Пример #1
0
void Dragonfly::LoadState (FILEHANDLE scn, void *vs)
{
    char *line;
	while (oapiReadScenario_nextline (scn, line)) {
        if (!strnicmp (line, "UPPERANT", 8)) {
			sscanf (line+8, "%f %f %i %i %i", &UP_pos ,&UY_pos,&UP_handle, &UY_handle,&UAnt_handle);
		} else if (!strnicmp (line, "LOWERANT", 8)) {
			sscanf (line+8, "%f %f %i %i %i", &LP_pos, &LY_pos,&LP_handle,&LY_handle,&LAnt_handle);
			//SetGearParameters (gear_proc);
		} else if (!strnicmp (line, "HATCH", 5)) {
			sscanf (line+5, "%f %i", &dock_latched, &latch_handle);
		} else if (!strnicmp (line, "ANTTRG", 6)) {
			Dock_target_object=oapiGetObjectByName(line+7);
			//sscanf (line+5, "%f %i", &dock_latched, &latch_handle);
        } else {
            ParseScenarioLineEx (line, vs);
			// unrecognised option - pass to Orbiter's generic parser
        }
    }

	    SetAnimState (anim_UY_ant, UY_pos);
		float ang=(150-UY_pos*300.0)/180.0*acos(-1);
	    Upper_ant_pitch.trans.P.rotparam.axis=_V(cos(ang),0,-sin(ang));	 
        SetAnimState (anim_UP_ant, UP_pos);		
	    
		SetAnimState (anim_LY_ant, LY_pos);
		ang=(150-LY_pos*300.0)/180.0*acos(-1);
	    Lower_ant_pitch.trans.P.rotparam.axis=_V(cos(ang),0,-sin(ang));	 
        SetAnimState (anim_LP_ant, LP_pos);		

	    SetAnimState (anim_latch, dock_latched);
};
END_CLASS_STATES

/*
================
rvMonsterConvoyGround::State_Fall
================
*/
stateResult_t rvMonsterConvoyGround::State_Fall ( const stateParms_t& parms ) {
	enum {
		STAGE_INIT,			// Initialize fall stage
		STAGE_WAITIMPACT,	// Wait for the drop turret to hit the ground
		STAGE_IMPACT,		// Handle drop turret impact, switch to combat state
		STAGE_WAITDONE,
		STAGE_DONE
	};
	switch ( parms.stage ) {
		case STAGE_INIT:
			StopMove ( MOVE_STATUS_DONE );
			StopAnimState ( ANIMCHANNEL_LEGS );
			StopAnimState ( ANIMCHANNEL_TORSO );
			StartSound ( "snd_falling", SND_CHANNEL_VOICE, 0, false, NULL );
			PlayEffect ( "fx_droptrail", animator.GetJointHandle ( "origin" ), true );
			DisableAnimState ( ANIMCHANNEL_LEGS );
			PlayCycle ( ANIMCHANNEL_TORSO, "idle", 0 );
			oldOrigin = physicsObj.GetOrigin ( );
			return SRESULT_STAGE(STAGE_WAITIMPACT);
			
		case STAGE_WAITIMPACT:
			if ( physicsObj.HasGroundContacts ( ) ) {
				return SRESULT_STAGE(STAGE_IMPACT);
			}
			return SRESULT_WAIT;
			
		case STAGE_IMPACT:
			StopSound ( SND_CHANNEL_VOICE, false );
			StopEffect ( "fx_droptrail" );
			PlayEffect ( "fx_landing", GetPhysics()->GetOrigin(), (-GetPhysics()->GetGravityNormal()).ToMat3() );
			
			if ( (physicsObj.GetOrigin ( ) - oldOrigin).LengthSqr() > Square(128.0f) ) {
				PlayAnim ( ANIMCHANNEL_TORSO, "land", 0 );
				return SRESULT_STAGE ( STAGE_WAITDONE );
			}
			return SRESULT_STAGE ( STAGE_DONE );
			
		case STAGE_WAITDONE:
			if ( AnimDone ( ANIMCHANNEL_TORSO, 4 ) ) {
				return SRESULT_STAGE ( STAGE_DONE );
			}
			return SRESULT_WAIT;
		
