mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 17:52:08 -10:00
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10204 387891d4-d844-0410-90c0-e4c51a9137d3
1170 lines
34 KiB
C++
1170 lines
34 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "hud/hud.h"
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#include "hud/hudlock.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "weapon/weapon.h"
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#include "io/timer.h"
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#include "gamesnd/gamesnd.h"
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#include "ai/ai.h"
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#include "render/3d.h"
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#include "globalincs/linklist.h"
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#include "weapon/emp.h"
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#include "graphics/2d.h"
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#include "object/object.h"
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#include "mission/missionparse.h"
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#include "iff_defs/iff_defs.h"
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#include "network/multi.h"
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vec3d lock_world_pos;
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static float Lock_start_dist;
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static int Rotate_time_id = 1; // timer id for controlling how often to rotate triangles around lock indicator
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int Missile_track_loop = -1;
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int Missile_lock_loop = -1;
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int Lock_target_box_width[GR_NUM_RESOLUTIONS] = {
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19,
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30
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};
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int Lock_target_box_height[GR_NUM_RESOLUTIONS] = {
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19,
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30
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};
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// the locked triangles (that orbit lock indicator) dimensions
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float Lock_triangle_base[GR_NUM_RESOLUTIONS] = {
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4.0f,
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6.5f
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};
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float Lock_triangle_height[GR_NUM_RESOLUTIONS] = {
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4.0f,
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6.5f
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};
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int Lock_gauge_half_w[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
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{ 15, 24 },
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{ 17, 28 }
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};
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int Lock_gauge_half_h[GR_NUM_RESOLUTIONS] = {
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15,
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25
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};
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int Lock_gauge_loaded = 0;
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int Lock_gauge_draw = 0;
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int Lock_gauge_draw_stamp = -1;
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#define LOCK_GAUGE_BLINK_RATE 5 // blinks/sec
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int Lockspin_half_w[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
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{ 16, 26 },
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{ 31, 50 }
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};
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int Lockspin_half_h[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS] = {
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{ 16, 26 },
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{ 32, 52 }
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};
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char Lock_fname[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] =
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{
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{ "lock1_fs1", "2_lock1_fs1" },
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{ "lock1", "2_lock1" }
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};
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char Lockspin_fname[NUM_HUD_RETICLE_STYLES][GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] =
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{
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{ "lockspin_fs1", "2_lockspin_fs1" },
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{ "lockspin", "2_lockspin" }
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};
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void hud_lock_determine_lock_point(vec3d *lock_world_pos_out);
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// hud_init_missile_lock() is called at the beginning of a mission
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//
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void hud_init_missile_lock()
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{
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Players[Player_num].lock_indicator_start_x = -1;
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Players[Player_num].lock_indicator_start_y = -1;
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Players[Player_num].lock_indicator_visible = 0;
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Player_ai->current_target_is_locked = 0;
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Player_ai->last_secondary_index = -1;
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Rotate_time_id = 1;
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// Load in the frames need for the lead indicator
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//if (!Lock_gauge_loaded) {
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//Commented out due to changes in HUD loading behaviour. These checks are no longer needed at this point.
