Files
fs2open.github.com/code/hud/hudlock.cpp
T
Mike Nelson 60777154be Hud config upgrades (#6581)
* base working version

* localization and minor tweaks

* add retail UI controls

* Add way to hide gauges from Config view

* convert hud config from index matching to id matching

* clang
2025-03-22 22:47:38 -04:00

2242 lines
69 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():
HudGauge3DAnchor(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, bool config)
{
float scale = 1.0;
// This gauge does not accept config settings so we don't have to render it right now.
// That may change in the future, in which case the code below can be restored.
if (config) {
// The coords don't really get converted here but we still get scale based on the screen size which we need
/* int x = 0, y = 0;
std::tie(x, y, scale) = hud_config_convert_coord_sys(position[0], position[1], base_w, base_h);
int w;
int h;
// Will need actual coords for the below if we activate this gauge in config
hud_config_set_mouse_coords(gauge_config_id, x, x + w, y, y + h);
setGaugeColor(HUD_C_NONE, config);*/
return;
}
// 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 (auto& current_lock : Player_ship->missile_locks){
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.
vertex lock_point;
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.
int sx, sy;
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 - fl2i(Lock_gauge_half_w * scale);
Lock_gauge.sy = sy - fl2i(Lock_gauge_half_h * scale);
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, 1, 0, 0, GR_RESIZE_FULL, false, scale);
} 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, 1, 0, 0, GR_RESIZE_FULL, false, scale);
}
}
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) ? 1 : 0;
} 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);
bool 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) ) {
if (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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 ( A->type == OBJ_SHIP && Ship_info[Ships[A->instance].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 (A->flags[Object::Object_Flags::Should_be_dead])
continue;
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);
bool 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);
bool 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;
}
// Target ship is protected from Aspect Locks. Since this flag can be given mid mission, we need to cut short a lock attempt.
if ( wip->is_locked_homing() && lock_slot->obj->type == OBJ_SHIP && Ships[lock_slot->obj->instance].flags[Ship::Ship_Flags::Aspect_immune] ) {
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::Secondary_trigger_down]) ) {
// 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 < 0 ) {
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 < 0 ) {
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 );
}