Exemplo n.º 1
0
void Team::markRadiusSeenToTeams(Stuff::Vector3D& location, float radius, bool shrinkForNight)
{
	if(radius < 0.0)
		radius = fireVisualRange;
	if(shrinkForNight)
		radius -= (radius * 0.25f);
	bool didTeam[MAX_TEAMS] = {false, false, false, false, false, false, false, false};
	for(size_t i = 0; i < ObjectManager->getNumMovers(); i++)
	{
		MoverPtr mover = ObjectManager->getMover(i);
		if(mover->getTeam() && !didTeam[mover->getTeamId()] && !isFriendly(mover->getTeam()))
		{
			Stuff::Vector3D result;
			result.x = location.x - mover->getPosition().x;
			result.y = location.y - mover->getPosition().y;
			result.z = 0.0;
			float dist = result.GetLength() * metersPerWorldUnit;
			if(dist < maxVisualRange)
			{
				markRadiusSeen(location, radius);
				didTeam[mover->getTeamId()] = true;
			}
		}
	}
}
Exemplo n.º 2
0
long TeamSensorSystem::getContacts (GameObjectPtr looker, long* contactList, long contactCriteria, long sortType) {

	if ((sortType != CONTACT_SORT_NONE) && !looker)
		return(0);

	static float sortValues[MAX_CONTACTS_PER_SENSOR];

	float CV = 0;
	long numValidContacts = 0;
	long handleList[MAX_CONTACTS_PER_SENSOR];
	for (long i = 0; i < numContacts; i++) {
		MoverPtr mover = (MoverPtr)ObjectManager->get(contacts[i]);
		if (!meetsCriteria(looker, mover, contactCriteria))
			continue;
		handleList[numValidContacts] = mover->getHandle();
		switch (sortType) {
			case CONTACT_SORT_NONE:
				sortValues[numValidContacts] = 0.0;
				break;
			case CONTACT_SORT_CV:
				CV = (float)mover->getCurCV();
				sortValues[numValidContacts] = CV;
				break;
			case CONTACT_SORT_DISTANCE:
				sortValues[numValidContacts] = looker->distanceFrom(mover->getPosition());
				break;
		}
		numValidContacts++;
	}

	if ((numValidContacts > 0) && (sortType != CONTACT_SORT_NONE)) {
		//---------------------------------------------------------
		// BIG ASSUMPTION HERE: That a mech will not have more than
		// MAX_CONTACTS_PER_SENSOR contacts.
		if (!SensorSystem::sortList) {
			SensorSystem::sortList = new SortList;
			if (!SensorSystem::sortList)
				Fatal(0, " Unable to create Contact sortList ");
			SensorSystem::sortList->init(MAX_CONTACTS_PER_SENSOR);
		}
		bool descendSort = true;
		if (sortType == CONTACT_SORT_DISTANCE)
			descendSort = false;
		SensorSystem::sortList->clear(descendSort);
		for (long contact = 0; contact < numValidContacts; contact++) {
			SensorSystem::sortList->setId(contact, handleList[contact]);
			SensorSystem::sortList->setValue(contact, sortValues[contact]);
		}
		SensorSystem::sortList->sort(descendSort);
		for (contact = 0; contact < numValidContacts; contact++)
			contactList[contact] = SensorSystem::sortList->getId(contact);
		}
	else if (contactList)
		for (long contact = 0; contact < numValidContacts; contact++)
			contactList[contact] = handleList[contact];