		case STAGE_DONE:
			onGround = true;
			SetAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle" );
			SetAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle" );
			return SRESULT_DONE;
	}
	return SRESULT_ERROR;
}
Пример #3
0
/*
================
rvVehicleDropPod::Event_ScriptedStop
================
*/
void rvVehicleDropPod::Event_ScriptedStop( void ) {
	vfl.scripted = false;

	if ( vfl.endWithIdle ) {
		SetAnimState ( ANIMCHANNEL_LEGS, "State_Idle", 1 );
	}
}
Пример #4
0
void Npc::SetRandomState()
{
	int ranAtk = rand() % 4;
	switch (ranAtk)
	{
	case 0:
		SetAnimState(AnimState::Punch);
		break;
	case 1:
		SetAnimState(AnimState::Kick);
		break;
	case 2:
		SetAnimState(AnimState::Block);
		break;
	case 3:
		SetAnimState(AnimState::Special);
		break;
	}
}
Пример #5
0
/*
================
rvVehicleDropPod::Event_ScriptedAnim
================
*/
void rvVehicleDropPod::Event_ScriptedAnim( const char* animname, int blendFrames, bool loop, bool endWithIdle ) {
	vfl.endWithIdle = endWithIdle;
	if ( loop ) {
		PlayCycle ( ANIMCHANNEL_LEGS, animname, blendFrames );
	} else {
		PlayAnim ( ANIMCHANNEL_LEGS, animname, blendFrames );
	}
	SetAnimState ( ANIMCHANNEL_LEGS, "State_ScriptedAnim", blendFrames );
	vfl.scripted = true;
}
Пример #6
0
void Battle::Ally::CreateSprite() {
	if (Player::engine != Player::EngineRpg2k3)
		return;

	sprite.reset(new Sprite());
	sprite->SetOx(24);
	sprite->SetOy(24);
	sprite->SetX(rpg_actor->battle_x);
	sprite->SetY(rpg_actor->battle_y);
	sprite->SetZ(rpg_actor->battle_y);

	SetAnimState(anim_state);
	UpdateAnim(0);
}
bool AnimStateComponent::Update(float fDelta)
{
	if( !m_pkAnimStateAttrib )
	{
		m_pkAnimStateAttrib     = GetGameObjectAttribute(GetGameObject(),AnimStateAttributeBase);
	}

	assert(m_pkAnimStateAttrib);

	IAnimState  *pkAnimState = m_pkAnimStateAttrib->GetAnimState();

	if( pkAnimState!=m_pkCurrState )
		SetAnimState(pkAnimState);

	if (m_pkCurrState)
	{
		m_pkCurrState->Update(m_pkAnimComponent);
	}
	return true;
}
Пример #8
0
void Npc::Update()
{	
	mTime = SDL_GetTicks(); // Gives time in milliseconds
	if (mHealth <= 0 && State() != AnimState::Death)
	{
		SetAnimState(AnimState::Death);
	}

	Position().x += mVelocity.x * mSpeed;
	Position().y -= mVelocity.y * mSpeed;

	UpdateAI();
	SetState();

	// Update Sprite
	mpSprite->Update();
	
	// Update Collider
	UpdateCollider();
	
	mPrevTime = mTime;	// Set previous time
}
Пример #9
0
void Npc::HandleCollision(GameObject* other)
{
	if (!mpTarget)
		mpTarget = other;

	// If I'm in attack state
	if (State() == AnimState::Punch || State() == AnimState::Kick || State() == AnimState::Special)
	{
		SetActiveCollider(false);
		// Check which side enemy is on
		Vector2 dir = other->Position() - Position();
		if (dir.x > 0) // enemy on right side
		{
			// Push enemy forward
			other->Position().x += 10;
		}
		else // enemy on left side
		{
			other->Position().x -= 10;
		}
	}

