Files
fs2open.github.com/code/hud/hudlock.cpp
John Fernandez 4250aab601 Hud Bracket fixes
1) A comprehensive fix for the is_target_dying variable

2) Also do distance correctly for non-player target brackets by adding a check that we're dealing with the target before using the current target distance.  Then also calc distance if it is not the player target.

3) Update comments and checks to be consistent

Many of these did not reflect how the variable was actually used, so update the comments.
2022-06-29 11:40:12 -04:00

2218 lines
68 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ai/ai.h"
#include "debugconsole/console.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/linklist.h"
#include "hud/hudlock.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "mission/missionparse.h"
#include "network/multi.h"
#include "object/object.h"
#include "playerman/player.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
// Used for aspect locks. -MageKing17
#define VIRTUAL_FRAME_HALF_WIDTH 320.0f
#define VIRTUAL_FRAME_HALF_HEIGHT 240.0f
vec3d lock_world_pos;
static float Lock_start_dist;
sound_handle Missile_track_loop = sound_handle::invalid();
sound_handle Missile_lock_loop = sound_handle::invalid();
int Lock_target_box_width[GR_NUM_RESOLUTIONS] = {
19,
30
};
int Lock_target_box_height[GR_NUM_RESOLUTIONS] = {
19,
30
};
// the locked triangles (that orbit lock indicator) dimensions
float Lock_triangle_base[GR_NUM_RESOLUTIONS] = {
4.0f,
6.5f
};
float Lock_triangle_height[GR_NUM_RESOLUTIONS] = {
4.0f,
6.5f
};
int Lock_gauge_half_w[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
{ 15, 24 },
{ 17, 28 }
};
int Lock_gauge_half_h[GR_NUM_RESOLUTIONS] = {
15,
25
};
#define LOCK_GAUGE_BLINK_RATE 5 // blinks/sec
int Lockspin_half_w[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
{ 16, 26 },
{ 31, 50 }
};
int Lockspin_half_h[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
{ 16, 26 },
{ 32, 52 }
};
char Lock_fname[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] =
{
{ "lock1_fs1", "2_lock1_fs1" },
{ "lock1", "2_lock1" }
};
char Lockspin_fname[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] =
{
{ "lockspin_fs1", "2_lockspin_fs1" },
{ "lockspin", "2_lockspin" }
};
void hud_lock_determine_lock_point(vec3d *lock_world_pos_out);
void hud_lock_determine_lock_point(lock_info *current_lock);
// hud_init_missile_lock() is called at the beginning of a mission
//
void hud_init_missile_lock()
{
Players[Player_num].lock_indicator_start_x = -1;
Players[Player_num].lock_indicator_start_y = -1;
Players[Player_num].lock_indicator_visible = 0;
Player_ai->current_target_is_locked = 0;
Player_ai->last_secondary_index = -1;
}
HudGaugeLock::HudGaugeLock():
HudGauge(HUD_OBJECT_LOCK, HUD_LEAD_INDICATOR, false, false, VM_DEAD_VIEW, 255, 255, 255)
{
}
void HudGaugeLock::initGaugeHalfSize(int w, int h)
{
Lock_gauge_half_w = w;
Lock_gauge_half_h = h;
}
void HudGaugeLock::initSpinHalfSize(int w, int h)
{
Lockspin_half_w = w;
Lockspin_half_h = h;
}
void HudGaugeLock::initTriHeight(float h)
{
Lock_triangle_height = h;
}
void HudGaugeLock::initTriBase(float length)
{
Lock_triangle_base = length;
}
void HudGaugeLock::initTargetBoxSize(int w, int h)
{
Lock_target_box_width = w;
Lock_target_box_height = h;
}
void HudGaugeLock::initLoopLockedAnim(bool loop)
{
loop_locked_anim = loop;
}
void HudGaugeLock::initBlinkLockedAnim(bool blink)
{
blink_locked_anim = blink;
}
void HudGaugeLock::initBitmaps(char *lock_gauge_fname, char *lock_anim_fname)
{
hud_anim_init(&Lock_gauge, 0, 0, lock_gauge_fname);
hud_anim_load(&Lock_gauge);
hud_anim_init(&Lock_anim, 0, 0, lock_anim_fname);
hud_anim_load(&Lock_anim);
}
void HudGaugeLock::initialize()
{
Lock_gauge_draw_stamp = -1;
Lock_gauge_draw = 0;
Rotate_time_id = 1;
Last_lock_status = false;
Lock_anim.time_elapsed = 0.0f;
Lock_gauge.time_elapsed = 0.0f;
HudGauge::initialize();
}
// hud_show_lock_indicator() will display the lock indicator for homing missiles.
// lock_point_pos should be the world coordinates of the target being locked. Assuming all the
// necessary locking calculations are done for this frame, this function will compute
// where the indicator should be relative to the player's viewpoint and will render accordingly.
void HudGaugeLock::renderOld(float frametime)
{
int target_objnum, sx, sy;
object *targetp;
vertex lock_point;
bool locked = Player_ai->current_target_is_locked ? true : false;
bool reset_timers = false;
if ( locked != Last_lock_status ) {
// check if player lock status has changed since the last frame.
reset_timers = true;
Last_lock_status = locked;
}
if (Player_ai->target_objnum == -1) {
return;
}
// 1 is the only value for which your target is actually dying
if (Player->target_is_dying == 1) {
return;
}
if (!Players[Player_num].lock_indicator_visible){
return;
}
target_objnum = Player_ai->target_objnum;
Assert(target_objnum != -1);
targetp = &Objects[target_objnum];
// check to see if there are any missile to fire.. we don't want to show the
// lock indicator if there are missiles to fire.
if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
return;
}
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
gr_set_screen_scale(base_w, base_h);
// Get the target's current position on the screen. If he's not on there,
// we're not going to draw the lock indicator even if he's in front
// of our ship, so bail out.
g3_rotate_vertex(&lock_point, &lock_world_pos);
g3_project_vertex(&lock_point);
if (lock_point.codes & PF_OVERFLOW) {
gr_reset_screen_scale();
if(!in_frame)
g3_end_frame();
return;
}
hud_set_iff_color(targetp);
// nprintf(("Alan","lockx: %d, locky: %d TargetX: %d, TargetY: %d\n", Players[Player_num].lock_indicator_x, Players[Player_num].lock_indicator_y, Player->current_target_sx, Player->current_target_sy));
// We have the coordinates of the lock indicator relative to the target in our "virtual frame"
// so, we calculate where it should be drawn based on the player's viewpoint.
if (Player_ai->current_target_is_locked) {
sx = fl2i(lock_point.screen.xyw.x);
sy = fl2i(lock_point.screen.xyw.y);
gr_unsize_screen_pos(&sx, &sy);
// show the rotating triangles if target is locked
renderLockTriangles(sx, sy, frametime);
if ( reset_timers ) {
Lock_gauge.time_elapsed = 0.0f;
}
} else {
const float scaling_factor = (gr_screen.clip_center_x < gr_screen.clip_center_y) ? (gr_screen.clip_center_x / VIRTUAL_FRAME_HALF_WIDTH) : (gr_screen.clip_center_y / VIRTUAL_FRAME_HALF_HEIGHT);
sx = fl2i(lock_point.screen.xyw.x) - fl2i(i2fl(Player->current_target_sx - Players[Player_num].lock_indicator_x) * scaling_factor);
sy = fl2i(lock_point.screen.xyw.y) - fl2i(i2fl(Player->current_target_sy - Players[Player_num].lock_indicator_y) * scaling_factor);
gr_unsize_screen_pos(&sx, &sy);
if ( reset_timers ) {
Lock_gauge_draw_stamp = -1;
Lock_gauge_draw = 0;
Lock_anim.time_elapsed = 0.0f;
}
}
// show locked indicator
Lock_gauge.sx = sx - Lock_gauge_half_w;
Lock_gauge.sy = sy - Lock_gauge_half_h;
if (Player_ai->current_target_is_locked) {
hud_anim_render(&Lock_gauge, 0.0f, 1);
} else {
hud_anim_render(&Lock_gauge, frametime, 1);
}
gr_reset_screen_scale();
if(!in_frame)
g3_end_frame();
}
// hud_show_lock_indicator() will display the lock indicator for homing missiles.
