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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/types.h>
#include <math.h>
#include "matrixmath.h"
#include "sfm.h"
#include "obj.h"
#include "objutils.h"
#include "objsound.h"
#include "messages.h"
#include "smoke.h"
#include "explosion.h"
#include "sar.h"
#include "simmanage.h"
#include "simcb.h"
#include "simop.h"
#include "simutils.h"
#include "sardrawselect.h"
#include "config.h"
void SARSimInitModelCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data
);
void SARSimDestroyModelCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data
);
void SARSimAirborneCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data
);
void SARSimTouchDownCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data, double impact_coeff
);
void SARSimOverspeedCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data, double cur_speed,
double overspeed_expected,
double overspeed
);
void SARSimCollisionCB(
void *realm_ptr, SFMModelStruct *model, SFMModelStruct *obstruction,
void *client_data, double impact_coeff
);
void SARSimObjectCollisionCB(
void *client_data, /* Core structure */
sar_object_struct *obj_ptr, sar_object_struct *obstruction_obj_ptr,
double impact_coeff
);
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#define CLIP(a,l,h) (MIN(MAX((a),(l)),(h)))
#define RADTODEG(r) ((r) * 180 / PI)
#define DEGTORAD(d) ((d) * PI / 180)
/*
* FDM Initialize callback
*
* Sets up initial values from the model's corresponding object.
*/
void SARSimInitModelCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data
)
{
int obj_num;
sar_object_struct *obj_ptr;
SFMRealmStruct *realm = SFM_REALM(realm_ptr);
sar_core_struct *core_ptr = SAR_CORE(client_data);
if((realm == NULL) || (model == NULL) || (core_ptr == NULL))
return;
/* Match object from FDM */
obj_ptr = SARSimMatchObjectFromFDM(
core_ptr->object, core_ptr->total_objects,
model, &obj_num
);
if(obj_ptr == NULL)
return;
/* Set up initial values, note that position and direction
* values will probably be reset soon afterwards since
* creation of FDM's usually happen in the middle of
* scene file parsings and their positions will be
* set after creation of the FDM
*/
#if 0
/* No need to set position of model, calling function should do that */
model->position.x = obj_ptr->pos.x;
model->position.y = obj_ptr->pos.y;
model->position.z = obj_ptr->pos.z;
model->direction.heading = obj_ptr->dir.heading;
model->direction.pitch = obj_ptr->dir.pitch;
model->direction.bank = obj_ptr->dir.bank;
#endif
/* Always assume landed */
model->landed_state = True;
}
/*
* FDM Destroy callback.
*
* Note that the specified FDM is invalid and should not be
* referenced.
*/
void SARSimDestroyModelCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data
)
{
int i;
sar_object_struct *obj_ptr;
sar_object_aircraft_struct *obj_aircraft_ptr;
SFMRealmStruct *realm = SFM_REALM(realm_ptr);
sar_core_struct *core_ptr = SAR_CORE(client_data);
if((realm == NULL) || (model == NULL) || (core_ptr == NULL))
return;
/* Iterate through objects and unset FDM references to the
* specified FDM
*/
for(i = 0; i < core_ptr->total_objects; i++)
{
obj_ptr = core_ptr->object[i];
if(obj_ptr == NULL)
continue;
switch(obj_ptr->type)
{
case SAR_OBJ_TYPE_GARBAGE:
case SAR_OBJ_TYPE_STATIC:
case SAR_OBJ_TYPE_AUTOMOBILE:
case SAR_OBJ_TYPE_WATERCRAFT:
break;
case SAR_OBJ_TYPE_AIRCRAFT:
obj_aircraft_ptr = SAR_OBJ_GET_AIRCRAFT(obj_ptr);
if(obj_aircraft_ptr == NULL)
break;
if(obj_aircraft_ptr->fdm == model)
obj_aircraft_ptr->fdm = NULL;
break;
case SAR_OBJ_TYPE_GROUND:
case SAR_OBJ_TYPE_RUNWAY:
case SAR_OBJ_TYPE_HELIPAD:
case SAR_OBJ_TYPE_HUMAN:
case SAR_OBJ_TYPE_SMOKE:
case SAR_OBJ_TYPE_FIRE:
case SAR_OBJ_TYPE_EXPLOSION:
case SAR_OBJ_TYPE_CHEMICAL_SPRAY:
case SAR_OBJ_TYPE_FUELTANK:
case SAR_OBJ_TYPE_PREMODELED:
break;
}
}
}
/*
* FDM Airborne callback.
*
* Called whenever the FDM just leaves the ground.
*/
void SARSimAirborneCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data
)
{
SFMRealmStruct *realm = SFM_REALM(realm_ptr);
sar_core_struct *core_ptr = SAR_CORE(client_data);
if((realm == NULL) || (model == NULL) || (core_ptr == NULL))
return;
#if 0
/* Skip airborne check entirly if in slew mode */
if(SARSimIsSlew(obj_ptr))
return;
#endif
}
/*
* FDM Touchdown callback.
*
* Called whenever the FDM just lands (on any surface).
