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2026-06-24 21:28:16 -05:00

840 lines
23 KiB
C++

#include "MW4Headers.hpp"
#include "Dropship.hpp"
#include <Adept\Effect.hpp>
#include <Adept\CollisionGrid.hpp>
#include <Adept\EntityManager.hpp>
#include <Adept\DamageObject.hpp>
#include "ai.hpp"
// MSL 5.04 Dropship
#include "MWMission.hpp"
Scalar FindTerrainHeightFromPoint(const Point3D& point, Adept::Entity* ignore);
const Stuff::Time DROPSHIP_TAKEOFF_DELAY = 3.0f;
//#############################################################################
//################## Airplane::ExecutionStateEngine #####################
//#############################################################################
const StateEngine::StateEntry Dropship::ExecutionStateEngine::StateEntries[]=
{
STATE_ENTRY(Dropship__ExecutionStateEngine, DoorOpenMotion),
STATE_ENTRY(Dropship__ExecutionStateEngine, DoorCloseMotion)
};
const Scalar DOOR_MOVE_AMOUNT = 10.0f;
const Scalar DOOR_OPEN_SPEED = 1.0f; // mps
Dropship::ExecutionStateEngine::ClassData* Dropship::ExecutionStateEngine::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::ExecutionStateEngine::InitializeClass()
{
Check_Object(StateEngine::DefaultData);
Verify(!DefaultData);
DefaultData =
new ClassData(
Dropship__ExecutionStateEngineClassID,
"Dropship::ExecutionStateEngine",
BaseClass::DefaultData,
ELEMENTS(StateEntries), StateEntries,
(Entity::ExecutionStateEngine::Factory)Make,
(Entity::ExecutionStateEngine::FactoryRequest::Factory)
&FactoryRequest::ConstructFactoryRequest
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::ExecutionStateEngine::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Dropship::ExecutionStateEngine* Dropship::ExecutionStateEngine::Make(Dropship *mover,FactoryRequest *request)
{
Check_Object(mover);
Check_Object(request);
gos_PushCurrentHeap(Heap);
Dropship::ExecutionStateEngine *engine = new Dropship::ExecutionStateEngine(DefaultData, mover, request);
gos_PopCurrentHeap();
return engine;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int Dropship::ExecutionStateEngine::RequestState(int new_state,void* data)
{
Check_Object(this);
Check_Object(owningEntity);
//
//----------------------------------------------
// Now, switch the state and tickle the watchers
//----------------------------------------------
//
Dropship *drop;
drop = Cast_Object(Dropship *, owningEntity);
if((new_state == DoorOpenMotionState) && (currentState == FlyingMotionState))
return currentState;
if((new_state == DoorCloseMotionState) && (currentState != TaxiState))
return currentState;
if((new_state == CrashingDeathState) && (currentState == AlwaysExecuteState))
{
// airplane->shouldDie = true;
drop->shouldLeaveReckage = true;
drop->SetDying();
return currentState;
}
BaseClass::RequestState(new_state, data);
return currentState;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::ExecutionStateEngine::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
//#############################################################################
//############################### Helicopter ############################
//#############################################################################
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Dropship::ClassData* Dropship::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::InitializeClass()
{
Check_Object(ExecutionStateEngine::DefaultData);
Verify(!DefaultData);
DefaultData =
new ClassData(
DropshipClassID,
"MechWarrior4::Dropship",
BaseClass::DefaultData,
NULL, NULL,
(Entity::Factory)Make,
(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
ExecutionStateEngine::DefaultData,
(Entity::GameModel::Factory)GameModel::ConstructGameModel,
(Entity::GameModel::Factory)GameModel::ConstructOBBStream,
(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
(Entity::GameModel::ModelWrite)GameModel::WriteToText,
(Entity::GameModel::ModelSave)GameModel::SaveGameModel,
AnimationStateEngine::Make
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Dropship* Dropship::Make(CreateMessage *message,ReplicatorID *base_id)
{
Check_Object(message);
gos_PushCurrentHeap(Heap);
Dropship *new_entity = new Dropship(DefaultData, message, base_id, NULL);
gos_PopCurrentHeap();
Check_Object(new_entity);
Check_Object(EntityManager::GetInstance());
EntityManager::GetInstance()->AddMover(new_entity);
return new_entity;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Dropship::Dropship(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element):
Helicopter(class_data, message, base_id, element)
{
Check_Pointer(this);
Check_Object(message);
m_CanDie = false;
m_NumEngines = 4;
m_DoorAmount =0;
m_FirstFrame = true;
m_DeathStart = 0;
m_DoorAR = FindChildMover ("joint_DoorAR");
m_DoorFR = FindChildMover ("joint_DoorAL");
m_DoorAL = FindChildMover ("joint_DoorFR");
m_DoorFL = FindChildMover ("joint_DoorFL");
m_HasDoors = false;
if ((m_DoorAR) && (m_DoorFR) && (m_DoorAL) && (m_DoorFL))
m_HasDoors = true;
m_BaseYDoorAR = 0;
m_BaseYDoorFR = 0;
m_BaseYDoorAL = 0;
m_BaseYDoorFL = 0;
// MSL 5.04 Dropship
//should this dropship be scored?