// lock_point_pos should be the world coordinates of the target being locked. Assuming all the
// necessary locking calculations are done for this frame, this function will compute
// where the indicator should be relative to the player's viewpoint and will render accordingly.
void HudGaugeLock::render(float frametime)
{
size_t i;
lock_info *current_lock;
vertex lock_point;
int sx, sy;
// check to see if there are any missile to fire.. we don't want to show the
// lock indicator if there are missiles to fire.
if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
return;
}
bool in_frame = g3_in_frame() > 0;
if(!in_frame)
g3_start_frame(0);
gr_set_screen_scale(base_w, base_h);
// go through all present lock indicators
for ( i = 0; i < Player_ship->missile_locks.size(); ++i ) {
current_lock = &Player_ship->missile_locks[i];
if ( !current_lock->indicator_visible ) {
continue;
}
// Get the target's current position on the screen. If he's not on there,
// we're not going to draw the lock indicator even if he's in front
// of our ship, so bail out.
g3_rotate_vertex(&lock_point, &current_lock->world_pos);
g3_project_vertex(&lock_point);
if (lock_point.codes & PF_OVERFLOW) {
continue;
}
hud_set_iff_color(current_lock->obj);
// We have the coordinates of the lock indicator relative to the target in our "virtual frame"
// so, we calculate where it should be drawn based on the player's viewpoint.
if ( current_lock->locked ) {
sx = fl2i(lock_point.screen.xyw.x);
sy = fl2i(lock_point.screen.xyw.y);
gr_unsize_screen_pos(&sx, &sy);
// show the rotating triangles if target is locked
renderLockTrianglesNew(sx, sy, frametime, current_lock);
} else {
const float scaling_factor = (gr_screen.clip_center_x < gr_screen.clip_center_y)
? (gr_screen.clip_center_x / VIRTUAL_FRAME_HALF_WIDTH)
: (gr_screen.clip_center_y / VIRTUAL_FRAME_HALF_HEIGHT);
sx = fl2i(lock_point.screen.xyw.x) - fl2i(i2fl(current_lock->current_target_sx - current_lock->indicator_x) * scaling_factor);
sy = fl2i(lock_point.screen.xyw.y) - fl2i(i2fl(current_lock->current_target_sy - current_lock->indicator_y) * scaling_factor);
gr_unsize_screen_pos(&sx, &sy);
}
Lock_gauge.sx = sx - Lock_gauge_half_w;
Lock_gauge.sy = sy - Lock_gauge_half_h;
if( current_lock->locked ){
current_lock->lock_gauge_time_elapsed = 0.0f;
Lock_gauge.time_elapsed = current_lock->lock_gauge_time_elapsed;
hud_anim_render(&Lock_gauge, 0.0f, 1);
} else {
// manually track the animation time, since we may have more than one lock
current_lock->lock_gauge_time_elapsed += frametime;
if (current_lock->lock_gauge_time_elapsed > Lock_gauge.total_time) {
current_lock->lock_gauge_time_elapsed = 0.0f;
}
Lock_gauge.time_elapsed = current_lock->lock_gauge_time_elapsed;
hud_anim_render(&Lock_gauge, 0.0f, 1);
}
}
gr_reset_screen_scale();
if(!in_frame)
g3_end_frame();
}
// Reset data used for player lock indicator
void hud_lock_reset(float lock_time_scale)
{
weapon_info *wip;
ship_weapon *swp;
swp = &Player_ship->weapons;
if ((swp->current_secondary_bank >= 0) && (swp->secondary_bank_weapons[swp->current_secondary_bank] >= 0)) {
Assert(swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS);
Assert(swp->secondary_bank_weapons[swp->current_secondary_bank] < weapon_info_size());
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
Player->lock_time_to_target = i2fl(wip->min_lock_time*lock_time_scale);
} else {
Player->lock_time_to_target = 0.0f;
}
Player_ai->current_target_is_locked = 0;
Players[Player_num].lock_indicator_visible = 0;
Player->target_in_lock_cone = 0;
Player->current_target_sx = -1;
Player->current_target_sy = -1;
Player->locking_subsys=NULL;
Player->locking_on_center=0;
Player->locking_subsys_parent=-1;
hud_stop_looped_locking_sounds();
// reset the lock anim time elapsed
// Lock_anim.time_elapsed = 0.0f;
for ( auto & missile_locks : Player_ship->missile_locks) {
ship_clear_lock(&missile_locks);
}
}
// Determine if the locking code has a point to track
int hud_lock_has_homing_point()
{
if ( Player_ai->targeted_subsys || Player->locking_subsys || Player->locking_on_center ) {
return 1;
}
return 0;
}
int Nebula_sec_range = 0;
DCF_BOOL(nebula_sec_range, Nebula_sec_range);
// Determine if point to lock on is in range
int hud_lock_target_in_range()
{
vec3d target_world_pos;
object *targetp;
if ( !hud_lock_has_homing_point() ) {
return 0;
}
targetp = &Objects[Player_ai->target_objnum];
if ( Player_ai->targeted_subsys != NULL ) {
vm_vec_unrotate(&target_world_pos, &Player_ai->targeted_subsys->system_info->pnt, &targetp->orient);
vm_vec_add2(&target_world_pos, &targetp->pos);
} else {
if ( Player->locking_subsys ) {
vm_vec_unrotate(&target_world_pos, &Player->locking_subsys->system_info->pnt, &targetp->orient);
vm_vec_add2(&target_world_pos, &targetp->pos);
} else {
Assert(Player->locking_on_center);
target_world_pos = targetp->pos;
}
}
ship_weapon* swp = &Player_ship->weapons;
weapon_info* wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
return weapon_secondary_world_pos_in_range(Player_obj, wip, &target_world_pos);
}
int hud_abort_lock()
{
int target_team;
weapon_info *wip;
ship_weapon *swp;
if ( Player_ship->weapons.num_secondary_banks <= 0 ) {
return 1;
}
if ( Player_ship->weapons.current_secondary_bank < 0 ) {
return 1;
}
// check to see if there are any missile to fire.. we don't want to show the
// lock indicator if there are no missiles to fire.
if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
return 1;
}
if ( Player_ship->flags[Ship::Ship_Flags::No_secondary_lockon] ) {
return 1;
}
swp = &Player_ship->weapons;
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
// if we're on the same team and the team doesn't attack itself, then don't lock!
if ( (Player_ai->target_objnum >= 0) ) {
target_team = obj_team(&Objects[Player_ai->target_objnum]);
if ( ( Player_ship->team == target_team) && ( !iff_x_attacks_y(Player_ship->team, target_team) )
&& !weapon_has_iff_restrictions(wip)) {
// if we're in multiplayer dogfight, ignore this
// remember to check if we're firing a missile that doesn't require a current target
if(!MULTI_DOGFIGHT || wip->target_restrict == LR_ANY_TARGETS) {
return 1;
}
}
}
// Reset locks on launch if this weapon allows it and if we've recently fired.
