コード例 #1
0
// Determine if point to lock on is in range
int hud_lock_target_in_range()
{
	vector		target_world_pos, vec_to_target;
	object		*targetp;

	if ( !hud_lock_has_homing_point() ) {
		return 0;
	}

	targetp = &Objects[Player_ai->target_objnum];

	if ( Player_ai->targeted_subsys != NULL ) {
		vm_vec_unrotate(&target_world_pos, &Player_ai->targeted_subsys->system_info->pnt, &targetp->orient);
		vm_vec_add2(&target_world_pos, &targetp->pos);
	} else {
		if ( Player->locking_subsys ) {
			vm_vec_unrotate(&target_world_pos, &Player->locking_subsys->system_info->pnt, &targetp->orient);
			vm_vec_add2(&target_world_pos, &targetp->pos);
		} else {
			Assert(Player->locking_on_center);
			target_world_pos = targetp->pos;
		}
	}

	return hud_lock_world_pos_in_range(&target_world_pos, &vec_to_target);
}
コード例 #2
0
// Decide which point lock should be homing on
void hud_lock_determine_lock_point(vector *lock_world_pos_out)
{
	vector	lock_world_pos;
	vertex	lock_point;
	object	*target_objp;

	Assert(Player_ai->target_objnum >= 0);
	target_objp = &Objects[Player_ai->target_objnum];

	Player->current_target_sx = -1;
	Player->current_target_sx = -1;

	// If subsystem is targeted, we must try to lock on that
	if ( Player_ai->targeted_subsys ) {
		hud_lock_update_lock_pos(target_objp, &lock_world_pos);
		Player->locking_on_center=0;
		Player->locking_subsys=NULL;
		Player->locking_subsys_parent=-1;
	} else {
		// See if we already have a successful locked point
		if ( hud_lock_has_homing_point() ) {
			hud_lock_update_lock_pos(target_objp, &lock_world_pos);
		} else {
			hud_lock_get_new_lock_pos(target_objp, &lock_world_pos);
		}
	}

	*lock_world_pos_out=lock_world_pos;

	g3_rotate_vertex(&lock_point,&lock_world_pos);
	g3_project_vertex(&lock_point);

	if (!(lock_point.flags & PF_OVERFLOW)) {  // make sure point projected
		Player->current_target_sx = (int)lock_point.sx;
		Player->current_target_sy = (int)lock_point.sy;
	}
}
コード例 #3
0
// hud_update_lock_indicator() will manage the non-rendering dependant part of
// missle locking
void hud_update_lock_indicator(float frametime)
{
	ship_weapon *swp;
	weapon_info	*wip;
	vector		lock_world_pos;

#ifndef NO_NETWORK
	// if i'm a multiplayer observer, bail here
	if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
		return;
	}
#endif

	Assert(Player_ai->target_objnum != -1);

	// be sure to unset this flag, then possibly set later in this function so that
	// threat indicators work properly.
	Player_ai->ai_flags &= ~AIF_SEEK_LOCK;

	if ( hud_abort_lock() ) {
		hud_lock_reset();
		return;
	}

	// if there is an EMP effect active, never update lock
	if(emp_active_local()){
		hud_lock_reset();
		return;
	}

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

	Lock_start_dist = wip->min_lock_time * wip->lock_pixels_per_sec;

	// if secondary weapons change, reset the lock
	if ( hud_lock_secondary_weapon_changed(swp) ) {
		hud_lock_reset();
	}
		
	Player_ai->last_secondary_index = swp->current_secondary_bank;

	if ( !(wip->wi_flags & WIF_HOMING_ASPECT) ) {
		hud_lock_reset();
		return;		
	}

	// Allow locking on ships and bombs (only targeted weapon allowed is a bomb, so don't bother checking flags)
	if ( (Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (Objects[Player_ai->target_objnum].type != OBJ_WEAPON) ) {	
		hud_lock_reset();
		return;
	}

	hud_lock_determine_lock_point(&lock_world_pos);

	if ( !hud_lock_has_homing_point() ) {
		Player->target_in_lock_cone=0;
	}

	hud_lock_check_if_target_in_lock_cone(&lock_world_pos);

