Exemplo n.º 1
0
/* Will return false when we've hit the edge of the grid */
static bool getTileHeightCallback(Vector2i pos, int32_t dist, void *data)
{
	HeightCallbackHelp_t *help = (HeightCallbackHelp_t *)data;
#ifdef TEST_RAY
	Vector3i effect;
#endif

	/* Are we still on the grid? */
	if (clipXY(pos.x, pos.y))
	{
		bool HasTallStructure = blockTile(map_coord(pos.x), map_coord(pos.y), AUX_MAP) & AIR_BLOCKED;

		if (dist > TILE_UNITS || HasTallStructure)
		{
			// Only do it the current tile is > TILE_UNITS away from the starting tile. Or..
			// there is a tall structure  on the current tile and the current tile is not the starting tile.
			/* Get height at this intersection point */
			int height = map_Height(pos.x, pos.y), heightDiff;
			uint16_t newPitch;

			if (HasTallStructure)
			{
				height += TALLOBJECT_ADJUST;
			}

			if (height <= help->height)
			{
				heightDiff = 0;
			}
			else
			{
				heightDiff = height - help->height;
			}

			/* Work out the angle to this point from start point */
			newPitch = iAtan2(heightDiff, dist);

			/* Is this the steepest we've found? */
			if (angleDelta(newPitch - help->pitch) > 0)
			{
				/* Yes, then keep a record of it */
				help->pitch = newPitch;
			}
			//---

#ifdef TEST_RAY
			effect.x = pos.x;
			effect.y = height;
			effect.z = pos.y;
			addEffect(&effect, EFFECT_EXPLOSION, EXPLOSION_TYPE_SMALL, false, NULL, 0);
#endif
		}

		/* Not at edge yet - so exit */
		return true;
	}

	/* We've hit edge of grid - so exit!! */
	return false;
}
Exemplo n.º 2
0
void EglFSWaylandInput::pointerAxisChanged(quint32 time, const Qt::Orientation &orientation, qreal value)
{
    EglFSWaylandWindow *window = EglFSWaylandWindow::fromSurface(
                m_seat->pointer()->focusSurface());

    QPoint angleDelta(0, 0);
    if (orientation == Qt::Horizontal)
        angleDelta.setX(value * -12);
    else
        angleDelta.setY(value * -12);
    QWindowSystemInterface::handleWheelEvent(window ? window->window() : Q_NULLPTR,
                                             time, m_mouseLocalPos, m_mouseGlobalPos,
                                             QPoint(), angleDelta);
}
Exemplo n.º 3
0
// Render a composite droid given a DROID_TEMPLATE structure.
//
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	const glm::mat4 matrix = setMatrix(Position, Rotation, scale);

	// Decide how to sort it.
	leftFirst = angleDelta(DEG(Rotation->y)) < 0;

	DROID Droid(0, selectedPlayer);
	memset(Droid.asBits, 0, sizeof(Droid.asBits));
	droidSetBits(psTemplate, &Droid);

	Droid.pos = Vector3i(0, 0, 0);
	Droid.rot = Vector3i(0, 0, 0);

	//draw multi component object as a button object
	displayCompObj(&Droid, true, matrix);
}
Exemplo n.º 4
0
// Render a composite droid given a DROID_TEMPLATE structure.
//
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, Vector3i *Rotation, Vector3i *Position, bool RotXYZ, SDWORD scale)
{
	setMatrix(Position, Rotation, RotXYZ);
	pie_MatScale(scale / 100.f);

	// Decide how to sort it.
	leftFirst = angleDelta(DEG(Rotation->y)) < 0;

	DROID Droid(0, selectedPlayer);
	memset(Droid.asBits, 0, sizeof(Droid.asBits));
	droidSetBits(psTemplate,&Droid);

	Droid.pos = Vector3i(0, 0, 0);

