示例#1
0
文件: fw_draw.c 项目: Comanche93/eech
static void draw_local_3d_object (entity *en, float range)
{
	fixed_wing
		*raw;

	day_segment_types
		day_segment_type;

	raw = (fixed_wing *) get_local_entity_data (en);

	//
	// update viewpoint
	//

	raw->ac.inst3d->vp.position = raw->ac.mob.position;

	memcpy (&raw->ac.inst3d->vp.attitude, &raw->ac.mob.attitude, sizeof (matrix3x3));

	//
	// animate
	//

	animate_fixed_wing_afterburners (en);

	animate_fixed_wing_airbrakes (en);
	
	animate_fixed_wing_flaps (en);

	animate_fixed_wing_propellors (en);
	
	animate_aircraft_loading_doors (en);

	animate_aircraft_cargo_doors (en);

	animate_aircraft_undercarriage (en);

	animate_aircraft_weapon_system_ready (en);

	animate_aircraft_shadow (en);

	animate_aircraft_rudder (en);

	//
	// draw
	//

	day_segment_type = (day_segment_types) get_local_entity_int_value (get_session_entity (), INT_TYPE_DAY_SEGMENT_TYPE);

	raw->ac.inst3d->object_internal_lighting = ((day_segment_type == DAY_SEGMENT_TYPE_NIGHT) || (day_segment_type == DAY_SEGMENT_TYPE_DUSK));

	raw->ac.inst3d->object_sprite_lights = (raw->ac.inst3d->object_internal_lighting && sprite_light_valid (en));

	animate_and_draw_entity_muzzle_flash_effect (en);

	insert_object_into_3d_scene (OBJECT_3D_DRAW_TYPE_OBJECT, raw->ac.inst3d);

	#if DEBUG_MODULE

	if (en == get_external_view_entity ())
	{
		vec3d
			*pos,
			wp_pos;

		draw_mobile_entity_debug_info (en);

		if (get_local_entity_primary_task (en))
		{
			fixed_wing_movement_get_waypoint_position (en, &wp_pos);
	
			pos = get_local_entity_vec3d_ptr (en, VEC3D_TYPE_POSITION);
	
			create_debug_3d_line (pos, &wp_pos, sys_col_dark_green, 0.0);
		}
	}
	
	#endif
}
示例#2
0
static void kill_local (entity *en)
{

	int
		losses;

	helicopter
		*raw;

	entity
		*task,
		*group,
		*member,
		*destroy_task;

	////////////////////////////////////////
	//
	// PRE-AMBLE
	//
	////////////////////////////////////////

	#if DEBUG_MODULE >= 2

	debug_log_entity_args (ENTITY_DEBUG_LOCAL, ENTITY_DEBUG_KILL, en);

	#endif

	if (!get_local_entity_int_value (en, INT_TYPE_ALIVE))
	{
		return;
	}

	raw = get_local_entity_data (en);

	group = get_local_entity_parent (en, LIST_TYPE_MEMBER);

	ASSERT (group);

	//
	// update force info
	//

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

	if (en == get_gunship_entity ())
	{
		//
		// Award Points for mission
		//

		task = get_local_entity_primary_task (en);

		if (task)
		{
			if (get_local_entity_int_value (task, INT_TYPE_TASK_STATE) == TASK_STATE_COMPLETED)
			{
				//
				// Only award points for COMPLETE missions (also means player can't rejoin that mission and get points again)
				//

				notify_gunship_entity_mission_terminated (en, task);
			}
		}
	}

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

	////////////////////////////////////////
	//
	// DESTROY COMPONENTS
	//
	////////////////////////////////////////

	#if DEBUG_MODULE

	debug_log ("HC_DSTRY: killing helicopter %s", entity_sub_type_aircraft_names [raw->ac.mob.sub_type]);

