2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Playerman/PlayerControl.cpp $
15 * Routines to deal with player ship movement
18 * Revision 1.6 2004/07/04 11:39:06 taylor
19 * fix missing debrief text, crash on exit, path separator's, warning fixes, no GR_SOFT
21 * Revision 1.5 2003/05/25 02:30:43 taylor
24 * Revision 1.4 2002/06/17 06:33:10 relnev
25 * ryan's struct patch for gcc 2.95
27 * Revision 1.3 2002/06/09 04:41:25 relnev
28 * added copyright header
30 * Revision 1.2 2002/05/07 03:16:51 theoddone33
31 * The Great Newline Fix
33 * Revision 1.1.1.1 2002/05/03 03:28:11 root
37 * 33 10/13/99 3:42p Jefff
38 * fixed unnumbered XSTRs
40 * 32 9/06/99 9:43p Jefff
41 * skip mission support
43 * 31 8/30/99 10:39a Mikeb
44 * Fixed can't-warpout problem.
46 * 30 8/29/99 4:52p Andsager
47 * Don't rotate from engine wash when warping out.
49 * 29 8/26/99 8:51p Dave
50 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
52 * 28 8/03/99 12:06p Dave
53 * Fixed player death messages when a player has killed himself in
56 * 27 7/28/99 1:36p Andsager
57 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
58 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
61 * 26 7/21/99 8:10p Dave
62 * First run of supernova effect.
64 * 25 7/19/99 7:20p Dave
65 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
68 * 24 7/08/99 10:53a Dave
69 * New multiplayer interpolation scheme. Not 100% done yet, but still
70 * better than the old way.
72 * 23 7/02/99 3:48p Mikeb
73 * Remove semi-bogus assert. Handle properly.
75 * 22 6/16/99 10:21a Dave
76 * Added send-message-list sexpression.
78 * 21 6/14/99 5:19p Dave
80 * 20 6/09/99 3:26p Dave
81 * Changed zing message for beam weapon deaths.
83 * 19 6/04/99 4:13p Johne
84 * Made a potentially unsafe normalize safe.
86 * 18 5/21/99 5:03p Andsager
87 * Add code to display engine wash death. Modify ship_kill_packet
89 * 17 5/18/99 10:08a Andsager
90 * Modified single maximum range before blown up to also be multi
93 * 16 5/17/99 6:03p Dave
94 * Added new timing code. Put in code to allow camera speed zooming.
96 * 15 5/11/99 10:16p Andsager
97 * First pass on engine wash effect. Rotation (control input), damage,
100 * 14 4/23/99 12:01p Johnson
101 * Added SIF_HUGE_SHIP
103 * 13 3/30/99 5:40p Dave
104 * Fixed reinforcements for TvT in multiplayer.
106 * 12 3/28/99 5:58p Dave
107 * Added early demo code. Make objects move. Nice and framerate
108 * independant, but not much else. Don't use yet unless you're me :)
110 * 11 3/10/99 6:50p Dave
111 * Changed the way we buffer packets for all clients. Optimized turret
112 * fired packets. Did some weapon firing optimizations.
114 * 10 2/26/99 6:01p Andsager
115 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
117 * 9 2/21/99 6:02p Dave
118 * Fixed standalone WSS packets.
120 * 8 1/30/99 1:29a Dave
121 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
122 * screen. Fixed beam weapon death messages.
124 * 7 1/14/99 6:06p Dave
125 * 100% full squad logo support for single player and multiplayer.
127 * 6 1/12/99 5:45p Dave
128 * Moved weapon pipeline in multiplayer to almost exclusively client side.
129 * Very good results. Bandwidth goes down, playability goes up for crappy
130 * connections. Fixed object update problem for ship subsystems.
132 * 5 12/10/98 10:54a Dave
133 * Fixed problem where a mission ended in multiplayer and a player was
134 * dead. There was an Int3() when getting player eye-point.
