int hud_abort_lock()
{
	int target_team;

	target_team = obj_team(&Objects[Player_ai->target_objnum]);

	if ( Player_ship->weapons.num_secondary_banks <= 0 ) {
		return 1;
	}

	if ( Player_ship->weapons.current_secondary_bank < 0 ) {
		return 1;
	}

	// check to see if there are any missile to fire.. we don't want to show the 
	// lock indicator if there are no missiles to fire.
	if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
		return 1;
	}

	// if the target is friendly, don't lock!
	if ( hud_team_matches_filter(Player_ship->team, target_team)) {
		// if we're in multiplayer dogfight, ignore this
#ifndef NO_NETWORK
		if(!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)))
#endif
		{
			return 1;
		}
	}

	return 0;
}
int hud_abort_lock()
{
	int target_team;

	target_team = obj_team(&Objects[Player_ai->target_objnum]);

	if ( Player_ship->weapons.num_secondary_banks <= 0 ) {
		return 1;
	}

	if ( Player_ship->weapons.current_secondary_bank < 0 ) {
		return 1;
	}

	// check to see if there are any missile to fire.. we don't want to show the 
	// lock indicator if there are no missiles to fire.
	if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
		return 1;
	}

	if ( Player_ship->flags[Ship::Ship_Flags::No_secondary_lockon] ) {
		return 1;
	}

	// if we're on the same team and the team doesn't attack itself, then don't lock!
	if ((Player_ship->team == target_team) && (!iff_x_attacks_y(Player_ship->team, target_team)))
	{
		// if we're in multiplayer dogfight, ignore this
		if(!MULTI_DOGFIGHT) {
			return 1;
		}
	}

	return 0;
}
Beispiel #3
0
int hud_abort_lock()
{
	int target_team;

	target_team = obj_team(&Objects[Player_ai->target_objnum]);

	if (Player_ship->weapons.num_secondary_banks <= 0)
	{
		return 1;
	}

	if (Player_ship->weapons.current_secondary_bank < 0)
	{
		return 1;
	}

	// check to see if there are any missile to fire.. we don't want to show the 
	// lock indicator if there are no missiles to fire.
	if (!ship_secondary_bank_has_ammo(Player_obj->instance))
	{
		return 1;
	}

	// if we're on the same team and the team doesn't attack itself, then don't lock!
	if ((Player_ship->team == target_team) && (!iff_x_attacks_y(Player_ship->team, target_team)))
	{
		// if we're in multiplayer dogfight, ignore this
		if (!((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)))
		{
			return 1;
		}
	}

	weapon_info* wip = &Weapon_info[Player_ship->weapons.secondary_bank_weapons[Player_ship->weapons.
		current_secondary_bank]];
	object* target_obj = &Objects[Player_ai->target_objnum];

	if (target_obj->type == OBJ_SHIP)
	{
		if (target_obj->instance >= 0 && Ships[target_obj->instance].ship_info_index >= 0)
		{
			ship_info* sip = &Ship_info[Ships[target_obj->instance].ship_info_index];

			bool is_weapon_huge_or_bomb = ((wip->wi_flags & (WIF_HUGE | WIF_BOMB)) != 0);
			bool is_target_small_ship = ((sip->flags & (SIF_SMALL_SHIP)) != 0);

			if (is_weapon_huge_or_bomb && is_target_small_ship)
			{
				return 1;
			}
		}
	}

	return 0;
}
Beispiel #4
0
void radar_plot_object( object *objp )	
{
	vector	pos, tempv;
	float		dist, rscale, zdist, max_radar_dist;
	int		xpos, ypos, color=0;
	vector	*world_pos = &objp->pos;	
	float		awacs_level;

	// don't process anything here.  Somehow, a jumpnode object caused this function
	// to get entered on server side.
	if( Game_mode & GM_STANDALONE_SERVER ){
		return;
	}

	// multiplayer clients ingame joining should skip this function
	if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
		return;
	}

	// get team-wide awacs level for the object if not ship
	int ship_is_visible = 0;
	if (objp->type == OBJ_SHIP) {
		if (Player_ship != NULL) {
			if (ship_is_visible_by_team(objp->instance, Player_ship->team)) {
				ship_is_visible = 1;
			}
		}
	}

	// only check awacs level if ship is not visible by team
	awacs_level = 1.5f;
	if (Player_ship != NULL && !ship_is_visible) {
		awacs_level = awacs_get_level(objp, Player_ship);
	}