	#endif

	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		// notify regen of kill

		add_entity_to_regen_queue
		(
			get_local_entity_int_value(en, INT_TYPE_SIDE),
			get_local_entity_type(en),
			get_local_entity_int_value (en, INT_TYPE_ENTITY_SUB_TYPE),
			get_local_entity_int_value (group, INT_TYPE_ENTITY_SUB_TYPE)
		);

		//
		// notify task dependents
		//

		task = get_local_entity_first_child (en, LIST_TYPE_TASK_DEPENDENT);

		while (task)
		{

			destroy_task = task;

			task = get_local_entity_child_succ (task, LIST_TYPE_TASK_DEPENDENT);

			if (destroy_task->type == ENTITY_TYPE_TASK)
			{

				#if DEBUG_MODULE

				debug_log ("HC_DSTRY: killing helicopter, notifying task %s complete", entity_sub_type_task_names [get_local_entity_int_value (destroy_task, INT_TYPE_ENTITY_SUB_TYPE)]);

				#endif

				notify_local_entity (ENTITY_MESSAGE_TASK_COMPLETED, destroy_task, en, TASK_TERMINATED_OBJECTIVE_MESSAGE);
			}
		}

		//
		// Release landing lock (if any)
		//

		release_mobile_entity_landing_locks (en);

		//
		// if group contains player, set all helicopters in group to "weapons free", and clear "hold position" flag
		//

		if (get_local_entity_int_value (en, INT_TYPE_PLAYER) != ENTITY_PLAYER_AI)
		{
			member = get_local_entity_first_child (group, LIST_TYPE_MEMBER);

			while (member)
			{
				set_client_server_entity_int_value (member, INT_TYPE_WEAPONS_HOLD, FALSE);

				set_client_server_entity_int_value (member, INT_TYPE_POSITION_HOLD, FALSE);

				member = get_local_entity_child_succ (member, LIST_TYPE_MEMBER);
			}
		}
	}

	////////////////////////////////////////
	//
	// UNLINK FROM SYSTEM
	//
	////////////////////////////////////////

	//
	// helicopter
	//

	unlink_local_entity_children (en, LIST_TYPE_GUNSHIP_TARGET);

	unlink_local_entity_children (en, LIST_TYPE_PADLOCK);

	//
	// aircraft
	//

	// aircrew_root

	unlink_local_entity_children (en, LIST_TYPE_TASK_DEPENDENT);

	////////////////////////////////////////
	//
	// the eject sequence relies on launched weapons NOT being unlinked
	//

	// unlink_local_entity_children (en, LIST_TYPE_LAUNCHED_WEAPON);

	//
	////////////////////////////////////////

	delete_local_entity_from_parents_child_list (en, LIST_TYPE_FOLLOWER);

	delete_local_entity_from_parents_child_list (en, LIST_TYPE_MEMBER);

	// gunship_target_link

	// member_link

	delete_local_entity_from_parents_child_list (en, LIST_TYPE_MOVEMENT_DEPENDENT);

	// view_link

	delete_local_entity_from_parents_child_list (en, LIST_TYPE_TAKEOFF_QUEUE);

	//
	// mobile
	//

	//
	// kill weapon sound effects
	//

	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_CHAIN_GUN);

	//
	// kill engine sound effects
	//

	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ROTOR_LOOPING);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ROTOR_WIND_UP);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_ROTOR_WIND_DOWN);

	//
	// kill radio / warning effects
	//

	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_INCOMING_MISSILE_WARNING);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_LOCK_ON_TONE);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_MCA);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_RADAR_LOCKED);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_RADAR_TRACKED);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_CPG_MESSAGE);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_RADIO_MESSAGE);
	kill_local_entity_sound_type (en, ENTITY_SUB_TYPE_EFFECT_SOUND_WARNING_MESSAGE);

	notify_speech_buffers_entity_killed (en);

	unlink_local_entity_children (en, LIST_TYPE_TARGET);

	delete_local_entity_from_parents_child_list (en, LIST_TYPE_PADLOCK);

	// sector_link

	delete_local_entity_from_parents_child_list (en, LIST_TYPE_TARGET);