*/
void SARSimTouchDownCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data, double impact_coeff
)
{
int obj_num, *gcc_list, gcc_list_total, crash_cause = 0;
Boolean over_water = False,
have_floats = False,
camera_in_cockpit = False;
float distance_to_camera,
contact_radius = 0.0f;
sar_obj_flags_t crash_flags = 0;
sar_air_worthy_state air_worthy_state = SAR_AIR_WORTHY_FLYABLE;
sar_position_struct *pos,
*ear_pos,
*vel = NULL;
sar_direction_struct *dir;
sar_contact_bounds_struct *cb;
sar_object_struct *obj_ptr;
sar_object_aircraft_struct *obj_aircraft_ptr = NULL;
sar_scene_struct *scene;
SFMRealmStruct *realm = SFM_REALM(realm_ptr);
sar_core_struct *core_ptr = SAR_CORE(client_data);
const sar_option_struct *opt;
if((realm == NULL) || (model == NULL) || (core_ptr == NULL))
return;
opt = &core_ptr->option;
scene = core_ptr->scene;
if(scene == NULL)
return;
/* Creates sparks and plays the landed on belly sound */
#define DO_EFFECTS_LAND_BELLY \
{ if((obj_aircraft_ptr != NULL) && (cb != NULL)) { \
const time_t life_span = 5000l; \
sar_position_struct pos_offset; \
pos_offset.x = 0.0f; \
pos_offset.y = 0.0f; \
pos_offset.z = -obj_aircraft_ptr->belly_height; \
/* Create sparks */ \
SmokeCreateSparks( \
scene, &core_ptr->object, &core_ptr->total_objects, \
&obj_ptr->pos, &pos_offset, \
cb->contact_radius * 2.0f, \
obj_num, \
cur_millitime + life_span \
); \
} \
/* Play sound */ \
if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
obj_ptr->sndsrc, obj_ptr->total_sndsrcs, \
camera_in_cockpit ? "land_belly_inside" : "land_belly", \
pos, dir, ear_pos \
); \
}
/* Plays landed on skis with minimal scraping sound */
#define DO_EFFECTS_LAND_SKIS \
{ if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
obj_ptr->sndsrc, obj_ptr->total_sndsrcs, \
camera_in_cockpit ? "land_ski_inside" : "land_ski", \
pos, dir, ear_pos \
); \
}
/* Creates sparks and play landed on skis with hard scraping sound */
#define DO_EFFECTS_LAND_SKIS_SKID \
{ if((obj_aircraft_ptr != NULL) && (cb != NULL)) { \
const time_t life_span = 4000l; \
sar_position_struct pos_offset; \
pos_offset.x = 0.0f; \
pos_offset.y = 0.0f; \
pos_offset.z = (float)-( \
obj_aircraft_ptr->belly_height + \
obj_aircraft_ptr->gear_height \
); \
/* Create sparks */ \
SmokeCreateSparks( \
scene, &core_ptr->object, &core_ptr->total_objects, \
&obj_ptr->pos, &pos_offset, \
cb->contact_radius * 2.0f, \
obj_num, \
cur_millitime + life_span \
); \
} \
/* Play Sound */ \
if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
obj_ptr->sndsrc, obj_ptr->total_sndsrcs, \
camera_in_cockpit ? "land_ski_skid_inside" : "land_ski_skid", \
pos, dir, ear_pos \
); \
}
/* Creates smoke puffs at each landing gear and plays the wheel skid
* sound
*/
#define DO_EFFECTS_LAND_WHEEL_SKID \
{ if(obj_aircraft_ptr != NULL) { \
const time_t life_span = 3500l; \
int i; \
sar_obj_part_struct *part; \
for(i = 0; True; i++) { \
part = SARObjGetPartPtr( \
obj_ptr, SAR_OBJ_PART_TYPE_LANDING_GEAR, i \
); \
if(part == NULL) \
break; \
/* Create smoke puff at this landing gear */ \
SmokeCreate( \
scene, &core_ptr->object, &core_ptr->total_objects, \
SAR_SMOKE_TYPE_SMOKE, \
&obj_ptr->pos, &part->pos_max, \
0.25f, 1.5f,/* Radius min and max */ \
-1.0f, /* Autocalc growth */ \
1, /* Hide at max? */ \
1, /* Total units */ \
life_span, /* Respawn interval in ms */ \
SAR_STD_TEXNAME_SMOKE_LIGHT, \
-1, /* No reference object */ \
cur_millitime + life_span \
); \
} \
} \
/* Play sound */ \
if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
obj_ptr->sndsrc, obj_ptr->total_sndsrcs, \
camera_in_cockpit ? "land_wheel_skid_inside" : "land_wheel_skid", \
pos, dir, ear_pos \
); \
}
/* Plays the crash on ground sound */
#define DO_EFFECTS_CRASH_GROUND \
{ if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
scene->sndsrc, scene->total_sndsrcs, \
"crash_ground", \
pos, dir, ear_pos \
); \
}
/* Plays the splash on water sound */
#define DO_EFFECTS_SPLASH_AIRCRAFT \
{ if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
scene->sndsrc, scene->total_sndsrcs, \
"splash_aircraft", \
pos, dir, ear_pos \
); \
}
/* Match object from FDM */