	// if the awacs level is unviewable - bail
	if(awacs_level < 0.0f && !See_all){
		return;
	}

	// Apply object type filters	
	switch ( objp->type ) {
	case OBJ_SHIP:
		// Place to cull ships, such as NavBuoys		
		break;
		
	case OBJ_JUMP_NODE:
		// filter jump nodes here if required
		break;

	case OBJ_WEAPON: {
		// if not a bomb, return
		if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) ) {
			return;
		}

		// if bomb is on same team as player, return
		if ( (obj_team(objp) == Player_ship->team) && (Player_ship->team != TEAM_TRAITOR) ) {
			return;
		}
		break;
	}

	default:
		return;			// if any other kind of object, don't want to show on radar
		break;
	} // end switch

	
	// JAS -- new way of getting the rotated point that doesn't require this to be
	// in a g3_start_frame/end_frame block.
	vm_vec_sub(&tempv,world_pos,&Player_obj->pos);
	vm_vec_rotate( &pos, &tempv, &Player_obj->orient );

	// Apply range filter
	dist = vm_vec_dist(world_pos, &Player_obj->pos);
	max_radar_dist = Radar_ranges[HUD_config.rp_dist];
	if ( dist > max_radar_dist ){
		return;
	}

	if ( dist < pos.xyz.z ) {
		rscale = 0.0f;
	} else {
		rscale = (float) acos( pos.xyz.z/dist ) / 3.14159f;		//2.0f;
	}

	zdist = fl_sqrt( (pos.xyz.x*pos.xyz.x)+(pos.xyz.y*pos.xyz.y) );

	float new_x_dist, clipped_x_dist;
	float new_y_dist, clipped_y_dist;

	if (zdist < 0.01f ) {
		new_x_dist = 0.0f;
		new_y_dist = 0.0f;
	}
	else {
		new_x_dist = (pos.xyz.x/zdist) * rscale * radx;
		new_y_dist = (pos.xyz.y/zdist) * rscale * rady;

		// force new_x_dist and new_y_dist to be inside the radar

		float hypotenuse;
		float max_radius;

		hypotenuse = (float)_hypot(new_x_dist, new_y_dist);
		max_radius = i2fl(Radar_radius[gr_screen.res][0] - 5);

		if (hypotenuse >= (max_radius) ) {
			clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
			clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
			new_x_dist = clipped_x_dist;
			new_y_dist = clipped_y_dist;
		}
	}

	xpos = fl2i( Radar_center[gr_screen.res][0] + new_x_dist );
	ypos = fl2i( Radar_center[gr_screen.res][1] - new_y_dist );

	color = radar_blip_color(objp);

	// Determine the distance at which we will dim the radar blip
	if ( timestamp_elapsed(Radar_calc_dim_dist_timer) ) {
		Radar_calc_dim_dist_timer=timestamp(1000);
		Radar_dim_range = player_farthest_weapon_range();
		if ( Radar_dim_range <= 0 ) {
			Radar_dim_range=1500.0f;
		}
	}

	blip	*b;
	int blip_dim=0;

	if ( dist > Radar_dim_range ) {
		blip_dim=1;
	}

	if ( N_blips >= MAX_BLIPS ) {
		// out of blips, don't plot
		Int3();
		return;
	}

	b = &Blips[N_blips];
	b->flags=0;

	// flag the blip as a current target if it is
	if (OBJ_INDEX(objp) == Player_ai->target_objnum)	{
		b->flags |= BLIP_CURRENT_TARGET;
		blip_dim = 0;
	}

	if ( blip_dim ) {
		list_append( &Blip_dim_list[color], b );
	} else {
		list_append( &Blip_bright_list[color], b );
	}

	b->x = xpos;
	b->y = ypos;

	// see if blip should be drawn distorted
	if (objp->type == OBJ_SHIP) {
		// ships specifically hidden from sensors
		if ( Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS ) {
			b->flags |= BLIP_DRAW_DISTORTED;
		}

		// determine if its AWACS distorted
		if ( awacs_level < 1.0f ){
			b->flags |= BLIP_DRAW_DISTORTED;
		}
	}				