136 * 4 11/12/98 12:13a Dave
137 * Tidied code up for multiplayer test. Put in network support for flak
140 * 3 10/13/98 9:29a Dave
141 * Started neatening up freespace.h. Many variables renamed and
142 * reorganized. Added AlphaColors.[h,cpp]
144 * 2 10/07/98 10:53a Dave
147 * 1 10/07/98 10:50a Dave
149 * 219 6/30/98 2:16p Dave
150 * Revised object update system. Removed updates for all weapons. Put
151 * button info back into control info packet.
153 * 218 6/09/98 5:17p Lawrance
154 * French/German localization
156 * 217 6/09/98 10:31a Hoffoss
157 * Created index numbers for all xstr() references. Any new xstr() stuff
158 * added from here on out should be added to the end if the list. The
159 * current list count can be found in FreeSpace.cpp (search for
162 * 216 6/01/98 11:43a John
163 * JAS & MK: Classified all strings for localization.
165 * 215 5/22/98 11:27a Hoffoss
166 * Fixed the bank when pressed bug where you continue to turn while using
169 * 214 5/19/98 8:19p Lawrance
170 * Make mouse invert work
172 * 213 5/19/98 12:19p Mike
175 * 212 5/18/98 2:50p Lawrance
176 * Change text for when warp drive is inoperable
178 * 211 5/18/98 1:58a Mike
179 * Make Phoenix not be fired at fighters (but yes bombers).
180 * Improve positioning of ships in guard mode.
181 * Make turrets on player ship not fire near end of support ship docking.
183 * 210 5/17/98 1:43a Dave
184 * Eradicated chatbox problems. Remove speed match for observers. Put in
185 * help screens for PXO. Fix messaging and end mission privelges. Fixed
186 * team select screen bugs. Misc UI fixes.
188 * 209 5/15/98 2:41p Hoffoss
189 * Made mouse default to off (for flying ship) and fixed some new pilot
192 * 208 5/15/98 1:14p Hoffoss
193 * Added a deadzone to ends of abs throttle range.
195 * 207 5/14/98 5:32p Hoffoss
196 * Improved axis binding code some more.
198 * 206 5/13/98 11:55a Frank
199 * Fixed bug with axis 2 and 3 not working correctly.
201 * 205 5/13/98 1:17a Hoffoss
202 * Added joystick axes configurability.
204 * 204 5/11/98 5:29p Hoffoss
205 * Added mouse button mapped to joystick button support.
207 * 203 5/11/98 12:01p Hoffoss
208 * Changed mouse sensitivity code to approx. double top limit while
209 * keeping low limit the same.
211 * 202 5/09/98 4:52p Lawrance
212 * Implement padlock view (up/rear/left/right)
214 * 201 5/08/98 5:35p Lawrance
215 * only allow cargo inspection if sensors are ok
217 * 200 5/08/98 5:31p Hoffoss
218 * Isolated the joystick force feedback code more from dependence on other
221 * 199 5/07/98 6:58p Hoffoss
222 * Made changes to mouse code to fix a number of problems.
224 * 198 5/06/98 12:02a Hoffoss
225 * Fixed throttle problems with joysticks.
227 * 197 5/05/98 8:38p Hoffoss
228 * Added sensitivity adjustment to options menu and made it save to pilot
231 * 196 5/05/98 1:33p Hoffoss
232 * Changed mouse formula around a little.
234 * 195 5/04/98 11:08p Hoffoss
235 * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
236 * Updated references everywhere to it.
238 * 194 5/01/98 5:45p Hoffoss
239 * Made further improvements to the mouse code.
241 * 193 5/01/98 4:24p Lawrance
242 * Play error sound if player tries to engage afterburner when none are on
245 * 192 5/01/98 1:14p Hoffoss
246 * Changed mouse usage so directInput is only used for release version.
248 * 191 4/30/98 9:12p Hoffoss
249 * Fixed a questionable precidence issue to be known.
251 * 190 4/30/98 5:40p Hoffoss
252 * Added mouse as a supported control to fly the ship.