	//draw multi component object as a button object
	displayCompObj(&Droid, true);

	unsetMatrix();
}
Exemplo n.º 5
0
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)
{
	WEAPON_STATS	*psStats;
	UDWORD                  damLevel;
	UDWORD			firePause;
	SDWORD			longRange;
	DROID			*psDroid = NULL;
	int				compIndex;

	CHECK_OBJECT(psAttacker);
	CHECK_OBJECT(psTarget);
	ASSERT(psWeap != NULL, "Invalid weapon pointer");

	/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
	if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
	{
		if (((DROID *)psAttacker)->sMove.iAttackRuns[weapon_slot] >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
		{
			objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot);
			return false;
		}
	}

	/* Get the stats for the weapon */
	compIndex = psWeap->nStat;
	ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
	psStats = asWeaponStats + compIndex;

	// check valid weapon/prop combination
	if (!validTarget(psAttacker, psTarget, weapon_slot))
	{
		return false;
	}

	/*see if reload-able weapon and out of ammo*/
	if (psStats->reloadTime && !psWeap->ammo)
	{
		if (gameTime - psWeap->lastFired < weaponReloadTime(psStats, psAttacker->player))
		{
			return false;
		}
		//reset the ammo level
		psWeap->ammo = psStats->numRounds;
	}

	/* See when the weapon last fired to control it's rate of fire */
	firePause = weaponFirePause(psStats, psAttacker->player);

	// increase the pause if heavily damaged
	switch (psAttacker->type)
	{
	case OBJ_DROID:
		psDroid = (DROID *)psAttacker;
		damLevel = PERCENT(psDroid->body, psDroid->originalBody);
		break;
	case OBJ_STRUCTURE:
		damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, structureBody((STRUCTURE *)psAttacker));
		break;
	default:
		damLevel = 100;
		break;
	}

	if (damLevel < HEAVY_DAMAGE_LEVEL)
	{
		firePause += firePause;
	}

	if (gameTime - psWeap->lastFired <= firePause)
	{
		/* Too soon to fire again */
		return false;
	}

	// add a random delay to the fire
	// With logical updates, a good graphics gard no longer gives a better ROF.
	// TODO Should still replace this with something saner, such as a ±1% random deviation in reload time.
	int fireChance = gameTime - (psWeap->lastFired + firePause);
	if (gameRand(RANDOM_PAUSE) > fireChance)
	{
		return false;
	}

	if (psTarget->visible[psAttacker->player] != UBYTE_MAX)
	{
		// Can't see it - can't hit it
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	/* Check we can see the target */
	if (psAttacker->type == OBJ_DROID && !isVtolDroid((DROID *)psAttacker)
	    && (proj_Direct(psStats) || actionInsideMinRange(psDroid, psTarget, psStats)))
	{
		if(!lineOfFire(psAttacker, psTarget, weapon_slot, true))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Droid has no direct line of sight to target",
			      psAttacker->id, ((DROID *)psAttacker)->aName, psTarget->id);
			return false;
		}
	}
	else if ((psAttacker->type == OBJ_STRUCTURE) &&
			 (((STRUCTURE *)psAttacker)->pStructureType->height == 1) &&
			 proj_Direct(psStats))
	{
		// a bunker can't shoot through walls
		if (!lineOfFire(psAttacker, psTarget, weapon_slot, true))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Structure has no direct line of sight to target",
			      psAttacker->id, ((STRUCTURE *)psAttacker)->pStructureType->pName, psTarget->id);
			return false;
		}
	}
	else if ( proj_Direct(psStats) )
	{
		// VTOL or tall building
		if (!lineOfFire(psAttacker, psTarget, weapon_slot, false))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Tall object has no direct line of sight to target",
			      psAttacker->id, psStats->pName, psTarget->id);
			return false;
		}
	}

	Vector3i deltaPos = psTarget->pos - psAttacker->pos;

	// if the turret doesn't turn, check if the attacker is in alignment with the target
	if (psAttacker->type == OBJ_DROID && !psStats->rotate)
	{
		uint16_t targetDir = iAtan2(removeZ(deltaPos));
		int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction));
		if (dirDiff > FIXED_TURRET_DIR)
		{
			return false;
		}
	}