	// If I'm idle and enemy is attacking
	if ((State() != AnimState::Block) && (other->State() == AnimState::Punch || other->State() == AnimState::Kick || other->State() == AnimState::Special))
	{
		SetAnimState(AnimState::Hurt);
		if (other->State() == AnimState::Punch || other->State() == AnimState::Kick)
		{
			mHealth -= 5;
			ResizeHealthBar();
		}
		else if (other->State() == AnimState::Special)
		{
			mHealth -= 10;
			ResizeHealthBar();
		}
	}
}
Пример #10
0
void Dragonfly::Timestep (double simt)
{
	VECTOR3 cg;
	VECTOR3 dist,pos;
	double dlevel, ratio;
	float line;
	static int vern;
	static int intr;
	static int rotmode;
// ******************** Set linear, rotation, disabled RCS mode 
	if (NAV_handle<3)
		{SetAttitudeMode(NAV_handle+1);
		 NAV_handle=3;
		};
// ******************** Kill rot mode can be called via a CB 
	//sprintf(oapiDebugString(),"%0.4f %0.4f %0.4f",Internals.Valves[23]->Temp,Internals.Tanks[11]->Temp,Internals.Tanks[12]->Temp);
	if (Kill_rot==1) 
	{ if (killset==0) { killset=1; //we've set the killrot
	  rotmode= Internals.Nav_mode_switch->pos;	
	  Internals.Nav_mode_switch->pos=0;//go to rot mode
	  oapiTriggerPanelRedrawArea(0,Internals.Nav_mode_switch->idx);//and redraw it
	  vern=VERN_handle;
	  intr=INTR_handle;
	  if (Manual_RCS) {
			VERN_handle=1;//no vernier
			Internals.Vern_mode_switch->pos=1;//no vernier
			oapiTriggerPanelRedrawArea(0,Internals.Vern_mode_switch->idx);
			INTR_handle=1;//normal mode
			Internals.Intr_mode_switch->pos=1;
			oapiTriggerPanelRedrawArea(0,Internals.Intr_mode_switch->idx);
			SetNormalRCS(); //go to auto mode
						};

	 SetAttitudeMode(1);//go to rot mode
	 ActivateNavmode(NAVMODE_KILLROT); //stop all rotation;
						}//end of killset
	if (killset==1){		//we are killrotting, monitoring the end of it
	   if (GetNavmodeState(NAVMODE_KILLROT)==0)//no longer killrotting
		     {//go back to previously saved RCS mode
			  Internals.Nav_mode_switch->pos=rotmode;
			  oapiTriggerPanelRedrawArea(0,Internals.Nav_mode_switch->idx);
			  SetAttitudeMode(rotmode+1);
			  
			  Internals.Vern_mode_switch->pos=vern;
			  VERN_handle=vern;
			  oapiTriggerPanelRedrawArea(0,Internals.Vern_mode_switch->idx);
			  
			  Internals.Intr_mode_switch->pos=intr;
			  INTR_handle=intr;
			  oapiTriggerPanelRedrawArea(0,Internals.Intr_mode_switch->idx);
			  //then inform the loop that killrot has ended
		      Kill_rot=0;
			  killset=0;
				};
				}//end of killset
	}; //end of killrot=0;
	if ((killset)&&(Kill_rot==0)) //we've been asked to stop killrot
	{//go back to previously saved RCS mode
			  Internals.Nav_mode_switch->pos=rotmode;
			  oapiTriggerPanelRedrawArea(0,Internals.Nav_mode_switch->idx);
			  SetAttitudeMode(rotmode+1);
			  
			  Internals.Vern_mode_switch->pos=vern;
			  VERN_handle=vern;
			  oapiTriggerPanelRedrawArea(0,Internals.Vern_mode_switch->idx);
			  
			  Internals.Intr_mode_switch->pos=intr;
			  INTR_handle=intr;
			  oapiTriggerPanelRedrawArea(0,Internals.Intr_mode_switch->idx);
		
	  DeactivateNavmode(NAVMODE_KILLROT);
	  Kill_rot=0; //not doing anything
	  killset=0;
	};

//********************* Handle the vessel animations. Docking latch mecanism and the 2 antenas
	if (Dock_target_object)	{
	//Dock_target_object=oapiGetVesselByIndex(1);
	
		oapiGetGlobalPos(Dock_target_object,&dist);
		Global2Local(dist,pos);//now we have a position w.r.t ship
		line=_vector3(pos.x,pos.y,pos.z).mod();
		UP_trg=1-acos(pos.y/line)/acos(-1)*180.0/75.0;
		UY_trg=atan2(pos.x/line,pos.z/line);
		if (UY_trg>acos(-1)) UY_trg-=2*acos(-1);
		   UY_trg=0.5-UY_trg/acos(-1)*180.0/300.0;
		