254 * 189 4/29/98 1:44p Lawrance
255 * Fix bug that would cause primaries to be linked when returning from a
256 * menu in-game (if primaries were linked at mission start)
258 * 188 4/25/98 4:36p Lawrance
259 * init auto_advance field when pilot is created
261 * 187 4/25/98 3:49p Lawrance
262 * Save briefing auto-advance pref
264 * 186 4/18/98 9:52p Mike
265 * Don't restore player flags from save file in training mission, as it
266 * enables auto-target to persist.
268 * 185 4/17/98 11:16a Allender
269 * use short callsign when showing player name in cargo area of target
272 * 184 4/09/98 12:32a Lawrance
273 * Fix bugs related to multiple screams from same ship, builtin messages
274 * playing after screams, or praising while severly damaged.
276 * 183 4/08/98 7:11p Dave
277 * Fix auto-targeting and auto-matching reset after player respawn.
278 * Removed incorrect call to furball update if in a non-furball game.
280 * 182 4/08/98 11:11a Hoffoss
281 * Fixed some bugs that showed up due to fixing other bugs the other day
284 * 181 4/08/98 10:46a Lawrance
285 * fix uninitialized data warning
287 * 180 4/06/98 11:00a Hoffoss
288 * Fixed bank when pressed key to also be usable with keyboard yaw
291 * 179 4/05/98 7:43p Lawrance
292 * fix up saving/restoring of link status and auto-target/match-speed.
294 * 178 4/01/98 7:42p Lawrance
295 * Enable auto-targeting by default when a new pilot is created.
297 * 177 4/01/98 1:31p Allender
298 * don't play all alone message in multiplayer
300 * 176 3/31/98 11:47p Lawrance
302 * 175 3/31/98 5:18p John
303 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
304 * bunch of debug stuff out of player file. Made model code be able to
305 * unload models and malloc out only however many models are needed.
308 * 174 3/30/98 12:19a Lawrance
309 * Make scan time a property of a ship
311 * 173 3/24/98 4:25p Lawrance
312 * Make finding out if player killed self easier and more reliable
314 * 172 3/23/98 12:28p Hoffoss
315 * Fixed +/-5% throttle controls to actually do 5%, rather than whatever
316 * the heck it was doing before.
318 * 171 3/21/98 3:35p Lawrance
319 * Fix joystick turning in external view
321 * 170 3/19/98 5:35p Lawrance
322 * Correctly inform player if killed by ship explosion.
324 * 169 3/18/98 6:04p Lawrance
325 * change text for warp destroyed message
327 * 168 3/18/98 12:03p John
328 * Marked all the new strings as externalized or not.
330 * 167 3/16/98 5:54p Lawrance
331 * Play cargo scanning sound
333 * 166 3/14/98 4:58p Lawrance
334 * surpress HUD messages for auto-match speed
336 * 165 3/11/98 12:11p Mike
337 * Increase max speed to enable warpout even if ship has little energy
338 * directed towards engines.
340 * 164 3/11/98 11:19a Mike
341 * Quick fix since I completely broke warping out.
343 * 163 3/11/98 9:08a Mike
344 * Intermediate checkin to resolve link errors. Working on forcing
345 * player's engine energy high enough to enable warpout.
347 * 162 3/10/98 5:08p Allender
348 * fixed up multiplayer death messages (I hope). changes in object update
351 * 161 3/09/98 4:30p Allender
352 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
353 * sexpressions. Add time cargo revealed to ship structure
355 * 160 3/07/98 3:49p Lawrance
356 * store killer species in player struct
358 * 159 3/05/98 10:16p Lawrance
359 * Add 'save_flags' to player struct to save/restore certain player flags
362 * 158 2/28/98 7:03p Lawrance
363 * get slew working in any view
365 * 157 2/26/98 12:33a Lawrance
366 * Added back slew mode, lots of changes to external and chase views.