	/* Now see if the target is in range  - also check not too near */
	int dist = iHypot(removeZ(deltaPos));
	longRange = proj_GetLongRange(psStats);

	/* modification by CorvusCorax - calculate shooting angle */
	int min_angle = 0;
	// only calculate for indirect shots
	if (!proj_Direct(psStats) && dist > 0)
	{
		min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true);

		// prevent extremely steep shots
		min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH));

		// adjust maximum range of unit if forced to shoot very steep
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			//do not allow increase of max range though
			if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH)))  // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant.
			{
				longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH));
			}
		}
	}

	int baseHitChance = 0;
	if ((dist <= psStats->shortRange)  && (dist >= psStats->minRange))
	{
		// get weapon chance to hit in the short range
		baseHitChance = weaponShortHit(psStats,psAttacker->player);
	}
	else if ((dist <= longRange && dist >= psStats->minRange)
	         || (psAttacker->type == OBJ_DROID
	             && !proj_Direct(psStats)
	             && actionInsideMinRange(psDroid, psTarget, psStats)))
	{
		// get weapon chance to hit in the long range
		baseHitChance = weaponLongHit(psStats,psAttacker->player);

		// adapt for height adjusted artillery shots
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH));
		}
	}
	else
	{
		/* Out of range */
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	// apply experience accuracy modifiers to the base
	//hit chance, not to the final hit chance
	int resultHitChance = baseHitChance;

	// add the attacker's experience
	if (psAttacker->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psAttacker);

		// increase total accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100;
	}

	// subtract the defender's experience
	if (psTarget->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psTarget);

		// decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100;

	}

	// fire while moving modifiers
	if (psAttacker->type == OBJ_DROID &&
		((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE)
	{
		switch (psStats->fireOnMove)
		{
		case FOM_NO:
			// Can't fire while moving
			return false;
			break;
		case FOM_PARTIAL:
			resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100;
			break;
		case FOM_YES:
			// can fire while moving
			break;
		}
	}

	/* -------!!! From that point we are sure that we are firing !!!------- */

	/* note when the weapon fired */
	psWeap->lastFired = gameTime;

	/* reduce ammo if salvo */
	if (psStats->reloadTime)
	{
		psWeap->ammo--;
	}

	// increment the shots counter
	psWeap->shotsFired++;

	// predicted X,Y offset per sec
	Vector3i predict = psTarget->pos;

	//Watermelon:Target prediction
	if (isDroid(psTarget))
	{
		DROID *psDroid = castDroid(psTarget);

		int32_t flightTime;
		if (proj_Direct(psStats) || dist <= psStats->minRange)
		{
			flightTime = dist / psStats->flightSpeed;
		}
		else
		{
			int32_t vXY, vZ;  // Unused, we just want the flight time.
			flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle);
		}

		if (psTarget->lastHitWeapon == WSC_EMP)
		{
			int empTime = EMP_DISABLE_TIME - (gameTime - psTarget->timeLastHit);
			CLIP(empTime, 0, EMP_DISABLE_TIME);
			if (empTime >= EMP_DISABLE_TIME * 9/10)
			{
				flightTime = 0;  /* Just hit.  Assume they'll get hit again */
			}
			else
			{
				flightTime = MAX(0, flightTime - empTime);
			}
		}

		predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0);
	}

	/* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */
	// What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you.
	bool bVisibleAnyway = psTarget->player == selectedPlayer;

	// see if we were lucky to hit the target
	bool isHit = gameRand(100) <= resultHitChance;
	if (isHit)
	{
		/* Kerrrbaaang !!!!! a hit */
		objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%hhu : ", psStats->pName, psTarget->id, resultHitChance, psTarget->visible[psAttacker->player]);
		syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}
	else /* Deal with a missed shot */
	{
		const int minOffset = 5;

		int missDist = 2 * (100 - resultHitChance) + minOffset;
		Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0);
		predict += miss;

		psTarget = NULL;  // Missed the target, so don't expect to hit it.

		objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y);
		syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}

	// Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile
	CLIP(predict.x, 0, world_coord(mapWidth - 1));
	CLIP(predict.y, 0, world_coord(mapHeight - 1));

	proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle);
	return true;
}
Exemplo n.º 6
0
/* Calculate the acceleration that the camera spins around at */
static void updateCameraRotationAcceleration( UBYTE update )
{
	SDWORD	worldAngle;
	float	separation;
	SDWORD	xConcern, yConcern, zConcern;
	bool	bTooLow;
	PROPULSION_STATS *psPropStats;
	bool	bGotFlying = false;
	SDWORD	xPos = 0, yPos = 0, zPos = 0;

	bTooLow = false;
	if(trackingCamera.target->type == OBJ_DROID)
	{
		DROID *psDroid = (DROID*)trackingCamera.target;
		psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
		if(psPropStats->propulsionType == PROPULSION_TYPE_LIFT)
		{
			int droidHeight, difHeight, droidMapHeight;

			bGotFlying = true;
			droidHeight = psDroid->pos.z;
			droidMapHeight = map_Height(psDroid->pos.x, psDroid->pos.y);
			difHeight = abs(droidHeight - droidMapHeight);
			if(difHeight < MIN_TRACK_HEIGHT)
			{
				bTooLow = true;
			}
		}
	}

	if(update & Y_UPDATE)
	{
		/* Presently only y rotation being calculated - but same idea for other axes */
		/* Check what we're tracking */
		if(getNumDroidsSelected()>2 && trackingCamera.target->type == OBJ_DROID)
		{
			unsigned group = trackingCamera.target->selected ? GROUP_SELECTED : trackingCamera.target->group;
			yConcern = getAverageTrackAngle(group, false);
		}
		else
		{
			yConcern = trackingCamera.target->rot.direction;
		}
		yConcern += DEG(180);

  		while(trackingCamera.rotation.y < 0)
		{
			trackingCamera.rotation.y += DEG(360);
		}

		/* Which way are we facing? */
		worldAngle = trackingCamera.rotation.y;
		separation = angleDelta(yConcern - worldAngle);

		/* Make new acceleration */
		trackingCamera.rotAccel.y = ROT_ACCEL_CONSTANT * separation - ROT_VELOCITY_CONSTANT * trackingCamera.rotVel.y;
	}

	if(update & X_UPDATE)
	{
		if(trackingCamera.target->type == OBJ_DROID && !bGotFlying)
		{
			uint16_t pitch;
			unsigned group = trackingCamera.target->selected ? GROUP_SELECTED : trackingCamera.target->group;
			getTrackingConcerns(&xPos, &yPos, &zPos, GROUP_SELECTED, true);  // FIXME Should this be group instead of GROUP_SELECTED?
			getBestPitchToEdgeOfGrid(xPos, zPos, DEG(180) - getAverageTrackAngle(group, true), &pitch);
			pitch = MAX(angleDelta(pitch), DEG(14));
			xConcern = -pitch;
		}
		else
		{
			xConcern = trackingCamera.target->rot.pitch;
			xConcern += DEG(-16);
		}
		while(trackingCamera.rotation.x<0)
		{
			trackingCamera.rotation.x += DEG(360);
		}
		worldAngle =  trackingCamera.rotation.x;
		separation = angleDelta(xConcern - worldAngle);

		/* Make new acceleration */
		trackingCamera.rotAccel.x =
			/* Make this really slow */
			((ROT_ACCEL_CONSTANT)*separation - ROT_VELOCITY_CONSTANT*(float)trackingCamera.rotVel.x);
	}