if ( wip->launch_reset_locks && !timestamp_elapsed(swp->next_secondary_fire_stamp[swp->current_secondary_bank]) ) {
return 1;
}
return 0;
}
// determine if the subsystem to lock on to has a direct line of sight
int hud_lock_on_subsys_ok()
{
ship_subsys *subsys;
vec3d subobj_pos;
object *target_objp;
int in_sight=0;
Assert(Player_ai->target_objnum >= 0);
target_objp = &Objects[Player_ai->target_objnum];
subsys = Player_ai->targeted_subsys;
if ( !subsys ) {
return 0;
}
vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient);
vm_vec_add2(&subobj_pos, &target_objp->pos);
if ( Player->subsys_in_view < 0 ) {
in_sight = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos);
} else {
in_sight = Player->subsys_in_view;
}
return in_sight;
}
// Determine if locking point is in the locking cone
void hud_lock_check_if_target_in_lock_cone()
{
float dot;
vec3d vec_to_target;
vm_vec_normalized_dir(&vec_to_target, &lock_world_pos, &Player_obj->pos);
dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
if ( dot > 0.85) {
Player->target_in_lock_cone = 1;
} else {
Player->target_in_lock_cone = 0;
}
}
void hud_lock_check_if_target_in_lock_cone(lock_info *current_lock, weapon_info *wip)
{
float dot;
vec3d vec_to_target;
vm_vec_normalized_dir(&vec_to_target, &current_lock->world_pos, &Player_obj->pos);
dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
current_lock->target_in_lock_cone = dot > wip->lock_fov;
}
// return 1 if current secondary weapon is different than previous secondary weapon
int hud_lock_secondary_weapon_changed(ship_weapon *swp)
{
if ( swp->current_secondary_bank != Player_ai->last_secondary_index ) {
return 1;
}
return 0;
/*
int last_wi_index = -1;
int current_wi_index = -1;
// do a quick out if same bank is selected
if ( swp->current_secondary_bank == Player_ai->last_secondary_index ) {
return 0;
}
// bank has changed, but it still may be the same weapon type
if ( swp->current_secondary_bank >= 0 ) {
current_wi_index = swp->secondary_bank_weapons[swp->current_secondary_bank];
}
if ( Player_ai->last_secondary_index >= 0 ) {
last_wi_index = swp->secondary_bank_weapons[Player_ai->last_secondary_index];
}
if ( current_wi_index != last_wi_index ) {
return 1;
}
return 0;
*/
}
// 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.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
if (wip->hud_locked_snd.isValid())
{
Missile_lock_loop = snd_play(gamesnd_get_game_sound(wip->hud_locked_snd));
}
else
{
Missile_lock_loop = snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::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.isValid() && snd_is_playing(Missile_lock_loop)) {
snd_stop(Missile_lock_loop);
Missile_lock_loop = sound_handle::invalid();
}
}
}
void hud_lock_acquire_current_target(object *target_objp, ship_subsys *target_subsys)
{
ship *target_shipp=nullptr;
int lock_in_range=0;
float best_lock_dot=-1.0f, lock_dot=-1.0f;
ship_subsys *ss;
vec3d subsys_world_pos, vec_to_lock;
if ( target_objp->type == OBJ_SHIP ) {
target_shipp = &Ships[target_objp->instance];
}
ship_weapon* swp = &Player_ship->weapons;
weapon_info* wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
// Reset target subsys in case it isn't needed
if (target_subsys != nullptr) target_subsys = nullptr;
// if a large ship, lock to pos closest to center and within range
if ( (target_shipp) && (Ship_info[target_shipp->ship_info_index].is_big_or_huge()) ) {
// check all the subsystems and the center of the ship
// assume best lock pos is the center of the ship
lock_in_range = weapon_secondary_world_pos_in_range(Player_obj, wip, &target_objp->pos);
vm_vec_normalized_dir(&vec_to_lock, &target_objp->pos, &Player_obj->pos);
if ( lock_in_range ) {
best_lock_dot=vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_lock);
}
// take center if reasonable dot
if ( best_lock_dot > 0.95 ) {
return;
}
// iterate through subsystems to see if we can get a better choice
ss = GET_FIRST(&target_shipp->subsys_list);
while ( ss != END_OF_LIST( &target_shipp->subsys_list ) ) {
// get world pos of subsystem
get_subsystem_world_pos(target_objp, ss, &subsys_world_pos);
if ( weapon_secondary_world_pos_in_range(Player_obj, wip, &subsys_world_pos) ) {
vm_vec_normalized_dir(&vec_to_lock, &subsys_world_pos, &Player_obj->pos);
lock_dot=vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_lock);
if ( lock_dot > best_lock_dot ) {
best_lock_dot=lock_dot;
target_subsys = ss;
}
}
ss = GET_NEXT( ss );
}
}
}
void hud_lock_acquire_uncaged_subsystem(weapon_info *wip, lock_info *lock, float *best_dot, int *least_num_locks)
{
Assert( lock->obj->type == OBJ_SHIP );
ship *sp = &Ships[lock->obj->instance];
float ss_dot;
int current_num_locks = 0;
if ( Ship_info[sp->ship_info_index].is_big_or_huge() ) {
for (ship_subsys* ss = GET_FIRST(&sp->subsys_list); ss != END_OF_LIST(&sp->subsys_list); ss = GET_NEXT(ss) ) {
if (!weapon_multilock_can_lock_on_subsys(Player_obj, lock->obj, ss, wip, &ss_dot))
continue;
// check for existing locks
current_num_locks = 0;
bool actively_locking = false;
for ( auto & missile_lock : Player_ship->missile_locks) {
if (missile_lock.obj != nullptr && OBJ_INDEX(missile_lock.obj) == OBJ_INDEX(lock->obj) ) {
if (missile_lock.subsys != nullptr && missile_lock.subsys == ss ) {
if ( !missile_lock.locked ) {
// we're already currently locking on this subsystem so let's not throw another aspect lock on it.
actively_locking = true;
continue;
}
++current_num_locks;
}
}
}
if ( !actively_locking
&& current_num_locks < wip->max_seekers_per_target
&& current_num_locks <= *least_num_locks
&& ss_dot > *best_dot ) {
lock->subsys = ss;
*best_dot = ss_dot;
*least_num_locks = current_num_locks;
}
}
}
}
void hud_lock_acquire_uncaged_target(lock_info *current_lock, weapon_info *wip)
{
object *A;
float dot;
size_t i = 0;
object* best_obj = nullptr;
ship_subsys *best_subsys = nullptr;
float best_dot = 0.0f;
int current_num_locks = 0;
int least_num_locks = INT_MAX;
bool actively_locking = false;
for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
ship* sp = &Ships[A->instance];
if (!weapon_multilock_can_lock_on_target(Player_obj, A, wip, &dot))
continue;
bool in_range = weapon_secondary_world_pos_in_range(Player_obj, wip, &A->pos);
if ( Ship_info[sp->ship_info_index].is_big_or_huge() ) {
lock_info temp_lock;
temp_lock.obj = A;
temp_lock.subsys = nullptr;
float ss_dot = 0.0f;
int ss_num_locks = INT_MAX;
hud_lock_acquire_uncaged_subsystem(wip, &temp_lock, &ss_dot, &ss_num_locks);
if ( temp_lock.subsys != nullptr && ss_num_locks < wip->max_seekers_per_target && ss_num_locks <= least_num_locks && ss_dot > best_dot ) {
best_subsys = temp_lock.subsys;
best_obj = A;
best_dot = ss_dot;
least_num_locks = ss_num_locks;
}
} else {
if ( !in_range ) {
continue;
}
if ( dot < wip->lock_fov ) {
continue;
}
current_num_locks = 0;
actively_locking = false;
for ( i = 0; i < Player_ship->missile_locks.size(); ++i ) {
if ( Player_ship->missile_locks[i].obj != nullptr && OBJ_INDEX(Player_ship->missile_locks[i].obj) == OBJ_INDEX(A) && Player_ship->missile_locks[i].subsys == nullptr) {
if ( !Player_ship->missile_locks[i].locked ) {
// we're already currently locking on this subsystem so let's not throw another aspect lock on it.
actively_locking = true;
continue;
}
current_num_locks++;
}
}
if ( !actively_locking
&& current_num_locks < wip->max_seekers_per_target
&& current_num_locks <= least_num_locks
&& dot > best_dot ) {
best_subsys = nullptr;
best_obj = A;
best_dot = dot;
least_num_locks = current_num_locks;
}
}
}
current_lock->obj = best_obj;
current_lock->subsys = best_subsys;
}
void hud_lock_acquire_uncaged_target_weapon(lock_info* current_lock, weapon_info* wip)
{
object* A;
float dot;
size_t i = 0;
object* best_obj = nullptr;
ship_subsys* best_subsys = nullptr;
float best_dot = 0.0f;
int current_num_locks = 0;
int least_num_locks = INT_MAX;
bool actively_locking = false;
for (A = GET_FIRST(&obj_used_list); A != END_OF_LIST(&obj_used_list); A = GET_NEXT(A)) {
if (!weapon_multilock_can_lock_on_target(Player_obj, A, wip, &dot, true))
continue;
bool in_range = weapon_secondary_world_pos_in_range(Player_obj, wip, &A->pos);
if (!in_range) {
continue;
}
if (dot < wip->lock_fov) {
continue;
}
current_num_locks = 0;
actively_locking = false;
for (i = 0; i < Player_ship->missile_locks.size(); ++i) {
if (Player_ship->missile_locks[i].obj != nullptr && OBJ_INDEX(Player_ship->missile_locks[i].obj) == OBJ_INDEX(A) && Player_ship->missile_locks[i].subsys == nullptr) {
if (!Player_ship->missile_locks[i].locked) {
// we're already currently locking on this subsystem so let's not throw another aspect lock on it.
