position: double deflection = vrt().y; while (fabs(deflection) > 0.001) { double theta = asin(deflection/vrt().length()); Roll(-theta); deflection = vrt().y; } }
int EjectedPilotClass::Exec() { ACMIGenPositionRecord genPos; ACMISwitchRecord acmiSwitch; SoundPos.UpdatePos(this); if (IsDead()) return TRUE; // Call superclass Exec. SimMoverClass::Exec(); if (!SimDriver.MotionOn()) return IsLocal(); if (_delayTime > SimLibElapsedTime) { // not time yet RunJettisonCanopy(); // stay with it return IsLocal(); } // Advance time AdvanceTime(); // Simulate the ejected pilot here. switch(_stage) { case PD_JETTISON_CANOPY : { RunJettisonCanopy(); break; } case PD_EJECT_SEAT : { RunEjectSeat(); break; } case PD_FREE_FALL_WITH_SEAT : { RunFreeFall(); break; } case PD_CHUTE_OPENING : { RunFreeFall(); // Here we run our little switch based animation... static const int NUM_FRAMES = 31; float percent = (_runTime - StageEndTime(_stage-1)) / (StageEndTime(_stage) - StageEndTime(_stage-1)); int frame = FloatToInt32(percent * (NUM_FRAMES-0.5f)); if ( frame < 0 ) frame = 0; else if ( frame > NUM_FRAMES ) frame = NUM_FRAMES; percent = ((_runTime - _deltaTime ) - StageEndTime(_stage-1)) / (StageEndTime(_stage) - StageEndTime(_stage-1)); int prevframe = FloatToInt32(percent * ((float)NUM_FRAMES-0.5f)); if ( prevframe < 0 ) prevframe = 0; else if ( prevframe > NUM_FRAMES ) prevframe = NUM_FRAMES; if ( gACMIRec.IsRecording() && prevframe != frame) { acmiSwitch.hdr.time = SimLibElapsedTime * MSEC_TO_SEC + OTWDriver.todOffset; acmiSwitch.data.type = Type(); acmiSwitch.data.uniqueID = ACMIIDTable->Add(Id(),NULL,0);//.num_; acmiSwitch.data.switchNum = 0; acmiSwitch.data.prevSwitchVal = 1<<prevframe; acmiSwitch.data.switchVal = 1<<frame; gACMIRec.SwitchRecord( &acmiSwitch ); } if ( drawPointer ) ((DrawableBSP*)drawPointer)->SetSwitchMask( 0, 1<<frame ); break; } case PD_FREE_FALL_WITH_OPEN_CHUTE : { RunFreeFallWithOpenChute(); break; } case PD_FREE_FALL_WITH_COLLAPSED_CHUTE : { RunFreeFall(); break; } case PD_SAFE_LANDING : { RunSafeLanding(); _stageTimer += _deltaTime; static const int NUM_FRAMES = 13; float percent = _stageTimer/2.0f; int frame = FloatToInt32(percent * ((float)NUM_FRAMES-0.5f)); if ( frame < 0 ) frame = 0; else if ( frame > NUM_FRAMES ) frame = NUM_FRAMES; if ( drawPointer ) ((DrawableBSP*)drawPointer)->SetSwitchMask( 0, 1<<frame ); break; } case PD_CRASH_LANDING : { RunCrashLanding(); _stageTimer += _deltaTime; static const int NUM_FRAMES = 12; float percent = _stageTimer/2.0f; int frame = FloatToInt32(percent * ((float)NUM_FRAMES-0.5f)); if ( frame < 0 ) frame = 0; else if ( frame > NUM_FRAMES ) frame = NUM_FRAMES; if ( drawPointer ) ((DrawableBSP*)drawPointer)->SetSwitchMask( 0, 1<<frame ); break; } default : { ShiWarning ("Bad Eject Mode"); } } // Make sure all components of orientation are in range ( 0 <= n <= TWO_PI). FixOrientationRange(); // Update shared