	return(numValidContacts);
}
Exemplo n.º 3
0
//---------------------------------------------------------------------------
int32_t GameCamera::activate(void)
{
	//------------------------------------------
	// If camera is already active, just return
	if (ready && active)
		return (NO_ERROR);
	//---------------------------------------------------------
	// Camera always starts pointing at first mover in lists
	// CANNOT be infinite because we don't allow missions without at least 1
	// player mech!!
	MoverPtr firstMover = nullptr;
	if (ObjectManager->getNumMovers() > 0)
	{
		int32_t i  = 0;
		firstMover = ObjectManager->getMover(i);
		while (firstMover &&
			((firstMover->getCommander()->getId() != Commander::home->getId()) ||
				!firstMover->isOnGUI()))
		{
			i++;
			if (i == ObjectManager->getNumMovers())
				break;
			firstMover = ObjectManager->getMover(i);
		}
	}
	if (firstMover)
	{
		Stuff::Vector3D newPosition(firstMover->getPosition());
		setPosition(newPosition);
	}
	if (land)
	{
		land->update();
	}
	allNormal();
	// updateDaylight(true);
	lastShadowLightPitch = lightPitch;
	// Startup the SKYBox
	int32_t appearanceType					= (GENERIC_APPR_TYPE << 24);
	AppearanceTypePtr genericAppearanceType = nullptr;
	genericAppearanceType = appearanceTypeList->getAppearance(appearanceType, "skybox");
	if (!genericAppearanceType)
	{
		char msg[1024];
		sprintf(msg, "No Generic Appearance Named %s", "skybox");
		Fatal(0, msg);
	}
	theSky = new GenericAppearance;
	gosASSERT(theSky != nullptr);
	//--------------------------------------------------------------
	gosASSERT(genericAppearanceType->getAppearanceClass() == GENERIC_APPR_TYPE);
	theSky->init((GenericAppearanceType*)genericAppearanceType, nullptr);
	theSky->setSkyNumber(mission->theSkyNumber);
	return NO_ERROR;
}
Exemplo n.º 4
0
Stuff::Vector3D Team::calcEscapeVector(MoverPtr mover, float threatRange)
{
	static float distance[100];
	static Stuff::Vector3D delta[100];
	Stuff::Vector3D escapeVector;
	escapeVector.Zero();
	//------------------------------
	// Get the initial delta info...
	int32_t shortest = 0;
	int32_t longest = 0;
	for(size_t i = 0; i < rosterSize; i++)
	{
		GameObjectPtr obj = ObjectManager->getByWatchID(roster[i]);
		if(obj)
		{
			float distanceToObj = mover->distanceFrom(obj->getPosition());
			if(distanceToObj <= threatRange)
			{
				delta[i].Subtract(mover->getPosition(), obj->getPosition());
				distance[i] = distanceToObj;
				if(distance[i] > longest)
					longest = i;
				if(distance[i] < shortest)
					shortest = i;
			}
			else
				distance[i] = -999.0;
		}
		else
			distance[i] = -999.0;
	}
	//-----------------------------------------------------------------
	// Now, find the furthest enemy and scale the deltas accordingly...
	for(i = 0; i < rosterSize; i++)
		if(distance[i] >= 0.0)
		{
			float scale = distance[longest] / distance[i];
			delta[i] *= scale;
			escapeVector += delta[i];
		}
	//--------------------------------------------------------------------------------
	// We don't care about the length, just the direction (we assume you want to go as
	// FAR as necessary)...
	escapeVector.Normalize(escapeVector);
	return(escapeVector);
}
Exemplo n.º 5
0
long SensorSystem::calcContactStatus (MoverPtr mover) {

	if (!owner->getTeam())
		return(CONTACT_NONE);

	if (mover->getFlag(OBJECT_FLAG_REMOVED)) {
		return(CONTACT_NONE);
	}

	//----------------------------------------------------------
	//If object we are looking for is at the edge, NO CONTACT!!
	if (!Terrain::IsGameSelectTerrainPosition(mover->getPosition()))
		return CONTACT_NONE;
		
	//-------------------------------------------------------------
	// Should be properly set when active probes are implemented...
	long newContactStatus = CONTACT_NONE;
	if (!notShutdown || (range == 0.0) && !broken) 
	{
		if (owner->lineOfSight(mover) && !mover->isDisabled())
			newContactStatus = CONTACT_VISUAL;
		return(newContactStatus);
	}

	if ((masterIndex == -1) || (range < 0.0)) {
		return(CONTACT_NONE);
	}

	if (owner->isMover()) {
		MoverPtr mover = (MoverPtr)owner;
		if ((mover->sensor == 255) || mover->inventory[mover->sensor].disabled || broken) {
			return(CONTACT_NONE);
		}
	}

	if (mover->getFlag(OBJECT_FLAG_SENSOR) && !mover->isDisabled()) 
	{
		bool moverNotContact = mover->hasNullSignature() || (mover->getEcmRange() != 0.0f);
		bool moverInvisible = (mover->getStatus() == OBJECT_STATUS_SHUTDOWN);
		if (!moverInvisible && !moverNotContact)
		{
			float distanceToMover = owner->distanceFrom(mover->getPosition());
			float sensorRange = getEffectiveRange();
			if (distanceToMover <= sensorRange)
			{
				//-------------------------------------------
				//No need to check shutdown and probe AGAIN!
				newContactStatus = getSensorQuality();