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Lock_gauge_loaded = 1;
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Lock_gauge_draw_stamp = -1;
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Lock_gauge_draw = 0;
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//}
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}
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void hud_draw_diamond(int x, int y, int width, int height)
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{
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Assert(height>0);
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Assert(width>0);
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int x1,x2,x3,x4,y1,y2,y3,y4;
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x1=x;
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y1=y-height/2;
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x2=x+width/2;
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y2=y;
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x3=x;
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y3=y+height/2;
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x4=x-width/2;
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y4=y;
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gr_line(x1,y1,x2,y2);
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gr_line(x2,y2,x3,y3);
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gr_line(x3,y3,x4,y4);
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gr_line(x4,y4,x1,y1);
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}
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HudGaugeLock::HudGaugeLock():
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HudGauge(HUD_OBJECT_LOCK, HUD_LEAD_INDICATOR, false, false, VM_DEAD_VIEW, 255, 255, 255)
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{
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}
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void HudGaugeLock::initGaugeHalfSize(int w, int h)
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{
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Lock_gauge_half_w = w;
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Lock_gauge_half_h = h;
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}
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void HudGaugeLock::initSpinHalfSize(int w, int h)
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{
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Lockspin_half_w = w;
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Lockspin_half_h = h;
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}
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void HudGaugeLock::initTriHeight(float h)
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{
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Lock_triangle_height = h;
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}
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void HudGaugeLock::initTriBase(float length)
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{
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Lock_triangle_base = length;
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}
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void HudGaugeLock::initTargetBoxSize(int w, int h)
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{
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Lock_target_box_width = w;
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Lock_target_box_height = h;
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}
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void HudGaugeLock::initLoopLockedAnim(bool loop)
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{
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loop_locked_anim = loop;
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}
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void HudGaugeLock::initBitmaps(char *lock_gauge_fname, char *lock_anim_fname)
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{
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hud_anim_init(&Lock_gauge, 0, 0, lock_gauge_fname);
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hud_anim_load(&Lock_gauge);
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hud_anim_init(&Lock_anim, 0, 0, lock_anim_fname);
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hud_anim_load(&Lock_anim);
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}
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void HudGaugeLock::initialize()
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{
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Lock_gauge_draw_stamp = -1;
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Lock_gauge_draw = 0;
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Rotate_time_id = 1;
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HudGauge::initialize();
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}
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// hud_show_lock_indicator() will display the lock indicator for homing missiles.
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// lock_point_pos should be the world coordinates of the target being locked. Assuming all the
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// necessary locking calculations are done for this frame, this function will compute
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// where the indicator should be relative to the player's viewpoint and will render accordingly.
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void HudGaugeLock::render(float frametime)
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{
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int target_objnum, sx, sy;
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object *targetp;
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vertex lock_point;
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if (Player_ai->target_objnum == -1) {
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return;
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}
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if (Player->target_is_dying) {
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return;
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}
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if (!Players[Player_num].lock_indicator_visible){
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return;
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}
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target_objnum = Player_ai->target_objnum;
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Assert(target_objnum != -1);
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targetp = &Objects[target_objnum];
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// check to see if there are any missile to fire.. we don't want to show the
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// lock indicator if there are missiles to fire.
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if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
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return;
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}
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bool in_frame = g3_in_frame() > 0;
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if(!in_frame)
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g3_start_frame(0);
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gr_set_screen_scale(base_w, base_h);
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// Get the target's current position on the screen. If he's not on there,
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// we're not going to draw the lock indicator even if he's in front
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// of our ship, so bail out.
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g3_rotate_vertex(&lock_point, &lock_world_pos);
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g3_project_vertex(&lock_point);
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if (lock_point.codes & PF_OVERFLOW) {
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gr_reset_screen_scale();
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if(!in_frame)
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g3_end_frame();
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return;
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}
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hud_set_iff_color(targetp);
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// 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));
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// We have the coordinates of the lock indicator relative to the target in our "virtual frame"
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// so, we calculate where it should be drawn based on the player's viewpoint.
