Пример #1
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	routed_vehicle
		*raw;

	entity_sub_types
		group_sub_type;

	float
		heading;

	vec3d
		*face_normal;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (routed_vehicle));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (routed_vehicle));

		//
		// mobile
		//

		raw->vh.mob.sub_type = ENTITY_SUB_TYPE_UNINITIALISED;

		raw->vh.mob.position.x = MID_MAP_X;
		raw->vh.mob.position.y = MID_MAP_Y;
		raw->vh.mob.position.z = MID_MAP_Z;

		get_identity_matrix3x3 (raw->vh.mob.attitude);

		raw->vh.mob.alive = TRUE;

		raw->vh.mob.side = ENTITY_SIDE_UNINITIALISED;

		raw->vh.operational_state = OPERATIONAL_STATE_UNKNOWN;

		//
		// vehicle
		//

		raw->vh.object_3d_shape = OBJECT_3D_INVALID_OBJECT_INDEX;

		raw->vh.weapon_config_type = WEAPON_CONFIG_TYPE_UNINITIALISED;

		raw->vh.selected_weapon = ENTITY_SUB_TYPE_WEAPON_NO_WEAPON;

		raw->vh.weapon_vector.x = 0.0;
		raw->vh.weapon_vector.y = 0.0;
		raw->vh.weapon_vector.z = 1.0;

		raw->vh.weapon_to_target_vector.x = 0.0;
		raw->vh.weapon_to_target_vector.y = 0.0;
		raw->vh.weapon_to_target_vector.z = -1.0;

		raw->vh.loading_door_state = VEHICLE_LOADING_DOORS_OPEN_FLOAT_VALUE;

		//
		// routed
		//

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (raw->vh.member_link.parent);

		ASSERT (get_local_entity_type (raw->vh.member_link.parent) == ENTITY_TYPE_GROUP);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		raw->sub_route = NULL;

		//
		// side
		//

		if (raw->vh.mob.side == ENTITY_SIDE_UNINITIALISED)
		{
			raw->vh.mob.side = get_local_entity_int_value (raw->vh.member_link.parent, INT_TYPE_SIDE);
		}

		ASSERT (raw->vh.mob.side != ENTITY_SIDE_NEUTRAL);

		//
		// sub_type
		//

		if (raw->vh.mob.sub_type == ENTITY_SUB_TYPE_UNINITIALISED)
		{
			group_sub_type = get_local_entity_int_value (raw->vh.member_link.parent, INT_TYPE_ENTITY_SUB_TYPE);

			if (raw->vh.mob.side == ENTITY_SIDE_BLUE_FORCE)
			{
				raw->vh.mob.sub_type = group_database[group_sub_type].default_blue_force_sub_type;
			}
			else
			{
				raw->vh.mob.sub_type = group_database[group_sub_type].default_red_force_sub_type;
			}
		}

		ASSERT (entity_sub_type_vehicle_valid (raw->vh.mob.sub_type));

		//
		// 3D shape
		//

		if (raw->vh.object_3d_shape == OBJECT_3D_INVALID_OBJECT_INDEX)
		{
			raw->vh.object_3d_shape = vehicle_database[raw->vh.mob.sub_type].default_3d_shape;
		}

		//
		// weapon config
		//

		if (raw->vh.weapon_config_type == WEAPON_CONFIG_TYPE_UNINITIALISED)
		{
			raw->vh.weapon_config_type = vehicle_database[raw->vh.mob.sub_type].default_weapon_config_type;
		}

		ASSERT (weapon_config_type_valid (raw->vh.weapon_config_type));

		//
		// damage levels
		//

		raw->vh.damage_level = vehicle_database[raw->vh.mob.sub_type].initial_damage_level;

		//
		// radar dish rotation (ok to use a random number as this is for visual effect only)
		//

		raw->vh.radar_rotation_state = frand1 ();

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		//
		// 3D object
		//

		raw->vh.inst3d = construct_3d_object (raw->vh.object_3d_shape);

		set_routed_vehicle_id_number (en);

		set_initial_rotation_angle_of_routed_vehicle_wheels (raw->vh.inst3d);