	N_blips++;
}
Beispiel #5
0
/**
 * @brief Return if the specified object is visible on the radar
 *
 * @param objp The object which should be checked
 * @return A RadarVisibility enum specifying the visibility of the specified object
 */
RadarVisibility radar_is_visible( object *objp )
{
	Assert( objp != NULL );

	if (objp->flags & OF_SHOULD_BE_DEAD)
	{
		return NOT_VISIBLE;
	}

	vec3d pos, tempv;
	float awacs_level, dist, max_radar_dist;
	vec3d world_pos = objp->pos;
	SCP_list<CJumpNode>::iterator jnp;

	// get team-wide awacs level for the object if not ship
	int ship_is_visible = 0;
	if (objp->type == OBJ_SHIP) {
		if (Player_ship != NULL) {
			if (ship_is_visible_by_team(objp, Player_ship)) {
				ship_is_visible = 1;
			}
		}
	}

	// only check awacs level if ship is not visible by team
	awacs_level = 1.5f;
	if (Player_ship != NULL && !ship_is_visible) {
		awacs_level = awacs_get_level(objp, Player_ship);
	}

	// if the awacs level is unviewable - bail
	if(awacs_level < 0.0f && !See_all){
		return NOT_VISIBLE;
	}

	// Apply object type filters	
	switch (objp->type)
	{
		case OBJ_SHIP:
			if (Ships[objp->instance].flags & SIF_STEALTH)
				return NOT_VISIBLE;

			// Ships that are warp in in are not visible on the radar
			if (Ships[objp->instance].flags & SF_ARRIVING_STAGE_1)
				return NOT_VISIBLE;

			break;
		
		case OBJ_JUMP_NODE:
		{
			for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
				if(jnp->GetSCPObject() == objp)
					break;
			}
			
			// don't plot hidden jump nodes
			if ( jnp->IsHidden() )
				return NOT_VISIBLE;

			// filter jump nodes here if required
			break;
		}

		case OBJ_WEAPON:
		{
			// if not a bomb, return
			if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags2 & WIF2_SHOWN_ON_RADAR) )
				if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) )
					return NOT_VISIBLE;

			// if explicitly hidden, return
			if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags2 & WIF2_DONT_SHOW_ON_RADAR)
				return NOT_VISIBLE;

			// if we don't attack the bomb, return
			if ( (!(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags2 & WIF2_SHOW_FRIENDLY)) && (!iff_x_attacks_y(Player_ship->team, obj_team(objp))))
				return NOT_VISIBLE;

			// if a local ssm is in subspace, return
			if (Weapons[objp->instance].lssm_stage == 3)
				return NOT_VISIBLE;

			break;
		}

		// if any other kind of object, don't show it on radar
		default:
			return NOT_VISIBLE;
	}
	
	vm_vec_sub(&tempv, &world_pos, &Player_obj->pos);
	vm_vec_rotate(&pos, &tempv, &Player_obj->orient);

	// Apply range filter
	dist = vm_vec_dist(&world_pos, &Player_obj->pos);
	max_radar_dist = Radar_ranges[HUD_config.rp_dist];
	if (dist > max_radar_dist) {
		return NOT_VISIBLE;
	}
	
	if (objp->type == OBJ_SHIP)
	{
		// ships specifically hidden from sensors
		if (Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS)
			return DISTORTED;

		// determine if its AWACS distorted
		if (awacs_level < 1.0f)
			return DISTORTED;
	}
	
	return VISIBLE;
}
Beispiel #6
0
void radar_plot_object( object *objp )
{
	vec3d pos, tempv;
	float awacs_level, dist, max_radar_dist;
	vec3d world_pos = objp->pos;
	SCP_list<CJumpNode>::iterator jnp;

	// don't process anything here.  Somehow, a jumpnode object caused this function
	// to get entered on server side.
	if( Game_mode & GM_STANDALONE_SERVER ){
		return;
	}

	// multiplayer clients ingame joining should skip this function
	if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
		return;
	}

	// get team-wide awacs level for the object if not ship
	int ship_is_visible = 0;
	if (objp->type == OBJ_SHIP) {
		if (Player_ship != NULL) {
			if (ship_is_visible_by_team(objp, Player_ship)) {
				ship_is_visible = 1;
			}
		}
	}

	// only check awacs level if ship is not visible by team
	awacs_level = 1.5f;
	if (Player_ship != NULL && !ship_is_visible) {
		awacs_level = awacs_get_level(objp, Player_ship);
	}

	// if the awacs level is unviewable - bail
	if(awacs_level < 0.0f && !See_all){
		return;
	}

