// called once per frame to update the reticle gauges. Makes calls to // ship_dumbfire_threat() and ship_lock_threat() and updates Threat_flags. void hud_update_reticle( player *pp ) { int rval; ship *shipp; // multiplayer clients won't call this routine if ( MULTIPLAYER_CLIENT || MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) return; shipp = &Ships[Objects[pp->objnum].instance]; if ( ship_dumbfire_threat(shipp) ) { pp->threat_flags |= THREAT_DUMBFIRE; pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME); } if ( timestamp_elapsed(pp->update_dumbfire_time) ) { pp->update_dumbfire_time = timestamp(THREAT_UPDATE_DUMBFIRE_TIME); pp->threat_flags &= ~THREAT_DUMBFIRE; } if ( timestamp_elapsed(pp->update_lock_time) ) { pp->threat_flags &= ~(THREAT_LOCK | THREAT_ATTEMPT_LOCK); pp->update_lock_time = timestamp(THREAT_UPDATE_LOCK_TIME); rval = ship_lock_threat(shipp); if ( rval == 1 ) { pp->threat_flags |= THREAT_ATTEMPT_LOCK; } else if ( rval == 2 ) { pp->threat_flags |= THREAT_LOCK; } } if(Player->threat_flags & THREAT_LOCK ) { // a less hacked up version of the missile launch warning hud_start_text_flash(XSTR("Launch", 1507), THREAT_LOCK_FLASH, fl2i(THREAT_LOCK_FLASH/2.0f)); } if ( Player->threat_flags & (THREAT_ATTEMPT_LOCK) ) { if ( timestamp_elapsed(Threat_lock_timer) ) { Threat_lock_timer = timestamp(THREAT_LOCK_FLASH); Threat_lock_frame++; if ( Threat_lock_frame > 2 ) { Threat_lock_frame = 1; } if ( (Threat_lock_frame == 2) && (Player->threat_flags & THREAT_ATTEMPT_LOCK ) ) { snd_play( &Snds[ship_get_sound(Player_obj, SND_THREAT_FLASH)]); } } } }
void cmeasure_maybe_alert_success(object *objp) { //Is this a countermeasure, and does it have a parent if ( objp->type != OBJ_WEAPON || objp->parent < 0) { return; } Assert(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Cmeasure]); if ( objp->parent == OBJ_INDEX(Player_obj) ) { hud_start_text_flash(XSTR("Evaded", 1430), 800); snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, SND_MISSILE_EVADED_POPUP))); } else if ( Objects[objp->parent].flags[Object::Object_Flags::Player_ship] ) { send_countermeasure_success_packet( objp->parent ); } }
// start the emp effect for MYSELF (intensity == arbitrary intensity variable, time == time the effect will last) // NOTE : time should be in seconds void emp_start_local(float intensity, float time) { int idx; float start_intensity; // determine pre-existing EMP intensity (if any) start_intensity = Emp_intensity < 0.0f ? 0.0f : Emp_intensity; // cap all values (make sure that we un-normalize start_intensity) if(intensity + (start_intensity * EMP_INTENSITY_MAX) >= EMP_INTENSITY_MAX){ intensity = EMP_INTENSITY_MAX - 1.0f; } else { intensity += (start_intensity * EMP_INTENSITY_MAX); } if(time >= EMP_TIME_MAX){ time = EMP_TIME_MAX - 0.1f; } // setup all vars Emp_intensity = intensity / EMP_INTENSITY_MAX; // lose my current target if any if(Player_ai != NULL){ Player_ai->target_objnum = -1; } // lose any lock we have or are getting hud_lock_reset(); // reset HUD gauge text wackiness stuff for(idx=0; idx<NUM_TEXT_STAMPS; idx++){ memset(Emp_wacky_text[idx].str, 0, 256); Emp_wacky_text[idx].stamp = -1; } // start the emp icon flashing hud_start_text_flash(NOX("Emp"), 5000); // determine how much we have to decrement the effect per second Emp_decr = Emp_intensity / time; // play a flash game_flash( 1.0f, 1.0f, 0.5f ); }
// If this is a player countermeasure, let the player know he evaded a missile void cmeasure_maybe_alert_success(object* objp) { //Is this a countermeasure, and does it have a parent if (objp->type != OBJ_WEAPON || objp->parent < 0) { return; } Assert(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_CMEASURE); if (objp->parent == OBJ_INDEX(Player_obj)) { hud_start_text_flash(XSTR("Evaded", 1430), 800); snd_play(&Snds[SND_MISSILE_EVADED_POPUP]); } else if (Objects[objp->parent].flags & OF_PLAYER_SHIP) { send_countermeasure_success_packet(objp->parent); } }