		//
		// align with terrain
		//

		get_3d_terrain_point_data (raw->vh.mob.position.x, raw->vh.mob.position.z, &raw->vh.terrain_info);

		heading = get_heading_from_attitude_matrix (raw->vh.mob.attitude);

		face_normal = get_3d_terrain_point_data_normal (&raw->vh.terrain_info);

		get_3d_transformation_matrix_from_face_normal_and_heading (raw->vh.mob.attitude, face_normal, heading);

		//
		// weapon config
		//

		raw->vh.weapon_package_status_array = malloc_fast_mem (SIZE_WEAPON_PACKAGE_STATUS_ARRAY);

		memset (raw->vh.weapon_package_status_array, 0, SIZE_WEAPON_PACKAGE_STATUS_ARRAY);

		load_local_entity_weapon_config (en);

		//
		// update force info
		//

		add_to_force_info (get_local_force_entity (raw->vh.mob.side), en);

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_MEMBER, raw->vh.member_link.parent, raw->vh.member_link.child_pred);

		//
		// insert into LIST_TYPE_MEMBER before LIST_TYPE_VIEW
		//

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_VIEW, get_camera_entity (), get_local_entity_view_list_pred (en));

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->vh.mob.position), NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);
	}

	return (en);
}
Пример #2
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	scenic
		*raw;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (scenic));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (scenic));

		//
		// fixed
		//

		raw->fix.position.x = MID_MAP_X;
		raw->fix.position.y = MID_MAP_Y;
		raw->fix.position.z = MID_MAP_Z;

		raw->fix.sub_type = ENTITY_SUB_TYPE_FIXED_UNKNOWN;

		raw->fix.object_3d_shape = OBJECT_3D_INVALID_OBJECT_INDEX;

		raw->fix.alive = TRUE;

		raw->fix.side = ENTITY_SIDE_NEUTRAL;

		//
		// scenic
		//

		if (fixed_3d_object_database[raw->fix.object_3d_shape].valid_entry)
		{
			raw->damage_level = fixed_3d_object_database[raw->fix.object_3d_shape].initial_damage;
		}
		else
		{
			raw->damage_level = 500;
		}

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		if (raw->fix.object_3d_shape == OBJECT_3D_INVALID_OBJECT_INDEX)
		{
			raw->fix.object_3d_shape = fixed_database[raw->fix.sub_type].default_3d_shape;
		}

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->fix.position), NULL);
	}

	return (en);
}
Пример #3
0
static entity *create_local (entity_types type, int index, char *pargs)
{

	char
		 name [STRING_TYPE_KEYSITE_NAME_MAX_LENGTH];

	entity
		*group,
		*force,
		*sector,
		*en;

	keysite
		*raw;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (keysite));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (keysite));

		sprintf (name, "KEYSITE %d", (int) en % 100);

		strncpy (raw->keysite_name, name, STRING_TYPE_KEYSITE_NAME_MAX_LENGTH);

		//
		// fixed
		//

		raw->position.x = MID_MAP_X;
		raw->position.y = MID_MAP_Y;
		raw->position.z = MID_MAP_Z;

		raw->alive = TRUE;

		raw->keysite_usable_state = KEYSITE_STATE_USABLE;

		raw->in_use = FALSE;
		raw->object_index = OBJECT_3D_INVALID_OBJECT_INDEX;

		raw->side = ENTITY_SIDE_NEUTRAL;

		raw->supplies.ammo_supply_level = 0.0;

		raw->supplies.fuel_supply_level = 0.0;

		raw->assign_timer = frand1 () * KEYSITE_TASK_ASSIGN_TIMER;		// SERVER ONLY - OK TO USE RANDOM

		raw->sleep = frand1 () * KEYSITE_UPDATE_SLEEP_TIMER;				// SERVER ONLY - OK TO USE RANDOM

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (raw->side != ENTITY_SIDE_NEUTRAL);

		ASSERT (entity_sub_type_keysite_valid (raw->sub_type));

		ASSERT (keysite_database [raw->sub_type].minimum_efficiency < 1.0);