actively_locking = true;
continue;
}
current_num_locks++;
}
}
if (!actively_locking
&& current_num_locks < wip->max_seekers_per_target
&& current_num_locks <= least_num_locks
&& dot > best_dot) {
best_subsys = nullptr;
best_obj = A;
best_dot = dot;
least_num_locks = current_num_locks;
}
}
current_lock->obj = best_obj;
current_lock->subsys = best_subsys;
}
void hud_lock_determine_lock_target(lock_info *lock_slot, weapon_info *wip)
{
if ( lock_slot->obj != nullptr) {
return;
}
if (wip->target_restrict == LR_ANY_TARGETS) {
// if this weapon is uncaged, grab the best possible target within the player's lock cone and weapon distance
vec3d vec_to_target;
vec3d target_pos;
object *objp;
float dot;
if ( lock_slot->obj != nullptr) {
// lock slot occupied; do a check to see if this is a valid lock
objp = lock_slot->obj;
if ( lock_slot->subsys ) {
vm_vec_unrotate(&target_pos, &Player->locking_subsys->system_info->pnt, &objp->orient);
vm_vec_add2(&target_pos, &objp->pos);
} else {
target_pos = objp->pos;
}
vm_vec_normalized_dir(&vec_to_target, &target_pos, &Eye_position);
dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
if (!weapon_secondary_world_pos_in_range(Player_obj, wip, &lock_slot->obj->pos) || dot < wip->lock_fov) {
// set this lock slot to empty
ship_clear_lock(lock_slot);
if (wip->target_restrict_objecttypes == LR_Objecttypes::LRO_SHIPS)
hud_lock_acquire_uncaged_target(lock_slot, wip);
else
hud_lock_acquire_uncaged_target_weapon(lock_slot, wip);
}
} else {
// not using an else because the previous block may have
// invalidated the target that was previously in this lock slot
ship_clear_lock(lock_slot);
if (wip->target_restrict_objecttypes == LR_Objecttypes::LRO_SHIPS)
hud_lock_acquire_uncaged_target(lock_slot, wip);
else
hud_lock_acquire_uncaged_target_weapon(lock_slot, wip);
}
} else if ( wip->target_restrict == LR_CURRENT_TARGET_SUBSYS ) {
if ( lock_slot->obj != nullptr) {
return;
}
if ( Player_ai->target_objnum < 0 ) {
ship_clear_lock(lock_slot);
return;
}
lock_slot->obj = &Objects[Player_ai->target_objnum];
// Allow locking on ships and bombs (only targeted weapon allowed is a bomb, so don't bother checking flags)
if ( lock_slot->obj->type != OBJ_SHIP && lock_slot->obj->type != OBJ_WEAPON ) {
ship_clear_lock(lock_slot);
return;
}
if ( !weapon_target_satisfies_lock_restrictions(wip, lock_slot->obj) ) {
ship_clear_lock(lock_slot);
return;
}
if ( lock_slot->obj->type == OBJ_SHIP && Ship_info[Ships[lock_slot->obj->instance].ship_info_index].is_big_or_huge() ) {
float dot = 0.0f;
int num_locks = INT_MAX;
lock_info temp_lock;
temp_lock.obj = lock_slot->obj;
temp_lock.subsys = nullptr;
hud_lock_acquire_uncaged_subsystem(wip, &temp_lock, &dot, &num_locks);
ship_clear_lock(lock_slot);
if ( temp_lock.subsys != nullptr) {
lock_slot->obj = temp_lock.obj;
lock_slot->subsys = temp_lock.subsys;
}
} else {
// If subsystem is targeted, we must try to lock on that
if ( Player_ai->targeted_subsys && !(wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) ) {
lock_slot->subsys = Player_ai->targeted_subsys;
} else if ( wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && lock_slot->obj->type == OBJ_SHIP) {
if ( Player_ai->targeted_subsys ) {
vec3d subobj_pos;
vm_vec_unrotate(&subobj_pos, &Player->locking_subsys->system_info->pnt, &lock_slot->obj->orient);
vm_vec_add2(&subobj_pos, &lock_slot->obj->pos);
int target_subsys_in_sight = ship_subsystem_in_sight(lock_slot->obj, Player_ai->targeted_subsys, &Player_obj->pos, &subobj_pos);
if ( !target_subsys_in_sight || Player->locking_subsys->system_info->type != SUBSYSTEM_ENGINE ) {
lock_slot->subsys = ship_get_closest_subsys_in_sight(&Ships[lock_slot->obj->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
}
} else {
lock_slot->subsys = ship_get_closest_subsys_in_sight(&Ships[lock_slot->obj->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
if (lock_slot->subsys == nullptr) {
lock_slot->obj = nullptr;
return;
}
}
} else {
hud_lock_acquire_current_target(lock_slot->obj, lock_slot->subsys);
}
}
} else {
if ( lock_slot->obj != nullptr) {
return;
}
if ( Player_ai->target_objnum < 0 ) {
ship_clear_lock(lock_slot);
return;
}
// if caged, we're locking on the current target
lock_slot->obj = &Objects[Player_ai->target_objnum];
// Allow locking on ships and bombs (only targeted weapon allowed is a bomb, so don't bother checking flags)
if ( lock_slot->obj->type != OBJ_SHIP && lock_slot->obj->type != OBJ_WEAPON ) {
ship_clear_lock(lock_slot);
return;
}
if ( !weapon_target_satisfies_lock_restrictions(wip, lock_slot->obj) ) {
ship_clear_lock(lock_slot);
return;
}
// If subsystem is targeted, we must try to lock on that
if ( Player_ai->targeted_subsys && !(wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) ) {
lock_slot->subsys = Player_ai->targeted_subsys;
} else if ( wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && lock_slot->obj->type == OBJ_SHIP) {
if ( Player_ai->targeted_subsys ) {
vec3d subobj_pos;
vm_vec_unrotate(&subobj_pos, &Player_ai->targeted_subsys->system_info->pnt, &lock_slot->obj->orient);
vm_vec_add2(&subobj_pos, &lock_slot->obj->pos);
int target_subsys_in_sight = ship_subsystem_in_sight(lock_slot->obj, Player_ai->targeted_subsys, &Player_obj->pos, &subobj_pos);
if ( !target_subsys_in_sight || Player_ai->targeted_subsys->system_info->type != SUBSYSTEM_ENGINE ) {
lock_slot->subsys = ship_get_closest_subsys_in_sight(&Ships[lock_slot->obj->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
}
} else {
lock_slot->subsys = ship_get_closest_subsys_in_sight(&Ships[lock_slot->obj->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
if (lock_slot->subsys == nullptr) {
lock_slot->obj = nullptr;
return;
}
}
} else {
hud_lock_acquire_current_target(lock_slot->obj, lock_slot->subsys);
}
}
}
// Decide which point lock should be homing on
void hud_lock_determine_lock_point(lock_info *current_lock)
{
vec3d vec_to_lock_pos;
vec3d lock_local_pos;
Assert(current_lock->obj != nullptr);
current_lock->current_target_sx = -1;
current_lock->current_target_sy = -1;
if ( current_lock->subsys ) {
get_subsystem_world_pos(current_lock->obj, current_lock->subsys, &current_lock->world_pos);
} else {
current_lock->world_pos = current_lock->obj->pos;
}
vm_vec_sub(&vec_to_lock_pos,&current_lock->world_pos,&Player_obj->pos);
vm_vec_rotate(&lock_local_pos,&vec_to_lock_pos,&Player_obj->orient);
if ( lock_local_pos.xyz.z > 0.0f ) {
// Get the location of our target in the "virtual frame" where the locking computation will be done
float w = 1.0f / lock_local_pos.xyz.z;
// Let's force our "virtual frame" to be 640x480. -MageKing17
float sx = gr_screen.clip_center_x + (lock_local_pos.xyz.x * VIRTUAL_FRAME_HALF_WIDTH * w);
float sy = gr_screen.clip_center_y - (lock_local_pos.xyz.y * VIRTUAL_FRAME_HALF_HEIGHT * w);
current_lock->current_target_sx = (int)sx;
current_lock->current_target_sy = (int)sy;
}
}
void hud_calculate_lock_start_pos(lock_info *current_lock)
{
double hypotenuse;
double delta_y;
double delta_x;
double target_mag, target_x, target_y;
delta_x = static_cast<double>(current_lock->current_target_sx) - gr_screen.clip_center_x;
delta_y = static_cast<double>(current_lock->current_target_sy) - gr_screen.clip_center_y;
if ( (delta_x == 0.0) && (delta_y == 0.0) ) {
current_lock->indicator_start_x = fl2i(gr_screen.clip_center_x + Lock_start_dist);
current_lock->indicator_start_y = fl2i(gr_screen.clip_center_y);
return;
}
hypotenuse = _hypot(delta_y, delta_x);
if (hypotenuse >= Lock_start_dist) {
current_lock->indicator_start_x = fl2i(gr_screen.clip_center_x);
current_lock->indicator_start_y = fl2i(gr_screen.clip_center_y);
return;
}
target_mag = Lock_start_dist - hypotenuse;
target_x = target_mag * (delta_x / hypotenuse);
target_y = target_mag * (delta_y / hypotenuse);
current_lock->indicator_start_x = fl2i(gr_screen.clip_center_x - target_x);
current_lock->indicator_start_y = fl2i(gr_screen.clip_center_y - target_y);
CLAMP(current_lock->indicator_start_x, gr_screen.clip_left, gr_screen.clip_right);
CLAMP(current_lock->indicator_start_y, gr_screen.clip_top, gr_screen.clip_bottom);
}
void hud_calculate_lock_slot_time(lock_info *current_lock, weapon_info *wip, float frametime)
{
if ( current_lock->target_in_lock_cone ) {
if ( !current_lock->indicator_visible ) {
hud_calculate_lock_start_pos(current_lock);
current_lock->last_dist_to_target = 0;
current_lock->indicator_x = current_lock->indicator_start_x;
current_lock->indicator_y = current_lock->indicator_start_y;
current_lock->indicator_visible = true;
current_lock->accumulated_x_pixels = 0.0f;
current_lock->accumulated_y_pixels = 0.0f;
current_lock->time_to_lock = i2fl(wip->min_lock_time);
current_lock->catching_up = 0;
