Example #1
0
// hud_calculate_lock_position()  will determine where on the screen to draw the lock 
// indicator, and will determine when a lock has occurred.  If the lock indicator is not
// on the screen yet, hud_calculate_lock_start_pos() is called to pick a starting location
void hud_calculate_lock_position(float frametime)
{
	ship_weapon *swp;
	weapon_info	*wip;

	static float pixels_moved_while_locking;
	static float pixels_moved_while_degrading;
	static int Need_new_start_pos = 0;

	static double accumulated_x_pixels, accumulated_y_pixels;
	double int_portion;

	static float last_dist_to_target;
	
	static int catching_up;

	static int maintain_lock_count = 0;

	static float catch_up_distance = 0.0f;

	double hypotenuse, delta_x, delta_y;

	swp = &Player_ship->weapons;
	wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];

	if (Player->target_in_lock_cone) {
		if (!Players[Player_num].lock_indicator_visible) {
			hud_calculate_lock_start_pos();
			last_dist_to_target = 0.0f;

			Players[Player_num].lock_indicator_x = Players[Player_num].lock_indicator_start_x;
			Players[Player_num].lock_indicator_y = Players[Player_num].lock_indicator_start_y;
			Players[Player_num].lock_indicator_visible = 1;

			Players[Player_num].lock_time_to_target = i2fl(wip->min_lock_time);
			catching_up = 0;
		}

		Need_new_start_pos = 1;

		if (Player_ai->current_target_is_locked) {
			Players[Player_num].lock_indicator_x = Player->current_target_sx;
			Players[Player_num].lock_indicator_y = Player->current_target_sy;
			return;
		}

		delta_x = Players[Player_num].lock_indicator_x - Player->current_target_sx;
		delta_y = Players[Player_num].lock_indicator_y - Player->current_target_sy;

		if (!delta_y && !delta_x) {
			hypotenuse = 0.0f;
		}
		else {
			hypotenuse = _hypot(delta_y, delta_x);
		}

		Players[Player_num].lock_dist_to_target = (float)hypotenuse;

		if (last_dist_to_target == 0) {
			last_dist_to_target = Players[Player_num].lock_dist_to_target;
		}

		//nprintf(("Alan","dist to target: %.2f\n",Players[Player_num].lock_dist_to_target));
		//nprintf(("Alan","last to target: %.2f\n\n",last_dist_to_target));

		if (catching_up) {
			//nprintf(("Alan","IN CATCH UP MODE  catch_up_dist is %.2f\n",catch_up_distance));	
			if ( Players[Player_num].lock_dist_to_target < catch_up_distance )
				catching_up = 0;
		}
		else {
			//nprintf(("Alan","IN NORMAL MODE\n"));
			if ( (Players[Player_num].lock_dist_to_target - last_dist_to_target) > 2.0f ) {
				catching_up = 1;
				catch_up_distance = last_dist_to_target + wip->catchup_pixel_penalty;
			}
		}

		last_dist_to_target = Players[Player_num].lock_dist_to_target;

		if (!catching_up) {
			Players[Player_num].lock_time_to_target -= frametime;
			if (Players[Player_num].lock_time_to_target < 0.0f)
				Players[Player_num].lock_time_to_target = 0.0f;
		}

		float lock_pixels_per_sec;
		if (Players[Player_num].lock_time_to_target > 0) {
			lock_pixels_per_sec = Players[Player_num].lock_dist_to_target / Players[Player_num].lock_time_to_target;
		} else {
			lock_pixels_per_sec = i2fl(wip->lock_pixels_per_sec);
		}

		if (lock_pixels_per_sec > wip->lock_pixels_per_sec) {
			lock_pixels_per_sec = i2fl(wip->lock_pixels_per_sec);
		}
		
		if (catching_up) {
			pixels_moved_while_locking = wip->catchup_pixels_per_sec * frametime;
		} else {
			pixels_moved_while_locking = lock_pixels_per_sec * frametime;
		}
		
		if (delta_x != 0) {
			accumulated_x_pixels += pixels_moved_while_locking * delta_x/hypotenuse; 
		}

		if (delta_y != 0) {
			accumulated_y_pixels += pixels_moved_while_locking * delta_y/hypotenuse; 
		}

		if (fl_abs(accumulated_x_pixels) > 1.0f) {
			modf(accumulated_x_pixels, &int_portion);

			Players[Player_num].lock_indicator_x -= (int)int_portion;

			if ( fl_abs(Players[Player_num].lock_indicator_x - Player->current_target_sx) < fl_abs(int_portion) )
				Players[Player_num].lock_indicator_x = Player->current_target_sx;

			accumulated_x_pixels -= int_portion;
		}

		if (fl_abs(accumulated_y_pixels) > 1.0f) {
			modf(accumulated_y_pixels, &int_portion);