				//---------------------------------------
				// If ecm affecting me, my skill drops...
				// CUT, per Mitch 2/10/00
				if ((ecmEffect < 1.0) && (newContactStatus > CONTACT_SENSOR_QUALITY_1))
					newContactStatus--;

				//---------------------------------------------------
				// We now we are within sensor range, check visual.
				float startRadius = 0.0f;
				if (!owner->isMover())
					startRadius = owner->getAppearRadius();

				if (hasLOSCapability && owner->lineOfSight(mover,startRadius))
					newContactStatus = CONTACT_VISUAL;
			}
			else	//Still need to check if visual!!! ECM and Lookout Towers!!
			{
				float startRadius = 0.0f;
				if (!owner->isMover())
					startRadius = owner->getAppearRadius();

				if (hasLOSCapability && owner->lineOfSight(mover,startRadius))
					newContactStatus = CONTACT_VISUAL;
			}
		}
		else
		{
			//Target is shutdown, can ONLY be visual cause this platform has no probe.
			float startRadius = 0.0f;
			if (!owner->isMover())
				startRadius = owner->getAppearRadius();

			if (hasLOSCapability && owner->lineOfSight(mover,startRadius))
		    	newContactStatus = CONTACT_VISUAL;
		}
	}

	//Let us know that we can see something, sensor or otherwise!!
	if (mover->getTeam() && (owner->getTeam() == Team::home) &&	mover->getTeam()->isEnemy(Team::home) &&
		(newContactStatus != CONTACT_NONE))
	{
		SensorSystemManager::enemyInLOS = true;
	}
 
	return(newContactStatus);
}
Exemplo n.º 6
0
void GameTacMap::render()
{
	if (turn < 2)		//Terrain not setup yet.  Left,Right,Top,Bottom are poopy!
		return;

	gos_VERTEX corners[5];

	gos_SetRenderState( gos_State_AlphaMode, gos_Alpha_OneZero );

	gos_SetRenderState( gos_State_Specular,FALSE );
	gos_SetRenderState( gos_State_AlphaTest, FALSE );
			
	gos_SetRenderState( gos_State_Filter, gos_FilterNone );
	gos_SetRenderState( gos_State_ZWrite, 0 );
	gos_SetRenderState( gos_State_ZCompare, 0 );
	gos_SetRenderState( gos_State_Texture, textureHandle );


	for ( int i = 0; i < 4; ++i )
	{
		corners[i].rhw = 1.0f;
		corners[i].argb = 0xffffffff;
		corners[i].frgb = 0;
		corners[i].z = 0.0f;
	}


	corners[0].x = corners[2].x = left;
	corners[1].x = corners[3].x = right;
	corners[3].y = corners[2].y = bottom;
	corners[0].y = corners[1].y = top;

	corners[0].u = 2.f/(float)bmpWidth;
	corners[3].u = 128.f/(float)bmpWidth;
	corners[2].u = 2.f/(float)bmpWidth;
	corners[1].u = 128.f/(float)bmpWidth;
	corners[0].v = 2.f/(float)bmpWidth;
	corners[3].v = 128.f/(float)bmpHeight;
	corners[2].v = 128.f/(float)bmpHeight;
	corners[1].v = 2.f/(float)bmpWidth;
	
	gos_DrawTriangles( corners, 3 );
	gos_DrawTriangles( &corners[1], 3 );


	Stuff::Vector2DOf<long> screen;
	Stuff::Vector4D 		nScreen;
	Stuff::Vector3D			world;