}
current_lock->need_new_start_pos = true;
if ( current_lock->locked ) {
current_lock->indicator_x = current_lock->current_target_sx;
current_lock->indicator_y = current_lock->current_target_sy;
return;
}
current_lock->time_to_lock -= frametime;
} else {
current_lock->time_to_lock += frametime;
}
}
void hud_calculate_lock_slot_position(lock_info *current_lock, float frametime)
{
ship_weapon *swp;
weapon_info *wip;
float pixels_moved_while_locking;
float pixels_moved_while_degrading;
//static int Need_new_start_pos = 0;
//static double accumulated_x_pixels, accumulated_y_pixels;
double int_portion;
//static float last_dist_to_target;
//static int catching_up;
//static int maintain_lock_count = 0;
//static float catch_up_distance = 0.0f;
double hypotenuse, delta_x, delta_y;
swp = &Player_ship->weapons;
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
if ( current_lock->target_in_lock_cone ) {
if ( !current_lock->indicator_visible ) {
hud_calculate_lock_start_pos(current_lock);
current_lock->last_dist_to_target = 0.0f;
current_lock->indicator_x = current_lock->indicator_start_x;
current_lock->indicator_y = current_lock->indicator_start_y;
current_lock->indicator_visible = true;
current_lock->time_to_lock = i2fl(wip->min_lock_time);
current_lock->catching_up = 0;
current_lock->maintain_lock_count = 0;
}
current_lock->need_new_start_pos = true;
if ( current_lock->locked ) {
current_lock->indicator_x = current_lock->current_target_sx;
current_lock->indicator_y = current_lock->current_target_sy;
return;
}
delta_x = (double)(current_lock->indicator_x - current_lock->current_target_sx);
delta_y = (double)(current_lock->indicator_y - current_lock->current_target_sy);
if (!delta_y && !delta_x) {
hypotenuse = 0;
}
else {
hypotenuse = (float)_hypot((double)delta_y, (double)delta_x);
}
current_lock->dist_to_lock = (float)hypotenuse;
if ( current_lock->last_dist_to_target == 0) {
current_lock->last_dist_to_target = current_lock->dist_to_lock;
}
//nprintf(("Alan","dist to target: %.2f\n",Players[Player_num].lock_dist_to_target));
//nprintf(("Alan","last to target: %.2f\n\n",last_dist_to_target));
if ( current_lock->catching_up ) {
//nprintf(("Alan","IN CATCH UP MODE catch_up_dist is %.2f\n",catch_up_distance));
if ( current_lock->dist_to_lock < current_lock->catch_up_distance )
current_lock->catching_up = 0;
}
else {
//nprintf(("Alan","IN NORMAL MODE\n"));
if ( (current_lock->dist_to_lock - current_lock->last_dist_to_target) > 2.0f ) {
current_lock->catching_up = 1;
current_lock->catch_up_distance = current_lock->last_dist_to_target + wip->catchup_pixel_penalty;
}
}
current_lock->last_dist_to_target = current_lock->dist_to_lock;
if (!current_lock->catching_up) {
current_lock->time_to_lock -= frametime;
if ( current_lock->time_to_lock < 0.0f )
current_lock->time_to_lock = 0.0f;
}
float lock_pixels_per_sec;
if (current_lock->time_to_lock > 0) {
lock_pixels_per_sec = current_lock->dist_to_lock / current_lock->time_to_lock;
} else {
lock_pixels_per_sec = i2fl(wip->lock_pixels_per_sec);
}
if (lock_pixels_per_sec > wip->lock_pixels_per_sec) {
lock_pixels_per_sec = i2fl(wip->lock_pixels_per_sec);
}
if ( current_lock->catching_up ) {
pixels_moved_while_locking = wip->catchup_pixels_per_sec * frametime;
} else {
pixels_moved_while_locking = lock_pixels_per_sec * frametime;
}
if ((delta_x != 0) && (hypotenuse != 0)) {
current_lock->accumulated_x_pixels += pixels_moved_while_locking * delta_x/hypotenuse;
}
if ((delta_y != 0) && (hypotenuse != 0)) {
current_lock->accumulated_y_pixels += pixels_moved_while_locking * delta_y/hypotenuse;
}
if (fl_abs((float)current_lock->accumulated_x_pixels) > 1.0f) {
modf(current_lock->accumulated_x_pixels, &int_portion);
current_lock->indicator_x -= (int)int_portion;
if ( fl_abs((float)current_lock->indicator_x - (float)current_lock->current_target_sx) < fl_abs((float)int_portion) )
current_lock->indicator_x = current_lock->current_target_sx;
current_lock->accumulated_x_pixels -= int_portion;
}
if (fl_abs((float)current_lock->accumulated_y_pixels) > 1.0f) {
modf(current_lock->accumulated_y_pixels, &int_portion);
current_lock->indicator_y -= (int)int_portion;
if ( fl_abs((float)current_lock->indicator_y - (float)current_lock->current_target_sy) < fl_abs((float)int_portion) )
current_lock->indicator_y = current_lock->current_target_sy;
current_lock->accumulated_y_pixels -= int_portion;
}
if (!current_lock->time_to_lock) {
if ( (current_lock->indicator_x == current_lock->current_target_sx) && (current_lock->indicator_y == current_lock->current_target_sy) ) {
if (current_lock->maintain_lock_count++ > 1) {
current_lock->locked = true;
}
} else {
current_lock->maintain_lock_count = 0;
}
}
} else {
current_lock->locked = false;
if (!current_lock->indicator_visible) {
return;
}
current_lock->catching_up = 0;
current_lock->last_dist_to_target = 0.0f;
if (current_lock->need_new_start_pos) {
hud_calculate_lock_start_pos(current_lock);
current_lock->need_new_start_pos = false;
current_lock->accumulated_x_pixels = 0.0f;
current_lock->accumulated_y_pixels = 0.0f;
current_lock->maintain_lock_count = 0;
}
delta_x = i2fl(current_lock->indicator_x - current_lock->indicator_start_x);
delta_y = i2fl(current_lock->indicator_y - current_lock->indicator_start_y);
if (!delta_y && !delta_x) {
hypotenuse = 0;
}
else {
hypotenuse = _hypot(delta_y, delta_x);
}
current_lock->time_to_lock += frametime;
if (current_lock->time_to_lock > wip->min_lock_time)
current_lock->time_to_lock = i2fl(wip->min_lock_time);
pixels_moved_while_degrading = 2.0f * wip->lock_pixels_per_sec * frametime;
if ((delta_x != 0) && (hypotenuse != 0))
current_lock->accumulated_x_pixels += pixels_moved_while_degrading * delta_x/hypotenuse;
if ((delta_y != 0) && (hypotenuse != 0))
current_lock->accumulated_y_pixels += pixels_moved_while_degrading * delta_y/hypotenuse;
if (fl_abs((float)current_lock->accumulated_x_pixels) > 1.0f) {
modf(current_lock->accumulated_x_pixels, &int_portion);
current_lock->indicator_x -= (int)int_portion;
if ( fl_abs((float)current_lock->indicator_x - (float)current_lock->indicator_start_x) < fl_abs((float)int_portion) )
current_lock->indicator_x = current_lock->indicator_start_x;
current_lock->accumulated_x_pixels -= int_portion;
}
if (fl_abs((float)current_lock->accumulated_y_pixels) > 1.0f) {
modf(current_lock->accumulated_y_pixels, &int_portion);
current_lock->indicator_y -= (int)int_portion;
if ( fl_abs((float)current_lock->indicator_y - (float)current_lock->indicator_start_y) < fl_abs((float)int_portion) )
current_lock->indicator_y = current_lock->indicator_start_y;
current_lock->accumulated_y_pixels -= int_portion;
}
if ( (current_lock->indicator_x == current_lock->indicator_start_x) && (current_lock->indicator_y == current_lock->indicator_start_y) ) {
current_lock->indicator_visible = false;
}
}
}
// Determine if point to lock on is in range
int hud_lock_target_in_range(lock_info *lock_slot)
{
vec3d target_world_pos;
if ( lock_slot == nullptr || lock_slot->obj == nullptr) {
return 0;
}
if ( lock_slot->subsys != nullptr) {
vm_vec_unrotate(&target_world_pos, &lock_slot->subsys->system_info->pnt, &lock_slot->obj->orient);
vm_vec_add2(&target_world_pos, &lock_slot->obj->pos);
} else {
if ( Player->locking_subsys ) {
vm_vec_unrotate(&target_world_pos, &lock_slot->subsys->system_info->pnt, &lock_slot->obj->orient);
vm_vec_add2(&target_world_pos, &lock_slot->obj->pos);
} else {
target_world_pos = lock_slot->obj->pos;
}
}
ship_weapon* swp = &Player_ship->weapons;
return weapon_secondary_world_pos_in_range(Player_obj, &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]], &target_world_pos);
}
void hud_do_lock_indicators(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;
}
// do not continue locking if the game is paused (viewer pause still has hud on)
if (gameseq_get_state() == GS_STATE_GAME_PAUSED) {
return;
}
// 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]];
if ( !(wip->is_locked_homing()) ) {
hud_lock_reset();
return;
}
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;
int max_target_locks = weapon_get_max_missile_seekers(wip);
// make sure ship has enough lock slots
if ( (int)Player_ship->missile_locks.size() < max_target_locks) {
lock_info new_slots;
ship_clear_lock(&new_slots);
Player_ship->missile_locks.resize(max_target_locks, new_slots);
}
lock_info *lock_slot;
int num_active_seekers = 0;
bool play_tracking_sound = false;
bool player_has_lock = false;
// go through all lock slots in play and do missile locks
for ( int i = 0; i < max_target_locks; ++i ) {
// need a check to see if we've exhausted our alloted simultaneous locks. if so, just check if already locked targets are valid.