			Players[Player_num].lock_indicator_y -= (int)int_portion;

			if ( fl_abs(Players[Player_num].lock_indicator_y - Player->current_target_sy) < fl_abs(int_portion) )
				Players[Player_num].lock_indicator_y = Player->current_target_sy;

			accumulated_y_pixels -= int_portion;
		}

		if ( Missile_track_loop == -1 ) {	
			Missile_track_loop = snd_play_looping( &Snds[SND_MISSILE_TRACKING], 0.0f , -1, -1);
		}

		if (!Players[Player_num].lock_time_to_target) {
			if ( (Players[Player_num].lock_indicator_x == Player->current_target_sx) && (Players[Player_num].lock_indicator_y == Player->current_target_sy) ) {
				if (maintain_lock_count++ > 1) {
					Player_ai->current_target_is_locked = 1;
				}
			} else {
				maintain_lock_count = 0;
			}
		}

	} else {

		if ( Missile_track_loop > -1 )	{
			snd_chg_loop_status(Missile_track_loop, 0);
			Missile_track_loop = -1;
		}

		Player_ai->current_target_is_locked = 0;

		if (!Players[Player_num].lock_indicator_visible) {
			return;
		}

		catching_up = 0;
		last_dist_to_target = 0.0f;

		if (Need_new_start_pos) {
			hud_calculate_lock_start_pos();
			Need_new_start_pos = 0;
			accumulated_x_pixels = 0.0f;
			accumulated_y_pixels = 0.0f;
		}

		delta_x = Players[Player_num].lock_indicator_x - Players[Player_num].lock_indicator_start_x;
		delta_y = Players[Player_num].lock_indicator_y - Players[Player_num].lock_indicator_start_y;

		if (!delta_y && !delta_x) {
			hypotenuse = 0.0f;
		}
		else {
			hypotenuse = _hypot(delta_y, delta_x);
		}

		Players[Player_num].lock_time_to_target += frametime;

		if (Players[Player_num].lock_time_to_target > wip->min_lock_time)
			Players[Player_num].lock_time_to_target = i2fl(wip->min_lock_time);

		pixels_moved_while_degrading = 2.0f * wip->lock_pixels_per_sec * frametime;

		if (delta_x != 0)
			accumulated_x_pixels += pixels_moved_while_degrading * delta_x/hypotenuse; 

		if (delta_y != 0)
			accumulated_y_pixels += pixels_moved_while_degrading * delta_y/hypotenuse; 

		if (fl_abs(accumulated_x_pixels) > 1.0f) {
			modf(accumulated_x_pixels, &int_portion);

			Players[Player_num].lock_indicator_x -= (int)int_portion;

			if ( fl_abs(Players[Player_num].lock_indicator_x - Players[Player_num].lock_indicator_start_x) < fl_abs(int_portion) )
				Players[Player_num].lock_indicator_x = Players[Player_num].lock_indicator_start_x;

			accumulated_x_pixels -= int_portion;
		}

		if (fl_abs(accumulated_y_pixels) > 1.0f) {
			modf(accumulated_y_pixels, &int_portion);

			Players[Player_num].lock_indicator_y -= (int)int_portion;

			if ( fl_abs(Players[Player_num].lock_indicator_y - Players[Player_num].lock_indicator_start_y) < fl_abs(int_portion) )
				Players[Player_num].lock_indicator_y = Players[Player_num].lock_indicator_start_y;

			accumulated_y_pixels -= int_portion;
		}

		if ( (Players[Player_num].lock_indicator_x == Players[Player_num].lock_indicator_start_x) && (Players[Player_num].lock_indicator_y == Players[Player_num].lock_indicator_start_y) ) {
			Players[Player_num].lock_indicator_visible = 0;
		}
	}
}
Example #2
0
void radar_frame_render(float frametime)
{
	float	sensors_str;
	int ok_to_blit_radar;

	ok_to_blit_radar = 1;

	sensors_str = ship_get_subsystem_strength( Player_ship, SUBSYSTEM_SENSORS );

	if ( ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS) ) {
		sensors_str = MIN_SENSOR_STR_TO_RADAR-1;
	}