obj_ptr = SARSimMatchObjectFromFDM(
core_ptr->object, core_ptr->total_objects,
model, &obj_num
);
if(obj_ptr == NULL)
return;
/* Skip touch down check entirly if in slew mode */
if(SARSimIsSlew(obj_ptr))
return;
/* Get list of objects at this object's position */
gcc_list = SARGetGCCHitList(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
obj_num,
&gcc_list_total
);
/* Check if this object landed over water */
SARGetGHCOverWater(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
obj_num,
NULL, &over_water
);
/* Get up to date object position from the FDM */
pos = &obj_ptr->pos;
pos->x = (float)model->position.x;
pos->y = (float)model->position.y;
pos->z = (float)model->position.z;
ear_pos = &scene->ear_pos;
/* Get up to date object direction from the FDM */
dir = &obj_ptr->dir;
dir->heading = (float)model->direction.heading;
dir->pitch = (float)model->direction.pitch;
dir->bank = (float)model->direction.bank;
/* Get contact bounds */
cb = obj_ptr->contact_bounds;
if(cb != NULL)
{
crash_flags = cb->crash_flags;
contact_radius = SARSimGetFlatContactRadius(obj_ptr);
}
/* Calculate distance between the object and the camera/ear */
distance_to_camera = (float)SFMHypot3(
pos->x - ear_pos->x,
pos->y - ear_pos->y,
pos->z - ear_pos->z
);
/* Check if camera is inside the cockpit */
switch(scene->camera_ref)
{
case SAR_CAMERA_REF_COCKPIT:
camera_in_cockpit = True;
break;
case SAR_CAMERA_REF_SPOT:
case SAR_CAMERA_REF_TOWER:
case SAR_CAMERA_REF_MAP:
case SAR_CAMERA_REF_HOIST:
break;
}
/* Get object type specific values */
switch(obj_ptr->type)
{
case SAR_OBJ_TYPE_GARBAGE:
case SAR_OBJ_TYPE_STATIC:
case SAR_OBJ_TYPE_AUTOMOBILE:
case SAR_OBJ_TYPE_WATERCRAFT:
break;
case SAR_OBJ_TYPE_AIRCRAFT:
obj_aircraft_ptr = SAR_OBJ_GET_AIRCRAFT(obj_ptr);
if(obj_aircraft_ptr != NULL)
{
int i;
const sar_obj_part_struct *gear;
vel = &obj_aircraft_ptr->vel;
vel->x = (float)model->velocity_vector.x;
vel->y = (float)model->velocity_vector.y;
vel->z = (float)model->velocity_vector.z;
air_worthy_state = obj_aircraft_ptr->air_worthy_state;
/* Check if this object has floats */
for(i = 0; True; i++)
{
gear = SARObjGetPartPtr(
obj_ptr, SAR_OBJ_PART_TYPE_LANDING_GEAR, i
);
if(gear == NULL)
break;
if(gear->flags & SAR_OBJ_PART_FLAG_LGEAR_FLOATS)
have_floats = True;
}
}
break;
case SAR_OBJ_TYPE_GROUND:
case SAR_OBJ_TYPE_RUNWAY:
case SAR_OBJ_TYPE_HELIPAD:
case SAR_OBJ_TYPE_HUMAN:
case SAR_OBJ_TYPE_SMOKE:
case SAR_OBJ_TYPE_FIRE:
case SAR_OBJ_TYPE_EXPLOSION:
case SAR_OBJ_TYPE_CHEMICAL_SPRAY:
case SAR_OBJ_TYPE_FUELTANK:
case SAR_OBJ_TYPE_PREMODELED:
break;
}
/* Substructure data pointer should now be set */
/* Values for crash_cause are:
*
* 5 Hit ground but was not flyable
* 4 Splash
* 3 Hit ground but was out of control
* 2 Landed at bad angle
* 1 Hit ground too hard
* 0 No crash
*/
/* If object was already in flight but was not flyable
* (ie it hit a building and is falling to the ground),
* then contacting the ground is a crash.
*/
if(air_worthy_state == SAR_AIR_WORTHY_NOT_FLYABLE)
{
/* Already crashed and is considered a pile of junk */
crash_cause = 5;
}
else if(air_worthy_state == SAR_AIR_WORTHY_OUT_OF_CONTROL)
{
/* Collided with building, overspeed damage, or some other
* prior damage
*/
crash_cause = 3;
}
/* Impact tolorance exceeded? */
else if(impact_coeff > 1.0f)
{
/* Aircraft was in flyable condition but now has contacted
* ground with an impact greater than it's tolorance, which
* means that it has crashed
*/
crash_cause = 1;
}
/* Landed in water and does not have floats? */
else if(over_water && !have_floats)
{
/* Splash */
crash_cause = 4;
}
/* Contacted ground at bad angle? */
else
{
if(dir->pitch > (float)(1.0 * PI))
{
if(dir->pitch < (float)(1.75 * PI))
crash_cause = 2;
}
else
{
if(dir->pitch > (float)(0.25 * PI))
crash_cause = 2;
}
if(dir->bank > (float)(1.0 * PI))
{
if(dir->bank < (float)(1.75 * PI))
crash_cause = 2;
}
else
{
if(dir->bank > (float)(0.25 * PI))
crash_cause = 2;
}
}
#if 0
printf(
"Touch down: crash_cause=%i impact_coeff=%.4f\n",
crash_cause, impact_coeff
);
#endif
/* Did the object contact the ground abnormally (did it
* "crash")?