	//-----------------------------------------------------------
	// Render the objective markers
	long count = 0;
	for ( EList< CObjective*, CObjective* >::EIterator iter =  Team::home->objectives.Begin();
		!iter.IsDone(); iter++ )
	{
		//We are there.  Start flashing.
		if ((objectiveAnimationId == count) && objectiveNumFlashes)
		{
			objectiveFlashTime += g_deltaTime;
			if ( objectiveFlashTime > .5f )
			{
				objectiveFlashTime = 0.0f;
				objectiveNumFlashes--;
			}
			else if ( objectiveFlashTime > 0.25f)
			{
				(*iter)->RenderMarkers(this, 0);
			}

			if (objectiveNumFlashes == 0)
			{
				//Flashing is done.  We now return you to your regularly scheduled program.
				objectiveAnimationId = 0;
			}
		}
		else
		{
			(*iter)->RenderMarkers(this, 0);
		}

		count++;
	}

	
	// this is the little viewing rect

	// Routine that InverseProjects is slightly less accurate but an order of magnitude faster.
	// Can make more accurate later at very little expense to performance.
	// Easy to fix with camera later.  -fs

	screen.x = 1;
	screen.y = 1;
	
	nScreen.x = nScreen.y = 1.0f;
	nScreen.z = nScreen.w = 0.0f;
	
	eye->inverseProjectZ( nScreen, world );
	worldToTacMap( world, corners[0] );

	screen.y = Environment.screenHeight - 1;
	nScreen.y = (Environment.screenHeight * 0.6667f) - 1;
	nScreen.z = nScreen.w = 0.0f;
	eye->inverseProjectZ( nScreen, world );
	worldToTacMap( world, corners[1] );

	screen.x = Environment.screenWidth - 1;
	nScreen.x = Environment.screenWidth - 1;
	nScreen.z = nScreen.w = 0.0f;
	eye->inverseProjectZ( nScreen, world );
	worldToTacMap( world, corners[2] );

	screen.y = 1;
	nScreen.y = 1;
	nScreen.z = nScreen.w = 0.0f;
	eye->inverseProjectZ( nScreen, world );
	worldToTacMap( world, corners[3] );

	corners[0].argb = 0xffffffff;
	corners[1].argb = 0xffffffff;
	corners[2].argb = 0xffffffff;
	corners[3].argb = 0xffffffff;
	corners[0].u = corners[1].u = 0.078125f;
	corners[3].u = corners[2].u = .99875f;
	corners[0].v = corners[3].v = 0.078125f;
	corners[1].v = corners[2].v = .99875f;
	corners[4] = corners[0];

	gos_SetRenderState( gos_State_AlphaMode, gos_Alpha_AlphaInvAlpha);
	gos_SetRenderState( gos_State_ShadeMode, gos_ShadeGouraud);
	gos_SetRenderState( gos_State_MonoEnable, 0);
	gos_SetRenderState( gos_State_Perspective, 0);
	gos_SetRenderState( gos_State_Clipping, 2);
	gos_SetRenderState( gos_State_AlphaTest, 0);
	gos_SetRenderState( gos_State_Specular, 0);
	gos_SetRenderState( gos_State_Dither, 1);
	gos_SetRenderState( gos_State_TextureMapBlend, gos_BlendModulate);
	gos_SetRenderState( gos_State_Filter, gos_FilterBiLinear);
	gos_SetRenderState( gos_State_TextureAddress, gos_TextureWrap );
	gos_SetRenderState( gos_State_ZCompare, 0);
	gos_SetRenderState(	gos_State_ZWrite, 0);
	DWORD gosTextureHandle = mcTextureManager->get_gosTextureHandle(viewRectHandle);

	gos_SetRenderState( gos_State_Texture, gosTextureHandle );

	gos_DrawQuads( &corners[0], 4 );

	unsigned long colors[MAX_MOVERS];
	unsigned long ringColors[MAX_MOVERS];
	Stuff::Vector3D positions[MAX_MOVERS];
	unsigned long ranges[MAX_MOVERS];
	bool		  selected[MAX_MOVERS];

	count = 0;

	//------------------------------------------------------------
	// draw non-movers, must do separate check for vehicles, I'm not sure they
	// have sensors
	for ( i = 0; i < MAX_TEAMS; ++i )
	{
		TeamSensorSystem* pSys = SensorManager->getTeamSensor( i );
		
		if ( pSys )
		{
			for ( int j = 0; j < pSys->numSensors; ++j )
			{
				SensorSystem* pSensor = pSys->sensors[j];

				if ( !pSensor )
					continue;

				if ( pSensor->owner->isDestroyed() || pSensor->owner->isDisabled() || pSensor->owner->getStatus() == OBJECT_STATUS_SHUTDOWN )
					continue;

				if ( pSensor->getRange() < 1.1 || pSensor->broken)
					continue;

				if (!pSensor->owner->getTeam())
					continue;