	/* This looks a bit arse - looks like a flight sim */
	if(update & Z_UPDATE)
	{
		if(bTooLow)
		{
			zConcern = 0;
		}
		else
		{
			zConcern = trackingCamera.target->rot.roll;
		}
		while(trackingCamera.rotation.z<0)
			{
				trackingCamera.rotation.z+=DEG(360);
			}
		worldAngle =  trackingCamera.rotation.z;
		separation = (float) ((zConcern - worldAngle));
		if(separation<DEG(-180))
		{
			separation+=DEG(360);
		}
		else if(separation>DEG(180))
		{
			separation-=DEG(360);
		}

		/* Make new acceleration */
		trackingCamera.rotAccel.z =
			/* Make this really slow */
			((ROT_ACCEL_CONSTANT/1)*separation - ROT_VELOCITY_CONSTANT*(float)trackingCamera.rotVel.z);
	}

}
Exemplo n.º 7
0
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)
{
	WEAPON_STATS	*psStats;
	UDWORD			firePause;
	SDWORD			longRange;
	int				compIndex;

	CHECK_OBJECT(psAttacker);
	CHECK_OBJECT(psTarget);
	ASSERT(psWeap != NULL, "Invalid weapon pointer");

	/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
	if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
	{
		if (psWeap->usedAmmo >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
		{
			objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot);
			return false;
		}
	}

	/* Get the stats for the weapon */
	compIndex = psWeap->nStat;
	ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
	psStats = asWeaponStats + compIndex;

	// check valid weapon/prop combination
	if (!validTarget(psAttacker, psTarget, weapon_slot))
	{
		return false;
	}

	unsigned fireTime = gameTime - deltaGameTime + 1;  // Can fire earliest at the start of the tick.

	// See if reloadable weapon.
	if (psStats->reloadTime)
	{
		unsigned reloadTime = psWeap->lastFired + weaponReloadTime(psStats, psAttacker->player);
		if (psWeap->ammo == 0)  // Out of ammo?
		{
			fireTime = std::max(fireTime, reloadTime);  // Have to wait for weapon to reload before firing.
			if (gameTime < fireTime)
			{
				return false;
			}
		}

		if (reloadTime <= fireTime)
		{
			//reset the ammo level
			psWeap->ammo = psStats->numRounds;
		}
	}

	/* See when the weapon last fired to control it's rate of fire */
	firePause = weaponFirePause(psStats, psAttacker->player);
	firePause = std::max(firePause, 1u);  // Don't shoot infinitely many shots at once.
	fireTime = std::max(fireTime, psWeap->lastFired + firePause);

	if (gameTime < fireTime)
	{
		/* Too soon to fire again */
		return false;
	}

	if (psTarget->visible[psAttacker->player] != UBYTE_MAX)
	{
		// Can't see it - can't hit it
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	/* Check we can hit the target */
	bool tall = (psAttacker->type == OBJ_DROID && isVtolDroid((DROID *)psAttacker))
		    || (psAttacker->type == OBJ_STRUCTURE && ((STRUCTURE *)psAttacker)->pStructureType->height > 1);
	if (proj_Direct(psStats) && !lineOfFire(psAttacker, psTarget, weapon_slot, tall))
	{
		// Can't see the target - can't hit it with direct fire
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): No direct line of sight to target",
		         psAttacker->id, objInfo(psAttacker), psTarget->id);
		return false;
	}

	Vector3i deltaPos = psTarget->pos - psAttacker->pos;

	// if the turret doesn't turn, check if the attacker is in alignment with the target
	if (psAttacker->type == OBJ_DROID && !psStats->rotate)
	{
		uint16_t targetDir = iAtan2(removeZ(deltaPos));
		int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction));
		if (dirDiff > FIXED_TURRET_DIR)
		{
			return false;
		}
	}

	/* Now see if the target is in range  - also check not too near */
	int dist = iHypot(removeZ(deltaPos));
	longRange = proj_GetLongRange(psStats);

	int min_angle = 0;
	// Calculate angle for indirect shots
	if (!proj_Direct(psStats) && dist > 0)
	{
		min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true);

		// prevent extremely steep shots
		min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH));