data. SetPosition(_pos[I_X], _pos[I_Y], _pos[I_Z]); SetDelta(_vel[I_X], _vel[I_Y], _vel[I_Z]); SetYPR(_rot[I_YAW], _rot[I_PITCH], _rot[I_ROLL]); SetYPRDelta(_aVel[I_YAW], _aVel[I_PITCH], _aVel[I_ROLL]); if (gACMIRec.IsRecording() && (SimLibFrameCount & 3 ) == 0) { 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 ); } // Update matrices for geometry. CalcTransformMatrix((SimMoverClass *)this); // See if it hit the ground. if ( _hitGround == FALSE ) _hitGround = HasHitGround(); /* ** We now do completion in the safe or crash landing stages ** (by calling HitGround() ) if (HasHitGround()) { HitGround(); } */ // Display some debug data. #if DEBUG_EJECTION_SEQUENCE SpewDebugData(); #endif // DEBUG_EJECTION_SEQUENCE return IsLocal(); }
static Boolean MainFormHandleEvent (EventPtr e) { Boolean handled = false; FormPtr frm; switch (e->eType) { case frmOpenEvent: frm = FrmGetActiveForm(); DrawIntro(); FrmDrawForm(frm); DrawState(); // Draw those dice! handled = true; break; case frmUpdateEvent: DrawPlayers(); break; case menuEvent: MenuEraseStatus(NULL); switch(e->data.menu.itemID) { case MenuItem_Help: FrmHelp( GenericHelp ); break; case MenuItem_About: FrmAlert(About_Info); break; case MenuItem_New: DialogNewGame(); break; case MenuItem_Reset: ResetCubes(); DrawState(); break; case MenuItem_Defaults: Defaults(); ResetCubes(); DrawState(); break; case MenuItem_Variants: if ( GetCurrPlayer() < 0 ) { DialogVariants(); } else { FrmAlert(NoVariants); } break; case MenuItem_Preferences: DialogPreferences(); break; } handled = true; break; case ctlSelectEvent: switch(e->data.ctlSelect.controlID) { case btn_Stay: ShowButtons(false); Stay(); break; case btn_Info: //FrmAlert(About_Info); DialogStatus(); break; case btn_Roll: if ( isGameOn() ) { ShowButtons(false); Roll(); } else { DialogNewGame(); } break; case btnTopStatus: FrmHelp( TS_LastLicks ); break; } handled = true; break; case winExitEvent: if( e->data.winExit.exitWindow == (WinHandle)FrmGetFormPtr(MainForm) ) { /* Turn off animations and the AI */ FreezeBit = true; } break; case winEnterEvent: if (e->data.winEnter.enterWindow == (WinHandle)FrmGetFormPtr(MainForm) && e->data.winEnter.enterWindow == (WinHandle)FrmGetFirstForm ()) { /* Turn back on animations and the AI */ FreezeBit = false; } default: break; } return handled; }
void Matrix::Rotate(float rotation) { Roll(rotation); }
void mech_unjam_ammo_event(EVENT * objEvent) { MECH *objMech = (MECH *) objEvent->data; /* get the mech */ int wWeapNum = (int) objEvent->data2; /* and now the weapon number */ int wSect, wSlot, wWeapStatus, wWeapIdx; int ammoLoc, ammoCrit, ammoLeft; int wRoll = 0; int wRollNeeded = 0; if (Uncon(objMech) || !Started(objMech)) return; wWeapStatus = FindWeaponNumberOnMech(objMech, wWeapNum, &wSect, &wSlot); if (wWeapStatus == TIC_NUM_DESTROYED) /* return if the weapon has been destroyed */ return; wWeapIdx = FindWeaponIndex(objMech, wWeapNum); ammoLeft = FindAmmoForWeapon_sub(objMech, wSect, wSlot, wWeapIdx, 