		LP_trg=acos(pos.y/line)/acos(-1)*180.0/75.0-1;
		LY_trg=UY_trg;//same azimuth;

	if (UAnt_handle==-1) {//Aquire & Track
		if (UY_trg<UY_pos) UY_handle=-1;
		if (UY_trg>UY_pos) UY_handle=1;
		if (UP_trg<UP_pos) UP_handle=-1;
		if (UP_trg>UP_pos) UP_handle=1;
	};
	if (LAnt_handle==-1) {//Aquire & Track
		if (LY_trg<LY_pos) LY_handle=-1;
		if (LY_trg>LY_pos) LY_handle=1;
		if (LP_trg<LP_pos) LP_handle=-1;
		if (LP_trg>LP_pos) LP_handle=1;
	};
	LAnt_SStr=1.0-(fabs(LY_trg-LY_pos)+fabs(LP_trg-LP_pos))/0.04;
	UAnt_SStr=1.0-(fabs(UY_trg-UY_pos)+fabs(UP_trg-UP_pos))/0.04;
	};
	if (UAnt_handle==1) //bring upper antena home 
	{ 
	  if (UP_pos>0) UP_handle=-1;
	  else UP_handle=0;

	  if (UY_pos>0.51) UY_handle=-1;
	  else if (UY_pos<0.49) UY_handle=1;
		   else {UY_pos=0.5;;UY_handle=0;}
	};

	if (LAnt_handle==1) //bring lower antena home 
	{ if (LP_pos>0) LP_handle=-1;
	  else LP_handle=0;
	  if (LY_pos>0.51) LY_handle=-1;
	  else if (LY_pos<0.49) LY_handle=1;
		   else {LY_pos=0.5;;LY_handle=0;}
	};
	//stop all motion 
    if (UAnt_handle==0)
		{UP_handle=0; UY_handle=0; UAnt_handle=2;};
	if (LAnt_handle==0)
		{LP_handle=0; LY_handle=0; LAnt_handle=2;};


	if (latch_handle)
	{	if ((latch_handle<0)&&(dock_latched>0)) dock_latched-=oapiGetSysStep()/10.0;
	    if ((latch_handle>0)&&(dock_latched<1)) dock_latched+=oapiGetSysStep()/10.0;
		if (dock_latched<0) dock_latched=0;
		if(dock_latched>1) dock_latched=1;
	SetAnimState (anim_latch, dock_latched);
	}

