Esempio n. 1
0
void digi_get_sound_loc( vms_matrix * listener, vms_vector * listener_pos, int listener_seg, vms_vector * sound_pos, int sound_seg, fix max_volume, int *volume, int *pan, fix max_distance )
{	  
  vms_vector      vector_to_sound;
  fix angle_from_ear, cosang,sinang;
  fix distance;
  fix path_distance;

  *volume = 0;
  *pan = 0;

        max_distance = (max_distance*5)/4;              // Make all sounds travel 1.25 times as far.

	//	Warning: Made the vm_vec_normalized_dir be vm_vec_normalized_dir_quick and got illegal values to acos in the fang computation.
	distance = vm_vec_normalized_dir_quick( &vector_to_sound, sound_pos, listener_pos );
		
	if (distance < max_distance )	{
		int num_search_segs = f2i(max_distance/20);
		if ( num_search_segs < 1 ) num_search_segs = 1;

		path_distance = find_connected_distance(listener_pos, listener_seg, sound_pos, sound_seg, num_search_segs, WID_RENDPAST_FLAG );
		if ( path_distance > -1 )	{
			*volume = max_volume - fixdiv(path_distance,max_distance);
			//mprintf( (0, "Sound path distance %.2f, volume is %d / %d\n", f2fl(distance), *volume, max_volume ));
			if (*volume > 0 )	{
				angle_from_ear = vm_vec_delta_ang_norm(&listener->rvec,&vector_to_sound,&listener->uvec);
				fix_sincos(angle_from_ear,&sinang,&cosang);
				//mprintf( (0, "volume is %.2f\n", f2fl(*volume) ));
				if (Config_channels_reversed) cosang *= -1;
				*pan = (cosang + F1_0)/2;
			} else {
				*volume = 0;
			}
		}
	}																					  
}
Esempio n. 2
0
//initialize the player object position & orientation (at start of game, or new ship)
void InitPlayerPosition(int random)
{
	int NewPlayer=0;

	if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
		NewPlayer = Player_num;
#ifdef NETWORK	
	else if ((Game_mode & GM_MULTI) && (Netgame.SpawnStyle == SPAWN_STYLE_PREVIEW)  && Dead_player_camera != NULL)
		NewPlayer = previewed_spawn_point; 
#endif
	else if (random == 1)
	{
		int i, trys=0;
		fix closest_dist = 0x7ffffff, dist;

		timer_update();
		d_srand((fix)timer_query());
		do {
			trys++;
			NewPlayer = d_rand() % NumNetPlayerPositions;

			closest_dist = 0x7fffffff;

			for (i=0; i<N_players; i++ )	{
				if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )	{
					dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 15, WID_FLY_FLAG ); // Used to be 5, search up to 15 segments
					if ( (dist < closest_dist) && (dist >= 0) )	{
						closest_dist = dist;
					}
				}
			}
		} while ( (closest_dist<i2f(15*20)) && (trys<MAX_PLAYERS*2) );
	}
	else
	{
		// If deathmatch and not random, positions were already determined by sync packet
		reset_player_object();
		reset_cruise();
		return;
	}

	Assert(NewPlayer >= 0);
	Assert(NewPlayer < NumNetPlayerPositions);
	ConsoleObject->pos = Player_init[NewPlayer].pos;
	ConsoleObject->orient = Player_init[NewPlayer].orient;
#ifdef NETWORK	
	if ((Game_mode & GM_MULTI) && (Netgame.SpawnStyle == SPAWN_STYLE_PREVIEW) && Dead_player_camera != NULL) {
		ConsoleObject->orient = Dead_player_camera->orient;  
		Dead_player_camera = NULL; 
	}
#endif	
	obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);
	reset_player_object();
	reset_cruise();
}
Esempio n. 3
0
//initialize the player object position & orientation (at start of game, or new ship)
void InitPlayerPosition(int random)
{
        int NewPlayer=0;

	if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
		NewPlayer = Player_num;
#ifdef NETWORK
	else if (random == 1)
	{
		int i, closest = -1, trys=0;
		fix closest_dist = 0x7ffffff, dist;

		d_srand(clock());

		do {
			trys++;
			NewPlayer = d_rand() % NumNetPlayerPositions;

			closest = -1;
			closest_dist = 0x7fffffff;
	
			for (i=0; i<N_players; i++ )	{
				if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )	{
					dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 5, WID_FLY_FLAG );
					if ( (dist < closest_dist) && (dist >= 0) )	{
						closest_dist = dist;
						closest = i;
					}
				}
			}
		} while ( (closest_dist<i2f(10*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
	} 
#endif
	else {
		goto done; // If deathmatch and not random, positions were already determined by sync packet
	}
	Assert(NewPlayer >= 0);
	Assert(NewPlayer < NumNetPlayerPositions);

