// 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; } } }
// 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; } } }