				ObjectClass objClass = pSensor->owner->getObjectClass();

				unsigned long colorBlip = pSensor->owner->getSelected() ? 0xff4bff4b : 0xff00cc00;
				unsigned long colorRing = 0xff00cc00;

			
				if ( pSensor->owner->getTeam()->isNeutral( Team::home ) )
				{
					colorBlip = pSensor->owner->getSelected() ? 0xff4c4cff : 0xff0000ff;
					colorRing = 0xff0000ff;
				}
				else if ( pSensor->owner->getTeam()->isEnemy( Team::home ) ) // enemy
				{
					
					{
						colorBlip = pSensor->owner->getSelected() ? 0xffff3f3f : 0xffff0000;
						colorRing = 0xffff0000;
					}
				}

				if ( objClass != BATTLEMECH && objClass != GROUNDVEHICLE)
				{
					if ( objClass == ARTILLERY )
					{
						// blink
						s_lastBlinkTime += g_deltaTime;
						if ( s_lastBlinkTime > s_blinkLength )
						{
							colorBlip = 0;
							colorRing = 0;
							s_lastBlinkTime = 0.f;
						}

					}

					colors[count] = colorBlip;
					ringColors[count] = colorRing;
					ranges[count] = pSensor->getRange();
					selected[count] = 0;
					positions[count] = pSensor->owner->getPosition();
					count++;

				}
			}
		}
	}

	unsigned long colorBlip, colorRing;

	//-----------------------------------------------------	
	// draw the movers
	for (i=0;i<(ObjectManager->numMovers);i++)
	{
		MoverPtr mover = ObjectManager->getMover(i);
		if (mover && mover->getExists() && !(mover->isDestroyed() || mover->isDisabled()))
		{
			SensorSystem* pSensor = mover->getSensorSystem();
			float range = pSensor ? pSensor->getRange() : 0;
			long contactStatus = mover->getContactStatus(Team::home->getId(), true);
			if (mover->getTeamId() == Team::home->id)
			{
				if (mover->getCommanderId() == Commander::home->getId())
				{
					if (mover->isOnGUI())
					{
						colorBlip = mover->getSelected() ? 0xff4bff4b : 0xff00cc00;
						mover->getStatus() == OBJECT_STATUS_SHUTDOWN ? colorRing = 0 : colorRing =  0xff00cc00;
					}
					else
						continue;
				}
				else
				{
					if (mover->isOnGUI() && land->IsGameSelectTerrainPosition(mover->getPosition()) && mover->pathLocks)
					{
						colorBlip = mover->getSelected() ? 0xff4b4bff : 0xff0000cc;
						mover->getStatus() == OBJECT_STATUS_SHUTDOWN ? colorRing = 0 : colorRing =  0xff0000cc;
					}
					else
						continue;
				}
			}
			else if (g_dbgShowMovers || (MPlayer && MPlayer->allUnitsDestroyed[MPlayer->commanderID]) || ((mover->getTeamId() != Team::home->id)
				&&  ( contactStatus != CONTACT_NONE )
				&&  (mover->getStatus() != OBJECT_STATUS_SHUTDOWN) 
				&&  (!mover->hasNullSignature())
				&&	(mover->getEcmRange() <= 0.0f) ) )	//Do not draw ECM mechs!!)
			{
				//Not on our side.  Draw by contact status
				colorBlip = mover->getSelected() ? 0xffff3f3f : 0xffff0000;
				colorRing = 0xffff0000;
				
			}
			else
				continue;

			colors[count] = colorBlip;
			ringColors[count] = colorRing;
			ranges[count] = range;
			selected[count] = mover->getSelected();
			positions[count] = mover->getPosition();
			count++;