368 * 156 2/23/98 6:54p Lawrance
369 * Make interface to real-time voice more generic and useful.
371 * 155 2/22/98 4:30p John
372 * More string externalization classification
374 * 154 2/22/98 3:56p Lawrance
375 * Make external view a toggle like chase view. Allow extenal view to
376 * override chase view.
378 * 153 2/22/98 2:48p John
379 * More String Externalization Classification
381 * 152 2/20/98 8:30p Lawrance
382 * Play 'all alone' message when player is last ship left and primary
383 * objective is incomplete.
385 * 151 2/19/98 5:30p Lawrance
386 * Allow player turrets to fire automatically.
388 * 150 2/16/98 7:33p Lawrance
389 * add function to determine range of current secondary weapon
391 * 149 2/15/98 9:51p Sandeep
392 * AL: Check for 'Player 1' as a ship name when displaying the death
395 * 148 2/14/98 4:41p Lawrance
396 * Add some new fields to keep track of how the player died.
398 * 147 2/11/98 9:53a John
399 * Put in a real fix to the bug with not resetting joystick time between
402 * 146 2/10/98 9:29p Mike
403 * Hack-fix bug with joystick reading not being allowed in 2nd playthrough
404 * of a mission until time exceeds duration of previous mission.
406 * 145 2/10/98 1:15p John
407 * Made the joystick only read at 10Hz max
409 * 144 2/06/98 4:31p Lawrance
410 * revamp radar code, allow dim radar dots
412 * 143 2/06/98 3:48p Allender
413 * added code to clear out control info for multiplayer clients so they
414 * don't accidentally start firing all the time
416 * 142 2/06/98 12:13a Lawrance
417 * Don't play throttle sounds when using analog throttle.
419 * 141 2/05/98 10:41a Lawrance
420 * Scale frequency of 'good kill' messages by skill level.
422 * 140 2/02/98 4:24p Lawrance
423 * Only inspect cargo and transport in single player.
425 * 139 2/02/98 4:12p Allender
426 * fixed bug I introduced with multiplayer callsigns displaying in cargo
439 #include "floating.h"
443 #include "hudtarget.h"
444 #include "hudtargetbox.h"
446 #include "freespace.h"
447 #include "controlsconfig.h"
450 #include "missionshipchoice.h"
451 #include "afterburner.h"
453 #include "gamesequence.h"
454 #include "missionmessage.h"
455 #include "multiutil.h"
456 #include "linklist.h"
457 #include "missiongoals.h"
458 #include "hudsquadmsg.h"
459 #include "multi_obj.h"
460 #include "observer.h"
462 ////////////////////////////////////////////////////////////
463 // Global object and other interesting player type things
464 ////////////////////////////////////////////////////////////
465 player Players[MAX_PLAYERS];
468 player *Player = NULL;
470 physics_info Descent_physics; // used when we want to control the player like the descent ship
472 ////////////////////////////////////////////////////////////
474 ////////////////////////////////////////////////////////////
475 static int Player_all_alone_msg_inited=0; // flag used for initalizing a player-specific voice msg
478 int Show_killer_weapon = 0;
479 DCF_BOOL( show_killer_weapon, Show_killer_weapon );
482 void playercontrol_read_stick(int *axis, float frame_time);
483 void player_set_padlock_state();
485 // Slew angles chase towards zero like they're on a spring.
486 // When furthest away, move fastest.
487 // Minimum speed set so that doesn't take too long.
488 // When gets close, clamps to zero.
489 void chase_angles_to_zero(angles *ap)
494 // Make sure we actually need to do all this math.
495 if ((ap->p == 0.0f) && (ap->h == 0.0f))
498 // This is what we'll scale each value by.
499 sk = 1.0f - 2*flFrametime;
501 // These are the amounts that will be subtracted from pitch and heading.
502 // They are only needed to make sure we aren't moving too slowly.
503 k1 = fl_abs(ap->p * (1.0f - sk));
504 k2 = fl_abs(ap->h * (1.0f - sk));
506 // See if the larger dimension of movement is too small.
