Example #1
0
// blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
void radar_blip_draw_flicker(blip *b)
{
	int xdiff=0, ydiff=0, flicker_index;

	if ( (b-Blips) & 1 ) {
		flicker_index=0;
	} else {
		flicker_index=1;
	}

	if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
		Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
		Radar_flicker_on[flicker_index] ^= 1;
	}

	if ( !Radar_flicker_on[flicker_index] ) {
		return;
	}

	if ( rand() & 1 ) {
		xdiff = -2 + rand()%4;
		ydiff = -2 + rand()%4;
	}

	radar_draw_circle( b->x+xdiff, b->y+ydiff, b->rad ); 
}
Example #2
0
void HudGaugeRadarStd::blipDrawFlicker(blip *b, int x, int y)
{
	int xdiff=0, ydiff=0, flicker_index;

	if ( (b-Blips) & 1 ) {
		flicker_index=0;
	} else {
		flicker_index=1;
	}

	if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
		Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
		Radar_flicker_on[flicker_index] ^= 1;
	}

	if ( !Radar_flicker_on[flicker_index] ) {
		return;
	}

	if ( rand() & 1 ) {
		xdiff = -2 + rand()%4;
		ydiff = -2 + rand()%4;
	}

	drawContactCircle(x + xdiff, y + ydiff, b->rad);
}
Example #3
0
// blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
void HudGaugeRadarOrb::blipDrawFlicker(blip *b, vec3d *pos)
{
    int flicker_index;

    float dist=vm_vec_normalize(pos);
    vec3d out;
    float distortion_angle=10;

    if ( (b-Blips) & 1 ) {
        flicker_index=0;
    } else {
        flicker_index=1;
    }

    if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) {
        Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
        Radar_flicker_on[flicker_index] ^= 1;
    }

    if ( !Radar_flicker_on[flicker_index] ) {
        return;
    }

    if ( rand() & 1 ) {

        distortion_angle *= frand_range(0.1f,2.0f);
        dist *= frand_range(0.75f, 1.25f);

        if (dist > 1.25f) dist = 1.25f;
        if (dist < 0.75f) dist = 0.75f;
    }

    vm_vec_random_cone(&out,pos,distortion_angle);
    vm_vec_scale(&out,dist);

    drawContactHtl(&out,b->rad);
}
// blip is for a target immune to sensors, so cause to flicker in/out with mild distortion
void HudGaugeRadarDradis::blipDrawFlicker(blip *b, vec3d *pos, float alpha)
{
	int flicker_index;

	float dist=vm_vec_normalize(pos);
	vec3d out;
	float distortion_angle=10;

	if ((b-Blips) & 1)
		flicker_index=0;
	else
		flicker_index=1;
	

	if (timestamp_elapsed(Radar_flicker_timer[flicker_index])) {
		Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000);
		Radar_flicker_on[flicker_index] ^= 1;
	}

	if (!Radar_flicker_on[flicker_index])
		return;

	if (rand() & 1)
	{
		distortion_angle *= frand_range(0.1f,2.0f);
		dist *= frand_range(0.75f, 1.25f);

		if (dist > 1.0f) dist = 1.0f;
		if (dist < 0.1f) dist = 0.1f;
	}
	
	vm_vec_random_cone(&out,pos,distortion_angle);
	vm_vec_scale(&out,dist);

	drawContact(&out, -1, unknown_contact_icon, b->dist, alpha, 1.0f);
}
Example #5
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;
		}
	}
}
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();
}
Example #7
0
/**
 * Do various updates to debris:  check if time to die, start fireballs
 * Maybe delete debris if it's very far away from player.
 *
 * @param obj			pointer to debris object
 * @param frame_time	time elapsed since last debris_move() called
 */
void debris_process_post(object * obj, float frame_time)
{
	int i, num;
	num = obj->instance;

	int objnum = OBJ_INDEX(obj);
	Assert( Debris[num].objnum == objnum );
	debris *db = &Debris[num];

	if ( db->is_hull ) {
		MONITOR_INC(NumHullDebris,1);
		radar_plot_object( obj );

		if ( timestamp_elapsed(db->sound_delay) ) {
			obj_snd_assign(objnum, SND_DEBRIS, &vmd_zero_vector, 0);
			db->sound_delay = 0;
		}
	} else {
		MONITOR_INC(NumSmallDebris,1);
	}

	if ( db->lifeleft >= 0.0f) {
		db->lifeleft -= frame_time;
		if ( db->lifeleft < 0.0f )	{
			debris_start_death_roll(obj, db);
		}
	}

	maybe_delete_debris(db);	//	Make this debris go away if it's very far away.

	// ================== DO THE ELECTRIC ARCING STUFF =====================
	if ( db->arc_frequency <= 0 )	{
		return;			// If arc_frequency <= 0, this piece has no arcs on it
	}

	if ( !timestamp_elapsed(db->fire_timeout) && timestamp_elapsed(db->next_fireball))	{		

		db->next_fireball = timestamp_rand(db->arc_frequency,db->arc_frequency*2 );
		db->arc_frequency += 100;	

		if (db->is_hull)	{

			int n, n_arcs = ((rand()>>5) % 3)+1;		// Create 1-3 sparks

			vec3d v1, v2, v3, v4;

			if ( Cmdline_old_collision_sys ) {
				submodel_get_two_random_points( db->model_num, db->submodel_num, &v1, &v2 );
				submodel_get_two_random_points( db->model_num, db->submodel_num, &v3, &v4 );
			} else {
				submodel_get_two_random_points_better( db->model_num, db->submodel_num, &v1, &v2 );
				submodel_get_two_random_points_better( db->model_num, db->submodel_num, &v3, &v4 );
			}

			n = 0;

			int a = 100, b = 1000;
			int lifetime = (myrand()%((b)-(a)+1))+(a);

			// Create the spark effects
			for (i=0; i<MAX_DEBRIS_ARCS; i++ )	{
				if ( !timestamp_valid( db->arc_timestamp[i] ) )	{

					db->arc_timestamp[i] = timestamp(lifetime);	// live up to a second

					switch( n )	{
					case 0:
						db->arc_pts[i][0] = v1;
						db->arc_pts[i][1] = v2;
						break;
					case 1:
						db->arc_pts[i][0] = v2;
						db->arc_pts[i][1] = v3;
						break;

					case 2:
						db->arc_pts[i][0] = v2;
						db->arc_pts[i][1] = v4;
						break;

					default:
						Int3();
					}
						
					n++;
					if ( n == n_arcs )
						break;	// Don't need to create anymore
				}
			}

	
			// rotate v2 out of local coordinates into world.
			// Use v2 since it is used in every bolt.  See above switch().
			vec3d snd_pos;
			vm_vec_unrotate(&snd_pos, &v2, &obj->orient);
			vm_vec_add2(&snd_pos, &obj->pos );

			//Play a sound effect
			if ( lifetime > 750 )	{
				// 1.00 second effect
				snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_05), &snd_pos, &View_position, obj->radius );
			} else if ( lifetime >  500 )	{
				// 0.75 second effect
				snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_04), &snd_pos, &View_position, obj->radius );
			} else if ( lifetime >  250 )	{
				// 0.50 second effect
				snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_03), &snd_pos, &View_position, obj->radius );
			} else if ( lifetime >  100 )	{
				// 0.25 second effect
				snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_02), &snd_pos, &View_position, obj->radius );
			} else {
				// 0.10 second effect
				snd_play_3d( gamesnd_get_game_sound(SND_DEBRIS_ARC_01), &snd_pos, &View_position, obj->radius );
			}
		}