	// Apply object type filters	
	switch (objp->type)
	{
		case OBJ_SHIP:
			// Place to cull ships, such as NavBuoys		
			break;
		
		case OBJ_JUMP_NODE:
		{
			for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
				if(jnp->GetSCPObject() == objp)
					break;
			}
			
			// don't plot hidden jump nodes
			if ( jnp->IsHidden() )
				return;

			// filter jump nodes here if required
			break;
		}

		case OBJ_WEAPON:
		{
			// if not a bomb, return
			if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags2 & WIF2_SHOWN_ON_RADAR) )
				if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) )
					return;

			// if explicitly hidden, return
			if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags2 & WIF2_DONT_SHOW_ON_RADAR)
				return;

			// if we don't attack the bomb, return
			if ( (!(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags2 & WIF2_SHOW_FRIENDLY)) && (!iff_x_attacks_y(Player_ship->team, obj_team(objp))))
				return;

			// if a local ssm is in subspace, return
			if (Weapons[objp->instance].lssm_stage == 3)
				return;

			// if corkscrew missile use last frame pos for pos
			if ( (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_CORKSCREW) )
				world_pos = objp->last_pos;

			break;
		}

		// if any other kind of object, don't show it on radar
		default:
			return;
	}

	// Retrieve the eye orientation so we can position the blips relative to it
	matrix eye_orient;

	if (Player_obj->type == OBJ_SHIP) 
		ship_get_eye(&tempv, &eye_orient, Player_obj, false , false);
	else
		eye_orient = Player_obj->orient;

	// JAS -- new way of getting the rotated point that doesn't require this to be
	// in a g3_start_frame/end_frame block.
	vm_vec_sub(&tempv, &world_pos, &Player_obj->pos);
	vm_vec_rotate(&pos, &tempv, &eye_orient);

	// Apply range filter
	dist = vm_vec_dist(&world_pos, &Player_obj->pos);
	max_radar_dist = Radar_ranges[HUD_config.rp_dist];
	if (dist > max_radar_dist) {
		return;
	}

	// determine the range within which the radar blip is bright
	if (timestamp_elapsed(Radar_calc_bright_dist_timer))
	{
		Radar_calc_bright_dist_timer = timestamp(1000);
		Radar_bright_range = player_farthest_weapon_range();
		if (Radar_bright_range <= 0)
			Radar_bright_range = 1500.0f;
	}

	blip *b;
	int blip_bright = 0;
	int blip_type = 0;

	if (N_blips >= MAX_BLIPS)
	{
		return;
	}

	b = &Blips[N_blips];
	b->flags = 0;

	// bright if within range
	blip_bright = (dist <= Radar_bright_range);

	// flag the blip as a current target if it is
	if (OBJ_INDEX(objp) == Player_ai->target_objnum)
	{
		b->flags |= BLIP_CURRENT_TARGET;
		blip_bright = 1;
	}

	radar_stuff_blip_info(objp, blip_bright, &b->blip_color, &blip_type);

	if (blip_bright)
		list_append(&Blip_bright_list[blip_type], b);
	else
		list_append(&Blip_dim_list[blip_type], b);

	b->position = pos;
	b->dist = dist;
	b->objp = objp;
	b->radar_image_2d = -1;
	b->radar_color_image_2d = -1;
	b->radar_image_size = -1;
	b->radar_projection_size = 1.0f;

	// see if blip should be drawn distorted
	// also determine if alternate image was defined for this ship
	if (objp->type == OBJ_SHIP)
	{
		// ships specifically hidden from sensors
		if (Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS)
			b->flags |= BLIP_DRAW_DISTORTED;

		// determine if its AWACS distorted
		if (awacs_level < 1.0f)
			b->flags |= BLIP_DRAW_DISTORTED;

		ship_info *Iff_ship_info = &Ship_info[Ships[objp->instance].ship_info_index];

		if (Iff_ship_info->radar_image_2d_idx >= 0 || Iff_ship_info->radar_color_image_2d_idx >= 0)
		{
			b->radar_image_2d = Iff_ship_info->radar_image_2d_idx;
			b->radar_color_image_2d = Iff_ship_info->radar_color_image_2d_idx;
			b->radar_image_size = Iff_ship_info->radar_image_size;
			b->radar_projection_size = Iff_ship_info->radar_projection_size_mult;
		}
	}