507 // If so, boost amount of movement in both dimensions.
509 if (k1 < flFrametime)
510 sk = 1.0f - (1.0f - sk) * flFrametime/k1;
511 } else if (k2 > k1) {
512 if (k2 < flFrametime)
513 sk = 1.0f - (1.0f - sk) * flFrametime/k2;
516 // It's possible we made the scale factor negative above.
523 // If we're very close, put ourselves at goal.
524 if ((fl_abs(ap->p) < 0.005f) && (fl_abs(ap->h) < 0.005f)) {
529 // Update Viewer_mode based on whether we're looking dead ahead.
530 if ((ap->p == 0.0f) && (ap->b == 0.0f) && (ap->h == 0.0f))
531 Viewer_mode &= ~VM_SLEWED;
533 Viewer_mode |= VM_SLEWED;
537 angles Viewer_slew_angles_delta;
538 angles Viewer_external_angles_delta;
540 void view_modify(angles *ma, angles *da, float minv, float maxv, int slew, float frame_time)
542 int axis[JOY_NUM_AXES];
545 if ( (!slew) && (Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
549 if ( Viewer_mode & VM_EXTERNAL ) {
550 t = (check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT)) / 16.0f;
552 t = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 16.0f;
560 t = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 16.0f;
568 playercontrol_read_stick(axis, frame_time);
570 if ( Viewer_mode & VM_EXTERNAL ) {
571 // check the heading on the x axis
572 da->h -= f2fl( axis[0] );
575 // check the heading on the x axis
576 da->h += f2fl( axis[0] );
579 // check the pitch on the y axis
580 da->p -= f2fl( axis[1] );
584 else if (da->h < -1.0f)
589 else if (da->p < -1.0f)
592 ma->p += da->p * flFrametime;
593 ma->b += da->b * flFrametime;
594 ma->h += da->h * flFrametime;
598 else if (ma->p < minv)
603 else if (ma->h < minv)
607 // When PAD0 is pressed, keypad controls viewer direction slewing.
608 void do_view_slew(float frame_time)
610 view_modify(&Viewer_slew_angles, &Viewer_slew_angles_delta, -PI/3, PI/3, 1, frame_time);
612 if ((Viewer_slew_angles.p == 0.0f) && (Viewer_slew_angles.b == 0.0f) && (Viewer_slew_angles.h == 0.0f))
613 Viewer_mode &= ~VM_SLEWED;
615 Viewer_mode |= VM_SLEWED;
618 void do_view_chase(float frame_time)
622 // Process centering key.
623 if (check_control_timef(VIEW_CENTER)) {
624 Viewer_chase_info.distance = 0.0f;
627 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
628 Viewer_chase_info.distance += t*4;
629 if (Viewer_chase_info.distance < 0.0f)
630 Viewer_chase_info.distance = 0.0f;
633 float camera_zoom_scale = 1.0f;
635 DCF(camera_speed, "")
637 dc_get_arg(ARG_FLOAT);
638 camera_zoom_scale = Dc_arg_float;
641 void do_view_external(float frame_time)
645 view_modify(&Viewer_external_info.angles, &Viewer_external_angles_delta, -2*PI, 2*PI, 0, frame_time);
647 // Process centering key.
648 if (check_control_timef(VIEW_CENTER)) {
649 Viewer_external_info.angles.p = 0.0f;
650 Viewer_external_info.angles.h = 0.0f;
651 Viewer_external_info.distance = 0.0f;
654 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
655 Viewer_external_info.distance += t*4*camera_zoom_scale;
656 if (Viewer_external_info.distance < 0.0f){
657 Viewer_external_info.distance = 0.0f;
660 // Do over-the-top correction.