		// the following is currently required for the campaign to progress properly...
		ASSERT (keysite_database [raw->sub_type].repairable == keysite_database [raw->sub_type].troop_insertion_target);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		update_keysite_cargo (en, raw->supplies.ammo_supply_level, ENTITY_SUB_TYPE_CARGO_AMMO, CARGO_AMMO_SIZE);

		update_keysite_cargo (en, raw->supplies.fuel_supply_level, ENTITY_SUB_TYPE_CARGO_FUEL, CARGO_FUEL_SIZE);

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		force = get_local_entity_parent (en, LIST_TYPE_KEYSITE_FORCE);

		debug_assert (get_local_entity_type (force) == ENTITY_TYPE_FORCE);

		ASSERT (force);

		sector = get_local_sector_entity (&raw->position);

		ASSERT (sector);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_KEYSITE_FORCE, force, NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, sector, NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);

		set_local_entity_int_value (sector, INT_TYPE_KEYSITE_COUNT, get_local_entity_int_value (sector, INT_TYPE_KEYSITE_COUNT) + 1);

		if (raw->in_use)
		{
			update_imap_sector_side (en, TRUE);

			update_imap_importance_level (en, TRUE);

			update_keysite_distance_to_friendly_base (en, raw->side);
		}

		////////////////////////////////////////
		//
		//	CREATE SUB ENTITIES
		//
		////////////////////////////////////////

		// for site buildings

		group = create_local_entity
		(
			ENTITY_TYPE_GROUP,
			ENTITY_INDEX_DONT_CARE,
			ENTITY_ATTR_PARENT (LIST_TYPE_BUILDING_GROUP, en),
			ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, raw->position.x, raw->position.y, raw->position.z),
			ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, ENTITY_SUB_TYPE_GROUP_BUILDINGS),
			ENTITY_ATTR_END
		);

		#if DEBUG_MODULE
		{
			int
				sx,
				sz;

			get_x_sector (sx, raw->position.x);
			get_z_sector (sz, raw->position.z);
			
			debug_log ("KS_CREAT: Side %s creating keysite %s (type %d) index %d at %f, %f (%d, %d)", entity_side_short_names [raw->side], raw->keysite_name, raw->sub_type, get_local_entity_index (en), raw->position.x, raw->position.z, sx, sz);
		}
		#endif
	}

	return (en);
}
Пример #4
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	sprite
		*raw;

	#if DEBUG_MODULE

	debug_log ("SPRITE: create");

	#endif

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (sprite));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (sprite));

		//
		// effect
		//

		raw->eff.position.x = MID_MAP_X;
		raw->eff.position.y = MID_MAP_Y;
		raw->eff.position.z = MID_MAP_Z;

		//
		// sprite
		//

		raw->effect_lifetime = 0.0;

		raw->start_scale = 1.0;
		raw->end_scale = 1.0;

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (raw->animation_frequency >= 0.0);

		ASSERT (raw->sprite_lifetime > 0.0);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		if (raw->eff.special_effect_link.parent)
		{
			insert_local_entity_into_parents_child_list (en, LIST_TYPE_SPECIAL_EFFECT, raw->eff.special_effect_link.parent, NULL);
		}

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->eff.position), NULL);
	}

	return (en);
}
Пример #5
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	camera
		*raw;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	ASSERT (!get_camera_entity ());

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = (camera *) malloc_fast_mem (sizeof (camera));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (camera));

		raw->position.x = MID_MAP_X;
		raw->position.y = MID_MAP_Y;
		raw->position.z = MID_MAP_Z;

		raw->offset.x = 0;
		raw->offset.y = 0;
		raw->offset.z = 0;

		raw->offset_movement.x = 0;
		raw->offset_movement.y = 0;
		raw->offset_movement.z = 0;

	
		raw->turbulence_offset.x = 0.0;
		raw->turbulence_offset.y = 0.0;
		raw->turbulence_offset.z = 0.0;
	
		raw->turbulence_movement.x = 0.0;
		raw->turbulence_movement.y = 0.0;
		raw->turbulence_movement.z = 0.0;
	
		get_identity_matrix3x3 (raw->attitude);

		raw->camera_mode = CAMERA_MODE_CHASE;

		raw->chase_camera_lock_rotate = TRUE;

		reset_chase_camera_position (raw);

		reset_cinematic_camera_for_new_view_entity (raw);