		// adjust maximum range of unit if forced to shoot very steep
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			//do not allow increase of max range though
			if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH)))  // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant.
			{
				longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH));
			}
		}
	}

	int baseHitChance = 0;
	if (dist <= longRange && dist >= psStats->minRange)
	{
		// get weapon chance to hit in the long range
		baseHitChance = weaponLongHit(psStats,psAttacker->player);

		// adapt for height adjusted artillery shots
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH));
		}
	}
	else
	{
		/* Out of range */
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	// apply experience accuracy modifiers to the base
	//hit chance, not to the final hit chance
	int resultHitChance = baseHitChance;

	// add the attacker's experience
	if (psAttacker->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psAttacker);

		// increase total accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100;
	}

	// subtract the defender's experience
	if (psTarget->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psTarget);

		// decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100;

	}

	// fire while moving modifiers
	if (psAttacker->type == OBJ_DROID &&
		((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE)
	{
		switch (psStats->fireOnMove)
		{
		case FOM_NO:
			// Can't fire while moving
			return false;
			break;
		case FOM_PARTIAL:
			resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100;
			break;
		case FOM_YES:
			// can fire while moving
			break;
		}
	}

	/* -------!!! From that point we are sure that we are firing !!!------- */

	// Add a random delay to the next shot.
	// TODO Add deltaFireTime to the time it takes to fire next. If just adding to psWeap->lastFired, it might put it in the future, causing assertions. And if not sometimes putting it in the future, the fire rate would be lower than advertised.
	//int fireJitter = firePause/100;  // ±1% variation in fire rate.
	//int deltaFireTime = gameRand(fireJitter*2 + 1) - fireJitter;

	/* note when the weapon fired */
	psWeap->lastFired = fireTime;

	/* reduce ammo if salvo */
	if (psStats->reloadTime)
	{
		psWeap->ammo--;
	}

	// increment the shots counter
	psWeap->shotsFired++;

	// predicted X,Y offset per sec
	Vector3i predict = psTarget->pos;

	//Watermelon:Target prediction
	if (isDroid(psTarget) && castDroid(psTarget)->sMove.bumpTime == 0)
	{
		DROID *psDroid = castDroid(psTarget);

		int32_t flightTime;
		if (proj_Direct(psStats) || dist <= psStats->minRange)
		{
			flightTime = dist * GAME_TICKS_PER_SEC / psStats->flightSpeed;
		}
		else
		{
			int32_t vXY, vZ;  // Unused, we just want the flight time.
			flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle);
		}

		if (psTarget->lastHitWeapon == WSC_EMP)
		{
			int playerEmpTime = getEmpDisableTime(psTarget->player);
			int empTime = playerEmpTime - (gameTime - psTarget->timeLastHit);
			CLIP(empTime, 0, playerEmpTime);
			if (empTime >= playerEmpTime * 9/10)
			{
				flightTime = 0;  /* Just hit.  Assume they'll get hit again */
			}
			else
			{
				flightTime = MAX(0, flightTime - empTime);
			}
		}

		predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0);
		if (!isFlying(psDroid))
		{
			predict.z = map_Height(removeZ(predict));  // Predict that the object will be on the ground.
		}
	}

	/* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */
	// What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you.
	bool bVisibleAnyway = psTarget->player == selectedPlayer;

	// see if we were lucky to hit the target
	bool isHit = gameRand(100) <= resultHitChance;
	if (isHit)
	{
		/* Kerrrbaaang !!!!! a hit */
		objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%d", psStats->pName, psTarget->id, resultHitChance, (int)psTarget->visible[psAttacker->player]);
		syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}
	else /* Deal with a missed shot */
	{
		const int minOffset = 5;

		int missDist = 2 * (100 - resultHitChance) + minOffset;
		Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0);
		predict += miss;

		psTarget = NULL;  // Missed the target, so don't expect to hit it.

		objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y);
		syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}

	// Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile
	CLIP(predict.x, 0, world_coord(mapWidth - 1));
	CLIP(predict.y, 0, world_coord(mapHeight - 1));

	proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle, fireTime);
	return true;
}
Exemplo n.º 8
0
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid, const glm::mat4 &viewMatrix)
{
	Vector3i position, rotation;
	Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);

	leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;

	/* Get the real position */
	position.x = st.pos.x - player.p.x;
	position.z = -(st.pos.y - player.p.z);
	position.y = st.pos.z;

	if (isTransporter(psDroid))
	{
		position.y += bobTransporterHeight();
	}

	/* Get all the pitch,roll,yaw info */
	rotation.y = -st.rot.direction;
	rotation.x = st.rot.pitch;
	rotation.z = st.rot.roll;

	/* Translate origin */
	/* Rotate for droid */
	glm::mat4 modelMatrix = glm::translate(glm::vec3(position)) *
		glm::rotate(UNDEG(rotation.y), glm::vec3(0.f, 1.f, 0.f)) *
		glm::rotate(UNDEG(rotation.x), glm::vec3(1.f, 0.f, 0.f)) *
		glm::rotate(UNDEG(rotation.z), glm::vec3(0.f, 0.f, 1.f));

	if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC && psDroid->lastHitWeapon == WSC_ELECTRONIC)
	{
		modelMatrix *= objectShimmy((BASE_OBJECT *) psDroid);
	}

	// now check if the projected circle is within the screen boundaries
	if(!clipDroidOnScreen(psDroid, viewMatrix * modelMatrix))
	{
		return;
	}

	if (psDroid->lastHitWeapon == WSC_EMP && graphicsTime - psDroid->timeLastHit < EMP_DISABLE_TIME)
	{
		Vector3i position;

		//add an effect on the droid
		position.x = st.pos.x + DROID_EMP_SPREAD;
		position.y = st.pos.z + rand() % 8;
		position.z = st.pos.y + DROID_EMP_SPREAD;
		effectGiveAuxVar(90 + rand() % 20);
		addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_PLASMA, false, nullptr, 0);
	}

	if (psDroid->visible[selectedPlayer] == UBYTE_MAX)
	{
		//ingame not button object
		//should render 3 mounted weapons now
		if (displayCompObj(psDroid, false, viewMatrix * modelMatrix))
		{
			// did draw something to the screen - update the framenumber
			psDroid->sDisplay.frameNumber = frameGetFrameNumber();
		}
	}
	else
	{
		int frame = graphicsTime / BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
		if (pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2, viewMatrix * modelMatrix))
		{
			psDroid->sDisplay.frameNumber = frameGetFrameNumber();
		}
	}
}
Exemplo n.º 9
0
static inline uint16_t interpolateAngle(uint16_t v1, uint16_t v2, uint32_t t1, uint32_t t2, uint32_t t)
{
	const int numer = t - t1, denom = t2 - t1;
	return v1 + angleDelta(v2 - v1) * numer / denom;
}
Exemplo n.º 10
0
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid)
{
	Vector3i position, rotation;
	Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime);

	leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;

	/* Push the matrix */
	pie_MatBegin(true);

	/* Get the real position */
	position.x = st.pos.x - player.p.x;
	position.z = -(st.pos.y - player.p.z);
	position.y = st.pos.z;

	if (isTransporter(psDroid))
	{
		position.y += bobTransporterHeight();
	}

	/* Get all the pitch,roll,yaw info */
	rotation.y = -st.rot.direction;
	rotation.x = st.rot.pitch;
	rotation.z = st.rot.roll;

	/* Translate origin */
	pie_TRANSLATE(position.x, position.y, position.z);

	/* Rotate for droid */
	pie_MatRotY(rotation.y);
	pie_MatRotX(rotation.x);
	pie_MatRotZ(rotation.z);

	if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC && psDroid->lastHitWeapon == WSC_ELECTRONIC)
	{
		objectShimmy((BASE_OBJECT *) psDroid);
	}

	if (psDroid->lastHitWeapon == WSC_EMP && graphicsTime - psDroid->timeLastHit < EMP_DISABLE_TIME)
	{
		Vector3i position;