lock_slot = &Player_ship->missile_locks[i];
hud_lock_determine_lock_target(lock_slot, wip);
if ( lock_slot->obj == nullptr) {
// reset this lock and continue
ship_clear_lock(lock_slot);
continue;
}
if ( lock_slot->obj->flags[Object::Object_Flags::Should_be_dead] ) {
ship_clear_lock(lock_slot);
continue;
}
if ( num_active_seekers >= wip->max_seeking ) {
ship_clear_lock(lock_slot);
continue;
}
if ( lock_slot->obj->type == OBJ_SHIP && Ships[lock_slot->obj->instance].flags[Ship::Ship_Flags::Dying] ) {
ship_clear_lock(lock_slot);
continue;
}
// unless they've flagged the weapon otherwise, discard locks on dead subsystems that aren't the primary target
if ( !wip->wi_flags[Weapon::Info_Flags::Multilock_target_dead_subsys] && lock_slot->subsys != nullptr && Player_ai->targeted_subsys != lock_slot->subsys
&& lock_slot->subsys->current_hits <= 0.0f) {
ship_clear_lock(lock_slot);
continue;
}
hud_lock_determine_lock_point(lock_slot);
hud_lock_check_if_target_in_lock_cone(lock_slot, wip);
if ( !lock_slot->indicator_visible && !lock_slot->target_in_lock_cone ) {
ship_clear_lock(lock_slot);
continue;
}
// we can probably move this check into hud_lock_determine_lock_target
if ( !hud_lock_target_in_range(lock_slot) ) {
lock_slot->target_in_lock_cone = false;
}
if ( !lock_slot->locked && wip->trigger_lock && !(swp->flags[Ship::Weapon_Flags::Trigger_Lock]) ) {
// only reset locks that are not locked if this is a trigger dependent weapon
// and player isn't holding down trigger
ship_clear_lock(lock_slot);
continue;
}
/*if ( wip->acquire_method == WLOCK_TIMER ) {
hud_calculate_lock_slot_time(lock_slot, wip, frametime);
} else {
hud_calculate_lock_slot_position(lock_slot, frametime);
}*/
bool current_lock_status = lock_slot->locked;
hud_calculate_lock_slot_position(lock_slot, frametime);
if ( !lock_slot->locked ) {
num_active_seekers++;
} else {
player_has_lock = true;
}
if ( !current_lock_status && lock_slot->locked ) {
if (Missile_track_loop.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
if (wip->hud_locked_snd.isValid())
{
Missile_lock_loop = snd_play(gamesnd_get_game_sound(wip->hud_locked_snd));
}
else
{
Missile_lock_loop = snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::MISSILE_LOCK)));
}
}
lock_slot->lock_anim_time_elapsed = 0.0f;
} else if ( !lock_slot->locked ) {
if (Missile_lock_loop.isValid() && snd_is_playing(Missile_lock_loop)) {
snd_stop(Missile_lock_loop);
Missile_lock_loop = sound_handle::invalid();
}
}
// if there's at least one lock_slot current locking, play the looping sound
if ( lock_slot->indicator_visible && !lock_slot->locked ) {
play_tracking_sound = true;
}
}
if (player_has_lock) {
Player_ai->ai_flags.remove(AI::AI_Flags::Seek_lock); // set this flag so multiplayer's properly track lock on other ships
Player_ai->current_target_is_locked = 1;
} else {
Player_ai->ai_flags.set(AI::AI_Flags::Seek_lock); // set this flag so multiplayer's properly track lock on other ships
Player_ai->current_target_is_locked = 0;
}
if ( play_tracking_sound ) {
if ( !Missile_track_loop.isValid() ) {
Missile_track_loop = snd_play_looping(gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::MISSILE_TRACKING)), 0.0f, -1, -1);
}
} else {
if ( Missile_track_loop.isValid() ) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
}
}
}
// hud_draw_lock_triangles() will draw the 4 rotating triangles around a lock indicator
// (This is done when a lock has been acquired)
#define ROTATE_DELAY 40
void HudGaugeLock::renderLockTrianglesOld(int center_x, int center_y, int radius)
{
static float ang = 0.0f;
float end_ang = ang + PI2;
float x3,y3,x4,y4,xpos,ypos;
if ( timestamp_elapsed(Rotate_time_id) ) {
Rotate_time_id = timestamp(ROTATE_DELAY);
ang += PI/12;
}
for (; ang <= end_ang; ang += PI_2) {
// draw the orbiting triangles
//ang = atan2(target_point.y,target_point.x);
xpos = center_x + (float)cos(ang)*(radius + Lock_triangle_height + 2);
ypos = center_y - (float)sin(ang)*(radius + Lock_triangle_height + 2);
x3 = xpos - Lock_triangle_base * (float)sin(-ang);
y3 = ypos + Lock_triangle_base * (float)cos(-ang);
x4 = xpos + Lock_triangle_base * (float)sin(-ang);
y4 = ypos - Lock_triangle_base * (float)cos(-ang);
xpos = xpos - Lock_triangle_base * (float)cos(ang);
ypos = ypos + Lock_triangle_base * (float)sin(ang);
hud_tri(x3, y3, xpos, ypos, x4, y4);
} // end for
}
// draw a frame of the rotating lock triangles animation
void HudGaugeLock::renderLockTriangles(int center_x, int center_y, float frametime)
{
if ( Lock_anim.first_frame == -1 ) {
renderLockTrianglesOld(center_x, center_y, Lock_target_box_width/2);
} else {
// render the anim
Lock_anim.sx = center_x - Lockspin_half_w;
Lock_anim.sy = center_y - Lockspin_half_h;
// if it's still animating
if(Lock_anim.time_elapsed < Lock_anim.total_time){
if(loop_locked_anim) {
hud_anim_render(&Lock_anim, frametime, 1, 1, 0);
} else {
hud_anim_render(&Lock_anim, frametime, 1, 0, 1);
}
} else {
if(blink_locked_anim) {
// if the timestamp is unset or expired
if((Lock_gauge_draw_stamp < 0) || timestamp_elapsed(Lock_gauge_draw_stamp)){
// reset timestamp
Lock_gauge_draw_stamp = timestamp(1000 / (2 * LOCK_GAUGE_BLINK_RATE));
// switch between draw and don't-draw
Lock_gauge_draw = !Lock_gauge_draw;
}
}
// maybe draw the anim
Lock_gauge.time_elapsed = 0.0f;
if(Lock_gauge_draw || !blink_locked_anim){
if(loop_locked_anim) {
hud_anim_render(&Lock_anim, frametime, 1, 1, 0);
} else {
hud_anim_render(&Lock_anim, frametime, 1, 0, 1);
}
}
}
}
}
void HudGaugeLock::renderLockTrianglesNew(int center_x, int center_y, float frametime, lock_info *slot)
{
if ( Lock_anim.first_frame == -1 ) {
renderLockTrianglesOld(center_x, center_y, Lock_target_box_width/2);
} else {
// render the anim
Lock_anim.sx = center_x - Lockspin_half_w;
Lock_anim.sy = center_y - Lockspin_half_h;
// if it's still animating
if(slot->lock_anim_time_elapsed < Lock_anim.total_time){
// manually track the animation time, since we may have more than one lock
slot->lock_anim_time_elapsed += frametime;
Lock_anim.time_elapsed = slot->lock_anim_time_elapsed;
if(loop_locked_anim) {
hud_anim_render(&Lock_anim, 0.0f, 1, 1, 0);
} else {
hud_anim_render(&Lock_anim, 0.0f, 1, 0, 1);
}
} else {
if(blink_locked_anim) {
// if the timestamp is unset or expired
if((Lock_gauge_draw_stamp < 0) || timestamp_elapsed(Lock_gauge_draw_stamp)){
// reset timestamp
Lock_gauge_draw_stamp = timestamp(1000 / (2 * LOCK_GAUGE_BLINK_RATE));
// switch between draw and don't-draw
Lock_gauge_draw = !Lock_gauge_draw;
}
}
// maybe draw the anim
slot->lock_gauge_time_elapsed = 0.0f;
if(Lock_gauge_draw || !blink_locked_anim){
// manually track the animation time, since we may have more than one lock
slot->lock_anim_time_elapsed += frametime;
Lock_anim.time_elapsed = slot->lock_anim_time_elapsed;
if(loop_locked_anim) {
hud_anim_render(&Lock_anim, 0.0f, 1, 1, 0);
} else {
hud_anim_render(&Lock_anim, 0.0f, 1, 0, 1);
}
}
}
}
}
// hud_calculate_lock_position() will determine where on the screen to draw the lock
// indicator, and will determine when a lock has occurred. If the lock indicator is not
// on the screen yet, hud_calculate_lock_start_pos() is called to pick a starting location