	// check if the target is within range of the current secondary weapon.  If it is not,
	// a lock will not be detected
	if ( !hud_lock_target_in_range() ) {
		Player->target_in_lock_cone = 0;
	}

	// If locking on a subsystem, and not in sight... can't lock
	//	Changed by MK on 4/3/98.  It was confusing me that my hornets would not lock on my target.
	//	It will now be confusing that they lock, but don't home on your subsystem, but I think that's preferable.
	//	Often you really care about destroying the target, not just the subsystem.
	/*if ( Player_ai->targeted_subsys ) {
		if ( !hud_lock_on_subsys_ok() ) {
			Player->target_in_lock_cone=0;
		}
	}*/

	if ( !Player->target_in_lock_cone ) {
		Player->locking_on_center=0;
		Player->locking_subsys_parent=-1;
		Player->locking_subsys=NULL;
	}
		
	hud_calculate_lock_position(frametime);

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

	if (Player_ai->current_target_is_locked) {
		if ( Missile_track_loop > -1 )	{
			snd_chg_loop_status(Missile_track_loop, 0);
			Missile_track_loop = -1;
			Missile_lock_loop = snd_play(&Snds[SND_MISSILE_LOCK]);
		}
	}
	else {
		Player_ai->ai_flags |= AIF_SEEK_LOCK;		// set this flag so multiplayer's properly track lock on other ships
		if ( Missile_lock_loop != -1 && snd_is_playing(Missile_lock_loop) ) {
			snd_stop(Missile_lock_loop);
			Missile_lock_loop = -1;
		}
	}
}
コード例 #4
0
// hud_do_lock_indicator() manages missle locking, both the non-rendering calculations and the 2D HUD rendering
void hud_do_lock_indicator(float frametime)
{
	ship_weapon *swp;
	weapon_info	*wip;

	// if i'm a multiplayer observer, bail here
	if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
		return;
	}

	Assert(Player_ai->target_objnum >= 0);

	// be sure to unset this flag, then possibly set later in this function so that
	// threat indicators work properly.
	Player_ai->ai_flags.remove(AI::AI_Flags::Seek_lock);

	if ( hud_abort_lock() ) {
		hud_lock_reset();
		return;
	}

	// if there is an EMP effect active, never update lock
	if(emp_active_local()){
		hud_lock_reset();
		return;
	}

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

	Lock_start_dist = wip->min_lock_time * wip->lock_pixels_per_sec;

	// if secondary weapons change, reset the lock
	if ( hud_lock_secondary_weapon_changed(swp) ) {
		hud_lock_reset();
	}
		
	Player_ai->last_secondary_index = swp->current_secondary_bank;

	object *tobjp = &Objects[Player_ai->target_objnum];
	vec3d dir_to_target;
	vm_vec_normalized_dir(&dir_to_target, &tobjp->pos, &Player_obj->pos);

	if ( !(wip->is_locked_homing()) ) {
		hud_lock_reset();
		return;		
	}

	// Allow locking on ships and bombs (only targeted weapon allowed is a bomb, so don't bother checking flags)
	if ( (Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (Objects[Player_ai->target_objnum].type != OBJ_WEAPON) ) {	
		hud_lock_reset();
		return;
	}

	// Javelins must lock on engines if locking on a ship and those must be in sight
	if (wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && 
		tobjp->type == OBJ_SHIP &&
		Player->locking_subsys != NULL) {
			vec3d subobj_pos;
			vm_vec_unrotate(&subobj_pos, &Player->locking_subsys->system_info->pnt, &tobjp->orient);
			vm_vec_add2(&subobj_pos, &tobjp->pos);
			int target_subsys_in_sight = ship_subsystem_in_sight(tobjp, Player->locking_subsys, &Player_obj->pos, &subobj_pos);

			if (!target_subsys_in_sight || Player->locking_subsys->system_info->type != SUBSYSTEM_ENGINE) {
				Player->locking_subsys =
					ship_get_closest_subsys_in_sight(&Ships[tobjp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
			}
	}