/** * Checks debris-ship collisions. * @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is ship. * @return 1 if all future collisions between these can be ignored */ int collide_debris_ship( obj_pair * pair ) { float dist; object *pdebris = pair->a; object *pship = pair->b; // Don't check collisions for warping out player if ( Player->control_mode != PCM_NORMAL ) { if ( pship == Player_obj ) return 0; } Assert( pdebris->type == OBJ_DEBRIS ); Assert( pship->type == OBJ_SHIP ); // don't check collision if it's our own debris and we are dying if ( (pdebris->parent == OBJ_INDEX(pship)) && (Ships[pship->instance].flags[Ship::Ship_Flags::Dying]) ) return 0; dist = vm_vec_dist( &pdebris->pos, &pship->pos ); if ( dist < pdebris->radius + pship->radius ) { int hit; vec3d hitpos; // create and initialize ship_ship_hit_info struct collision_info_struct debris_hit_info; init_collision_info_struct(&debris_hit_info); if ( pdebris->phys_info.mass > pship->phys_info.mass ) { debris_hit_info.heavy = pdebris; debris_hit_info.light = pship; } else { debris_hit_info.heavy = pship; debris_hit_info.light = pdebris; } hit = debris_check_collision(pdebris, pship, &hitpos, &debris_hit_info ); if ( hit ) { Script_system.SetHookObjects(4, "Ship", pship, "Debris", pdebris, "Self", pship, "Object", pdebris); bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, pship); Script_system.SetHookObjects(2, "Self",pdebris, "Object", pship); bool debris_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, pdebris); if(!ship_override && !debris_override) { float ship_damage; float debris_damage; // do collision physics calculate_ship_ship_collision_physics( &debris_hit_info ); if ( debris_hit_info.impulse < 0.5f ) return 0; // calculate ship damage ship_damage = 0.005f * debris_hit_info.impulse; // Cut collision-based damage in half. // Decrease heavy damage by 2x. if (ship_damage > 5.0f) ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f; // calculate debris damage and set debris damage to greater or debris and ship // debris damage is needed since we can really whack some small debris with afterburner and not do // significant damage to ship but the debris goes off faster than afterburner speed. debris_damage = debris_hit_info.impulse/pdebris->phys_info.mass; // ie, delta velocity of debris debris_damage = (debris_damage > ship_damage) ? debris_damage : ship_damage; // modify ship damage by debris damage multiplier ship_damage *= Debris[pdebris->instance].damage_mult; // supercaps cap damage at 10-20% max hull ship damage if (Ship_info[Ships[pship->instance].ship_info_index].flags[Ship::Info_Flags::Supercap]) { float cap_percent_damage = frand_range(0.1f, 0.2f); ship_damage = MIN(ship_damage, cap_percent_damage * Ships[pship->instance].ship_max_hull_strength); } // apply damage to debris debris_hit( pdebris, pship, &hitpos, debris_damage); // speed => damage int quadrant_num, apply_ship_damage; // apply damage to ship unless 1) debris is from ship apply_ship_damage = !(pship->signature == pdebris->parent_sig); if ( debris_hit_info.heavy == pship ) { quadrant_num = get_ship_quadrant_from_global(&hitpos, pship); if ((pship->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(pship, quadrant_num) ) { quadrant_num = -1; } if (apply_ship_damage) { ship_apply_local_damage(debris_hit_info.heavy, debris_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, debris_hit_info.submodel_num); } } else { // don't draw sparks using sphere hit position if (apply_ship_damage) { ship_apply_local_damage(debris_hit_info.light, debris_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS); } } // maybe print Collision on HUD if ( pship == Player_obj ) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } collide_ship_ship_do_sound(&hitpos, pship, pdebris, pship==Player_obj); } Script_system.SetHookObjects(2, "Self",pship, "Object", pdebris); if(!