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if (Player_ai->current_target_is_locked) {
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sx = fl2i(lock_point.screen.xyw.x);
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sy = fl2i(lock_point.screen.xyw.y);
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gr_unsize_screen_pos(&sx, &sy);
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// show the rotating triangles if target is locked
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renderLockTriangles(sx, sy, frametime);
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} else {
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sx = fl2i(lock_point.screen.xyw.x) - (Player->current_target_sx - Players[Player_num].lock_indicator_x);
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sy = fl2i(lock_point.screen.xyw.y) - (Player->current_target_sy - Players[Player_num].lock_indicator_y);
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gr_unsize_screen_pos(&sx, &sy);
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}
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// show locked indicator
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/*
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if ( Lock_gauge.first_frame >= 0 ) {
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gr_set_bitmap(Lock_gauge.first_frame);
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gr_aabitmap(sx - Lock_gauge_half_w[gr_screen.res], sy - Lock_gauge_half_h[gr_screen.res]);
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} else {
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hud_draw_diamond(sx, sy, Lock_target_box_width[gr_screen.res], Lock_target_box_height[gr_screen.res]);
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}
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*/
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Lock_gauge.sx = sx - Lock_gauge_half_w;
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Lock_gauge.sy = sy - Lock_gauge_half_h;
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if(Player_ai->current_target_is_locked){
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Lock_gauge.time_elapsed = 0.0f;
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hud_anim_render(&Lock_gauge, 0.0f, 1);
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} else {
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hud_anim_render(&Lock_gauge, frametime, 1);
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}
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gr_reset_screen_scale();
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if(!in_frame)
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g3_end_frame();
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}
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// Reset data used for player lock indicator
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void hud_lock_reset(float lock_time_scale)
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{
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weapon_info *wip;
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ship_weapon *swp;
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swp = &Player_ship->weapons;
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if ((swp->current_secondary_bank >= 0) && (swp->secondary_bank_weapons[swp->current_secondary_bank] >= 0)) {
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Assert(swp->current_secondary_bank < MAX_SHIP_SECONDARY_BANKS);
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Assert(swp->secondary_bank_weapons[swp->current_secondary_bank] < MAX_WEAPON_TYPES);
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wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
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Player->lock_time_to_target = i2fl(wip->min_lock_time*lock_time_scale);
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} else {
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Player->lock_time_to_target = 0.0f;
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}
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Player_ai->current_target_is_locked = 0;
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Players[Player_num].lock_indicator_visible = 0;
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Player->target_in_lock_cone = 0;
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Player->current_target_sx = -1;
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Player->current_target_sy = -1;
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Player->locking_subsys=NULL;
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Player->locking_on_center=0;
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Player->locking_subsys_parent=-1;
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hud_stop_looped_locking_sounds();
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Lock_gauge_draw_stamp = -1;
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Lock_gauge_draw = 0;
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// reset the lock anim time elapsed
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// Lock_anim.time_elapsed = 0.0f;
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}
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// Determine if the locking code has a point to track
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int hud_lock_has_homing_point()
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{
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if ( Player_ai->targeted_subsys || Player->locking_subsys || Player->locking_on_center ) {
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return 1;
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}
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return 0;
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}
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int Nebula_sec_range = 0;
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DCF_BOOL(nebula_sec_range, Nebula_sec_range)
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int hud_lock_world_pos_in_range(vec3d *target_world_pos, vec3d *vec_to_target)
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{
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float dist_to_target, weapon_range;
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weapon_info *wip;
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ship_weapon *swp;
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int target_in_range=1;
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swp = &Player_ship->weapons;
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wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
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vm_vec_sub(vec_to_target, target_world_pos, &Player_obj->pos);
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dist_to_target = vm_vec_mag(vec_to_target);
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//local ssms are always in range :)
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if (wip->wi_flags2 & WIF2_LOCAL_SSM)
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weapon_range=wip->lssm_lock_range;
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else
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// calculate the range of the weapon, and only display the lead target indicator when
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// if the weapon can actually hit the target
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weapon_range = MIN((wip->max_speed * wip->lifetime), wip->weapon_range);
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// reduce firing range in nebula
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if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
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weapon_range *= 0.8f;
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}
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if (dist_to_target > weapon_range) {
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target_in_range=0;
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}
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return target_in_range;
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}
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// Determine if point to lock on is in range
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int hud_lock_target_in_range()
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{
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vec3d target_world_pos, vec_to_target;
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object *targetp;
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if ( !hud_lock_has_homing_point() ) {
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return 0;
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}
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targetp = &Objects[Player_ai->target_objnum];
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if ( Player_ai->targeted_subsys != NULL ) {
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vm_vec_unrotate(&target_world_pos, &Player_ai->targeted_subsys->system_info->pnt, &targetp->orient);
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vm_vec_add2(&target_world_pos, &targetp->pos);
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} else {
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if ( Player->locking_subsys ) {
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vm_vec_unrotate(&target_world_pos, &Player->locking_subsys->system_info->pnt, &targetp->orient);
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vm_vec_add2(&target_world_pos, &targetp->pos);
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} else {
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Assert(Player->locking_on_center);
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target_world_pos = targetp->pos;
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}
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}
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return hud_lock_world_pos_in_range(&target_world_pos, &vec_to_target);
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}
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int hud_abort_lock()
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{
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int target_team;
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target_team = obj_team(&Objects[Player_ai->target_objnum]);
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if ( Player_ship->weapons.num_secondary_banks <= 0 ) {
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return 1;
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}
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if ( Player_ship->weapons.current_secondary_bank < 0 ) {
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return 1;
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}
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// check to see if there are any missile to fire.. we don't want to show the
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// lock indicator if there are no missiles to fire.