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);

		set_camera_entity (en);
	}

	return (en);
}
Пример #6
0
static entity *create_local (entity_types type, int index, char *pargs)
{

	entity
		*en;

	guide
		*raw;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = (guide *) malloc_fast_mem (sizeof (guide));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (guide));

		raw->sub_type = ENTITY_SUB_TYPE_GUIDE_NAVIGATION_DIRECT;

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (raw->guide_link.parent);

		ASSERT (raw->current_waypoint_link.parent);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_GUIDE, raw->guide_link.parent, NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_CURRENT_WAYPOINT, raw->current_waypoint_link.parent, NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);
	}

	return (en);
}
Пример #7
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	sound_effect
		*raw;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = (sound_effect *) malloc_fast_mem (sizeof (sound_effect));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (sound_effect));

		raw->effect_index = (sound_sample_indices*) SOUND_SAMPLE_INDEX_NONE;

		raw->amplification = 1.0;

		raw->pitch = 1.0; //Werewolf sound pitch mod

		raw->sound_channel = SOUND_CHANNEL_SOUND_EFFECT;

		//
		// effect
		//

		raw->eff.position.x = MID_MAP_X;
		raw->eff.position.y = MID_MAP_Y;
		raw->eff.position.z = MID_MAP_Z;

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (entity_sub_type_effect_valid (raw->eff.sub_type));

		ASSERT (raw->effect_index == (sound_sample_indices*) SOUND_SAMPLE_INDEX_NONE);			// samples haven't been specified at this point

		ASSERT (raw->eff.special_effect_link.parent);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////
/*
		if (!raw->looping)
		{
			float
				rate,
				size;
				
			rate = (float)(application_sound_effects [raw->effect_index].rate);
			size = (float)(application_sound_effects [raw->effect_index].size);

			if (rate <= 0.0)
			{
				debug_log ("SE_CREAT : Sound effect rate invalid ( index = %s, rate = %d )", application_sound_effects [raw->effect_index].name, rate);
			}

			raw->effect_lifetime = size / rate;
		}
*/
		#if DEBUG_MODULE

		debug_log ("SE_CREAT : Created Sound effect %d (parent (%d), lifetime = %f (%d))",
							get_local_entity_safe_index (en),
							get_local_entity_safe_index (raw->eff.special_effect_link.parent),
							raw->effect_lifetime, raw->valid_sound_effect);

		#endif
	
		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SPECIAL_EFFECT, raw->eff.special_effect_link.parent, NULL);

		if (raw->valid_sound_effect)
		{
			insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity(), raw->eff.update_link.child_pred);
		}
	}

	return (en);
}
Пример #8
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	cargo
		*raw;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = (cargo *) malloc_fast_mem (sizeof (cargo));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (cargo));

		//
		// mobile
		//

		raw->mob.sub_type = ENTITY_SUB_TYPE_UNINITIALISED;

		raw->mob.position.x = MID_MAP_X;
		raw->mob.position.y = MID_MAP_Y;
		raw->mob.position.z = MID_MAP_Z;

		get_identity_matrix3x3 (raw->mob.attitude);

		raw->mob.alive = TRUE;

		raw->mob.side = ENTITY_SIDE_UNINITIALISED;

		//
		// cargo
		//

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		if (raw->cargo_link.parent)
		{

			insert_local_entity_into_parents_child_list (en, LIST_TYPE_CARGO, raw->cargo_link.parent, NULL);
		}

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->mob.position), NULL);

		//insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);
	}

	return (en);
}
Пример #9
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	weapon
		*raw;

	int
		seed;

	viewpoint
		vp;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		float dispersion;

		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = (weapon *) malloc_fast_mem (sizeof (weapon));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (weapon));