(debris_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDEDEBRIS, '\0', NULL, pship); Script_system.SetHookObjects(2, "Self",pdebris, "Object", pship); if((debris_override && !ship_override) || (!debris_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, pdebris); Script_system.RemHookVars(4, "Ship", "Debris", "Self", "Object"); return 0; } } else { // Bounding spheres don't intersect, set timestamp for next collision check. float ship_max_speed, debris_speed; float time; ship *shipp; shipp = &Ships[pship->instance]; if (ship_is_beginning_warpout_speedup(pship)) { ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(pship)); } else { ship_max_speed = ship_get_max_speed(shipp); } ship_max_speed = MAX(ship_max_speed, 10.0f); ship_max_speed = MAX(ship_max_speed, pship->phys_info.vel.xyz.z); debris_speed = pdebris->phys_info.speed; time = 1000.0f * (dist - pship->radius - pdebris->radius - 10.0f) / (ship_max_speed + debris_speed); // 10.0f is a safety factor time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 100) { pair->next_check_time = timestamp( fl2i(time) ); } else { pair->next_check_time = timestamp(0); // check next time } } return 0; }
/** * Checks asteroid-ship collisions. * @param pair obj_pair pointer to the two objects. pair->a is asteroid and pair->b is ship. * @return 1 if all future collisions between these can be ignored */ int collide_asteroid_ship( obj_pair * pair ) { if (!Asteroids_enabled) return 0; float dist; object *pasteroid = pair->a; object *pship = pair->b; // Don't check collisions for warping out player if ( Player->control_mode != PCM_NORMAL ) { if ( pship == Player_obj ) return 0; } if (pasteroid->hull_strength < 0.0f) return 0; Assert( pasteroid->type == OBJ_ASTEROID ); Assert( pship->type == OBJ_SHIP ); dist = vm_vec_dist( &pasteroid->pos, &pship->pos ); if ( dist < pasteroid->radius + pship->radius ) { int hit; vec3d hitpos; // create and initialize ship_ship_hit_info struct collision_info_struct asteroid_hit_info; init_collision_info_struct(&asteroid_hit_info); if ( pasteroid->phys_info.mass > pship->phys_info.mass ) { asteroid_hit_info.heavy = pasteroid; asteroid_hit_info.light = pship; } else { asteroid_hit_info.heavy = pship; asteroid_hit_info.light = pasteroid; } hit = asteroid_check_collision(pasteroid, pship, &hitpos, &asteroid_hit_info ); if ( hit ) { //Scripting support (WMC) Script_system.SetHookObjects(4, "Ship", pship, "Asteroid", pasteroid, "Self",pship, "Object", pasteroid); bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, pship); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", pship); bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, pasteroid); if(!ship_override && !asteroid_override) { float ship_damage; float asteroid_damage; vec3d asteroid_vel = pasteroid->phys_info.vel; // do collision physics calculate_ship_ship_collision_physics( &asteroid_hit_info ); if ( asteroid_hit_info.impulse < 0.5f ) return 0; // limit damage from impulse by making max impulse (for damage) 2*m*v_max_relative float max_ship_impulse = (2.0f*pship->phys_info.max_vel.xyz.z+vm_vec_mag_quick(&asteroid_vel)) * (pship->phys_info.mass*pasteroid->phys_info.mass) / (pship->phys_info.mass + pasteroid->phys_info.mass); if (asteroid_hit_info.impulse > max_ship_impulse) { ship_damage = 0.001f * max_ship_impulse; } else { ship_damage = 0.001f * asteroid_hit_info.impulse; // Cut collision-based damage in half. } // Decrease heavy damage by 2x. if (ship_damage > 5.0f) ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f; if ((ship_damage > 