void hud_calculate_lock_position(float frametime)
{
ship_weapon *swp;
weapon_info *wip;
static float pixels_moved_while_locking;
static float pixels_moved_while_degrading;
static int Need_new_start_pos = 0;
static double accumulated_x_pixels, accumulated_y_pixels;
double int_portion;
static float last_dist_to_target;
static int catching_up;
static int maintain_lock_count = 0;
static float catch_up_distance = 0.0f;
double hypotenuse, delta_x, delta_y;
swp = &Player_ship->weapons;
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
if (Player->target_in_lock_cone) {
if (!Players[Player_num].lock_indicator_visible) {
hud_calculate_lock_start_pos();
last_dist_to_target = 0.0f;
Players[Player_num].lock_indicator_x = Players[Player_num].lock_indicator_start_x;
Players[Player_num].lock_indicator_y = Players[Player_num].lock_indicator_start_y;
Players[Player_num].lock_indicator_visible = 1;
Players[Player_num].lock_time_to_target = i2fl(wip->min_lock_time);
catching_up = 0;
}
Need_new_start_pos = 1;
if (Player_ai->current_target_is_locked) {
Players[Player_num].lock_indicator_x = Player->current_target_sx;
Players[Player_num].lock_indicator_y = Player->current_target_sy;
return;
}
delta_x = Players[Player_num].lock_indicator_x - Player->current_target_sx;
delta_y = Players[Player_num].lock_indicator_y - Player->current_target_sy;
if (!delta_y && !delta_x) {
hypotenuse = 0;
}
else {
hypotenuse = _hypot(delta_y, delta_x);
}
Players[Player_num].lock_dist_to_target = (float)hypotenuse;
if (last_dist_to_target == 0) {
last_dist_to_target = Players[Player_num].lock_dist_to_target;
}
//nprintf(("Alan","dist to target: %.2f\n",Players[Player_num].lock_dist_to_target));
//nprintf(("Alan","last to target: %.2f\n\n",last_dist_to_target));
if (catching_up) {
//nprintf(("Alan","IN CATCH UP MODE catch_up_dist is %.2f\n",catch_up_distance));
if ( Players[Player_num].lock_dist_to_target < catch_up_distance )
catching_up = 0;
}
else {
//nprintf(("Alan","IN NORMAL MODE\n"));
if ( (Players[Player_num].lock_dist_to_target - last_dist_to_target) > 2.0f ) {
catching_up = 1;
catch_up_distance = last_dist_to_target + wip->catchup_pixel_penalty;
}
}
last_dist_to_target = Players[Player_num].lock_dist_to_target;
if (!catching_up) {
Players[Player_num].lock_time_to_target -= frametime;
if (Players[Player_num].lock_time_to_target < 0.0f)
Players[Player_num].lock_time_to_target = 0.0f;
}
float lock_pixels_per_sec;
if (Players[Player_num].lock_time_to_target > 0) {
lock_pixels_per_sec = Players[Player_num].lock_dist_to_target / Players[Player_num].lock_time_to_target;
} else {
lock_pixels_per_sec = i2fl(wip->lock_pixels_per_sec);
}
if (lock_pixels_per_sec > wip->lock_pixels_per_sec) {
lock_pixels_per_sec = i2fl(wip->lock_pixels_per_sec);
}
if (catching_up) {
pixels_moved_while_locking = wip->catchup_pixels_per_sec * frametime;
} else {
pixels_moved_while_locking = lock_pixels_per_sec * frametime;
}
if ((delta_x != 0) && (hypotenuse != 0)) {
accumulated_x_pixels += pixels_moved_while_locking * delta_x/hypotenuse;
}
if ((delta_y != 0) && (hypotenuse != 0)) {
accumulated_y_pixels += pixels_moved_while_locking * delta_y/hypotenuse;
}
if (fl_abs((float)accumulated_x_pixels) > 1.0f) {
modf(accumulated_x_pixels, &int_portion);
Players[Player_num].lock_indicator_x -= (int)int_portion;
if ( fl_abs((float)Players[Player_num].lock_indicator_x - (float)Player->current_target_sx) < fl_abs((float)int_portion) )
Players[Player_num].lock_indicator_x = Player->current_target_sx;
accumulated_x_pixels -= int_portion;
}
if (fl_abs((float)accumulated_y_pixels) > 1.0f) {
modf(accumulated_y_pixels, &int_portion);
Players[Player_num].lock_indicator_y -= (int)int_portion;
if ( fl_abs((float)Players[Player_num].lock_indicator_y - (float)Player->current_target_sy) < fl_abs((float)int_portion) )
Players[Player_num].lock_indicator_y = Player->current_target_sy;
accumulated_y_pixels -= int_portion;
}
if (!Missile_track_loop.isValid()) {
if (wip->hud_tracking_snd.isValid())
{
Missile_track_loop = snd_play_looping( gamesnd_get_game_sound(wip->hud_tracking_snd), 0.0f , -1, -1);
}
else
{
Missile_track_loop = snd_play_looping( gamesnd_get_game_sound(ship_get_sound(Player_obj, GameSounds::MISSILE_TRACKING)), 0.0f , -1, -1);
}
}
if (!Players[Player_num].lock_time_to_target) {
if ( (Players[Player_num].lock_indicator_x == Player->current_target_sx) && (Players[Player_num].lock_indicator_y == Player->current_target_sy) ) {
if (maintain_lock_count++ > 1) {
Player_ai->current_target_is_locked = 1;
}
} else {
maintain_lock_count = 0;
}
}
} else {
if (Missile_track_loop.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
}
Player_ai->current_target_is_locked = 0;
if (!Players[Player_num].lock_indicator_visible) {
return;
}
catching_up = 0;
last_dist_to_target = 0.0f;
if (Need_new_start_pos) {
hud_calculate_lock_start_pos();
Need_new_start_pos = 0;
accumulated_x_pixels = 0.0f;
accumulated_y_pixels = 0.0f;
}
delta_x = Players[Player_num].lock_indicator_x - Players[Player_num].lock_indicator_start_x;
delta_y = Players[Player_num].lock_indicator_y - Players[Player_num].lock_indicator_start_y;
if (!delta_y && !delta_x) {
hypotenuse = 0;
}
else {
hypotenuse = _hypot(delta_y, delta_x);
}
Players[Player_num].lock_time_to_target += frametime;
if (Players[Player_num].lock_time_to_target > wip->min_lock_time)
Players[Player_num].lock_time_to_target = i2fl(wip->min_lock_time);
pixels_moved_while_degrading = 2.0f * wip->lock_pixels_per_sec * frametime;
if ((delta_x != 0) && (hypotenuse != 0))
accumulated_x_pixels += pixels_moved_while_degrading * delta_x/hypotenuse;
if ((delta_y != 0) && (hypotenuse != 0))
accumulated_y_pixels += pixels_moved_while_degrading * delta_y/hypotenuse;
if (fl_abs((float)accumulated_x_pixels) > 1.0f) {
modf(accumulated_x_pixels, &int_portion);
Players[Player_num].lock_indicator_x -= (int)int_portion;
if ( fl_abs((float)Players[Player_num].lock_indicator_x - (float)Players[Player_num].lock_indicator_start_x) < fl_abs((float)int_portion) )
Players[Player_num].lock_indicator_x = Players[Player_num].lock_indicator_start_x;
accumulated_x_pixels -= int_portion;
}
if (fl_abs((float)accumulated_y_pixels) > 1.0f) {
modf(accumulated_y_pixels, &int_portion);
Players[Player_num].lock_indicator_y -= (int)int_portion;
if ( fl_abs((float)Players[Player_num].lock_indicator_y - (float)Players[Player_num].lock_indicator_start_y) < fl_abs((float)int_portion) )
Players[Player_num].lock_indicator_y = Players[Player_num].lock_indicator_start_y;
accumulated_y_pixels -= int_portion;
}
if ( (Players[Player_num].lock_indicator_x == Players[Player_num].lock_indicator_start_x) && (Players[Player_num].lock_indicator_y == Players[Player_num].lock_indicator_start_y) ) {
Players[Player_num].lock_indicator_visible = 0;
}
}
}
// hud_calculate_lock_start_pos() will determine where to draw the starting location of the lock
// indicator. It does this by picking a location that is Lock_start_dist pixels away from the current
// target (in 2D). This is accomplished by finding the endpoint of a line that passes through the