		//add an effect on the droid
		position.x = st.pos.x + DROID_EMP_SPREAD;
		position.y = st.pos.z + rand() % 8;
		position.z = st.pos.y + DROID_EMP_SPREAD;
		effectGiveAuxVar(90 + rand() % 20);
		addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_PLASMA, false, NULL, 0);
	}

	if (psDroid->visible[selectedPlayer] == UBYTE_MAX)
	{
		//ingame not button object
		//should render 3 mounted weapons now
		displayCompObj(psDroid, false);
	}
	else
	{
		int frame = graphicsTime / BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int
		pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
	}
	pie_MatEnd();
}
Exemplo n.º 11
0
// multiple turrets display removed the pointless mountRotation
void displayComponentObject(DROID *psDroid)
{
	Vector3i	position, rotation;
	int32_t		xShift,zShift;
	SDWORD		frame;
	PROPULSION_STATS	*psPropStats;
	UDWORD	tileX,tileY;
	MAPTILE	*psTile;
	SPACETIME st = interpolateObjectSpacetime((SIMPLE_OBJECT *)psDroid, graphicsTime);

	psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;

	leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0;

	/* Push the matrix */
	pie_MatBegin();

	/* Get internal tile units coordinates */
	xShift = map_round(player.p.x);
	zShift = map_round(player.p.z);

	/* Mask out to tile_units resolution */
	pie_TRANSLATE(xShift,0,-zShift);

	/* Get the real position */
	position.x = (st.pos.x - player.p.x) - terrainMidX*TILE_UNITS;
	position.z = terrainMidY*TILE_UNITS - (st.pos.y - player.p.z);
	position.y = st.pos.z;

	if(psDroid->droidType == DROID_TRANSPORTER)
	{
		position.y += bobTransporterHeight();
	}

	/* Get all the pitch,roll,yaw info */
	rotation.y = -st.rot.direction;
	rotation.x = st.rot.pitch;
	rotation.z = st.rot.roll;

	/* Translate origin */
	pie_TRANSLATE(position.x,position.y,position.z);

	/* Rotate for droid */
	pie_MatRotY(rotation.y);
	pie_MatRotX(rotation.x);
	pie_MatRotZ(rotation.z);

	if( (gameTime-psDroid->timeLastHit < GAME_TICKS_PER_SEC) && psDroid->lastHitWeapon == WSC_ELECTRONIC)
	{
		objectShimmy( (BASE_OBJECT*) psDroid );
	}

	if (psDroid->lastHitWeapon == WSC_EMP &&
	    (gameTime - psDroid->timeLastHit < EMP_DISABLE_TIME))
	{
		Vector3i position;

		//add an effect on the droid
		position.x = st.pos.x + DROID_EMP_SPREAD;
		position.y = st.pos.z + rand()%8;
		position.z = st.pos.y + DROID_EMP_SPREAD;
		effectGiveAuxVar(90+rand()%20);
		addEffect(&position,EFFECT_EXPLOSION,EXPLOSION_TYPE_PLASMA,false,NULL,0);
	}

	if ((psDroid->visible[selectedPlayer] == UBYTE_MAX) || demoGetStatus())
	{
		//ingame not button object
		//should render 3 mounted weapons now
		displayCompObj(psDroid, false);
	}
	else
	{

		// make sure it's not over water.
		tileX = st.pos.x/TILE_UNITS;
		tileY = st.pos.y/TILE_UNITS;
		// double check it's on map
		if ( tileX < mapWidth && tileY < mapHeight )
		{
			psTile = mapTile(tileX,tileY);
			if (terrainType(psTile) != TER_WATER)
			{
				frame = gameTime/BLIP_ANIM_DURATION + psDroid->id; //visible[selectedPlayer];
				pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, WZCOL_BLACK, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2);
				/* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */
			}
		}
	}
	pie_MatEnd();
}