500.0f) && (ship_damage > Ships[pship->instance].ship_max_hull_strength/8.0f)) { ship_damage = Ships[pship->instance].ship_max_hull_strength/8.0f; nprintf(("AI", "Pinning damage to %s from asteroid at %7.3f (%7.3f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ships[pship->instance].ship_max_hull_strength)); } // Decrease damage during warp out because it's annoying when your escoree dies during warp out. if (Ai_info[Ships[pship->instance].ai_index].mode == AIM_WARP_OUT) ship_damage /= 3.0f; // calculate asteroid damage and set asteroid damage to greater or asteroid and ship // asteroid damage is needed since we can really whack some small asteroid with afterburner and not do // significant damage to ship but the asteroid goes off faster than afterburner speed. asteroid_damage = asteroid_hit_info.impulse/pasteroid->phys_info.mass; // ie, delta velocity of asteroid asteroid_damage = (asteroid_damage > ship_damage) ? asteroid_damage : ship_damage; // apply damage to asteroid asteroid_hit( pasteroid, pship, &hitpos, asteroid_damage); // speed => damage //extern fix Missiontime; int quadrant_num; if ( asteroid_hit_info.heavy == pship ) { quadrant_num = get_ship_quadrant_from_global(&hitpos, pship); if ((pship->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(pship, quadrant_num) ) { quadrant_num = -1; } ship_apply_local_damage(asteroid_hit_info.heavy, asteroid_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, asteroid_hit_info.submodel_num); } else { // don't draw sparks (using sphere hitpos) ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS); } // maybe print Collision on HUD if ( pship == Player_obj ) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } collide_ship_ship_do_sound(&hitpos, pship, pasteroid, pship==Player_obj); } Script_system.SetHookObjects(2, "Self",pship, "Object", pasteroid); if(!(asteroid_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, pship); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", pship); if((asteroid_override && !ship_override) || (!asteroid_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, pasteroid); Script_system.RemHookVars(4, "Ship", "Asteroid", "Self", "Object"); return 0; } return 0; } else { // estimate earliest time at which pair can hit float asteroid_max_speed, ship_max_speed, time; ship *shipp = &Ships[pship->instance]; asteroid_max_speed = vm_vec_mag(&pasteroid->phys_info.vel); // Asteroid... vel gets reset, not max vel.z asteroid_max_speed = MAX(asteroid_max_speed, 10.0f); if (ship_is_beginning_warpout_speedup(pship)) { ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(pship)); } else { ship_max_speed = ship_get_max_speed(shipp); } ship_max_speed = MAX(ship_max_speed, 10.0f); ship_max_speed = MAX(ship_max_speed, pship->phys_info.vel.xyz.z); time = 1000.0f * (dist - pship->radius - pasteroid->radius - 10.0f) / (asteroid_max_speed + ship_max_speed); // 10.0f is a safety factor time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 100) { pair->next_check_time = timestamp( fl2i(time) ); } else { pair->next_check_time = timestamp(0); // check next time } return 0; } }
// Checks debris-ship collisions. pair->a is debris and pair->b is ship. // Returns 1 if all future collisions between these can be ignored int collide_debris_ship( obj_pair * pair ) { float dist; object *pdebris = pair->a; object *pship = pair->b; // Don't check collisions for warping out player if ( Player->control_mode != PCM_NORMAL ) { if ( pship == Player_obj ) return 0; } Assert( pdebris->type == OBJ_DEBRIS ); Assert( pship->type == OBJ_SHIP ); /* Debris_ship_count++; if (Debris_ship_count % 100 == 0) nprintf(("AI", "Done %i debris:ship checks in %i frames = %.2f checks/frame\n", Debris_ship_count, Framecount, (float) Debris_ship_count/Framecount)); */ dist = vm_vec_dist( &pdebris->pos, &pship->pos ); if ( dist < pdebris->radius + pship->radius ) { int hit; vector hitpos; // create and initialize ship_ship_hit_info struct collision_info_struct debris_hit_info; memset( &debris_hit_info, -1, sizeof(collision_info_struct) ); if ( pdebris->phys_info.mass > pship->phys_info.mass ) { debris_hit_info.heavy = pdebris; debris_hit_info.light = pship; } else { debris_hit_info.heavy = pship; debris_hit_info.light = pdebris; } hit = debris_check_collision(pdebris, pship, &hitpos, &debris_hit_info ); if ( hit ) { float ship_damage; float debris_damage; // do collision physics calculate_ship_ship_collision_physics( &debris_hit_info ); if ( debris_hit_info.impulse < 0.5f ) return 0; // calculate ship damage ship_damage = 0.005f * debris_hit_info.impulse; // Cut collision-based damage in half. // Decrease heavy damage by 2x. if (ship_damage > 5.0f) ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f; // calculate debris damage and set debris damage to greater or debris and ship // debris damage is needed since we can really whack some small debris with afterburner and not do // significant damage to ship but the debris goes off faster than afterburner speed. debris_damage = debris_hit_info.impulse/pdebris->phys_info.mass; // ie, delta velocity of debris debris_damage = (debris_damage > ship_damage) ? debris_damage : ship_damage; // supercaps cap damage at 10-20% max hull ship damage if (Ship_info[Ships[pship->instance].ship_info_index].flags & SIF_SUPERCAP) { float cap_percent_damage = frand_range(0.1f, 0.2f); ship_damage = min(ship_damage, cap_percent_damage * Ship_info[Ships[pship->instance].ship_info_index].initial_hull_strength); } // apply damage to debris debris_hit( pdebris, pship, &hitpos, debris_damage); // speed => damage int quadrant_num, apply_ship_damage; // apply damage to ship unless 1) debris is from ship // apply_ship_damage = !((pship->signature == pdebris->parent_sig) && ship_is_beginning_warpout_speedup(pship)); apply_ship_damage = !(pship->signature == pdebris->parent_sig); if ( debris_hit_info.heavy == pship ) { quadrant_num = get_ship_quadrant_from_global(&hitpos, pship); if ((pship->flags & OF_NO_SHIELDS) || !ship_is_shield_up(pship, quadrant_num) ) { quadrant_num = -1; } if (apply_ship_damage) { ship_apply_local_damage(debris_hit_info.heavy, debris_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, debris_hit_info.submodel_num); } } else { // don't draw sparks using sphere hit position if (apply_ship_damage) { ship_apply_local_damage(debris_hit_info.light, debris_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS); } } // maybe print Collision on HUD if ( pship == Player_obj ) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } collide_ship_ship_do_sound(&hitpos, pship, pdebris, pship==Player_obj); return 0; } } else { // Bounding spheres don't intersect, set timestamp for next collision check. float ship_max_speed, debris_speed; float time; ship *shipp; shipp = &Ships[pship->instance]; if (ship_is_beginning_warpout_speedup(pship)) { ship_max_speed = max(ship_get_max_speed(shipp), ship_get_warp_speed(pship)); } else { ship_max_speed = ship_get_max_speed(shipp); } ship_max_speed = max(ship_max_speed, 10.0f); ship_max_speed = max(ship_max_speed, pship->phys_info.vel.xyz.z); debris_speed = pdebris->phys_info.speed; time = 1000.0f * (dist - pship->radius - pdebris->radius - 10.0f) / (ship_max_speed + debris_speed); // 10.0f is a safety factor time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 100) { //nprintf(("AI", "Ship %s debris #%i delay time = %.1f seconds\n", Ships[pship->instance].ship_name, pdebris-Objects, time/1000.0f)); pair->next_check_time = timestamp( fl2i(time) ); } else { pair->next_check_time = timestamp(0); // check next time } } return 0; }