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if ( !ship_secondary_bank_has_ammo(Player_obj->instance) ) {
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return 1;
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}
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// if we're on the same team and the team doesn't attack itself, then don't lock!
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if ((Player_ship->team == target_team) && (!iff_x_attacks_y(Player_ship->team, target_team)))
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{
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// if we're in multiplayer dogfight, ignore this
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if(!MULTI_DOGFIGHT) {
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return 1;
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}
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}
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return 0;
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}
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// determine if the subsystem to lock on to has a direct line of sight
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int hud_lock_on_subsys_ok()
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{
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ship_subsys *subsys;
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vec3d subobj_pos;
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object *target_objp;
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int in_sight=0;
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Assert(Player_ai->target_objnum >= 0);
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target_objp = &Objects[Player_ai->target_objnum];
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subsys = Player_ai->targeted_subsys;
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if ( !subsys ) {
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return 0;
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}
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vm_vec_unrotate(&subobj_pos, &subsys->system_info->pnt, &target_objp->orient);
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vm_vec_add2(&subobj_pos, &target_objp->pos);
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if ( Player->subsys_in_view < 0 ) {
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in_sight = ship_subsystem_in_sight(target_objp, subsys, &View_position, &subobj_pos);
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} else {
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in_sight = Player->subsys_in_view;
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}
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return in_sight;
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}
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// Determine if locking point is in the locking cone
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void hud_lock_check_if_target_in_lock_cone()
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{
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float dist, dot;
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vec3d vec_to_target;
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dist = vm_vec_normalized_dir(&vec_to_target, &lock_world_pos, &Player_obj->pos);
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dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target);
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if ( dot > 0.85) {
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Player->target_in_lock_cone = 1;
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} else {
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Player->target_in_lock_cone = 0;
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}
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}
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// return 1 if current secondary weapon is different than previous secondary weapon
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int hud_lock_secondary_weapon_changed(ship_weapon *swp)
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{
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if ( swp->current_secondary_bank != Player_ai->last_secondary_index ) {
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return 1;
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}
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return 0;
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/*
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int last_wi_index = -1;
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int current_wi_index = -1;
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// do a quick out if same bank is selected
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if ( swp->current_secondary_bank == Player_ai->last_secondary_index ) {
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return 0;
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}
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// bank has changed, but it still may be the same weapon type
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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 &= ~AIF_SEEK_LOCK;
|
|
|
|
if ( hud_abort_lock() ) {
|
|
hud_lock_reset();
|
|
return;
|
|
}
|
|
|
|
// if there is an EMP effect active, never update lock
|
|
if(emp_active_local()){
|
|
hud_lock_reset();
|
|
return;
|
|
}
|
|
|
|
swp = &Player_ship->weapons;
|
|
wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
|
|
|
|
Lock_start_dist = wip->min_lock_time * wip->lock_pixels_per_sec;
|
|
|
|
// if secondary weapons change, reset the lock
|
|
if ( hud_lock_secondary_weapon_changed(swp) ) {
|
|
hud_lock_reset();
|
|
}
|
|
|
|
Player_ai->last_secondary_index = swp->current_secondary_bank;
|
|
|
|
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->wi_flags & WIF_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 & WIF_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 & WIF_HOMING_JAVELIN &&
|
|
tobjp->type == OBJ_SHIP &&
|
|
Player->locking_subsys == NULL) {
|
|
Player->locking_subsys =
|
|
ship_get_closest_subsys_in_sight(&Ships[tobjp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos);
|
|
|
|
if (Player->locking_subsys == NULL) {
|
|
hud_lock_reset();
|
|
return;
|
|
}
|
|
}
|
|
|
|
hud_lock_determine_lock_point(&lock_world_pos);
|
|
|
|
if ( !hud_lock_has_homing_point() ) {
|
|
Player->target_in_lock_cone=0;
|
|
}
|
|
|
|
hud_lock_check_if_target_in_lock_cone();
|
|
|
|
// check if the target is within range of the current secondary weapon. If it is not,
|
|
// a lock will not be detected
|
|
if ( !hud_lock_target_in_range() ) {
|
|
Player->target_in_lock_cone = 0;
|
|
}
|
|
|
|
// If locking on a subsystem, and not in sight... can't lock
|
|
// Changed by MK on 4/3/98. It was confusing me that my hornets would not lock on my target.