0, &ammoLoc, &ammoCrit, 0, 0); if (!ammoLeft) { SetPartTempNuke(objMech, wSect, wSlot, 0); mech_notify(objMech, MECHALL, tprintf ("You finish bouncing around and realize you nolonger have ammo for your %s!", get_parts_long_name(I2Weapon(wWeapIdx), 0))); return; } if (MechWeapons[wWeapStatus].special & RAC) { wRoll = Roll(); wRollNeeded = FindPilotGunnery(objMech, wWeapStatus) + 3; mech_notify(objMech, MECHPILOT, "You make a roll to unjam the weapon!"); mech_notify(objMech, MECHPILOT, tprintf("Modified Gunnery Skill: BTH %d\tRoll: %d", wRollNeeded, wRoll)); if (wRoll < wRollNeeded) { mech_notify(objMech, MECHALL, "Your attempt to remove the jammed slug fails. You'll need to try again to clear it."); return; } } else { if (!MadePilotSkillRoll(objMech, 0)) { mech_notify(objMech, MECHALL, "Your attempt to remove the jammed slug fails. You'll need to try again to clear it."); return; } } SetPartTempNuke(objMech, wSect, wSlot, 0); mech_notify(objMech, MECHALL, tprintf("You manage to clear the jam on your %s!", get_parts_long_name(I2Weapon(wWeapIdx), 0))); MechLOSBroadcast(objMech, "ejects a mangled shell!"); SetPartData(objMech, ammoLoc, ammoCrit, GetPartData(objMech, ammoLoc, ammoCrit) - 1); }
/* ** 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(); }
bool CXbowDriver::GetData() { //here we actually access serial ports etc if(m_pPort->IsStreaming()) { MOOSTrace("Crossbow must not be streaming\n"); return false; } //ask the crossbow for a reading m_pPort->Write("G",1); string sWhat; unsigned char Reply[CROSSBOW_POLLED_ANGLE_MODE_REPLY_LENGTH]; //note local call back invoked here to specify termination int nRead = m_pPort->ReadNWithTimeOut((char*)Reply,sizeof(Reply)); if(nRead == CROSSBOW_POLLED_ANGLE_MODE_REPLY_LENGTH) { if(Reply[0]!=255) { MOOSTrace("Unexpected Header in CrossBow reply\n"); } //angles short nRoll = (Reply[1]<<8) + Reply[2]; short nPitch = (Reply[3]<<8) + Reply[4]; short nYaw = (Reply[5]<<8) + Reply[6]; //This is roll, pitch and yaw for the DMU-AHRS, which is rotated //relative to the vehicle body. It has Z down and X out the tail. double df_deg_CBRoll = nRoll*180.0/pow(2.0,15.0); double df_deg_CBPitch = nPitch*180.0/pow(2.0,15.0); double df_deg_CBYaw = nYaw*180.0/pow(2.0,15.0); //account for alignment of crossbow in vehicle frame //this is the angle measured from the vehicle center line(y) double dfHeading = df_deg_CBYaw+m_dfVehicleYToINSX; //now correct for magnetic offset dfHeading+=m_dfMagneticOffset; //convert to Yaw.. //Notice that Heading is in DEGREES, positive CLOCKWISE //while Yaw is in RADIANS, positive COUNTERCLOCKWISE double dfYaw = -dfHeading*PI/180.0; dfYaw = MOOS_ANGLE_WRAP(dfYaw); //initialise transformed angles (in degrees) double df_deg_TRoll = df_deg_CBRoll; double df_deg_TPitch = df_deg_CBPitch; if( m_dfVehicleYToINSX == 0 ) { //Crossbow roll and vehicle body roll match. df_deg_TRoll = df_deg_TRoll; //same for Pitch. df_deg_TPitch = df_deg_TPitch; } else if (m_dfVehicleYToINSX == 180) { df_deg_TRoll = -df_deg_TRoll; df_deg_TPitch = -df_deg_TPitch; } else { MOOSTrace("Bad 'TWIST' value (use 0 or 180)!