*/
if(crash_cause)
{
float explosion_radius;
sar_position_struct explosion_pos;
char text[1024];
/* Set object as crashed in accordance with its type */
/* Aircraft? */
if(obj_aircraft_ptr != NULL)
{
/* If the crash was a splash then mark the object that
* it is on water
*/
if(over_water)
obj_aircraft_ptr->on_water = 1;
/* Set all appropriate values for the aircraft to show
* that it is crashed
*/
SARSimSetAircraftCrashed(
scene, &core_ptr->object, &core_ptr->total_objects,
obj_ptr, obj_aircraft_ptr
);
}
else
{
/* Add support for other types of objects that can crash */
}
/* Is the crashed object the player object? */
if(obj_ptr == scene->player_obj_ptr)
{
/* Mark the player object as crashed on scene */
scene->player_has_crashed = True;
/* Check if object has not crashed into anything
* prior, such as if the object's airworth state was
* not set to SAR_AIR_WORTHY_NOT_FLYABLE or
* SAR_AIR_WORTHY_OUT_OF_CONTROL
*/
if((crash_cause != 3) && (crash_cause != 5))
{
/* Set banner message to display the cause of the
* crash
*/
SARBannerMessageAppend(scene, NULL);
SARBannerMessageAppend(scene, SAR_MESG_CRASH_BANNER);
switch(crash_cause)
{
case 4: /* Splash */
strcpy(text, SAR_MESG_CRASH_SPLASH);
SARBannerMessageAppend(scene, text);
break;
case 2: /* Landed at bad angle */
strcpy(text, SAR_MESG_CRASH_ROTATION_TOO_STEEP);
SARBannerMessageAppend(scene, text);
break;
case 1: /* Hit ground too hard */
/* There should be exactly one occurance of
* "%.0f%%" in
* SAR_MESG_CRASH_IMPACTED_PAST_TOLORANCE for
* the substitution to work
*/
sprintf(
text,
SAR_MESG_CRASH_IMPACTED_PAST_TOLORANCE,
(float)(impact_coeff * 100)
);
SARBannerMessageAppend(scene, text);
break;
}
/* Set footer to indicate what player should do
* now, press space to continue
*/
SARBannerMessageAppend(scene, SAR_MESG_POST_CRASH_BANNER);
}
}
else
{
/* An object other than the player object has
* crashed
*/
char numstr[80];
sprintf(numstr, "Object #%i", obj_num);
*text = '\0';
strcat(text, "*** ");
strncat(text, (obj_ptr->name != NULL) ?
obj_ptr->name : numstr,
80
);
strcat(text, " has crashed! ***");
SARMessageAdd(scene, text);
}
/* Get position and size for the creation of the explosion */
memcpy(&explosion_pos, &obj_ptr->pos, sizeof(sar_position_struct));
explosion_radius = (float)MAX(contact_radius * 1.8, 10.0);
/* Begin checking if we should create explosion or splash */
/* Check if object has not crashed into anything
* prior, such as if the object's airworth state was
* not set to SAR_AIR_WORTHY_NOT_FLYABLE or
* SAR_AIR_WORTHY_OUT_OF_CONTROL
*/
if((crash_cause != 3) && (crash_cause != 5))
{
/* Just crashed into ground and did not crash into
* anything prior or was not out of control, so we
* should create an explosion
*/
int i, explosion_obj_num = -1;
sar_object_struct *explosion_obj_ptr = NULL;
sar_external_fueltank_struct *eft_ptr;
float fuel_remaining = 10.0f; /* Assume some fuel, in kg */
/* Get amount of fuel remaining on this object */
if(obj_aircraft_ptr != NULL)
{
fuel_remaining = MAX(obj_aircraft_ptr->fuel, 0.0f);
for(i = 0; i < obj_aircraft_ptr->total_external_fueltanks; i++)
{
eft_ptr = obj_aircraft_ptr->external_fueltank[i];
if((eft_ptr != NULL) ?
(eft_ptr->flags & SAR_EXTERNAL_FUELTANK_FLAG_ONBOARD) : False
)
fuel_remaining += (eft_ptr->dry_mass + eft_ptr->fuel);
}
}
/* Has fuel and not over water? */
if((fuel_remaining > 0.0f) && !over_water)
{
/* Create explosion because this object crashed with
* fuel
*/
sar_position_struct smoke_offset;
/* Delete all effects objects related to this object
* but only stop smoke trails from respawning
*/
SARSimDeleteEffects(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
obj_num,
SARSIM_DELETE_EFFECTS_SMOKE_STOP_RESPAWN
);
/* Create explosion object */
explosion_obj_num = ExplosionCreate(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
&explosion_pos, /* Position of explosion */
explosion_radius, /* Radius of size in meters */
obj_num, /* Reference object number */
SAR_STD_TEXNAME_EXPLOSION, SAR_STD_TEXNAME_EXPLOSION_IR
);
if(explosion_obj_num > -1)
{
sar_object_explosion_struct *obj_explosion_ptr;
explosion_obj_ptr = core_ptr->object[explosion_obj_num];
obj_explosion_ptr = SAR_OBJ_GET_EXPLOSION(explosion_obj_ptr);
if(obj_explosion_ptr != NULL)
{
/* Set lifespan for explosion */
explosion_obj_ptr->life_span = cur_millitime +
opt->crash_explosion_life_span;
/* Repeat frames until life span is reached */
obj_explosion_ptr->total_frame_repeats = -1;
}
}
/* Create smoke trails object */
smoke_offset.x = 0.0f;
smoke_offset.y = 0.0f;
smoke_offset.z = explosion_radius;
SmokeCreate(