|
|
// It will now be confusing that they lock, but don't home on your subsystem, but I think that's preferable.
|
|
// Often you really care about destroying the target, not just the subsystem.
|
|
/*if ( Player_ai->targeted_subsys ) {
|
|
if ( !hud_lock_on_subsys_ok() ) {
|
|
Player->target_in_lock_cone=0;
|
|
}
|
|
}*/
|
|
|
|
if ( !Player->target_in_lock_cone ) {
|
|
Player->locking_on_center=0;
|
|
Player->locking_subsys_parent=-1;
|
|
Player->locking_subsys=NULL;
|
|
}
|
|
|
|
hud_calculate_lock_position(frametime);
|
|
|
|
if (!Players[Player_num].lock_indicator_visible)
|
|
return;
|
|
|
|
if (Player_ai->current_target_is_locked) {
|
|
if ( Missile_track_loop > -1 ) {
|
|
snd_stop(Missile_track_loop);
|
|
Missile_track_loop = -1;
|
|
|
|
if (wip->hud_locked_snd >= 0)
|
|
{
|
|
Missile_lock_loop = snd_play(&Snds[wip->hud_locked_snd]);
|
|
}
|
|
else
|
|
{
|
|
Missile_lock_loop = snd_play(&Snds[ship_get_sound(Player_obj, SND_MISSILE_LOCK)]);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
Player_ai->ai_flags |= AIF_SEEK_LOCK; // set this flag so multiplayer's properly track lock on other ships
|
|
if ( Missile_lock_loop != -1 && snd_is_playing(Missile_lock_loop) ) {
|
|
snd_stop(Missile_lock_loop);
|
|
Missile_lock_loop = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// hud_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 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){
|
|
hud_anim_render(&Lock_anim, frametime, 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 == -1 ) {
|
|
if (wip->hud_tracking_snd >= 0)
|
|
{
|
|
Missile_track_loop = snd_play_looping( &Snds[wip->hud_tracking_snd], 0.0f , -1, -1);
|
|
}
|
|
else
|
|
{
|
|
Missile_track_loop = snd_play_looping( &Snds[ship_get_sound(Player_obj, SND_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 > -1 ) {
|
|
snd_stop(Missile_track_loop);
|
|
Missile_track_loop = -1;
|
|
}
|
|
|
|
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 > -1 ) {
|
|
snd_stop(Missile_track_loop);
|
|
Missile_track_loop = -1;
|
|
}
|
|
}
|
|
|
|
// 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 & WIF_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].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) &&
|
|
!(wip->wi_flags & WIF_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 = hud_lock_world_pos_in_range(&lock_world_pos, &vec_to_lock);
|
|
vm_vec_normalize(&vec_to_lock);
|
|
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 ( hud_lock_world_pos_in_range(&subsys_world_pos, &vec_to_lock) ) {
|
|
vm_vec_normalize(&vec_to_lock);
|
|
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 & WIF_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 & WIF_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 & WIF_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;
|
|
float sx = ((gr_screen.clip_center_x*2.0f) + (lock_local_pos.xyz.x*(gr_screen.clip_center_x*2.0f)*w))*0.5f;
|
|
float sy = ((gr_screen.clip_center_y*2.0f) - (lock_local_pos.xyz.y*(gr_screen.clip_center_y*2.0f)*w))*0.5f;
|
|
|
|
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 );
|
|
}
|