	
	if ((*AC_power>0)&&(UY_handle))
		{if ((UY_handle<0)&&(UY_pos>0)) UY_pos-=oapiGetSysStep()/18.0;
	     if ((UY_handle>0)&&(UY_pos<1)) UY_pos+=oapiGetSysStep()/18.0;
		 if (UY_pos<0) UY_pos=0;
		 if (UY_pos>1) UY_pos=1;
		SetAnimState (anim_UY_ant, UY_pos);
		float ang=(150-UY_pos*300.0)/180.0*acos(-1);
	    Upper_ant_pitch.trans.P.rotparam.axis=_V(cos(ang),0,-sin(ang));	 
	};
	if ((*AC_power>0)&&(UP_handle))
		{if ((UP_handle<0)&&(UP_pos>0)) UP_pos-=oapiGetSysStep()/18.0;
	     if ((UP_handle>0)&&(UP_pos<1)) UP_pos+=oapiGetSysStep()/18.0;
		 if (UP_pos<0) UP_pos=0;
		 if (UP_pos>1) UP_pos=1;
		 SetAnimState (anim_UP_ant, UP_pos);
	};
	if ((*AC_power>0)&&(LY_handle))
		{if ((LY_handle<0)&&(LY_pos>0)) LY_pos-=oapiGetSysStep()/18.0;
	     if ((LY_handle>0)&&(LY_pos<1)) LY_pos+=oapiGetSysStep()/18.0;
		 if (LY_pos<0) LY_pos=0;
		 if (LY_pos>1) LY_pos=1;
		SetAnimState (anim_LY_ant, LY_pos);
		float ang=(150-LY_pos*300.0)/180.0*acos(-1);
	    Lower_ant_pitch.trans.P.rotparam.axis=_V(cos(ang),0,-sin(ang));	 
	};
	if ((*AC_power>0)&&(LP_handle))
		{if ((LP_handle<0)&&(LP_pos>0)) LP_pos-=oapiGetSysStep()/18.0;
	     if ((LP_handle>0)&&(LP_pos<1)) LP_pos+=oapiGetSysStep()/18.0;
		 if (LP_pos<0) LP_pos=0;
		 if (LP_pos>1) LP_pos=1;
		SetAnimState (anim_LP_ant, LP_pos);
	};
signal_flag=0;
if ((*AC_power>0)&&((UAnt_SStr>0.9)||(LAnt_SStr>0.9)))
{	
	sprintf(Dock_dist,"%5.0f",_vector3(pos.x,pos.y,pos.z).mod());//radar dist
	VECTOR3 rel_vel;
	oapiGetRelativeVel(GetHandle(),Dock_target_object,&rel_vel);
    rel_vel=rel_vel+dist; //this is global;
    VECTOR3 local_vel;
	Global2Local(rel_vel,local_vel);//local frame vel
	local_vel=local_vel-pos;	//minus position is actual V vector
	sprintf(Dock_vel,"%5.2f",_vector3(local_vel.x,local_vel.y,local_vel.z).mod());//total closure
	sprintf(Dock_x_vel,"%3.0f",fabs(local_vel.x*100));
	sprintf(Dock_y_vel,"%3.0f",fabs(local_vel.y*100));
	sprintf(Dock_z_vel,"%3.0f",fabs(local_vel.z*100));
	signal_flag=1;	
}
//adjust for diferent RCS modes
//NAV HANDLE - 1,lin, 0,rot, -1,off
//VERN HANDLE - 1,norm, -1,vernier
//INTR HANDLE - 1,command, 0, pulse, -1, rate
if (Manual_RCS==0) //we are in auto mode
	{if (VERN_handle<1) DeleteAutoRCS();// go to manual
     if (INTR_handle<1) DeleteAutoRCS();// go to manual
	};
double tlevel;
double tlevel_r;
static int lin_x,lin_y,lin_z;
static int rot_x,rot_y,rot_z;
if (Manual_RCS)
{//now's the tricky part
if (INTR_handle>-1) SetZeroManualRCS();//needs to be zeroed;!
if ((VERN_handle==1) &&(INTR_handle==1)) SetNormalRCS();//go to auto
else
{
 switch (INTR_handle)
 { 
 case 1: // normal command
	 dlevel=(VERN_handle>0?1:0.1); //vernier or not! :-) must be vernier, or this would not be manual command ...
	 if (Internals.Nav_mode_switch->pos==0){
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_PITCHUP, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) SetThrusterGroupLevel(th_rot_up,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_PITCHDOWN, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) SetThrusterGroupLevel(th_rot_down,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_YAWRIGHT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) SetThrusterGroupLevel(th_rot_right,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_YAWLEFT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) SetThrusterGroupLevel(th_rot_left,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_BANKRIGHT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) SetThrusterGroupLevel(th_rot_rlrgt,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_BANKLEFT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) SetThrusterGroupLevel(th_rot_rllft,tlevel*dlevel);
	 } else if (Internals.Nav_mode_switch->pos==1) {
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_BANKLEFT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) SetThrusterGroupLevel(th_lin_left,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_BANKRIGHT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) SetThrusterGroupLevel(th_lin_right,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_PITCHUP, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) SetThrusterGroupLevel(th_lin_up,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_PITCHDOWN, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) SetThrusterGroupLevel(th_lin_down,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_YAWLEFT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) SetThrusterGroupLevel(th_lin_forward,tlevel*dlevel);
	 if (tlevel=GetManualControlLevel(THGROUP_ATT_YAWRIGHT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) SetThrusterGroupLevel(th_lin_back,tlevel*dlevel);
	 }//the left/right forward/back are changed a bit.. but there is no "9" key processed
	 break;
 case 0: //pulse type command
	 dlevel=(VERN_handle>0?1:0.1); //vernier or not!
	 if (Internals.Nav_mode_switch->pos==0){
	 if ((tlevel=GetManualControlLevel(THGROUP_ATT_PITCHUP, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_x++)) SetThrusterGroupLevel(th_rot_up,tlevel*dlevel); 