\r\n"); return false; } //look after pitch double dfPitch = MOOSDeg2Rad(df_deg_TPitch); //look after roll double dfRoll = MOOSDeg2Rad(df_deg_TRoll); //find the temperature every so often m_nTempCnt++; if((m_nTempCnt % 100) == 0) { short nTemp = ( Reply[25] << 8 ) + Reply[26]; m_dfTemp = 44.4 * ( ((double)nTemp * 5.0/4096.0) - 1.375); CMOOSMsg Temperature(MOOS_NOTIFY, "INS_TEMPERATURE", m_dfTemp); m_Notifications.push_back(Temperature); } //notify the MOOS CMOOSMsg Heading(MOOS_NOTIFY, "INS_HEADING", dfHeading); m_Notifications.push_back(Heading); CMOOSMsg Yaw(MOOS_NOTIFY, "INS_YAW", dfYaw); m_Notifications.push_back(Yaw); CMOOSMsg Pitch(MOOS_NOTIFY, "INS_PITCH", dfPitch); m_Notifications.push_back(Pitch); CMOOSMsg Roll(MOOS_NOTIFY, "INS_ROLL", dfRoll); m_Notifications.push_back(Roll); //rates short nRollRate = (Reply[7]<<8) + Reply[8];//p-dot short nPitchRate = (Reply[9]<<8) + Reply[10];//q-dot short nYawRate = (Reply[11]<<8) + Reply[12];//r-dot //xbow calib constant double RR = 100.0;//deg/sec double dfRollRate = nRollRate * RR * 1.5/pow(2.0,15); double dfPitchRate = nPitchRate * RR * 1.5/pow(2.0,15); double dfYawRate = nYawRate * RR * 1.5/pow(2.0,15); //note X and Y axes are switched CMOOSMsg RollRate(MOOS_NOTIFY, "INS_ROLLRATE_Y", dfRollRate); m_Notifications.push_back(RollRate); CMOOSMsg PitchRate(MOOS_NOTIFY, "INS_ROLLRATE_X", dfPitchRate); m_Notifications.push_back(PitchRate); CMOOSMsg YawRate(MOOS_NOTIFY, "INS_ROLLRATE_Z", dfYawRate); m_Notifications.push_back(YawRate); //accelerations short nXAccel = (Reply[13]<<8) + Reply[14];//v-dot short nYAccel = (Reply[15]<<8) + Reply[16];//u-dot short nZAccel = (Reply[17]<<8) + Reply[18];//w-dot //xbow calib constant double GR = 2.0;//G's double dfXAccel = nXAccel * GR * 1.5/pow(2.0,15); double dfYAccel = nYAccel * GR * 1.5/pow(2.0,15); double dfZAccel = nZAccel * GR * 1.5/pow(2.0,15); //note X and Y axes are switched CMOOSMsg XAccel(MOOS_NOTIFY, "INS_ACCEL_Y", dfXAccel); m_Notifications.push_back(XAccel); CMOOSMsg YAccel(MOOS_NOTIFY, "INS_ACCEL_X", dfYAccel); m_Notifications.push_back(YAccel); CMOOSMsg ZAccel(MOOS_NOTIFY, "INS_ACCEL_Z", dfZAccel); m_Notifications.push_back(ZAccel); //magnetic field data short nXMag = (Reply[19]<<8) + Reply[20]; short nYMag = (Reply[21]<<8) + Reply[22]; short nZMag = (Reply[23]<<8) + Reply[24]; double dfGaussX = nXMag * 1.25 * 1.5/pow(2.0,15.0); double dfGaussY = nYMag * 1.25 * 1.5/pow(2.0,15.0); double dfGaussZ = nZMag * 1.25 * 1.5/pow(2.0,15.0); CMOOSMsg GaussX(MOOS_NOTIFY, "INS_MAG_Y", dfGaussX); m_Notifications.push_back(GaussX); CMOOSMsg GaussY(MOOS_NOTIFY, "INS_MAG_X", dfGaussY); m_Notifications.push_back(GaussY); CMOOSMsg GaussZ(MOOS_NOTIFY, "INS_MAG_Z", dfGaussZ); m_Notifications.push_back(GaussZ); if(m_pPort->IsVerbose()) { //this allows us to print data in verbose mode //when teh port couldn't as it is verbose MOOSTrace("Roll = %7.3f Pitch = %7.3f Yaw = %7.3f Heading = %7.3f Temp = %3.2f\n", df_deg_TRoll, df_deg_TPitch, dfYaw*180/PI, dfHeading, m_dfTemp); } } else { MOOSTrace("read %d byte while expecting %d\n", nRead, CROSSBOW_POLLED_ANGLE_MODE_REPLY_LENGTH); } return true; }