		}
	}

	for ( i = 0; i < count; i++ )
	{
		drawSensor( positions[i], ranges[i], ringColors[i] );
	}
	bool bSel = 0; // draw unselected first
	for ( int j = 0; j < 2; j++ )
	{
		for ( int i = 0; i < count; i++ )
		{
			if ( selected[i] == bSel )
			{
				drawBlip( positions[i], colors[i], DOT_BLIP );
			}
		}
		bSel = 1;
	}



}
Exemplo n.º 7
0
//---------------------------------------------------------------------------
bool Team::teamLineOfSight(Stuff::Vector3D tPos, float extRad)
{
	//-----------------------------------------------------------
	// For each member of the team, check LOS to point provided.
	for(size_t i = 0; i < rosterSize; i++)
	{
		MoverPtr obj = (MoverPtr)ObjectManager->getByWatchID(roster[i]);
		if(!obj->isDisabled() && !obj->isDestroyed() && (obj->getStatus() != OBJECT_STATUS_SHUTDOWN))
		{
			Stuff::Vector3D distance;
			distance.Subtract(tPos, obj->getPosition());
			float dist = distance.GetApproximateLength();
			//Figure out altitude above minimum terrain altitude and look up in table.
			float baseElevation = MapData::waterDepth;
			if(MapData::waterDepth < Terrain::userMin)
				baseElevation = Terrain::userMin;
			float altitude = obj->getPosition().z - baseElevation;
			float altitudeIntegerRange = (Terrain::userMax - baseElevation) * 0.00390625f;
			int32_t altLevel = 0;
			if(altitudeIntegerRange > Stuff::SMALL)
				altLevel = altitude / altitudeIntegerRange;
			if(altLevel < 0)
				altLevel = 0;
			if(altLevel > 255)
				altLevel = 255;
			float radius = visualRangeTable[altLevel];
			//Scouting specialty skill.
			if(obj->isMover())
			{
				MoverPtr mover = (MoverPtr)obj;
				if(mover->pilot && mover->pilot->isScout())
					radius += (radius * 0.2f);
				radius *= mover->getLOSFactor();
			}
			if(dist <= (radius * 25.0f * worldUnitsPerMeter))
			{
				if(lineOfSight(obj->getLOSPosition(), tPos, id, extRad, 0.0f, false))
					return true;
			}
		}
	}
	//-------------------------------------------------------------------------
	// Check the lookout towers now.  You can find them in special Buildings!!
	for(size_t spBuilding = 0; spBuilding < ObjectManager->numSpecialBuildings; spBuilding++)
	{
		if(ObjectManager->specialBuildings[spBuilding] &&
				ObjectManager->specialBuildings[spBuilding]->getExists() &&
				ObjectManager->specialBuildings[spBuilding]->isLookoutTower() &&
				(ObjectManager->specialBuildings[spBuilding]->getTeamId() == id))
		{
			GameObjectPtr obj = ObjectManager->specialBuildings[spBuilding];
			if(!obj->isDisabled() && !obj->isDestroyed() && (obj->getStatus() != OBJECT_STATUS_SHUTDOWN))
			{
				Stuff::Vector3D distance;
				distance.Subtract(tPos, obj->getPosition());
				float dist = distance.GetApproximateLength();
				//Figure out altitude above minimum terrain altitude and look up in table.
				float baseElevation = MapData::waterDepth;
				if(MapData::waterDepth < Terrain::userMin)
					baseElevation = Terrain::userMin;
				float altitude = obj->getPosition().z - baseElevation;
				float altitudeIntegerRange = (Terrain::userMax - baseElevation) * 0.00390625f;
				int32_t altLevel = 0;
				if(altitudeIntegerRange > Stuff::SMALL)
					altLevel = altitude / altitudeIntegerRange;
				if(altLevel < 0)
					altLevel = 0;
				if(altLevel > 255)
					altLevel = 255;
				float radius = visualRangeTable[altLevel];
				//Scouting specialty skill.
				if(obj->isMover())
				{
					MoverPtr mover = (MoverPtr)obj;
					if(mover->pilot && mover->pilot->isScout())
						radius += (radius * 0.2f);
					radius *= mover->getLOSFactor();
				}
				if(dist <= (radius * 25.0f * worldUnitsPerMeter))
				{
					if(lineOfSight(obj->getLOSPosition(), tPos, id, 0.0f, obj->getAppearRadius(), false))
						return true;
				}
			}
		}
	}
	return false;
}