	ConsoleObject->pos = Player_init[NewPlayer].pos;
	ConsoleObject->orient = Player_init[NewPlayer].orient;

 	obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);

done:
	reset_player_object();
	reset_cruise();
}
Esempio n. 4
0
void bng_process_segment(object *objp, fix damage, segment *segp, int depth, byte *visited)
{
	int	i, sidenum;

	if (depth > MAX_BLAST_GLASS_DEPTH)
		return;

	depth++;

	for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
		int			tm;
		fix			dist;
		vms_vector	pnt;

		//	Process only walls which have glass.
		if ((tm=segp->sides[sidenum].tmap_num2) != 0) {
			int	ec, db;

			tm &= 0x3fff;			//tm without flags

			if ((((ec=TmapInfo[tm].eclip_num)!=-1) && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) ||	(ec==-1 && (TmapInfo[tm].destroyed!=-1))) {
				compute_center_point_on_side(&pnt, segp, sidenum);
				dist = vm_vec_dist_quick(&pnt, &objp->pos);
				if (dist < damage/2) {
					dist = find_connected_distance(&pnt, segp-Segments, &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
					if ((dist > 0) && (dist < damage/2))
						check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
				}
			}
		}
	}

	for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
		int	segnum = segp->children[i];

		if (segnum != -1) {
			if (!visited[segnum]) {
				if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
					visited[segnum] = 1;
					bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
				}
			}
		}
	}
}
Esempio n. 5
0
//initialize the player object position & orientation (at start of game, or new ship)
InitPlayerPosition(int random)
{
	int NewPlayer;

	if (! ((Game_mode & GM_MULTI) && !(Game_mode&GM_MULTI_COOP)) ) // If not deathmatch
		NewPlayer = Player_num;
#ifdef NETWORK
	else if (random == 1)
	{
		int i, closest = -1, trys=0;
		fix closest_dist = 0x7ffffff, dist;

		srand(clock());

#ifndef NDEBUG
		if (NumNetPlayerPositions != MAX_NUM_NET_PLAYERS)
		{
			mprintf((1, "WARNING: There are only %d start positions!\n"));
			//Int3();
		}
#endif

		do {
			if (trys > 0)	
			{
				mprintf((0, "Can't start in location %d because its too close to player %d\n", NewPlayer, closest ));
			}
			trys++;
			NewPlayer = rand() % NumNetPlayerPositions;

			closest = -1;
			closest_dist = 0x7fffffff;
	
			for (i=0; i<N_players; i++ )	{
				if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) )	{
					dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 5, WID_FLY_FLAG );
//					mprintf((0, "Distance from start location %d to player %d is %f.\n", NewPlayer, i, f2fl(dist)));
					if ( (dist < closest_dist) && (dist >= 0) )	{
						closest_dist = dist;
						closest = i;
					}
				}
			}
			mprintf((0, "Closest from pos %d is %f to plr %d.\n", NewPlayer, f2fl(closest_dist), closest));
		} while ( (closest_dist<i2f(10*20)) && (trys<MAX_NUM_NET_PLAYERS*2) );
	} 
#endif
	else {
		mprintf((0, "Starting position is not being changed.\n"));
		goto done; // If deathmatch and not random, positions were already determined by sync packet
	}
	Assert(NewPlayer >= 0);
	Assert(NewPlayer < NumNetPlayerPositions);

	ConsoleObject->pos = Player_init[NewPlayer].pos;
	ConsoleObject->orient = Player_init[NewPlayer].orient;

	mprintf((0, "Re-starting in location %d of %d.\n", NewPlayer+1, NumNetPlayerPositions));

 	obj_relink(ConsoleObject-Objects,Player_init[NewPlayer].segnum);

done:
	reset_player_object();
	reset_cruise();
}