scene, &core_ptr->object, &core_ptr->total_objects,
SAR_SMOKE_TYPE_SMOKE,
&explosion_pos, &smoke_offset,
explosion_radius * 1.0f, /* Radius start */
explosion_radius * 3.0f, /* Radius max */
-1.0f, /* Autocalc growth */
1, /* Hide at max */
10, /* Total units */
3000l, /* Respawn interval in ms */
SAR_STD_TEXNAME_SMOKE_DARK,
obj_num,
cur_millitime + opt->crash_explosion_life_span
);
}
/* Splash? */
else if(over_water)
{
/* Delete all effects objects related to this object
* but only stop smoke trails from respawning
*/
SARSimDeleteEffects(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
obj_num,
SARSIM_DELETE_EFFECTS_SMOKE_STOP_RESPAWN
);
/* Create splash */
explosion_obj_num = SplashCreate(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
&explosion_pos, /* Position of explosion */
explosion_radius, /* Radius of size in meters */
obj_num, /* Reference object number */
SAR_STD_TEXNAME_SPLASH, SAR_STD_TEXNAME_SPLASH
);
if(explosion_obj_num > -1)
{
explosion_obj_ptr = core_ptr->object[explosion_obj_num];
/* No need to modify splash values */
}
}
/* Is this the player object? */
if(scene->player_obj_ptr == obj_ptr)
{
/* Set spot camera position */
scene->camera_ref = SAR_CAMERA_REF_SPOT;
scene->camera_target = scene->player_obj_num;
}
}
/* Was out of control? */
else if(crash_cause == 3)
{
/* Object was out of control and has now just hit the
* ground so it needs to crash
*/
int explosion_obj_num = -1;
sar_object_struct *explosion_obj_ptr = NULL;
/* We still need to create a splash if landed on water */
if(over_water)
{
/* Delete all effects objects related to this object
* but only stop smoke trails from respawning
*/
SARSimDeleteEffects(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
obj_num,
SARSIM_DELETE_EFFECTS_SMOKE_STOP_RESPAWN
);
/* Create splash (explosion) object */
explosion_obj_num = SplashCreate(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
&explosion_pos, /* Position of explosion */
explosion_radius, /* Radius of size in meters */
obj_num, /* Reference object number */
SAR_STD_TEXNAME_SPLASH, SAR_STD_TEXNAME_SPLASH
);
if(explosion_obj_num > -1)
{
explosion_obj_ptr = core_ptr->object[explosion_obj_num];
/* No need to modify splash values */
}
}
/* Is this the player object? */
if(scene->player_obj_ptr == obj_ptr)
{
/* Set spot camera position */
scene->camera_ref = SAR_CAMERA_REF_SPOT;
scene->camera_target = scene->player_obj_num;
}
}
/* Play splash or explosion sound */
if(over_water)
{
DO_EFFECTS_SPLASH_AIRCRAFT
}
else
{
DO_EFFECTS_CRASH_GROUND
}
/* Call mission destroy notify instead of mission land
* notify, to let mission know this object has crashed
*/
SARMissionDestroyNotify(core_ptr, obj_ptr);
}
else
{
/* Safe landing (no crash) */
sar_obj_part_struct *lgear_ptr = SARObjGetPartPtr(
obj_ptr, SAR_OBJ_PART_TYPE_LANDING_GEAR, 0
);
/* Handle safe landing by object type */
/* Aircraft? */
if(obj_aircraft_ptr != NULL)
{
/* Mark as on water? */
if(over_water)
obj_aircraft_ptr->on_water = 1;
else
obj_aircraft_ptr->on_water = 0;
/* First landing gear down? */
if((lgear_ptr != NULL) ?
(lgear_ptr->flags & SAR_OBJ_PART_FLAG_STATE) : False
)
{
/* Landed with gear down */
/* First landing gear is a ski? */
if((lgear_ptr != NULL) ?
(lgear_ptr->flags & SAR_OBJ_PART_FLAG_LGEAR_SKI) : False
)
{
/* Landing gear is a ski, check if landed
* at velocity great enough to cause scrape
*/
if(obj_aircraft_ptr->speed > SFMMPHToMPC(5))
{
DO_EFFECTS_LAND_SKIS_SKID
}
else
{
DO_EFFECTS_LAND_SKIS
}
}
else
{
/* Landing gear is a wheel */
/* landed with brakes on? */
if(obj_aircraft_ptr->wheel_brakes_state > 0)
{
if(obj_aircraft_ptr->speed > SFMMPHToMPC(10))
{
DO_EFFECTS_LAND_WHEEL_SKID
}
}
else
{
if(obj_aircraft_ptr->speed > SFMMPHToMPC(25))
{
DO_EFFECTS_LAND_WHEEL_SKID
}
}
}
}
else
{
/* Landed on belly, check if landed at velocity
* great enough to cause scrape.
*/
if(obj_aircraft_ptr->speed > SFMMPHToMPC(5))
{
DO_EFFECTS_LAND_BELLY
}
else
{
DO_EFFECTS_LAND_SKIS
}
}
}
/* Other object type */
else
{
/* Add support for safe landing of other object types here */
}
/* Call mission land notify */
SARMissionLandNotify(core_ptr, obj_ptr, gcc_list, gcc_list_total);
}
/* Delete list of ground contact objects */
free(gcc_list);
gcc_list = NULL;
gcc_list_total = 0;
#undef DO_EFFECTS_LAND_BELLY
#undef DO_EFFECTS_LAND_SKIS
#undef DO_EFFECTS_LAND_SKIS_SKID
#undef DO_EFFECTS_LAND_WHEEL_SKID
#undef DO_EFFECTS_CRASH_GROUND
#undef DO_EFFECTS_SPLASH_AIRCRAFT
}
/*
* FDM Overspeed callback.
*
* Called whenever the FDM is exceeding its maximum expected
* speed.
*
* This function may be called quite often.