		//
		// mobile
		//

		raw->mob.sub_type = ENTITY_SUB_TYPE_UNINITIALISED;

		raw->mob.position.x = MID_MAP_X;
		raw->mob.position.y = MID_MAP_Y;
		raw->mob.position.z = MID_MAP_Z;

		get_identity_matrix3x3 (raw->mob.attitude);

		raw->mob.alive = TRUE;

		//
		// weapon
		//

		raw->kill_code = WEAPON_KILL_CODE_OK;

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (entity_sub_type_weapon_valid (raw->mob.sub_type));

		ASSERT (raw->launched_weapon_link.parent);

		ASSERT (raw->burst_size > 0);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		if (weapon_database[raw->mob.sub_type].acquire_parent_forward_velocity)
		{
			raw->mob.velocity = get_local_entity_float_value (raw->launched_weapon_link.parent, FLOAT_TYPE_VELOCITY);
		}
		else
		{
			//
			// overwrite attribute
			//

			raw->mob.velocity = 0.0;
		}

		raw->mob.velocity += weapon_database[raw->mob.sub_type].muzzle_velocity;

		seed = get_client_server_entity_random_number_seed (en);

		raw->mob.velocity += weapon_database[raw->mob.sub_type].muzzle_velocity_max_error * frand1x (&seed);

		raw->weapon_lifetime = weapon_database[raw->mob.sub_type].burn_time;

		raw->decoy_timer = get_decoy_timer_start_value (weapon_database[raw->mob.sub_type].decoy_type);

		//
		// detach weapon from launcher (get position and attitude)
		//

		detach_local_entity_weapon (raw->launched_weapon_link.parent, raw->mob.sub_type, raw->burst_size, &vp);

		raw->mob.position = vp.position;

		// arneh - add dispersion as random rotation in heading and pitch up to max error angle
		dispersion = weapon_database[raw->mob.sub_type].max_range_error_ratio;
		if (dispersion > 0.0)
		{
			matrix3x3
				m;

			float
				heading = dispersion * sfrand1norm(),
				pitch = dispersion * sfrand1norm();

			get_3d_transformation_matrix(m, heading, pitch, 0.0);
			multiply_matrix3x3_matrix3x3(raw->mob.attitude, vp.attitude, m);
		}
		else
			memcpy (raw->mob.attitude, vp.attitude, sizeof (matrix3x3));

		//
		// interest level
		//

		set_local_entity_float_value (raw->launched_weapon_link.parent, FLOAT_TYPE_VIEW_INTEREST_LEVEL, DEFAULT_VIEW_INTEREST_LEVEL);

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_LAUNCHED_WEAPON, raw->launched_weapon_link.parent, NULL);

		if (raw->mob.target_link.parent)
		{
			insert_local_entity_into_parents_child_list (en, LIST_TYPE_TARGET, raw->mob.target_link.parent, NULL);
		}

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->mob.position), NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);

		if (tacview_is_logging())
			write_tacview_new_unit(en);

		//
		// check if the weapon camera is primed and this weapon has been launched by the external view entity
		//

		if (get_camera_entity ())
		{
			if (get_local_entity_int_value (get_camera_entity (), INT_TYPE_WEAPON_CAMERA_PRIMED))
			{
				if (raw->launched_weapon_link.parent == get_external_view_entity ())
				{
					if (get_local_entity_int_value (en, INT_TYPE_VIEWABLE_WEAPON))
					{
						notify_local_entity (ENTITY_MESSAGE_SET_CAMERA_ACTION, get_camera_entity (), NULL, CAMERA_ACTION_WEAPON);

						set_local_entity_int_value (get_camera_entity (), INT_TYPE_WEAPON_CAMERA_PRIMED, FALSE);
					}
				}
			}
		}
	}

	return (en);
}
Пример #10
0
static entity *create_local (entity_types type, int index, char *pargs)
{

	entity
		*en;

	waypoint
		*raw;

	vec3d
		v;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (waypoint));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (waypoint));

		raw->position.x = MID_MAP_X;
		raw->position.z = MID_MAP_Z;
		raw->position.y = MID_MAP_Y;

		raw->sub_type = ENTITY_SUB_TYPE_WAYPOINT_NAVIGATION;

		raw->waypoint_formation = FORMATION_ROW_LEFT;

		raw->position_type = POSITION_TYPE_ABSOLUTE;

		raw->heading = 0.0;