	 if ((tlevel_r=GetManualControlLevel(THGROUP_ATT_PITCHDOWN, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_x++)) SetThrusterGroupLevel(th_rot_down,tlevel_r*dlevel);
	 if (tlevel+tlevel_r==0) rot_x=0;
	 if ((tlevel=GetManualControlLevel(THGROUP_ATT_YAWRIGHT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_z++)) SetThrusterGroupLevel(th_rot_right,tlevel*dlevel);
	 if ((tlevel_r=GetManualControlLevel(THGROUP_ATT_YAWLEFT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_z++)) SetThrusterGroupLevel(th_rot_left,tlevel_r*dlevel);
	 if (tlevel+tlevel_r==0) rot_z=0;
	 if ((tlevel=GetManualControlLevel(THGROUP_ATT_BANKRIGHT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_y++)) SetThrusterGroupLevel(th_rot_rlrgt,tlevel*dlevel);
	 if ((tlevel_r=GetManualControlLevel(THGROUP_ATT_BANKLEFT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_y++)) SetThrusterGroupLevel(th_rot_rllft,tlevel_r*dlevel);
	 if (tlevel+tlevel_r==0) rot_y=0;
	 } else if (Internals.Nav_mode_switch->pos==1) {
	 if ((tlevel=GetManualControlLevel(THGROUP_ATT_BANKLEFT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE))&&(!rot_x++)) SetThrusterGroupLevel(th_lin_left,tlevel*dlevel);
	 if ((tlevel_r=GetManualControlLevel(THGROUP_ATT_BANKRIGHT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE))&&(!rot_x++)) SetThrusterGroupLevel(th_lin_right,tlevel_r*dlevel);
	 if (tlevel+tlevel_r==0) rot_x=0;
	 if ((tlevel=GetManualControlLevel(THGROUP_ATT_PITCHUP, MANCTRL_ANYDEVICE, MANCTRL_LINMODE))&&(!rot_z++)) SetThrusterGroupLevel(th_lin_up,tlevel*dlevel);
	 if ((tlevel_r=GetManualControlLevel(THGROUP_ATT_PITCHDOWN, MANCTRL_ANYDEVICE, MANCTRL_LINMODE))&&(!rot_z++)) SetThrusterGroupLevel(th_lin_down,tlevel_r*dlevel);
	 if (tlevel+tlevel_r==0) rot_z=0;
	 if ((tlevel=GetManualControlLevel(THGROUP_ATT_YAWLEFT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE))&&(!rot_y++)) SetThrusterGroupLevel(th_lin_forward,tlevel*dlevel);
	 if ((tlevel_r=GetManualControlLevel(THGROUP_ATT_YAWRIGHT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE))&&(!rot_y++)) SetThrusterGroupLevel(th_lin_back,tlevel_r*dlevel);
	 if (tlevel+tlevel_r==0) rot_y=0;
	 }//the left/right forward/back are changed a bit.. but there is no "9" key processed :-(
	 break;
 case -1: //rate command.. this is overly-complicated
	dlevel=(VERN_handle>0?1:0.1); //vernier or not!
	 if (Internals.Nav_mode_switch->pos==0){
		 //pitch -up
		 if ((tlevel=GetManualControlLevel(THGROUP_ATT_PITCHUP, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!rot_x++))
		 {
			tlevel_r=GetThrusterGroupLevel(th_rot_down);
			if (tlevel_r) {SetThrusterGroupLevel(th_rot_down,0.0);lin_x++;}
			else IncThrusterGroupLevel(th_rot_up,tlevel*dlevel/10.0);
			}
		 if (!tlevel) rot_x=0;
		//pitch-down
		 if ((tlevel=GetManualControlLevel(THGROUP_ATT_PITCHDOWN, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE))&&(!lin_x++))
			{
			tlevel_r=GetThrusterGroupLevel(th_rot_up);
			if (tlevel_r) {SetThrusterGroupLevel(th_rot_up,0.0);rot_x++;}
			else IncThrusterGroupLevel(th_rot_down,tlevel*dlevel/10.0);
			}
		 if(!tlevel) lin_x=0;
		 //yaw right
		 if ((tlevel=GetManualControlLevel(THGROUP_ATT_YAWRIGHT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) &&(!rot_z++))
			{
			tlevel_r=GetThrusterGroupLevel(th_rot_left);
			if (tlevel_r){ SetThrusterGroupLevel(th_rot_left,0.0);lin_z++;}
			else IncThrusterGroupLevel(th_rot_right,tlevel*dlevel/10.0);
			}
		 if (!tlevel) rot_z=0;
		//yaw right
		if ((tlevel=GetManualControlLevel(THGROUP_ATT_YAWLEFT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) &&(!lin_z++))
			{
			tlevel_r=GetThrusterGroupLevel(th_rot_right);
			if (tlevel_r){ SetThrusterGroupLevel(th_rot_right,0.0);rot_z++;}
			else IncThrusterGroupLevel(th_rot_left,tlevel*dlevel/10.0);
			}
		 if (!tlevel) lin_z=0;
		//roll right
		if ((tlevel=GetManualControlLevel(THGROUP_ATT_BANKRIGHT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) && (!rot_y++))
		 {
			tlevel_r=GetThrusterGroupLevel(th_rot_rllft);
			if (tlevel_r){ SetThrusterGroupLevel(th_rot_rllft,0.0);lin_y++;}
			else IncThrusterGroupLevel(th_rot_rlrgt,tlevel*dlevel/10.0);
			}
		 if (!tlevel) rot_y=0;
		 //roll left
		if ((tlevel=GetManualControlLevel(THGROUP_ATT_BANKLEFT, MANCTRL_ANYDEVICE, MANCTRL_ROTMODE)) &&(!lin_y++))
		{
			tlevel_r=GetThrusterGroupLevel(th_rot_rlrgt);
			if (tlevel_r){ SetThrusterGroupLevel(th_rot_rlrgt,0.0);rot_z++;}
			else IncThrusterGroupLevel(th_rot_rllft,tlevel*dlevel/10.0);
			}
		 if (!tlevel) lin_y=0;
	 } else if (Internals.Nav_mode_switch->pos==1) {
		if ((tlevel=GetManualControlLevel(THGROUP_ATT_BANKLEFT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) &&(!rot_x++))
			 {
			tlevel_r=GetThrusterGroupLevel(th_lin_right);
			if (tlevel_r) {SetThrusterGroupLevel(th_lin_right,0.0);lin_x++;}
			else IncThrusterGroupLevel(th_lin_left,tlevel*dlevel/10.0);
			}
		 if (!tlevel) rot_x=0;