m_scoreThisDropship = false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Dropship::~Dropship()
{
Check_Pointer(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::InitializeArmorArray()
{
Check_Object(this);
for(int i=0; i<12; i++)
{
armorArray[i] = -1.0f;
DamageObject *damage_object = damageObjects.Find(0);
if(damage_object)
{
armorArray[i] = damage_object->armorLevel;
damage_object->SetArmorArrayEntry(&armorArray[i]);
}
else
{
armorArray[i] = -1;
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::Reuse(const CreateMessage *message,ReplicatorID *base_id)
{
Check_Object(this);
Check_Object(message);
STOP(("Not implemented"));
BaseClass::Reuse(message, base_id);
}
void Dropship::Respawn(Adept::Entity::CreateMessage *message)
{
m_NumEngines = 4;
m_DoorAmount =0;
m_FirstFrame = true;
// MSL 5.04 Dropship
// without these, it keeps dying every 2 seconds
// m_CanDie = false;
// m_DeathStart = 0;
BaseClass::Respawn (message);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::PreCollisionExecute(Time till)
{
Check_Object(this);
PRECOLLISION_LOGIC("DropShip");
BaseClass::PreCollisionExecute(till);
//
//---------------------------------
// If we aren't executing, stop now
//---------------------------------
//
if ((m_FirstFrame) && (m_HasDoors))
{
Point3D loc;
loc = (Point3D) m_DoorAR->GetLocalToParent ();
m_BaseYDoorAR = loc.z;
loc = (Point3D) m_DoorFR->GetLocalToParent ();
m_BaseYDoorFR = loc.z;
loc = (Point3D) m_DoorAL->GetLocalToParent ();
m_BaseYDoorAL = loc.z;
loc = (Point3D) m_DoorFL->GetLocalToParent ();
m_BaseYDoorFL = loc.z;
}
m_FirstFrame = false;
Check_Object(executionState);
int pre_state = executionState->GetState();
Verify(pre_state != ExecutionStateEngine::NeverExecuteState);
if (((!m_crashingEffect.GetCurrent ()) || ((m_DeathStart+2.0) < till)) && m_CanDie)
{
Check_Object(executionState);
if (m_OnGround)
shouldLeaveReckage = true;
else
shouldLeaveReckage = false;
shouldDie = true;
}
Scalar time_slice = GetTimeSlice(till);
Verify(time_slice > 0.0f);
switch (pre_state)
{
case ExecutionStateEngine::DoorOpenMotionState:
DoorOpenAnim(time_slice);
break;
case ExecutionStateEngine::DoorCloseMotionState:
DoorCloseAnim(time_slice);
break;
}
}
bool Dropship::orderDoorOpen (void)
{
if (executionState->GetState () != ExecutionStateEngine::DoorOpenMotionState)
{
executionState->RequestState (ExecutionStateEngine::DoorOpenMotionState);
return false;
}
if ((m_DoorAmount == DOOR_MOVE_AMOUNT) || (!m_HasDoors))
{
executionState->RequestState (ExecutionStateEngine::TaxiState);
m_OnGround = true;
return true;
}
return false;
}
bool Dropship::orderDoorClose (void)
{
if (executionState->GetState () != ExecutionStateEngine::DoorCloseMotionState)
{
executionState->RequestState (ExecutionStateEngine::DoorCloseMotionState);
return false;
}
if ((m_DoorAmount == 0) || (!m_HasDoors))
{
executionState->RequestState (ExecutionStateEngine::TaxiState);
m_OnGround = true;
return true;
}
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::DoorOpenAnim (Stuff::Time slice)
{
if (!m_HasDoors)
return;
m_DoorAmount += (Scalar) (slice / DOOR_OPEN_SPEED);
Clamp (m_DoorAmount,0,DOOR_MOVE_AMOUNT);
LinearMatrix4D mat = m_DoorAR->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorAR - m_DoorAmount;
m_DoorAR->SetNewLocalToParent (mat);
mat = m_DoorFR->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorFR - m_DoorAmount;
m_DoorFR->SetNewLocalToParent (mat);
mat = m_DoorAL->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorAL + m_DoorAmount;
m_DoorAL->SetNewLocalToParent (mat);
mat = m_DoorFL->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorFL + m_DoorAmount;
m_DoorFL->SetNewLocalToParent (mat);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::DoorCloseAnim (Stuff::Time slice)
{
if (!m_HasDoors)
return;
m_DoorAmount -= (Scalar) (slice / DOOR_OPEN_SPEED);
Clamp (m_DoorAmount,0,DOOR_MOVE_AMOUNT);