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (raw->waypoint_link.parent);

		get_local_entity_vec3d (en, VEC3D_TYPE_POSITION, &v);

		ASSERT (point_inside_map_volume (&v));

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		if (raw->task_dependent_link.parent)
		{

			insert_local_entity_into_parents_child_list (en, LIST_TYPE_TASK_DEPENDENT, raw->task_dependent_link.parent, NULL);
		}

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_WAYPOINT, raw->waypoint_link.parent, raw->waypoint_link.child_pred);

		#if DEBUG_MODULE

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->position), NULL);

		#endif
	}

	return (en);
}
Пример #11
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	bridge
		*raw;

	#if DEBUG_MODULE

	debug_log ("BRIDGE: create %d", index);

	#endif

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (bridge));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (bridge));

		raw->alive = TRUE;

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (entity_sub_type_bridge_valid (raw->sub_type));

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

	}

	return (en);
}
Пример #12
0
static entity *create_local (entity_types type, int index, char *pargs)
{
	entity
		*en;

	fixed_wing
		*raw;

	entity_sub_types
		group_sub_type;

	////////////////////////////////////////
  	//
  	// VALIDATE
  	//
	////////////////////////////////////////

	validate_local_create_entity_index (index);

	#if DEBUG_MODULE

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_CREATE, NULL, type, index);

	#endif

	en = get_free_entity (index);

	if (en)
	{
		////////////////////////////////////////
   	//
   	// MALLOC ENTITY DATA
   	//
		////////////////////////////////////////

		set_local_entity_type (en, type);

		raw = malloc_fast_mem (sizeof (fixed_wing));

		set_local_entity_data (en, raw);

		////////////////////////////////////////
   	//
   	// INITIALISE ALL ENTITY DATA TO 'WORKING' DEFAULT VALUES
		//
		// DO NOT USE ACCESS FUNCTIONS
		//
		// DO NOT USE RANDOM VALUES
		//
		////////////////////////////////////////

		memset (raw, 0, sizeof (fixed_wing));

		//
		// mobile
		//

		raw->ac.mob.sub_type = ENTITY_SUB_TYPE_UNINITIALISED;

		raw->ac.mob.position.x = MID_MAP_X;
		raw->ac.mob.position.y = MID_MAP_Y;
		raw->ac.mob.position.z = MID_MAP_Z;

		get_identity_matrix3x3 (raw->ac.mob.attitude);

		raw->ac.mob.alive = TRUE;

		raw->ac.mob.side = ENTITY_SIDE_UNINITIALISED;

		raw->ac.operational_state = OPERATIONAL_STATE_UNKNOWN;

		//
		// aircraft
		//

		raw->ac.object_3d_shape = OBJECT_3D_INVALID_OBJECT_INDEX;

		raw->ac.weapon_config_type = WEAPON_CONFIG_TYPE_UNINITIALISED;

		raw->ac.selected_weapon = ENTITY_SUB_TYPE_WEAPON_NO_WEAPON;

		raw->ac.weapon_vector.x = 0.0;
		raw->ac.weapon_vector.y = 0.0;
		raw->ac.weapon_vector.z = 1.0;

		raw->ac.weapon_to_target_vector.x = 0.0;
		raw->ac.weapon_to_target_vector.y = 0.0;
		raw->ac.weapon_to_target_vector.z = -1.0;

		raw->ac.loading_door_state = AIRCRAFT_LOADING_DOORS_OPEN_FLOAT_VALUE;
		raw->ac.undercarriage_state = AIRCRAFT_UNDERCARRIAGE_DOWN_FLOAT_VALUE;

		raw->ac.air_radar_contact_timeout = AIR_RADAR_CONTACT_TIMEOUT_INVALID;