// Rolls an item from the group (if any takes its chance) and adds the item to the loot void LootTemplate::LootGroup::Process(Loot& loot, uint16 lootMode) const { if (LootStoreItem const* item = Roll(loot, lootMode)) loot.AddItem(*item); }
void Entity::Update(const Camera& camera, float dt) { if (mSpinning) {Yaw(dt*movementMult);} if (mUpDown) {GoUpDown(dt);} if (mFlipping) {Pitch(dt*movementMult);} if (mRolling) {Roll(dt*movementMult);} if (mSideToSide) {GoSideToSide(dt);} if (mBackAndForth) {GoBackAndForth(dt);} if (mOrbit) { Yaw(dt*movementMult); Walk(dt*movementMult*100); } XMVECTOR R = XMLoadFloat3(&mRight); XMVECTOR U = XMLoadFloat3(&mUp); XMVECTOR L = XMLoadFloat3(&mLook); XMVECTOR P = XMLoadFloat3(&mPosition); // Keep axes orthogonal to each other and of unit length. L = XMVector3Normalize(L); U = XMVector3Normalize(XMVector3Cross(L, R)); // U, L already ortho-normal, so no need to normalize cross product. R = XMVector3Cross(U, L); // Fill in the world matrix entries. // float x = XMVectorGetX(XMVector3Dot(P, R)); // float y = XMVectorGetX(XMVector3Dot(P, U)); // float z = XMVectorGetX(XMVector3Dot(P, L)); float x = XMVectorGetX(P); float y = XMVectorGetY(P); float z = XMVectorGetZ(P); XMStoreFloat3(&mRight, R); XMStoreFloat3(&mUp, U); XMStoreFloat3(&mLook, L); mWorld(0, 0) = mRight.x; mWorld(1, 0) = mRight.y; mWorld(2, 0) = mRight.z; mWorld(3, 0) = x; mWorld(0, 1) = mUp.x; mWorld(1, 1) = mUp.y; mWorld(2, 1) = mUp.z; mWorld(3, 1) = y; if (reverseLook){ mWorld(0, 2) = -mLook.x; mWorld(1, 2) = -mLook.y; mWorld(2, 2) = -mLook.z; mWorld(3, 2) = z;} else { mWorld(0, 2) = mLook.x; mWorld(1, 2) = mLook.y; mWorld(2, 2) = mLook.z; mWorld(3, 2) = z;} mWorld(0, 3) = 0.0f; mWorld(1, 3) = 0.0f; mWorld(2, 3) = 0.0f; mWorld(3, 3) = 1.0f; if (hovering) { XMMATRIX M = XMLoadFloat4x4(&mWorld); XMMATRIX scaling = XMMatrixScaling(1.3f, 1.3f, 1.3f); XMStoreFloat4x4(&mWorld, scaling * M); } //GROWING MOVEMENTS if (mPulse) { Pulse(dt); } if (mGrowIn){ GrowIn(dt); } if (mGrowOut){ GrowOut(dt); } if (mSquishX || mSquishY || mSquishZ){ Squish(dt); if (mSquishX){ ScaleX(currProgress); } if (mSquishY){ ScaleY(currProgress); } if (mSquishZ){ ScaleZ(currProgress); }} if (progressBar) { ScaleX(currProgress); } if (billboard) { XMMATRIX M = XMLoadFloat4x4(&mWorld); XMVECTOR L = XMVector3Normalize(XMVectorSubtract(camera.GetPositionXM(), GetPositionXM())); XMVECTOR Look = XMLoadFloat3(&mLook); XMVECTOR angle = XMVector3AngleBetweenNormals(L, Look); float theAngle = XMVectorGetY(angle); XMMATRIX rotY; camera.GetPosition().x < mPosition.x ? rotY = XMMatrixRotationY(-theAngle) : rotY = XMMatrixRotationY(theAngle); XMStoreFloat4x4(&mWorld, rotY * M); } if (goToPos) { if (mDistanceLeft <= 0){ goToPos = false; } } if (mUseAnimation){ mAnim->Update(dt);} //update sphere collider mSphereCollider.Center = mPosition; if (mUseAAB){ UpdateAAB(); } if (mUseAABOnce){ UpdateAAB(); mUseAABOnce = false; } }