LinearMatrix4D mat = m_DoorAR->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorAR - m_DoorAmount;
m_DoorAR->SetNewLocalToParent (mat);
mat = m_DoorFR->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorFR - m_DoorAmount;
m_DoorFR->SetNewLocalToParent (mat);
mat = m_DoorAL->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorAL + m_DoorAmount;
m_DoorAL->SetNewLocalToParent (mat);
mat = m_DoorFL->GetLocalToParent ();
mat(W_Axis, Z_Axis) = m_BaseYDoorFL + m_DoorAmount;
m_DoorFL->SetNewLocalToParent (mat);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::TakeOff(Stuff::Scalar runway_distance)
{
Check_Object(this);
const GameModel *model = GetGameModel();
Check_Object(model);
m_TakeOffStart = gos_GetElapsedTime ()+DROPSHIP_TAKEOFF_DELAY;
takeOffTargetPosition = GetLocalToWorld();
Stuff::Line3D line;
Point3D point;
point.x = takeOffTargetPosition.x;
point.z = takeOffTargetPosition.z;
point.y = flyingAltitude+100.0f;
line.m_length = flyingAltitude+300.0f;
line.m_direction = Vector3D::Down;
line.SetOrigin(point);
//
// Prepare query
//
Stuff::Normal3D inormal;
Stuff::Line3D iline;
Stuff::Normal3D normal;
Entity::CollisionQuery query(&line, &normal, Entity::CanBeWalkedOnFlag, NULL);
//
// Cast ray
//
Adept::Entity *entity_hit;
Check_Object(CollisionGrid::Instance);
entity_hit = CollisionGrid::Instance->ProjectLine(&query);
line.FindEnd(&point);
m_StartTakeoffEffect = true;
m_EffectGroundPosition = point;
// CreateTakeOffEffect();
// CreateTakeOffGroundEffect(point);
takeOffTargetPosition = Vector3D(takeOffTargetPosition.x, point.y + flyingAltitude, takeOffTargetPosition.z);
localSpaceDrag.linearMotion = model->linearDragCoefficients;
localSpaceDrag.angularMotion = model->angularDragCoefficients;
LinearMatrix4D world_to_local;
world_to_local.Invert(GetLocalToWorld());
localSpaceAcceleration.linearMotion.Multiply(
worldSpaceAcceleration.linearMotion,
world_to_local
);
localSpaceAcceleration.angularMotion.Multiply(
worldSpaceAcceleration.angularMotion,
world_to_local
);
Check_Object(executionState);
executionState->RequestState(ExecutionStateEngine::TakingOffMotionState);
m_OnGround = false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::Land(void)
{
Check_Object(this);
Check_Object(executionState);
landTargetPosition = GetLocalToWorld();
Stuff::Line3D line;
Point3D point;
point.x = landTargetPosition.x;
point.z = landTargetPosition.z;
point.y = landTargetPosition.y-10;
line.m_length = flyingAltitude+300.0f;
line.m_direction = Vector3D::Down;
line.SetOrigin(point);
//
// Prepare query
//
Stuff::Normal3D inormal;
Stuff::Line3D iline;
Stuff::Normal3D normal;
Entity::CollisionQuery query(&line, &normal, Entity::CanBeWalkedOnFlag, NULL);
//
// Cast ray
//
Adept::Entity *entity_hit;
Check_Object(CollisionGrid::Instance);
entity_hit = CollisionGrid::Instance->ProjectLine(&query);
line.FindEnd(&point);
m_StartLandingEffect = true;
m_EffectGroundPosition = point;
// CreateLandingEffect();
// CreateLandingGroundEffect(point);
landTargetPosition = Vector3D(landTargetPosition.x, point.y, landTargetPosition.z);
executionState->RequestState(ExecutionStateEngine::LandingMotionState);
m_OnGround = true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::TakeOffThrusterSimulation(Stuff::Time till,const Stuff::Vector3D& new_velocity,const Stuff::Vector3D& instantanious_angular_velocity,bool canswitch)
{
Check_Object(this);
Point3D current_pos;
current_pos = GetLocalToWorld();
Scalar time_slice = GetTimeSlice(till);
const GameModel *model = GetGameModel();
Check_Object(model);
Vector3D new_speed = Vector3D::Identity;
if (gos_GetElapsedTime () > m_TakeOffStart)
new_speed.y = 15.0f;
else
new_speed.y = 0;
Clamp(new_speed.y, 0.0f, model->takeOffSpeed);
localSpaceVelocity.linearMotion = new_speed;
worldSpaceVelocity.linearMotion.Multiply(new_speed, GetLocalToWorld());
pitchDemand = 0.0f;
Vector3D rotation_vector;
#if 0