		//
		// fixed_wing
		//

		////////////////////////////////////////
		//
		// OVERWRITE DEFAULT VALUES WITH GIVEN ATTRIBUTES
		//
		////////////////////////////////////////

		set_local_entity_attributes (en, pargs);

		////////////////////////////////////////
		//
		// CHECK MANDATORY ATTRIBUTES HAVE BEEN GIVEN
		//
		////////////////////////////////////////

		ASSERT (raw->ac.member_link.parent);

		ASSERT (get_local_entity_type (raw->ac.member_link.parent) == ENTITY_TYPE_GROUP);

		////////////////////////////////////////
		//
		// RESOLVE DEFAULT VALUES
		//
		////////////////////////////////////////

		//
		// side
		//

		if (raw->ac.mob.side == ENTITY_SIDE_UNINITIALISED)
		{
			raw->ac.mob.side = get_local_entity_int_value (raw->ac.member_link.parent, INT_TYPE_SIDE);
		}

		ASSERT (raw->ac.mob.side != ENTITY_SIDE_NEUTRAL);

		//
		// sub_type
		//

		if (raw->ac.mob.sub_type == ENTITY_SUB_TYPE_UNINITIALISED)
		{
			group_sub_type = get_local_entity_int_value (raw->ac.member_link.parent, INT_TYPE_ENTITY_SUB_TYPE);

			if (raw->ac.mob.side == ENTITY_SIDE_BLUE_FORCE)
			{
				raw->ac.mob.sub_type = group_database[group_sub_type].default_blue_force_sub_type;
			}
			else
			{
				raw->ac.mob.sub_type = group_database[group_sub_type].default_red_force_sub_type;
			}
		}

		ASSERT (entity_sub_type_aircraft_valid (raw->ac.mob.sub_type));

		//
		// 3D shape
		//

		if (raw->ac.object_3d_shape == OBJECT_3D_INVALID_OBJECT_INDEX)
		{
			raw->ac.object_3d_shape = aircraft_database[raw->ac.mob.sub_type].default_3d_shape;
		}

		//
		// weapon config
		//

		if (raw->ac.weapon_config_type == WEAPON_CONFIG_TYPE_UNINITIALISED)
		{
			raw->ac.weapon_config_type = aircraft_database[raw->ac.mob.sub_type].default_weapon_config_type;
		}

		ASSERT (weapon_config_type_valid (raw->ac.weapon_config_type));

		//
		// damage levels
		//

		raw->ac.damage_level = aircraft_database[raw->ac.mob.sub_type].initial_damage_level;

		////////////////////////////////////////
		//
		// BUILD COMPONENTS
		//
		////////////////////////////////////////

		//
		// 3D object
		//

		raw->ac.inst3d = construct_3d_object (raw->ac.object_3d_shape);

		set_fixed_wing_id_number (en);

		initialise_fixed_wing_propellors (en);

		#if RECOGNITION_GUIDE

		raw->ac.loading_door_state = AIRCRAFT_LOADING_DOORS_CLOSED_FLOAT_VALUE;

		#endif

		//
		// weapon config
		//

		raw->ac.weapon_package_status_array = malloc_fast_mem (SIZE_WEAPON_PACKAGE_STATUS_ARRAY);

		memset (raw->ac.weapon_package_status_array, 0, SIZE_WEAPON_PACKAGE_STATUS_ARRAY);

		load_local_entity_weapon_config (en);

		//
		// update force info
		//

		add_to_force_info (get_local_force_entity (raw->ac.mob.side), en);

		////////////////////////////////////////
		//
		// LINK INTO SYSTEM
		//
		////////////////////////////////////////

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_MEMBER, raw->ac.member_link.parent, raw->ac.member_link.child_pred);

		//
		// insert into LIST_TYPE_MEMBER before LIST_TYPE_VIEW
		//

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_VIEW, get_camera_entity (), get_local_entity_view_list_pred (en));

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_SECTOR, get_local_sector_entity (&raw->ac.mob.position), NULL);

		insert_local_entity_into_parents_child_list (en, LIST_TYPE_UPDATE, get_update_entity (), NULL);
	}

	return (en);
}