	// note that on lowest skill level, there is no radar effects due to sensors damage
	if ( (Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS) ) {
		Radar_static_playing = 0;
		Radar_static_next = 0;
		Radar_death_timer = 0;
		Radar_avail_prev_frame = 1;
	} else if ( sensors_str < MIN_SENSOR_STR_TO_RADAR ) {
		if ( Radar_avail_prev_frame ) {
			Radar_death_timer = timestamp(2000);
			Radar_static_next = 1;
		}
		Radar_avail_prev_frame = 0;
	} else {
		Radar_death_timer = 0;
		if ( Radar_static_next == 0 )
			Radar_static_next = 1;
	}

	if ( timestamp_elapsed(Radar_death_timer) ) {
		ok_to_blit_radar = 0;
	}

	hud_set_gauge_color(HUD_RADAR);
	radar_blit_gauge();
	radar_draw_range();

	if ( timestamp_elapsed(Radar_static_next) ) {
		Radar_static_playing ^= 1;
		Radar_static_next = timestamp_rand(50, 750);
	}

	// if the emp effect is active, always draw the radar wackily
	if(emp_active_local()){
		Radar_static_playing = 1;
	}

	if ( ok_to_blit_radar ) {
		if ( Radar_static_playing ) {
			radar_draw_blips_sorted(1);	// passing 1 means to draw distorted
			if ( Radar_static_looping == -1 ) {
				Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
			}
		} else {
			radar_draw_blips_sorted();
			if ( Radar_static_looping != -1 ) {
				snd_stop(Radar_static_looping);
				Radar_static_looping = -1;
			}
		}
	} else {
		if ( Radar_static_looping != -1 ) {
			snd_stop(Radar_static_looping);
			Radar_static_looping = -1;
		}
	}
}
Example #3
0
// ----------------------------------------------------------------------------
// afterburners_update()
//
//	Update the state of the afterburner fuel remaining for an object using the
//	afterburner.  
//
// for the player ship, key_up_time() is called for the afterburner key to
// detect when afterburners disengage.
//
// input:		*objp				=> pointer to the object starting afterburners
//					fl_frametime	=> time in seconds of the last frame
//
void afterburners_update(object* objp, float fl_frametime)
{
	Assert(objp != NULL);
	Assert(objp->type == OBJ_SHIP);
	Assert(objp->instance >= 0 && objp->instance < MAX_SHIPS);

	ship_info* sip;
	ship* shipp;
	static int volume_chg_timer = 1;

	shipp = &Ships[objp->instance];

	Assert(shipp->ship_info_index >= 0 && shipp->ship_info_index < Num_ship_classes);
	sip = &Ship_info[shipp->ship_info_index];

	if ((objp->flags & OF_PLAYER_SHIP) && (Game_mode & GM_DEAD))
	{
		return;
	}

	if (!(sip->flags & SIF_AFTERBURNER))
	{
		return;		// nothing to update, afterburners are not even on the ship
	}

	//shut the afterburners off if we're using the booster tertiary
	//shut the afterburners off if we're in glide mode.
	if ((objp->phys_info.flags & PF_AFTERBURNER_ON) &&
		((objp->phys_info.flags & PF_BOOSTER_ON) || (objp->phys_info.flags & PF_GLIDING)))
	{
		if (objp == Player_obj)
			afterburner_stop_sounds();
		afterburners_stop(objp);
		return;
	}

	if (objp == Player_obj)
	{
		if (!timestamp_elapsed(Player_disengage_timer))
		{
			float remaining;
			remaining = timestamp_until(Player_disengage_timer) / i2fl(DISENGAGE_TIME);
			if (remaining <= 0)
			{
				afterburner_stop_sounds();
			}
			else
			{
				if (remaining > 1.0f)
				{
					remaining = 1.0f;
				}
				snd_set_volume(Player_afterburner_loop_id, remaining * Player_afterburner_vol);
			}
		}
		else
		{
			if (Player_disengage_timer != 1)
			{
				afterburner_stop_sounds();
			}
		}
	}

	// single player, multiplayer servers, and clients for their own ships
	if (!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER || (objp == Player_obj))
	{
		if (!(objp->phys_info.flags & PF_AFTERBURNER_ON))
		{
			// Recover afterburner fuel

			if (shipp->afterburner_fuel < sip->afterburner_fuel_capacity)
			{
				float recharge_scale;
				recharge_scale = Energy_levels[shipp->engine_recharge_index] * 2.0f * The_mission.ai_profile->
					afterburner_recharge_scale[Game_skill_level];
				shipp->afterburner_fuel += (sip->afterburner_recover_rate * fl_frametime * recharge_scale);

				if (shipp->afterburner_fuel > sip->afterburner_fuel_capacity)
				{
					shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
				}
			}
			return;
		}
		else
		{
			// Check if there is enough afterburner fuel
			if (shipp->afterburner_fuel <= 0)
			{
				shipp->afterburner_fuel = 0.0f;
				afterburners_stop(objp);
				return;
			}
		}