rotation_vector.x = pitchDemand * model->pitchSpeed * time_slice;
Clamp(rotation_vector.x, -model->pitchDegree, model->pitchDegree);
rotation_vector.y = (yawDemand * model->fullStopTurnRate);
rotation_vector.z = (rollDemand * model->fullStopTurnRate);
#endif
rotation_vector.x = 0;
rotation_vector.y = 0;
rotation_vector.z = 0;
localSpaceVelocity.angularMotion = rotation_vector;
worldSpaceVelocity.angularMotion.Multiply(rotation_vector, GetLocalToWorld());
//
//---------------------------------------------------
// Make a matrix representing the rotation this frame
//---------------------------------------------------
//
Vector3D spin_axis;
spin_axis.Multiply(worldSpaceVelocity.angularMotion, time_slice);
UnitQuaternion spin;
spin = spin_axis;
//
//-------------------------------------------------------------------------
// Convert the EulerAngles into a matrix and create the new rotation matrix
// through concatenation
//-------------------------------------------------------------------------
//
UnitQuaternion rotation;
rotation = initialLocalToParent;
UnitQuaternion desire;
desire.Multiply(rotation, spin);
LinearMatrix4D new_position(true);
new_position.BuildRotation(desire);
Vector3D delta;
delta.Multiply(worldSpaceVelocity.linearMotion, time_slice);
Vector3D rotated_vector;
rotated_vector.Multiply(delta, new_position);
Point3D old_translation(initialLocalToParent);
Point3D new_translation;
new_translation.Add(
old_translation,
rotated_vector
);
new_position.BuildTranslation(new_translation);
//
//----------------------------------------------
// Adjust position from network
//----------------------------------------------
//
YawPitchRoll correction_angle;
Point3D correction_position;
GetNetworkAdjustment(time_slice, correction_position, correction_angle);
YawPitchRoll new_rotation;
new_rotation = desire;
new_translation += correction_position;
new_rotation.yaw.angle += correction_angle.yaw.angle;
new_rotation.pitch.angle += correction_angle.pitch.angle;
new_rotation.roll.angle += correction_angle.roll.angle;
new_position = LinearMatrix4D::Identity;
new_position.BuildRotation(desire);
new_position.BuildTranslation(new_translation);
//
//----------------------------------------------
// Set the new position
//----------------------------------------------
//
SetNewLocalToParent(new_position);
if(current_pos.y >= takeOffTargetPosition.y)
{
Check_Object(executionState);
if(m_takeOffEffect.GetCurrent())
{
m_takeOffEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
}
if(m_takeOffGroundEffect.GetCurrent())
{
m_takeOffGroundEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
}
executionState->RequestState(ExecutionStateEngine::FlyingMotionState);
m_OnGround = false;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::LandingMovementSimulation(Stuff::Time till)
{
Check_Object(this);
Point3D current_pos;
current_pos = GetLocalToWorld();
Scalar time_slice = GetTimeSlice(till);
const GameModel *model = GetGameModel();
Check_Object(model);
Vector3D new_speed = Vector3D::Identity;
new_speed.x = 0;
new_speed.z = 0;
new_speed.y = -15.0f;
Clamp(new_speed.y, -model->takeOffSpeed, 0.0f);
localSpaceVelocity.linearMotion = new_speed;
worldSpaceVelocity.linearMotion.Multiply(new_speed, GetLocalToWorld());
pitchDemand = 0.0f;
Vector3D rotation_vector;
rotation_vector.x = pitchDemand * model->pitchSpeed * time_slice;
Clamp(rotation_vector.x, -model->pitchDegree, model->pitchDegree);
rotation_vector.y = (yawDemand * model->fullStopTurnRate);
rotation_vector.z = (rollDemand * model->fullStopTurnRate);
localSpaceVelocity.angularMotion = rotation_vector;
worldSpaceVelocity.angularMotion.Multiply(rotation_vector, GetLocalToWorld());
//
//---------------------------------------------------
// Make a matrix representing the rotation this frame
//---------------------------------------------------
//
Vector3D spin_axis;