	// don't distort the sensor blips if the player has primitive sensors and the nebula effect
	// is not active
	if (Player_ship->flags2 & SF2_PRIMITIVE_SENSORS)
	{
		if (!(The_mission.flags & MISSION_FLAG_FULLNEB))
			b->flags &= ~BLIP_DRAW_DISTORTED;
	}

	N_blips++;
}
Beispiel #7
0
void radar_plot_object_std( object *objp )	
{
	vec3d	pos, tempv;
	float		dist, rscale, zdist, max_radar_dist;
	int		xpos, ypos;
	vec3d	*world_pos = &objp->pos;	
	float		awacs_level;

	// don't process anything here.  Somehow, a jumpnode object caused this function
	// to get entered on server side.
	if( Game_mode & GM_STANDALONE_SERVER ){
		return;
	}

	// multiplayer clients ingame joining should skip this function
	if ( MULTIPLAYER_CLIENT && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ){
		return;
	}

	// get team-wide awacs level for the object if not ship
	int ship_is_visible = 0;
	if (objp->type == OBJ_SHIP) {
		if (Player_ship != NULL) {
			if (ship_is_visible_by_team(objp, Player_ship)) {
				ship_is_visible = 1;
			}
		}
	}

	// only check awacs level if ship is not visible by team
	awacs_level = 1.5f;
	if (Player_ship != NULL && !ship_is_visible) {
		awacs_level = awacs_get_level(objp, Player_ship);
	}

	// if the awacs level is unviewable - bail
	if(awacs_level < 0.0f && !See_all){
		return;
	}

	// Apply object type filters	
	switch (objp->type)
	{
		case OBJ_SHIP:
			// Place to cull ships, such as NavBuoys		
			break;
		
		case OBJ_JUMP_NODE:
		{
			// don't plot hidden jump nodes
			if ( objp->jnp->is_hidden() )
				return;

			// filter jump nodes here if required
			break;
		}

		case OBJ_WEAPON:
		{
			// if not a bomb, return
			if ( !(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB) )
				return;

			// if we don't attack the bomb, return
			if ( !iff_x_attacks_y(Player_ship->team, obj_team(objp)) )
				return;

			// if a local ssm is in subspace, return
			if (Weapons[objp->instance].lssm_stage == 3)
				return;

			break;
		}

		// if any other kind of object, don't show it on radar
		default:
			return;
	}

	
	// JAS -- new way of getting the rotated point that doesn't require this to be
	// in a g3_start_frame/end_frame block.
	vm_vec_sub(&tempv, world_pos, &Player_obj->pos);
	vm_vec_rotate(&pos, &tempv, &Player_obj->orient);

	// Apply range filter
	dist = vm_vec_dist(world_pos, &Player_obj->pos);
	max_radar_dist = Radar_ranges[HUD_config.rp_dist];
	if (dist > max_radar_dist) {
		return;
	}

	if (dist < pos.xyz.z) {
		rscale = 0.0f;
	} else {
		rscale = (float) acos(pos.xyz.z / dist) / 3.14159f;		//2.0f;	 
	}

	zdist = fl_sqrt((pos.xyz.x * pos.xyz.x) + (pos.xyz.y * pos.xyz.y));

	float new_x_dist, clipped_x_dist;
	float new_y_dist, clipped_y_dist;

	if (zdist < 0.01f)
	{
		new_x_dist = 0.0f;
		new_y_dist = 0.0f;
	}
	else
	{
		new_x_dist = (pos.xyz.x / zdist) * rscale * radx;
		new_y_dist = (pos.xyz.y / zdist) * rscale * rady;

		// force new_x_dist and new_y_dist to be inside the radar

		float hypotenuse;
		float max_radius;

		hypotenuse = (float) _hypot(new_x_dist, new_y_dist);
		max_radius = i2fl(Current_radar_global->Radar_radius[gr_screen.res][0] - 5);

		if (hypotenuse >= max_radius)
		{
			clipped_x_dist = max_radius * (new_x_dist / hypotenuse);
			clipped_y_dist = max_radius * (new_y_dist / hypotenuse);
			new_x_dist = clipped_x_dist;
			new_y_dist = clipped_y_dist;
		}
	}

	xpos = fl2i(Current_radar_global->Radar_center[gr_screen.res][0] + new_x_dist);
	ypos = fl2i(Current_radar_global->Radar_center[gr_screen.res][1] - new_y_dist);