	if (wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && 
		tobjp->type == OBJ_SHIP &&
		Player->locking_subsys == NULL) {
			Player->locking_subsys =
				ship_get_closest_subsys_in_sight(&Ships[tobjp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);

			if (Player->locking_subsys == NULL) {
				hud_lock_reset();
				return;
			}
	}

	hud_lock_determine_lock_point(&lock_world_pos);

	if ( !hud_lock_has_homing_point() ) {
		Player->target_in_lock_cone=0;
	}

	hud_lock_check_if_target_in_lock_cone();

	// check if the target is within range of the current secondary weapon.  If it is not,
	// a lock will not be detected
	if ( !hud_lock_target_in_range() ) {
		Player->target_in_lock_cone = 0;
	}

	// If locking on a subsystem, and not in sight... can't lock
	//	Changed by MK on 4/3/98.  It was confusing me that my hornets would not lock on my target.
	//	It will now be confusing that they lock, but don't home on your subsystem, but I think that's preferable.
	//	Often you really care about destroying the target, not just the subsystem.
	/*if ( Player_ai->targeted_subsys ) {
		if ( !hud_lock_on_subsys_ok() ) {
			Player->target_in_lock_cone=0;
		}
	}*/

	if ( !Player->target_in_lock_cone ) {
		Player->locking_on_center=0;
		Player->locking_subsys_parent=-1;
		Player->locking_subsys=NULL;
	}
		
	hud_calculate_lock_position(frametime);

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

	if (Player_ai->current_target_is_locked) {
		if ( Missile_track_loop > -1 )	{
			snd_stop(Missile_track_loop);
			Missile_track_loop = -1;

			if (wip->hud_locked_snd >= 0)
			{
				Missile_lock_loop = snd_play(&Snds[wip->hud_locked_snd]);
			}
			else
			{
				Missile_lock_loop = snd_play(&Snds[ship_get_sound(Player_obj, SND_MISSILE_LOCK)]);
			}
		}
	}
	else {
		Player_ai->ai_flags.set(AI::AI_Flags::Seek_lock);		// set this flag so multiplayer's properly track lock on other ships
		if ( Missile_lock_loop != -1 && snd_is_playing(Missile_lock_loop) ) {
			snd_stop(Missile_lock_loop);
			Missile_lock_loop = -1;
		}
	}
}
コード例 #5
0
// Decide which point lock should be homing on
void hud_lock_determine_lock_point(vec3d *lock_world_pos_out)
{
	object		*target_objp;
	ship_weapon	*swp;
	weapon_info	*wip;

	vec3d vec_to_lock_pos;
	vec3d lock_local_pos;

	Assert(Player_ai->target_objnum >= 0);
	target_objp = &Objects[Player_ai->target_objnum];

	Player->current_target_sx = -1;
	Player->current_target_sy = -1;

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

	// If subsystem is targeted, we must try to lock on that
	if ( Player_ai->targeted_subsys && !(wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) ) {
		hud_lock_update_lock_pos(target_objp);
		Player->locking_on_center=0;
		Player->locking_subsys=Player_ai->targeted_subsys;
		Player->locking_subsys_parent=Player_ai->target_objnum;
	} else if ( (wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) && (target_objp->type == OBJ_SHIP)) {
		if (!Player->locking_subsys ||
			Player->locking_subsys->system_info->type != SUBSYSTEM_ENGINE) {
				Player->locking_subsys = ship_get_closest_subsys_in_sight(&Ships[target_objp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
		}
		if (Player->locking_subsys != NULL) {
			get_subsystem_world_pos(target_objp, Player->locking_subsys, &lock_world_pos);
			Player->locking_on_center=0;
			Player->locking_subsys_parent=Player_ai->target_objnum;
		} else {
			hud_lock_reset();
			return;
		}
	} else {
		// See if we already have a successful locked point
		if ( hud_lock_has_homing_point() ) {
			hud_lock_update_lock_pos(target_objp);
		} else {
			hud_lock_get_new_lock_pos(target_objp);
		}
	}