spin_axis.Multiply(worldSpaceVelocity.angularMotion, time_slice);
UnitQuaternion spin;
spin = spin_axis;
//
//-------------------------------------------------------------------------
// Convert the EulerAngles into a matrix and create the new rotation matrix
// through concatenation
//-------------------------------------------------------------------------
//
UnitQuaternion rotation;
rotation = initialLocalToParent;
UnitQuaternion desire;
desire.Multiply(rotation, spin);
LinearMatrix4D new_position(true);
new_position.BuildRotation(desire);
Vector3D delta;
delta.Multiply(worldSpaceVelocity.linearMotion, time_slice);
Vector3D rotated_vector;
rotated_vector.Multiply(delta, new_position);
Point3D old_translation(initialLocalToParent);
Point3D new_translation;
new_translation.Add(
old_translation,
rotated_vector
);
new_position.BuildTranslation(new_translation);
//
//----------------------------------------------
// Adjust position from network
//----------------------------------------------
//
YawPitchRoll correction_angle;
Point3D correction_position;
GetNetworkAdjustment(time_slice, correction_position, correction_angle);
YawPitchRoll new_rotation;
new_rotation = desire;
new_translation += correction_position;
new_rotation.yaw.angle += correction_angle.yaw.angle;
new_rotation.pitch.angle += correction_angle.pitch.angle;
new_rotation.roll.angle += correction_angle.roll.angle;
new_position = LinearMatrix4D::Identity;
new_position.BuildRotation(desire);
new_position.BuildTranslation(new_translation);
//
//----------------------------------------------
// Set the new position
//----------------------------------------------
//
SetNewLocalToParent(new_position);
Stuff::Point3D fredpos (new_position);
Stuff::Line3D line;
Point3D point;
point.x = fredpos.x;
point.z = fredpos.z;
point.y = flyingAltitude+100.0f;
line.m_length = flyingAltitude+300.0f;
line.m_direction = Vector3D::Down;
line.SetOrigin(point);
//
// Prepare query
//
Stuff::Normal3D inormal;
Stuff::Line3D iline;
Stuff::Normal3D normal;
Entity::CollisionQuery query(&line, &normal, Entity::CanBeWalkedOnFlag, NULL);
//
// Cast ray
//
Adept::Entity *entity_hit;
Check_Object(CollisionGrid::Instance);
entity_hit = CollisionGrid::Instance->ProjectLine(&query);
line.FindEnd(&point);
if(fredpos.y <= point.y)
{
Check_Object(executionState);
if(m_landingEffect.GetCurrent())
{
m_landingEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
}
if(m_landingGroundEffect.GetCurrent())
{
m_landingGroundEffect.GetCurrent()->executionState->RequestState(Effect::ExecutionStateEngine::StoppingState);
}
executionState->RequestState(ExecutionStateEngine::TaxiState);
localSpaceVelocity.linearMotion.x = 0;
localSpaceVelocity.linearMotion.y = 0;
localSpaceVelocity.linearMotion.z = 0;
m_OnGround = true;
pitchDemand = 0;
yawDemand = 0;
rollDemand = 0;
speedDemand = 0;
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void Dropship::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}
void Dropship::EngineDead (void)
{
m_NumEngines--;
if (m_NumEngines == 0)
{
SelfDestruct ();
}
}
void Dropship::ReactToDestruction(int damage_mode, int damage_type)
{
switch(damage_mode)
{
case InternalDamageObject::DestructionDamageMode:
{
if((!IsDestroyed()) && (executionState->GetState() != ExecutionStateEngine::CrashingDeathState) && !m_CanDie)
{
// MSL 5.04 Dropship
//added for scoring objective dropships (call it a building) in mission play games
if (m_scoreThisDropship)
{
Check_Object (Mission::GetInstance());
Mission::GetInstance()->ScoringReactToBuildingDeath (m_whoShotMeLast, GetReplicatorID());
}
if(m_AI)
{
Check_Object(m_AI);
m_AI->Die();
}
m_DeathStart = gos_GetElapsedTime ();
const GameModel *model = GetGameModel();
Check_Object(model);
Effect *effect;
effect = CreateEffect(model->destroyedEffectResource, this, true);
if(effect)
m_crashingEffect.Add(effect);
m_CanDie = true;
break;
}
}
}
}