662 if (Viewer_external_info.angles.p > PI)
663 Viewer_external_info.angles.p = -2*PI + Viewer_external_info.angles.p;
664 else if (Viewer_external_info.angles.p < -PI)
665 Viewer_external_info.angles.p = 2*PI + Viewer_external_info.angles.p;
667 if (Viewer_external_info.angles.h > PI)
668 Viewer_external_info.angles.h = -2*PI + Viewer_external_info.angles.h;
669 else if (Viewer_external_info.angles.h < -PI)
670 Viewer_external_info.angles.h = 2*PI + Viewer_external_info.angles.h;
673 // separate out the reading of thrust keys, so we can call this from external
674 // view as well as from normal view
675 void do_thrust_keys(control_info *ci)
677 ci->forward = check_control_timef(FORWARD_THRUST) - check_control_timef(REVERSE_THRUST);
680 // called by single and multiplayer modes to reset information inside of control info structure
681 void player_control_reset_ci( control_info *ci )
683 float t1, t2, oldspeed;
687 oldspeed = ci->forward_cruise_percent;
688 memset( ci, 0, sizeof(control_info) );
691 ci->forward_cruise_percent = oldspeed;
694 // Read the 4 joystick axis. This is its own function
695 // because we only want to read it at a certain rate,
696 // since it takes time.
698 static int Joystick_saved_reading[JOY_NUM_AXES];
699 static int Joystick_last_reading = -1;
701 void playercontrol_read_stick(int *axis, float frame_time)
706 // Make sure things get reset properly between missions.
707 if ( (Joystick_last_reading != -1) && (timestamp_until(Joystick_last_reading) > 1000) ) {
708 Int3(); // Get John! John, the joystick last reading didn't get reset btwn levels.
709 Joystick_last_reading = -1;
713 if ( (Joystick_last_reading == -1) || timestamp_elapsed(Joystick_last_reading) ) {
715 control_get_axes_readings(&Joystick_saved_reading[0], &Joystick_saved_reading[1], &Joystick_saved_reading[2], &Joystick_saved_reading[3], &Joystick_saved_reading[4]);
716 Joystick_last_reading = timestamp( 1000/10 ); // Read 10x per second, like we did in Descent.
719 for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
720 axis[i] = Joystick_saved_reading[i];
723 if (Use_mouse_to_fly) {
727 // factor = (float) Mouse_sensitivity + 2.5f;
728 // factor = factor * factor / frame_time / 1.2f;
729 factor = (float) Mouse_sensitivity + 1.77f;
730 factor = factor * factor / frame_time / 0.6f;
732 mouse_get_delta(&dx, &dy, &dz);
734 if ( Invert_axis[0] ) {
738 if ( Invert_axis[1] ) {
742 if ( Invert_axis[3] ) {
746 axis[0] += (int) ((float) dx * factor);
747 axis[1] += (int) ((float) dy * factor);
748 axis[3] += (int) ((float) dz * factor);
752 void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi )
754 float kh=0.0f, scaled, newspeed, delta, oldspeed;
755 int axis[JOY_NUM_AXES], slew_active=0;
756 static int afterburner_last = 0;
757 static float analog_throttle_last = 9e9f;
758 static int override_analog_throttle = 0;
759 int ok_to_read_ci_pitch_yaw=1;
761 oldspeed = ci->forward_cruise_percent;
762 player_control_reset_ci( ci );
764 if ( check_control(VIEW_SLEW) ) {
765 do_view_slew(frame_time);
769 if ( Viewer_mode & VM_EXTERNAL ) {
770 control_used(VIEW_EXTERNAL);
771 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
772 ok_to_read_ci_pitch_yaw=0;
776 do_view_external(frame_time);
780 if ( !slew_active ) {
781 if ( Viewer_mode & VM_CHASE ) {
782 do_view_chase(frame_time);
786 if ( ok_to_read_ci_pitch_yaw ) {
788 if ( check_control(BANK_WHEN_PRESSED) ) {
789 ci->bank = check_control_timef(BANK_LEFT) + check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT) - check_control_timef(BANK_RIGHT);