*/
void SARSimOverspeedCB(
void *realm_ptr, SFMModelStruct *model,
void *client_data, double cur_speed,
double overspeed_expected,
double overspeed
)
{
int obj_num;
sar_object_struct *obj_ptr;
sar_object_aircraft_struct *obj_aircraft_ptr;
sar_contact_bounds_struct *cb;
sar_scene_struct *scene;
SFMRealmStruct *realm = SFM_REALM(realm_ptr);
sar_core_struct *core_ptr = SAR_CORE(client_data);
if((realm == NULL) || (model == NULL) || (core_ptr == NULL))
return;
scene = core_ptr->scene;
if(scene == NULL)
return;
/* Match object from FDM */
obj_ptr = SARSimMatchObjectFromFDM(
core_ptr->object, core_ptr->total_objects,
model, &obj_num
);
if(obj_ptr == NULL)
return;
/* Skip overspeed check entirly if in slew mode */
if(SARSimIsSlew(obj_ptr))
return;
/* Handle by object type */
switch(obj_ptr->type)
{
case SAR_OBJ_TYPE_GARBAGE:
case SAR_OBJ_TYPE_STATIC:
case SAR_OBJ_TYPE_AUTOMOBILE:
case SAR_OBJ_TYPE_WATERCRAFT:
break;
case SAR_OBJ_TYPE_AIRCRAFT:
obj_aircraft_ptr = SAR_OBJ_GET_AIRCRAFT(obj_ptr);
if(obj_aircraft_ptr != NULL)
{
/* Current speed has exceeded actual overspeed? */
if(cur_speed > overspeed)
{
/* Is aircraft still flyable? */
if(obj_aircraft_ptr->air_worthy_state == SAR_AIR_WORTHY_FLYABLE)
{
float contact_radius = SARSimGetFlatContactRadius(obj_ptr);
/* Set it to be out of control */
obj_aircraft_ptr->air_worthy_state = SAR_AIR_WORTHY_OUT_OF_CONTROL;
/* Reduce to 10% hit points (as needed) */
if(obj_ptr->hit_points > (obj_ptr->hit_points_max * 0.10f))
obj_ptr->hit_points = obj_ptr->hit_points_max * 0.10f;
/* Get pointer to object's contact bounds structure */
cb = obj_ptr->contact_bounds;
if(cb != NULL)
{
/* Remove SAR_CRASH_FLAG_CRASH_OTHER flag from
* object's crash flags so that this object
* won't crash into other objects from now on.
*
* Note that this will not create an explosion when
* it hits the ground.
*/
cb->crash_flags &= ~SAR_CRASH_FLAG_CRASH_OTHER;
}
/* Delete all effects objects related to this object */
SARSimDeleteEffects(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
obj_num,
0
);
/* Create smoke trails object */
SmokeCreate(
scene, &core_ptr->object, &core_ptr->total_objects,
SAR_SMOKE_TYPE_SMOKE,
&obj_ptr->pos, NULL,
contact_radius * 0.25f, /* Radius start */
contact_radius * 2.5f, /* Radius max */
-1.0f, /* Autocalc growth */
1, /* Hide at max */
15, /* Total units */
500, /* Respawn interval in ms */
SAR_STD_TEXNAME_SMOKE_MEDIUM,
obj_num,
0 /* Life span */
);
/* Is this the player object? */
if(scene->player_obj_ptr == obj_ptr)
{
/* Mark player object as has crashed */
scene->player_has_crashed = True;
/* Set overspeed crash banner */
SARBannerMessageAppend(scene, NULL);
SARBannerMessageAppend(scene, SAR_MESG_CRASH_OVERSPEED_BANNER);
#if 0
/* Do not post footer, pilot may still want to land */
SARBannerMessageAppend(scene, SAR_MESG_POST_CRASH_BANNER);
*/
#endif
/* Set spot camera position */
scene->camera_ref = SAR_CAMERA_REF_SPOT;
scene->camera_target = scene->player_obj_num;
}
}
#if 0
/* Do not call mission destroy notify, pilot may still want to land */
SARMissionDestroyNotify(core_ptr, obj_ptr);
#endif
}
}
break;
case SAR_OBJ_TYPE_GROUND:
case SAR_OBJ_TYPE_RUNWAY:
case SAR_OBJ_TYPE_HELIPAD:
case SAR_OBJ_TYPE_HUMAN:
case SAR_OBJ_TYPE_SMOKE:
case SAR_OBJ_TYPE_FIRE:
case SAR_OBJ_TYPE_EXPLOSION:
case SAR_OBJ_TYPE_CHEMICAL_SPRAY:
case SAR_OBJ_TYPE_FUELTANK:
case SAR_OBJ_TYPE_PREMODELED:
break;
}
}
/*
* FDM midair collision callback. This function won't be called
* by the SFM library (since all crash detection values passed
* to the SFM are False), instead SAR will do collision detection
* outside of the SFM level.
*/
void SARSimCollisionCB(
void *realm_ptr, SFMModelStruct *model, SFMModelStruct *obstruction,
void *client_data, double impact_coeff
)
{
/* Ignore this callback, SAR uses its own crash detection
* callback functions.
*/
}
/*
* Same as SARSimCollisionCB except that it takes inputs in
* the form of object pointers, this is for collision detection
* on our side (not using the SFM collision check callback).