	// update_link

	//
	// death timer (set time after which entity is totally destroyed)
	//

	set_local_entity_float_value (en, FLOAT_TYPE_DEATH_TIMER, calculate_mobile_death_timer_value (en));

	////////////////////////////////////////
	//
	// KILL
	//
	////////////////////////////////////////

	damage_helicopter_3d_object (en);

	// must be done before alive flag set to FALSE
	remove_mobile_values_from_sector (get_local_entity_parent (en, LIST_TYPE_SECTOR), en);

	set_local_entity_int_value (en, INT_TYPE_ALIVE, FALSE);

	//
	// group losses
	//

	losses = get_local_entity_int_value (group, INT_TYPE_LOSSES);

	losses ++;

	set_local_entity_int_value (group, INT_TYPE_LOSSES, losses);

	//
	// task losses
	//

	task = get_local_group_primary_task (group);

	if (task)
	{
		losses = get_local_entity_int_value (task, INT_TYPE_LOSSES);

		losses ++;

		set_local_entity_int_value (task, INT_TYPE_LOSSES, losses);
	}

	//
	// Notify Campaign Screen
	//

	notify_campaign_screen (CAMPAIGN_SCREEN_GROUP_REMOVE_MEMBER, group);

	//
	// Notify the GROUP that the mobile has been killed  (N.B. must be done AFTER mobile is unlinked from member list)
	//

	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		notify_local_entity (ENTITY_MESSAGE_MOBILE_KILLED, group, en);
	}

	//
	// Notify force to check campaign criteria
	//

	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		entity
			*force;

		force = get_local_entity_first_child (get_session_entity (), LIST_TYPE_FORCE);

		while (force)
		{
			notify_local_entity (ENTITY_MESSAGE_CHECK_CAMPAIGN_OBJECTIVES, force, en);

			force = get_local_entity_child_succ (force, LIST_TYPE_FORCE);
		}
	}

	////////////////////////////////////////
	//
	// SPECIAL EFFECTS
	//
	////////////////////////////////////////

	helicopter_impact_movement (en);

	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		vec3d
			*position;

		sound_sample_indices
			sound_sample_index;

		set_client_server_entity_int_value (en, INT_TYPE_MAIN_ROTOR_DAMAGED, TRUE);

		set_client_server_entity_int_value (en, INT_TYPE_TAIL_ROTOR_DAMAGED, TRUE);

		create_client_server_object_killed_explosion_effect (en);

		position = get_local_entity_vec3d_ptr (en, VEC3D_TYPE_POSITION);

		sound_sample_index = SOUND_SAMPLE_INDEX_SHOT_DOWN_HELICOPTER;

		create_client_server_sound_effect_entity
		(
			en,
			ENTITY_SIDE_NEUTRAL,
			ENTITY_SUB_TYPE_EFFECT_SOUND_ROTOR_LOOPING,
			SOUND_CHANNEL_SOUND_EFFECT,
			SOUND_LOCALITY_ALL,
			NULL,												// position
			1.0,												// amplification
			TRUE,												// valid sound effect
			TRUE,												// looping
			1,													// sample count
			&sound_sample_index							// sample index list
		);
	}

	set_local_entity_int_value (en, INT_TYPE_OPERATIONAL_STATE, OPERATIONAL_STATE_DYING);

	////////////////////////////////////////
	//
	// VIEWS
	//
	////////////////////////////////////////

	if ((en == get_gunship_entity ()) && (!get_local_entity_int_value (en, INT_TYPE_EJECTED)))
	{
		set_gunship_entity (NULL);
	}

	#if LANDING_ROUTE_CHECK

	destroy_debug_entity_landing_route_check (en);

	#endif

	/////////////////////////////////////////////////////////////////
	//
	// SPECIAL_EFFECT_HOOK FOR BEING_DESTROYED
	//
	/////////////////////////////////////////////////////////////////

	/////////////////////////////////////////////////////////////////
	//
	//
	/////////////////////////////////////////////////////////////////
}