	// determine the range within which the radar blip is bright
	if (timestamp_elapsed(Radar_calc_bright_dist_timer))
	{
		Radar_calc_bright_dist_timer = timestamp(1000);
		Radar_bright_range = player_farthest_weapon_range();
		if (Radar_bright_range <= 0)
			Radar_bright_range = 1500.0f;
	}

	blip *b;
	int blip_bright = 0;
	int blip_type = 0;

	if (N_blips >= MAX_BLIPS)
	{
		// out of blips, don't plot
		//Gahhh, this is bloody annoying -WMC
		//Int3();
		return;
	}

	b = &Blips[N_blips];
	b->flags = 0;

	// bright if within range
	blip_bright = (dist <= Radar_bright_range);

	// flag the blip as a current target if it is
	if (OBJ_INDEX(objp) == Player_ai->target_objnum)
	{
		b->flags |= BLIP_CURRENT_TARGET;
		blip_bright = 1;
	}

	radar_stuff_blip_info_std(objp, blip_bright, &b->blip_color, &blip_type);

	if (blip_bright)
		list_append(&Blip_bright_list[blip_type], b);
	else
		list_append(&Blip_dim_list[blip_type], b);

	b->x = xpos;
	b->y = ypos;

	// see if blip should be drawn distorted
	if (objp->type == OBJ_SHIP)
	{
		// ships specifically hidden from sensors
		if (Ships[objp->instance].flags & SF_HIDDEN_FROM_SENSORS)
			b->flags |= BLIP_DRAW_DISTORTED;

		// determine if its AWACS distorted
		if (awacs_level < 1.0f)
			b->flags |= BLIP_DRAW_DISTORTED;
	}				

	// don't distort the sensor blips if the player has primitive sensors and the nebula effect
	// is not active
	if (Player_ship->flags2 & SF2_PRIMITIVE_SENSORS)
	{
		if (!(The_mission.flags & MISSION_FLAG_FULLNEB))
			b->flags &= ~BLIP_DRAW_DISTORTED;
	}

	N_blips++;
}
// ********************************************************************************************
bool CanAutopilot(vec3d targetPos, bool send_msg)
{
	if (CurrentNav == -1)
	{
		if (send_msg)
					send_autopilot_msgID(NP_MSG_FAIL_NOSEL);
		return false;
	}

	if (object_get_gliding(Player_obj))
	{
		if (send_msg)
					send_autopilot_msgID(NP_MSG_FAIL_GLIDING);
		return false;
	}

	// You cannot autopilot if you're within 1000 meters of your destination nav point
	if (vm_vec_dist_quick(&targetPos, Navs[CurrentNav].GetPosition()) < 1000) {
		if (send_msg)
					send_autopilot_msgID(NP_MSG_FAIL_TOCLOSE);
		return false;
	}

	if ( AutopilotMinEnemyDistance > 0 ) {
		// see if any hostiles are nearby
		for (ship_obj *so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so))
		{
			object *other_objp = &Objects[so->objnum];
			// attacks player?
			if (iff_x_attacks_y(obj_team(other_objp), obj_team(Player_obj)) 
				&& !(Ship_info[Ships[other_objp->instance].ship_info_index].flags & SIF_CARGO)) // ignore cargo
			{
				// Cannot autopilot if enemy within AutopilotMinEnemyDistance meters
				if (vm_vec_dist_quick(&targetPos, &other_objp->pos) < AutopilotMinEnemyDistance) {
					if (send_msg)
						send_autopilot_msgID(NP_MSG_FAIL_HOSTILES);
					return false;
				}
			}
		}
	}
	
	if ( AutopilotMinAsteroidDistance > 0 ) {
		//check for asteroids	
		for (int n=0; n<MAX_ASTEROIDS; n++) 
		{
			// asteroid
			if (Asteroids[n].flags & AF_USED)
			{
				// Cannot autopilot if asteroid within AutopilotMinAsteroidDistance meters
				if (vm_vec_dist_quick(&targetPos, &Objects[Asteroids[n].objnum].pos) < AutopilotMinAsteroidDistance) {
					if (send_msg)
						send_autopilot_msgID(NP_MSG_FAIL_HAZARD);
					return false;
				}
			}
		}
	}

	// check for support ships
	// cannot autopilot if support ship present
	if ( ship_find_repair_ship(Player_obj) != 0 ) {
		if (send_msg)
			send_autopilot_msgID(NP_MSG_FAIL_SUPPORT_PRESENT);
		return false;
	}

	return true;
}