*/
void SARSimObjectCollisionCB(
void *client_data, /* Core structure */
sar_object_struct *obj_ptr, sar_object_struct *obstruction_obj_ptr,
double impact_coeff
)
{
int n, ref_object = -1;
float r, distance_to_camera;
float tower_offset_x = 50.0f,
tower_offset_y = 50.0f,
tower_offset_z = 50.0f;
sar_position_struct *pos, *ear_pos, explosion_pos, smoke_offset;
sar_direction_struct *dir;
sar_scene_struct *scene;
sar_object_aircraft_struct *obj_aircraft_ptr;
sar_contact_bounds_struct *cb;
sar_core_struct *core_ptr = SAR_CORE(client_data);
const sar_option_struct *opt;
if((core_ptr == NULL) || (obj_ptr == NULL) ||
(obstruction_obj_ptr == NULL)
)
return;
opt = &core_ptr->option;
scene = core_ptr->scene;
if(scene == NULL)
return;
/* Skip collision check entirly if in slew mode */
if(SARSimIsSlew(obj_ptr))
return;
#define DO_PLAY_CRASH_OBSTRUCTION \
{ if(opt->event_sounds) \
SARSoundSourcePlayFromList( \
core_ptr->recorder, \
scene->sndsrc, scene->total_sndsrcs, \
"crash_obstruction", \
pos, dir, ear_pos \
); \
}
/* Get pointer to position and direction of victim object */
pos = &obj_ptr->pos;
dir = &obj_ptr->dir;
/* Get pointer to position of ear */
ear_pos = &scene->ear_pos;
/* Calculate distance to camera */
distance_to_camera = (float)SFMHypot3(
pos->x - ear_pos->x,
pos->y - ear_pos->y,
pos->z - ear_pos->z
);
/* Check if obstruction object (the `crashed into' object) is
* valid.
*/
if(obstruction_obj_ptr != NULL)
{
float bearing, bearing_obstruction, bearing_velocity;
float theta, theta_absolute, tower_offset;
sar_position_struct *pos2, *vel;
/* Get pointer to obstruction object's position */
pos2 = &obstruction_obj_ptr->pos;
/* Begin setting up victim object's values to mark that it has
* crashed into the obstruction object
*/
/* Change some values on victim object by its type, do not
* set object as fully crashed since it's probably
* plumitting to the ground.
*/
switch(obj_ptr->type)
{
case SAR_OBJ_TYPE_GARBAGE:
case SAR_OBJ_TYPE_STATIC:
case SAR_OBJ_TYPE_AUTOMOBILE:
case SAR_OBJ_TYPE_WATERCRAFT:
break;
case SAR_OBJ_TYPE_AIRCRAFT:
obj_aircraft_ptr = SAR_OBJ_GET_AIRCRAFT(obj_ptr);
if(obj_aircraft_ptr == NULL)
break;
vel = &obj_aircraft_ptr->vel;
/* Calculate bearing of victim object to obstruction
* object in world coordinates.
*/
bearing = (float)SFMSanitizeRadians(
(0.5 * PI) - atan2(pos2->y - pos->y, pos2->x - pos->x)
);
/* Calculate bearing from world coordinates to
* the victim object coordinates.
*/
bearing_obstruction = (float)SFMSanitizeRadians(
bearing - dir->heading
);
/* Get direction of velocity relative to victim object */
bearing_velocity = (float)SFMSanitizeRadians(
(0.5 * PI) - atan2(vel->y, vel->x)
);
/* Calculate angle from bearing_velocity to
* bearing_obstruction.
*/
theta = (float)SFMDeltaRadians(
bearing_velocity, bearing_obstruction
);
theta_absolute = ((theta < 0.0f) ? -theta : theta);
/* If the absolute angle of velocity to direction of
* obstruction object is less than (0.5 * PI) then that
* means victim object has hit the obstruction object
* and that its velocity needs to be changed
*/
if(theta_absolute < (0.5 * PI))
{
double a[3], r[3]; /* r is overloaded */
SFMModelStruct *fdm = obj_aircraft_ptr->fdm;
if(fdm != NULL)
{
#define TAR_PTR fdm
a[0] = TAR_PTR->velocity_vector.x;
a[1] = TAR_PTR->velocity_vector.y;
a[2] = TAR_PTR->velocity_vector.z;
MatrixRotateHeading3(
a,
2.0 * (theta - (0.5 * PI)),
r
);
TAR_PTR->velocity_vector.x = r[0] * 0.1;
TAR_PTR->velocity_vector.y = r[1] * 0.1;
TAR_PTR->velocity_vector.z = r[2] * 0.1;
TAR_PTR->speed *= 0.1;
#undef TAR_PTR
}
}
/* Begin calculating tower offset */
tower_offset = (float)MAX(
SARSimGetFlatContactRadius(obj_ptr) * 4.0,
10.0
);
tower_offset_x = (float)(-sin(bearing) * tower_offset);
tower_offset_y = (float)(-cos(bearing) * tower_offset);
tower_offset_z = tower_offset;
/* Set air worthy state based on if object is already
* landed or not
*/
if(obj_aircraft_ptr->landed)
{
/* Call SARSimSetAircraftCrashed() procedure since
* aircraft is already on ground and won't crash
* again
*/
SARSimSetAircraftCrashed(
scene, &core_ptr->object, &core_ptr->total_objects,
obj_ptr, obj_aircraft_ptr
);
}
else
{
/* Aircraft is still flying, mark it as out of
* control
*/
obj_aircraft_ptr->air_worthy_state =
SAR_AIR_WORTHY_OUT_OF_CONTROL;
/* Turn engines off */
obj_aircraft_ptr->engine_state = SAR_ENGINE_OFF;
}
break;
case SAR_OBJ_TYPE_GROUND:
case SAR_OBJ_TYPE_RUNWAY:
case SAR_OBJ_TYPE_HELIPAD:
case SAR_OBJ_TYPE_HUMAN:
case SAR_OBJ_TYPE_SMOKE:
case SAR_OBJ_TYPE_FIRE:
case SAR_OBJ_TYPE_EXPLOSION:
case SAR_OBJ_TYPE_CHEMICAL_SPRAY:
case SAR_OBJ_TYPE_FUELTANK:
case SAR_OBJ_TYPE_PREMODELED:
break;
}
} /* if(obstruction_obj_ptr != NULL) */
/* Get pointer to victim object's contact bounds structure */
cb = obj_ptr->contact_bounds;
if(cb != NULL)
{
/* Remove SAR_CRASH_FLAG_CRASH_OTHER flag from victim
* object's crash flags so that the victim object won't
* crash into other objects from now on.