	*lock_world_pos_out=lock_world_pos;

	vm_vec_sub(&vec_to_lock_pos,&lock_world_pos,&Player_obj->pos);
	vm_vec_rotate(&lock_local_pos,&vec_to_lock_pos,&Player_obj->orient);

	if ( lock_local_pos.xyz.z > 0.0f ) {
		// Get the location of our target in the "virtual frame" where the locking computation will be done
		float w = 1.0f / lock_local_pos.xyz.z;
		// Let's force our "virtual frame" to be 640x480. -MageKing17
		float sx = gr_screen.clip_center_x + (lock_local_pos.xyz.x * VIRTUAL_FRAME_HALF_WIDTH * w);
		float sy = gr_screen.clip_center_y - (lock_local_pos.xyz.y * VIRTUAL_FRAME_HALF_HEIGHT * w);

		Player->current_target_sx = (int)sx;
		Player->current_target_sy = (int)sy;
	}
}
コード例 #6
0
// Decide which point lock should be homing on
void hud_lock_determine_lock_point(vec3d* lock_world_pos_out)
{
	vec3d lock_world_pos;
	object* target_objp;
	ship_weapon* swp;
	weapon_info* wip;

	vec3d vec_to_lock_pos;
	vec3d lock_local_pos;

	Assert(Player_ai->target_objnum >= 0);
	target_objp = &Objects[Player_ai->target_objnum];

	Player->current_target_sx = -1;
	Player->current_target_sx = -1;

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

	// If subsystem is targeted, we must try to lock on that
	if (Player_ai->targeted_subsys && !(wip->wi_flags & WIF_HOMING_JAVELIN))
	{
		hud_lock_update_lock_pos(target_objp, &lock_world_pos);
		Player->locking_on_center = 0;
		Player->locking_subsys = Player_ai->targeted_subsys;
		Player->locking_subsys_parent = Player_ai->target_objnum;
	}
	else if (wip->wi_flags & WIF_HOMING_JAVELIN && target_objp->type == OBJ_SHIP)
	{
		if (!Player->locking_subsys ||
			Player->locking_subsys->system_info->type != SUBSYSTEM_ENGINE)
		{
			Player->locking_subsys = ship_get_closest_subsys_in_sight(&Ships[target_objp->instance],
				SUBSYSTEM_ENGINE, &Player_obj->pos);
		}
		if (Player->locking_subsys != NULL)
		{
			get_subsystem_world_pos(target_objp, Player->locking_subsys, &lock_world_pos);
			Player->locking_on_center = 0;
			Player->locking_subsys_parent = Player_ai->target_objnum;
		}
		else
		{
			hud_lock_reset();
			return;
		}
	}
	else
	{
		// See if we already have a successful locked point
		if (hud_lock_has_homing_point())
		{
			hud_lock_update_lock_pos(target_objp, &lock_world_pos);
		}
		else
		{
			hud_lock_get_new_lock_pos(target_objp, &lock_world_pos);
		}
	}

	*lock_world_pos_out = lock_world_pos;

	vm_vec_sub(&vec_to_lock_pos, &lock_world_pos, &Player_obj->pos);
	vm_vec_rotate(&lock_local_pos, &vec_to_lock_pos, &Player_obj->orient);

	if (lock_local_pos.xyz.z > 0.0f)
	{
		// Get the location of our target in the "virtual frame" where the locking computation will be done
		float w = 1.0f / lock_local_pos.xyz.z;
		float sx = ((gr_screen.clip_center_x * 2.0f) + (lock_local_pos.xyz.x * (gr_screen.clip_center_x * 2.0f) * w)) *
			0.5f;
		float sy = ((gr_screen.clip_center_y * 2.0f) - (lock_local_pos.xyz.y * (gr_screen.clip_center_y * 2.0f) * w)) *
			0.5f;

		Player->current_target_sx = (int)sx;
		Player->current_target_sy = (int)sy;
	}
}