void HelicopterClass::RunExplosion (void) { int i; Tpoint pos; Falcon4EntityClassType *classPtr; SimBaseClass *tmpSimBase; Tpoint tp = Origin; Trotation tr = IMatrix; // F4PlaySound (SFX_DEF[SFX_OWNSHIP_BOOM].handle); //F4SoundFXSetPos( SFX_BOOMA1 + PRANDInt5(), TRUE, XPos(), YPos(), ZPos(), 1.0f ); SoundPos.Sfx( SFX_BOOMA1 + PRANDInt5() ); // MLR 5/16/2004 - // 1st do primary explosion pos.x = XPos(); pos.y = YPos(); pos.z = ZPos(); if ( OnGround( ) ) { pos.z = OTWDriver.GetGroundLevel( pos.x, pos.y ) - 4.0f; SetDelta( XDelta() * 0.1f, YDelta() * 0.1f, -50.0f ); OTWDriver.AddSfxRequest( new SfxClass (SFX_GROUND_EXPLOSION, // type &pos, // world pos 1.2f, // time to live 100.0f ) ); // scale } else { OTWDriver.AddSfxRequest( new SfxClass (SFX_AIR_HANGING_EXPLOSION, // type &pos, // world pos 2.0f, // time to live 200.0f + 200 * PRANDFloatPos() ) ); // scale } classPtr = (Falcon4EntityClassType*)EntityType(); // Add the parts (appairently hardcoded at 4) // Recoded by KCK on 6/23 to remove damage station BS for (i=0; i<4; i++) { tmpSimBase = new SimBaseClass(Type()); CalcTransformMatrix (tmpSimBase); OTWDriver.CreateVisualObject(tmpSimBase, classPtr->visType[i+2], &tp, &tr, OTWDriver.Scale()); tmpSimBase->SetPosition (pos.x, pos.y, pos.z); if (!i) { tmpSimBase->SetDelta (XDelta(), YDelta(), ZDelta()); } if (!OnGround()) { tmpSimBase->SetDelta ( XDelta() + 50.0f * PRANDFloat(), YDelta() + 50.0f * PRANDFloat(), ZDelta() + 50.0f * PRANDFloat() ); } else { tmpSimBase->SetDelta ( XDelta() + 50.0f * PRANDFloat(), YDelta() + 50.0f * PRANDFloat(), ZDelta() - 50.0f * PRANDFloatPos() ); } tmpSimBase->SetYPR (Yaw(), Pitch(), Roll()); if (!i) { // First peice is more steady and is flaming tmpSimBase->SetYPRDelta ( 0.0F, 0.0F, 10.0F + PRANDFloat() * 30.0F * DTR); OTWDriver.AddSfxRequest( new SfxClass (SFX_FLAMING_PART, // type SFX_MOVES | SFX_USES_GRAVITY | SFX_EXPLODE_WHEN_DONE, tmpSimBase, // sim base * 3.0f + PRANDFloatPos() * 4.0F, // time to live 1.0F ) ); // scale } else { // spin piece a random amount tmpSimBase->SetYPRDelta ( PRANDFloat() * 30.0F * DTR, PRANDFloat() * 30.0F * DTR, PRANDFloat() * 30.0F * DTR); OTWDriver.AddSfxRequest( new SfxClass (SFX_SMOKING_PART, // type SFX_MOVES | SFX_USES_GRAVITY | SFX_BOUNCES | SFX_EXPLODE_WHEN_DONE, tmpSimBase, // sim base * 4.0f * PRANDFloatPos() + (float)((i+1)*(i+1)), // time to live 1.0 ) ); // scale } } }