		 if ((tlevel=GetManualControlLevel(THGROUP_ATT_BANKRIGHT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) &&(!lin_x++))
			 {
			tlevel_r=GetThrusterGroupLevel(th_lin_left);
			if (tlevel_r) {SetThrusterGroupLevel(th_lin_left,0.0);rot_x++;}
			else IncThrusterGroupLevel(th_lin_right,tlevel*dlevel/10.0);
			}
		 if (!tlevel) lin_x=0;

		 if ((tlevel=GetManualControlLevel(THGROUP_ATT_PITCHUP, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) &&(!rot_z++))
	 		 {
			tlevel_r=GetThrusterGroupLevel(th_lin_down);
			if (tlevel_r) {SetThrusterGroupLevel(th_lin_down,0.0);lin_z++;}
			else IncThrusterGroupLevel(th_lin_up,tlevel*dlevel/10.0);
			}
		 if (!tlevel) rot_z=0;

		 if ((tlevel=GetManualControlLevel(THGROUP_ATT_PITCHDOWN, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) &&(!lin_z++))
			 {
			tlevel_r=GetThrusterGroupLevel(th_lin_up);
			if (tlevel_r) {SetThrusterGroupLevel(th_lin_up,0.0);rot_z++;}
			else IncThrusterGroupLevel(th_lin_down,tlevel*dlevel/10.0);
			}
		 if (!tlevel) lin_z=0;

		if ((tlevel=GetManualControlLevel(THGROUP_ATT_YAWLEFT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) &&(!rot_y++))
			 {
			tlevel_r=GetThrusterGroupLevel(th_lin_back);
			if (tlevel_r) {SetThrusterGroupLevel(th_lin_back,0.0);lin_y++;}
			else IncThrusterGroupLevel(th_lin_forward,tlevel*dlevel/10.0);
			}
		 if (!tlevel) rot_y=0;

		if ((tlevel=GetManualControlLevel(THGROUP_ATT_YAWRIGHT, MANCTRL_ANYDEVICE, MANCTRL_LINMODE)) && (!lin_y++))
			 {
			tlevel_r=GetThrusterGroupLevel(th_lin_forward);
			if (tlevel_r) {SetThrusterGroupLevel(th_lin_forward,0.0);rot_y++;}
			else IncThrusterGroupLevel(th_lin_back,tlevel*dlevel/10.0);
			}
		 if (!tlevel) lin_y=0;

	 }//the left/right forward/back are changed a bit.. but there is no "9" key processed
	 break;
 };//end INTR switch
}//end else
}//end manual RCS


