コード例 #1
0
void HudGaugeThrottle::renderThrottleSpeed(float current_speed, int y_end)
{
	char buf[32];
	int sx, sy, x_pos, y_pos, w, h;

	//setGaugeColor();
	sprintf(buf, "%d", fl2i(current_speed+0.5f));
	hud_num_make_mono(buf, font_num);
	gr_get_string_size(&w, &h, buf);

	if ( orbit ) {
		// y_end is the y-coordinate of the current throttle setting, calc x-coordinate for edge of 
		// circle (x^2 + y^2 = r^2)
		y_pos = position[1] + Orbit_center_offsets[1] - y_end;
		x_pos = (int)sqrt(double(orbit_radius * orbit_radius - y_pos * y_pos) );
		x_pos = position[0] + Orbit_center_offsets[0] - x_pos;

		// draw current speed at (x_pos, y_end);
		sx = x_pos - w - 2;
		sy = fl2i(y_end - h/2.0f + 1.5);
	} else {
		sx = position[0] + Orbit_center_offsets[0] - w;
		sy = position[1] + Orbit_center_offsets[1];
	}
	
	renderPrintf(sx, sy, buf);

	if ( object_get_gliding(Player_obj) ) { 
		if ( Use_custom_glide ) {
			renderString(position[0] + Glide_offsets[0], position[1] + Glide_offsets[1], "GLIDE");
		} else {
			int offset;
			if ( current_speed <= 9.5 ) {
				offset = -31;
			} else if ( current_speed <= 99.5 ) {
				offset = -22;
			} else {
				offset = -13;
			}

			renderString(sx+offset, sy + h, "GLIDE");
		}
	} else if ( Players[Player_num].flags & PLAYER_FLAGS_MATCH_TARGET ) {
		if ( Use_custom_match_speed ) {
			renderMatchSpeedIcon(position[0] + Match_speed_offsets[0], position[1] + Match_speed_offsets[1]);
		} else {
			int offset;
			if ( current_speed <= 9.5 ) {
				offset = 0;
			} else {
				offset = 3;
			}

			renderMatchSpeedIcon(sx+offset, sy + h);
		}
	}
}
コード例 #2
0
// ********************************************************************************************
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;
}