		// afterburners are firing at this point

		// Reduce the afterburner fuel
		shipp->afterburner_fuel -= (sip->afterburner_burn_rate * fl_frametime);
		if (shipp->afterburner_fuel < 0.0f)
		{
			shipp->afterburner_fuel = 0.0f;
		}
	}

	if (objp == Player_obj)
	{
		if ((Viewer_mode & VM_NOT_COCKPIT))
		{
			// stop afterburner sound if it is playing
			if (Player_afterburner_loop_id != -1)
			{
				snd_stop(Player_afterburner_loop_id);
				Player_afterburner_loop_id = -1;
			}

			return;
		}

		if (timestamp_elapsed(Player_afterburner_loop_delay))
		{
			Player_afterburner_vol = Snds[SND_ABURN_LOOP].default_volume;
			Player_afterburner_loop_delay = timestamp(50);
			if (Player_afterburner_loop_id == -1)
			{
				Player_afterburner_loop_id = snd_play_looping(&Snds[SND_ABURN_LOOP], 0.0f, -1, -1,
					Player_afterburner_vol);
				//snd_set_volume(Player_afterburner_loop_id, Player_afterburner_vol);
				//				nprintf(("Alan","PLAY LOOPING SOUND\n"));
			}
		}

		// Reduce the volume of the afterburner sound if near the end
		if (timestamp_elapsed(volume_chg_timer))
		{
			float percent_afterburner_left;
			percent_afterburner_left = shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
			volume_chg_timer = timestamp(AFTERBURNER_VOLUME_UPDATE);
			if (percent_afterburner_left < AFTERBURNER_PERCENT_VOL_ATTENUATE)
			{
				Player_afterburner_vol = percent_afterburner_left * (1 / AFTERBURNER_PERCENT_VOL_ATTENUATE) *
					Snds[SND_ABURN_LOOP].default_volume;
				snd_set_volume(Player_afterburner_loop_id, Player_afterburner_vol);
			}
		}	// end if (timestamp_elapsed(volume_chg_timer))
	}
}
void HudGaugeRadarDradis::render(float frametime)
{
	float sensors_str;
	int   ok_to_blit_radar;
	
	ok_to_blit_radar = 1;

	sensors_str = ship_get_subsystem_strength(Player_ship, SUBSYSTEM_SENSORS);

	if (ship_subsys_disrupted(Player_ship, SUBSYSTEM_SENSORS))
		sensors_str = MIN_SENSOR_STR_TO_RADAR - 1;

	// note that on lowest skill level, there is no radar effects due to sensors damage
	if ((Game_skill_level == 0) || (sensors_str > SENSOR_STR_RADAR_NO_EFFECTS))
	{
		Radar_static_playing = 0;
		Radar_static_next = 0;
		Radar_death_timer = 0;
		Radar_avail_prev_frame = 1;
	}
	else
		if (sensors_str < MIN_SENSOR_STR_TO_RADAR)
		{
			if (Radar_avail_prev_frame)
			{
				Radar_death_timer = timestamp(2000);
				Radar_static_next = 1;
			}

			Radar_avail_prev_frame = 0;
		}
		else
		{
			Radar_death_timer = 0;

			if (Radar_static_next == 0)
				Radar_static_next = 1;
		}

	if (timestamp_elapsed(Radar_death_timer))
		ok_to_blit_radar = 0;

	setupViewHtl();

	//WMC - This strikes me as a bit hackish
	bool g3_yourself = !g3_in_frame();
	if(g3_yourself)
		g3_start_frame(1);

	drawSweeps();

	if (timestamp_elapsed(Radar_static_next))
	{
		Radar_static_playing ^= 1;
		Radar_static_next = timestamp_rand(50, 750);
	}

	// if the emp effect is active, always draw the radar wackily
	if (emp_active_local())
		Radar_static_playing = 1;

	if (ok_to_blit_radar)
	{
		if (Radar_static_playing)
		{
			drawBlipsSorted(1);	// passing 1 means to draw distorted

			if (Radar_static_looping == -1)
				Radar_static_looping = snd_play_looping(&Snds[SND_STATIC]);
		}
		else
		{
			drawBlipsSorted(0);

			if (Radar_static_looping != -1)
			{
				snd_stop(Radar_static_looping);
				Radar_static_looping = -1;
			}
		}
	}
	else
	{
		if (Radar_static_looping != -1)
		{
			snd_stop(Radar_static_looping);
			Radar_static_looping = -1;
		}
	}

	if(g3_yourself)
		g3_end_frame();

	doneDrawingHtl();
}
/**
 * Update the state of the afterburner fuel remaining for an object using the afterburner.  
 *
 * For the player ship, key_up_time() is called for the afterburner key to
 * detect when afterburners disengage.
 *
 * @param *objp			pointer to the object starting afterburners
 * @param fl_frametime	time in seconds of the last frame
 */
void afterburners_update(object *objp, float fl_frametime)
{
	Assert( objp != NULL );
	Assert( objp->type == OBJ_SHIP );
	Assert( objp->instance >= 0 && objp->instance < MAX_SHIPS );
	
	ship_info *sip;
	ship *shipp;
	static int volume_chg_timer = 1;

	shipp = &Ships[objp->instance];

	Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < static_cast<int>(Ship_info.size()) );
	sip = &Ship_info[shipp->ship_info_index];

	if ( (objp->flags[Object::Object_Flags::Player_ship] ) && (Game_mode & GM_DEAD) ) {
		return;
	}

	if ( !(sip->flags[Ship::Info_Flags::Afterburner]) )	{
		return;		// nothing to update, afterburners are not even on the ship
	}

	//shut the afterburners off if we're using the booster tertiary
	if ( objp->phys_info.flags & PF_BOOSTER_ON)
	{
		if (objp==Player_obj) afterburner_stop_sounds();
		afterburners_stop(objp);
		return;
	}

	if ( objp == Player_obj ) {
		if ( !timestamp_elapsed(Player_disengage_timer) ) {
			float remaining;
			remaining = timestamp_until(Player_disengage_timer) / i2fl(DISENGAGE_TIME);
			if ( remaining <= 0 ) {
				afterburner_stop_sounds();
			}
			else {
				snd_set_volume( Player_afterburner_loop_id, remaining*Player_afterburner_vol);
			}
		}
		else {
			if ( Player_disengage_timer != 1 ) {
				afterburner_stop_sounds();
			}
		}
	}

	// single player, multiplayer servers, and clients for their own ships
	if(!(Game_mode & GM_MULTIPLAYER) || MULTIPLAYER_MASTER || (objp == Player_obj)) {
		if ( !(objp->phys_info.flags & PF_AFTERBURNER_ON) ) {
			// Recover afterburner fuel

			if ( shipp->afterburner_fuel < sip->afterburner_fuel_capacity ) {
				float recharge_scale;
				recharge_scale = Energy_levels[shipp->engine_recharge_index] * 2.0f * The_mission.ai_profile->afterburner_recharge_scale[Game_skill_level];
				shipp->afterburner_fuel += (sip->afterburner_recover_rate * fl_frametime * recharge_scale);

				if ( shipp->afterburner_fuel >  sip->afterburner_fuel_capacity){
					shipp->afterburner_fuel = sip->afterburner_fuel_capacity;
				}
			}
			return;
		} else {
			// Check if there is enough afterburner fuel
			if ( shipp->afterburner_fuel <= 0 ) {
				shipp->afterburner_fuel = 0.0f;
				afterburners_stop(objp);
				return;
			}
		}

		// afterburners are firing at this point

		// Reduce the afterburner fuel
		shipp->afterburner_fuel -= (sip->afterburner_burn_rate * fl_frametime);
		if ( shipp->afterburner_fuel < 0.0f ) {
			shipp->afterburner_fuel = 0.0f;
		}
	}

	if ( objp == Player_obj ) {
		if ( timestamp_elapsed(Player_afterburner_loop_delay) ) {
			Player_afterburner_vol = AFTERBURNER_DEFAULT_VOL;
			Player_afterburner_loop_delay = 0;
			if ( Player_afterburner_loop_id == -1 ) {
				Player_afterburner_loop_id = snd_play_looping( gamesnd_get_game_sound(ship_get_sound(objp, GameSounds::ABURN_LOOP)), 0.0f , -1, -1);
				snd_set_volume(Player_afterburner_loop_id, Player_afterburner_vol);
			}
		}

		// Reduce the volume of the afterburner sound if near the end
		if ( timestamp_elapsed(volume_chg_timer) ) {
			float percent_afterburner_left;
			percent_afterburner_left = shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
			volume_chg_timer = timestamp(AFTERBURNER_VOLUME_UPDATE);
			if ( percent_afterburner_left < AFTERBURNER_PERCENT_VOL_ATTENUATE ) {
				Player_afterburner_vol = percent_afterburner_left*(1/AFTERBURNER_PERCENT_VOL_ATTENUATE)*AFTERBURNER_DEFAULT_VOL;
				snd_set_volume(Player_afterburner_loop_id, Player_afterburner_vol);
			}
		}	// end if (timestamp_elapsed(volume_chg_timer))
	}
}