*/
cb->crash_flags &= ~SAR_CRASH_FLAG_CRASH_OTHER;
}
/* Begin creating explosion */
/* Get position and values for creating explosion object */
memcpy(&explosion_pos, &obj_ptr->pos, sizeof(sar_position_struct));
ref_object = SARGetObjectNumberFromPointer(
scene, core_ptr->object, core_ptr->total_objects, obj_ptr
);
r = (float)MAX(SARSimGetFlatContactRadius(obj_ptr) * 1.8, 10.0);
/* Delete all effects objects related to this object but only
* stop smoke trails from respawning.
*/
SARSimDeleteEffects(
core_ptr, scene, &core_ptr->object, &core_ptr->total_objects,
ref_object,
SARSIM_DELETE_EFFECTS_SMOKE_STOP_RESPAWN
);
/* Create explosion object */
n = ExplosionCreate(
core_ptr, scene,
&core_ptr->object, &core_ptr->total_objects,
&explosion_pos, /* Position of explosion */
r, /* Radius of size in meters */
ref_object, /* Reference object number */
SAR_STD_TEXNAME_EXPLOSION, SAR_STD_TEXNAME_EXPLOSION_IR
);
if(n > -1)
{
sar_object_explosion_struct *obj_explosion_ptr;
sar_object_struct *explosion_obj_ptr = core_ptr->object[n];
obj_explosion_ptr = SAR_OBJ_GET_EXPLOSION(explosion_obj_ptr);
if(obj_explosion_ptr != NULL)
{
/* Set lifespan for explosion */
explosion_obj_ptr->life_span = cur_millitime +
opt->crash_explosion_life_span;
/* Repeat frames until life span is reached */
obj_explosion_ptr->total_frame_repeats = -1;
}
}
/* Create smoke trails object */
smoke_offset.x = 0.0f;
smoke_offset.y = 0.0f;
smoke_offset.z = r;
SmokeCreate(
scene, &core_ptr->object, &core_ptr->total_objects,
SAR_SMOKE_TYPE_SMOKE,
&explosion_pos, &smoke_offset,
r * 1.0f, /* Radius start */
r * 3.0f, /* Radius max */
-1.0f, /* Autocalc growth */
1, /* Hide at max */
10, /* Total units */
3000, /* Respawn interval in ms */
SAR_STD_TEXNAME_SMOKE_DARK,
ref_object,
cur_millitime + opt->crash_explosion_life_span
);
/* Play crash obstruction sound */
DO_PLAY_CRASH_OBSTRUCTION
/* Is this the player object? */
if(scene->player_obj_ptr == obj_ptr)
{
char text[128];
/* Mark player object as has crashed */
scene->player_has_crashed = True;
/* If camera reference type is not currently tower or spot
* then set camera reference type to tower.
*/
if(((scene->camera_ref == SAR_CAMERA_REF_TOWER) ?
(scene->camera_target != scene->player_obj_num) : 1
) &&
((scene->camera_ref == SAR_CAMERA_REF_SPOT) ?
(scene->camera_target != scene->player_obj_num) : 1
)
)
{
/* Set tower position */
scene->camera_tower_pos.x = obj_ptr->pos.x + tower_offset_x;
scene->camera_tower_pos.y = obj_ptr->pos.y + tower_offset_y;
scene->camera_tower_pos.z = obj_ptr->pos.z + tower_offset_z;
scene->camera_ref = SAR_CAMERA_REF_TOWER;
scene->camera_target = scene->player_obj_num;
}
/* Set scene banner to indicate collision and type */
SARBannerMessageAppend(scene, NULL);
SARBannerMessageAppend(scene, SAR_MESG_COLLISION_BANNER);
if(obstruction_obj_ptr != NULL)
{
cb = obstruction_obj_ptr->contact_bounds;
*text = '\0';
switch((cb != NULL) ? cb->crash_type : SAR_CRASH_TYPE_OBSTRUCTION)
{
case SAR_CRASH_TYPE_OBSTRUCTION:
strcpy(text, SAR_MESG_CRASH_OBSTRUCTION);
break;
case SAR_CRASH_TYPE_GROUND:
/* Never should occure for midair collisions */
strcpy(text, SAR_MESG_CRASH_GROUND);
break;
case SAR_CRASH_TYPE_MOUNTAIN:
strcpy(text, SAR_MESG_CRASH_MOUNTAIN);
break;
case SAR_CRASH_TYPE_BUILDING:
strcpy(text, SAR_MESG_CRASH_BOULDING);
break;
case SAR_CRASH_TYPE_AIRCRAFT:
strcpy(text, SAR_MESG_CRASH_AIRCRAFT);
break;
}
if(*text == '\0')
sprintf(
text,
"UNSUPPORTED COLLISION CODE %i",
(int)((cb != NULL) ? cb->crash_type : SAR_CRASH_TYPE_OBSTRUCTION)
);
SARBannerMessageAppend(scene, text);
}
/* Set footer to indicate what pilot should do now */
SARBannerMessageAppend(scene, SAR_MESG_POST_CRASH_BANNER);
}
#undef DO_PLAY_CRASH_OBSTRUCTION
}
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