// origin, and connects the target and lock indicator postion (and has a magnitude of Lock_start_dist)
void hud_calculate_lock_start_pos()
{
double hypotenuse;
double delta_y;
double delta_x;
double target_mag, target_x, target_y;
delta_x = Player->current_target_sx - gr_screen.clip_center_x;
delta_y = Player->current_target_sy - gr_screen.clip_center_y;
if ( (delta_x == 0.0) && (delta_y == 0.0) ) {
Players[Player_num].lock_indicator_start_x = fl2i(gr_screen.clip_center_x + Lock_start_dist);
Players[Player_num].lock_indicator_start_y = fl2i(gr_screen.clip_center_y);
return;
}
hypotenuse = _hypot(delta_y, delta_x);
if (hypotenuse >= Lock_start_dist) {
Players[Player_num].lock_indicator_start_x = fl2i(gr_screen.clip_center_x);
Players[Player_num].lock_indicator_start_y = fl2i(gr_screen.clip_center_y);
return;
}
target_mag = Lock_start_dist - hypotenuse;
target_x = target_mag * (delta_x / hypotenuse);
target_y = target_mag * (delta_y / hypotenuse);
Players[Player_num].lock_indicator_start_x = fl2i(gr_screen.clip_center_x - target_x);
Players[Player_num].lock_indicator_start_y = fl2i(gr_screen.clip_center_y - target_y);
CLAMP(Players[Player_num].lock_indicator_start_x, gr_screen.clip_left, gr_screen.clip_right);
CLAMP(Players[Player_num].lock_indicator_start_y, gr_screen.clip_top, gr_screen.clip_bottom);
}
// hud_stop_looped_locking_sounds() will terminate any hud related looping sounds that are playing
void hud_stop_looped_locking_sounds()
{
if (Missile_track_loop.isValid()) {
snd_stop(Missile_track_loop);
Missile_track_loop = sound_handle::invalid();
}
}
// Get a new world pos for the locking point
void hud_lock_update_lock_pos(object *target_objp)
{
ship_weapon *swp = &Player_ship->weapons;
weapon_info *wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
if ( Player_ai->targeted_subsys && !(wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) ) {
get_subsystem_world_pos(target_objp, Player_ai->targeted_subsys, &lock_world_pos);
return;
}
if ( Player->locking_on_center) {
lock_world_pos = target_objp->pos;
} else {
Assert(Player->locking_subsys);
get_subsystem_world_pos(target_objp, Player->locking_subsys, &lock_world_pos);
}
}
// Try and find a new locking point
void hud_lock_get_new_lock_pos(object *target_objp)
{
ship *target_shipp=NULL;
int lock_in_range=0;
float best_lock_dot=-1.0f, lock_dot=-1.0f;
ship_subsys *ss;
vec3d subsys_world_pos, vec_to_lock;
ship_weapon *swp;
weapon_info *wip;
if ( target_objp->type == OBJ_SHIP ) {
target_shipp = &Ships[target_objp->instance];
}
swp = &Player_ship->weapons;
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
// if a large ship, lock to pos closest to center and within range
if ( (target_shipp) && (Ship_info[target_shipp->ship_info_index].is_big_or_huge()) &&
!(wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) ) {
// check all the subsystems and the center of the ship
// assume best lock pos is the center of the ship
lock_world_pos = target_objp->pos;
Player->locking_on_center=1;
Player->locking_subsys=NULL;
Player->locking_subsys_parent=-1;
lock_in_range = weapon_secondary_world_pos_in_range(Player_obj, wip, &lock_world_pos);
vm_vec_normalized_dir(&vec_to_lock, &lock_world_pos, &Player_obj->pos);
if ( lock_in_range ) {
best_lock_dot=vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_lock);
}
// take center if reasonable dot
if ( best_lock_dot > 0.95 ) {
return;
}
// iterate through subsystems to see if we can get a better choice
ss = GET_FIRST(&target_shipp->subsys_list);
while ( ss != END_OF_LIST( &target_shipp->subsys_list ) ) {
// get world pos of subsystem
get_subsystem_world_pos(target_objp, ss, &subsys_world_pos);
if ( weapon_secondary_world_pos_in_range(Player_obj, wip, &subsys_world_pos) ) {
vm_vec_normalized_dir(&vec_to_lock, &subsys_world_pos, &Player_obj->pos);
lock_dot=vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_lock);
if ( lock_dot > best_lock_dot ) {
best_lock_dot=lock_dot;
Player->locking_on_center=0;
Player->locking_subsys=ss;
Player->locking_subsys_parent=Player_ai->target_objnum;
lock_world_pos = subsys_world_pos;
}
}
ss = GET_NEXT( ss );
}
} else if ( (target_shipp) && (wip->wi_flags[Weapon::Info_Flags::Homing_javelin])) {
Player->locking_subsys = ship_get_closest_subsys_in_sight(target_shipp, SUBSYSTEM_ENGINE, &Player_obj->pos);
if (Player->locking_subsys != NULL) {
get_subsystem_world_pos(target_objp, Player->locking_subsys, &lock_world_pos);
Player->locking_on_center=0;
Player->locking_subsys_parent=Player_ai->target_objnum;
} else {
hud_lock_reset();
return;
}
} else {
// if small ship (or weapon), just go for the center
lock_world_pos = target_objp->pos;
Player->locking_on_center=1;
Player->locking_subsys=NULL;
Player->locking_subsys_parent=-1;
}
}
// Decide which point lock should be homing on
void hud_lock_determine_lock_point(vec3d *lock_world_pos_out)
{
object *target_objp;
ship_weapon *swp;
weapon_info *wip;
vec3d vec_to_lock_pos;
vec3d lock_local_pos;
Assert(Player_ai->target_objnum >= 0);
target_objp = &Objects[Player_ai->target_objnum];
Player->current_target_sx = -1;
Player->current_target_sy = -1;
swp = &Player_ship->weapons;
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
// If subsystem is targeted, we must try to lock on that
if ( Player_ai->targeted_subsys && !(wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) ) {
hud_lock_update_lock_pos(target_objp);
Player->locking_on_center=0;
Player->locking_subsys=Player_ai->targeted_subsys;
Player->locking_subsys_parent=Player_ai->target_objnum;
} else if ( (wip->wi_flags[Weapon::Info_Flags::Homing_javelin]) && (target_objp->type == OBJ_SHIP)) {
if (!Player->locking_subsys ||
Player->locking_subsys->system_info->type != SUBSYSTEM_ENGINE) {
Player->locking_subsys = ship_get_closest_subsys_in_sight(&Ships[target_objp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
}
if (Player->locking_subsys != NULL) {
get_subsystem_world_pos(target_objp, Player->locking_subsys, &lock_world_pos);
Player->locking_on_center=0;
Player->locking_subsys_parent=Player_ai->target_objnum;
} else {
hud_lock_reset();
return;
}
} else {
// See if we already have a successful locked point
if ( hud_lock_has_homing_point() ) {
hud_lock_update_lock_pos(target_objp);
} else {
hud_lock_get_new_lock_pos(target_objp);
}
}
*lock_world_pos_out=lock_world_pos;
vm_vec_sub(&vec_to_lock_pos,&lock_world_pos,&Player_obj->pos);
vm_vec_rotate(&lock_local_pos,&vec_to_lock_pos,&Player_obj->orient);
if ( lock_local_pos.xyz.z > 0.0f ) {
// Get the location of our target in the "virtual frame" where the locking computation will be done
float w = 1.0f / lock_local_pos.xyz.z;
// Let's force our "virtual frame" to be 640x480. -MageKing17
float sx = gr_screen.clip_center_x + (lock_local_pos.xyz.x * VIRTUAL_FRAME_HALF_WIDTH * w);
float sy = gr_screen.clip_center_y - (lock_local_pos.xyz.y * VIRTUAL_FRAME_HALF_HEIGHT * w);
Player->current_target_sx = (int)sx;
Player->current_target_sy = (int)sy;
}
}
void HudGaugeLock::pageIn()
{
bm_page_in_aabitmap( Lock_gauge.first_frame, Lock_gauge.num_frames );
bm_page_in_aabitmap( Lock_anim.first_frame, Lock_anim.num_frames );
}