void EjectedPilotClass::InitLocalData(AircraftClass *ac, int mode, int no){ DrawableBSP *acBSP; int labelLen; _delayTime = SimLibElapsedTime + no * 2 * CampaignSeconds; // Initialize position, rotation, velocity, angular velocity. if (ac) { _pos = EP_VECTOR(ac->XPos(),ac->YPos(),ac->ZPos()); _rot[I_ROLL] = ac->Roll(); _rot[I_PITCH] = ac->Pitch(); _rot[I_YAW] = ac->Yaw(); _vel = EP_VECTOR(ac->XDelta(),ac->YDelta(),ac->ZDelta()); _aVel[I_ROLL] = ac->RollDelta(); _aVel[I_PITCH] = ac->PitchDelta(); _aVel[I_YAW] = ac->YawDelta(); } else { _pos = EP_VECTOR(XPos(),YPos(),ZPos()); _rot[I_ROLL] = Roll(); _rot[I_PITCH] = Pitch(); _rot[I_YAW] = Yaw(); _vel = EP_VECTOR(XDelta(),YDelta(),ZDelta()); _aVel[I_ROLL] = RollDelta(); _aVel[I_PITCH] = PitchDelta(); _aVel[I_YAW] = YawDelta(); } // Play with this value to change the signature of an // ejected pilot on the IR. SetPowerOutput(0); // sfr: not setters on this anymore //SetVt(0); //SetKias(0); // Initialize physical data. _pd = NULL; _stage = PD_START; // Initialize model data to NULL. _md = NULL; _model = MD_START; // Set the ejection mode. SetMode(mode); // Initialize run time and delta time. _runTime = 0.0; _deltaTime = 0.0; // We just set the type flag to "FalconSimEntity". SetTypeFlag(FalconEntity::FalconSimEntity); // Is it ourselves - Find out from the aircraft. if (ac && no == 0){ _isPlayer = (SimDriver.GetPlayerEntity() == ac) ? TRUE : FALSE; } else { _isPlayer = FALSE; } // Is it a player - Find out from the aircraft. if (ac){ _isDigital = ac->IsDigital() ? TRUE : FALSE; } else{ _isDigital = TRUE; } // Set team/country if (ac){ SetCountry (ac->GetCountry()); } _endStageTimeAdjust = ( IsDigiPilot() ? 0.0F : _pd->humanPilotEndStageTimeAdjust ); // It hasn't hit the ground yet. _hitGround = FALSE; // The chute isn't collapsed yet. _collapseChute = FALSE; _chuteCollapsedTime = 1000000.0; // No death message yet. _deathMsg = NULL; // Update shared data. SetPosition(_pos[I_X], _pos[I_Y], _pos[I_Z]); SetDelta(_vel[I_X], _vel[I_Y], _vel[I_Z]); SetYPR(_rot[I_YAW], _rot[I_PITCH], _rot[I_ROLL]); SetYPRDelta(_aVel[I_YAW], _aVel[I_PITCH], _aVel[I_ROLL]); // Update matrices for geometry. CalcTransformMatrix((SimMoverClass *)this); // Set up our label. if (ac) { acBSP = (DrawableBSP *)ac->drawPointer; if(acBSP != NULL) { strncpy(_label, acBSP->Label(), 32); labelLen = strlen(acBSP->Label()); if (no == 0){ strncat(_label, " Pilot", 32 - labelLen); } else { char crewstr[20]; sprintf (crewstr, " Crew%d", no); strncat(_label, crewstr, 32 - labelLen); } _label[31] = 0; _labelColor = acBSP->LabelColor(); } else { _label[0] = 0; _labelColor = 0; } } else { strcpy(_label, "Pilot"); labelLen = strlen(_label); _labelColor = 0;//acBSP->LabelColor(); } _execCalledFromAircraft = FALSE; // Point to the aircraft that I ejected from. if (ac) { _aircraftId = ac->Id(); _flightId = ac->GetCampaignObject()->Id(); } // Update exec transfer synching data. _lastFrameCount = 0; // _execCount = 0; // Act like a bomb, so nobody sees you // edg: yuck, we now have an eject pilot motion SetFlag(MOTION_BMB_AI); SetFlag(MOTION_EJECT_PILOT); if (IsLocal()) { SimVuDriver *drive = new SimVuDriver(this); drive->ExecDR(SimLibElapsedTime); SetDriver (drive); } }