//*******************************  THIS TAKES CARE OF AUTOMATIC GC MANAGEMENT...
	if (!cgmode) // auto
		cgofs = (GetSuperstructureCG (cg) ? cg.z : 0.0);
	if (Manual_RCS==0) { //auto mode we use normal Orbiter channels
	if (cgofs) {
		ratio = 2.0*cgofs/(cgofs+11.1); // counter-balance level

		dlevel = GetThrusterGroupLevel (THGROUP_ATT_LEFT) - GetThrusterGroupLevel (THGROUP_ATT_RIGHT);
		if (dlevel > 0)      IncThrusterLevel_SingleStep (th_ap[0],  dlevel*ratio);
		else if (dlevel < 0) IncThrusterLevel_SingleStep (th_ap[1], -dlevel*ratio);

		dlevel = GetThrusterGroupLevel (THGROUP_ATT_DOWN) - GetThrusterGroupLevel (THGROUP_ATT_UP);
		if      (dlevel > 0) IncThrusterLevel_SingleStep (th_ap[2],  dlevel*ratio);
		else if (dlevel < 0) IncThrusterLevel_SingleStep (th_ap[3], -dlevel*ratio);
	}}
	else { //we are in manual mode, using custom thruster groups
	if (cgofs) {
		ratio = 2.0*cgofs/(cgofs+11.1); // counter-balance level

		dlevel = GetThrusterGroupLevel (th_lin_left) - GetThrusterGroupLevel (th_lin_right);
		if (dlevel > 0)      IncThrusterLevel_SingleStep (th_ap[0],  dlevel*ratio);
		else if (dlevel < 0) IncThrusterLevel_SingleStep (th_ap[1], -dlevel*ratio);

		dlevel = GetThrusterGroupLevel (th_lin_down) - GetThrusterGroupLevel (th_lin_up);
		if      (dlevel > 0) IncThrusterLevel_SingleStep (th_ap[2],  dlevel*ratio);
		else if (dlevel < 0) IncThrusterLevel_SingleStep (th_ap[3], -dlevel*ratio);
	}


	}
};
Пример #11
0
void Npc::SetState()
{
	switch(State())
	{
	case AnimState::Idle:
		{
			mVelocity.x = 1.0f;
			Flip(false);
			mDirection = rand() % 2;
			if (mDirection == 1) ChangeDirection();
			SetAnimState(AnimState::Walk);
			break;
		}
	case AnimState::Walk:
		{
			if (OutOfScreen()) { ChangeDirection(); }
			break;
		}
	case AnimState::Punch:
		{
			Velocity() = Vector2();
			if (AnimDone())
			{
				SetActiveCollider(true);
				SetAnimState(AnimState::Idle);
			}
			break;
		}
	case AnimState::Kick:
		{
			Velocity() = Vector2();
			if (AnimDone())
			{
				SetActiveCollider(true);
				SetAnimState(AnimState::Idle);
			}
			break;
		}
	case AnimState::Block:
		{
			Velocity() = Vector2();
			if (AnimDone())
			{
				Animate() = false;
				mElapsedTime += (mTime - mPrevTime) / 1000.0f;
				if (mElapsedTime > 2.0f)
				{
					Animate() = true;
					SetAnimState(AnimState::Idle);
					mElapsedTime = 0;
				}
			}
			break;
		}
	case AnimState::Special:
		{
			Velocity() = Vector2();
			if (AnimDone())
			{
				SetActiveCollider(true);
				SetAnimState(AnimState::Idle);
			}
			break;
		}
	case AnimState::Hurt:
		{
			Velocity() = Vector2();
			SetActiveCollider(false);
			if (AnimDone())
			{
				SetActiveCollider(true);
				SetAnimState(AnimState::Idle);
			}
			break;
		}
	case AnimState::Death:
		{
			Velocity() = Vector2();
			SetActiveCollider(false);
			if (AnimDone())
			{
				Animate() = false;
			}
			break;
		}
	}
}
Пример #12
0
/*
================
rvVehicleDropPod::Spawn
================
*/
void rvVehicleDropPod::Spawn	( void ) {
	SetAnimState ( ANIMCHANNEL_LEGS, "State_IdleOffline", 0 );
}
Пример #13
0
/*
===============
idActor::Event_AnimState
===============
*/
void idActor::Event_AnimState( int channel, const char *statename, int blendFrames ) {
	SetAnimState( channel, statename, blendFrames );
}