793 kh = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 8.0f;
797 } else if (kh > 0.0f) {
798 if (ci->heading < 0.0f)
802 if (ci->heading > 0.0f)
806 ci->bank = check_control_timef(BANK_LEFT) - check_control_timef(BANK_RIGHT);
811 kh = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 8.0f;
815 } else if (kh > 0.0f) {
816 if (ci->pitch < 0.0f)
820 if (ci->pitch > 0.0f)
826 ci->sideways = (key_down_timef(SDLK_KP_3) - key_down_timef(SDLK_KP_1));
827 ci->vertical = (key_down_timef(SDLK_KP_PLUS) - key_down_timef(SDLK_KP_ENTER));
832 if ( !slew_active ) {
833 chase_angles_to_zero(&Viewer_slew_angles);
836 player_set_padlock_state();
838 if (!(Game_mode & GM_DEAD)) {
839 if ( button_info_query(&Player->bi, ONE_THIRD_THROTTLE) ) {
840 control_used(ONE_THIRD_THROTTLE);
841 player_clear_speed_matching();
842 if ( Player->ci.forward_cruise_percent < 33.3f ) {
843 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
845 } else if ( Player->ci.forward_cruise_percent > 33.3f ) {
846 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
849 Player->ci.forward_cruise_percent = 33.3f;
850 override_analog_throttle = 1;
853 if ( button_info_query(&Player->bi, TWO_THIRDS_THROTTLE) ) {
854 control_used(TWO_THIRDS_THROTTLE);
855 player_clear_speed_matching();
856 if ( Player->ci.forward_cruise_percent < 66.6f ) {
857 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
859 } else if (Player->ci.forward_cruise_percent > 66.6f) {
860 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
863 Player->ci.forward_cruise_percent = 66.6f;
864 override_analog_throttle = 1;
867 // if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
868 // control_used(PLUS_5_PERCENT_THROTTLE);
869 // Player->ci.forward_cruise_percent += (100.0f/Player_ship->current_max_speed);
872 if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
873 control_used(PLUS_5_PERCENT_THROTTLE);
874 Player->ci.forward_cruise_percent += 5.0f;
875 if (Player->ci.forward_cruise_percent > 100.0f)
876 Player->ci.forward_cruise_percent = 100.0f;
879 // if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
880 // control_used(MINUS_5_PERCENT_THROTTLE);
881 // Player->ci.forward_cruise_percent -= (100.0f/Player_ship->current_max_speed);
884 if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
885 control_used(MINUS_5_PERCENT_THROTTLE);
886 Player->ci.forward_cruise_percent -= 5.0f;
887 if (Player->ci.forward_cruise_percent < 0.0f)
888 Player->ci.forward_cruise_percent = 0.0f;
891 if ( button_info_query(&Player->bi, ZERO_THROTTLE) ) {
892 control_used(ZERO_THROTTLE);
893 player_clear_speed_matching();
894 if ( ci->forward_cruise_percent > 0.0f && Player_obj->phys_info.fspeed > 0.5) {
895 snd_play( &Snds[SND_ZERO_THROTTLE], 0.0f );
898 ci->forward_cruise_percent = 0.0f;
899 override_analog_throttle = 1;
902 if ( button_info_query(&Player->bi, MAX_THROTTLE) ) {
903 control_used(MAX_THROTTLE);
904 player_clear_speed_matching();
905 if ( ci->forward_cruise_percent < 100.0f ) {
906 snd_play( &Snds[SND_FULL_THROTTLE], 0.0f );
909 ci->forward_cruise_percent = 100.0f;
910 override_analog_throttle = 1;
913 // AL 12-29-97: If afterburner key is down, player should have full forward thrust (even if afterburners run out)
914 if ( check_control(AFTERBURNER) ) {
918 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
919 if ( (Player_ai->last_target == Player_ai->target_objnum) && (Player_ai->target_objnum != -1) && ( ci->forward_cruise_percent == oldspeed) ) {
920 float tspeed, pmax_speed;
922 tspeed = Objects[Player_ai->target_objnum].phys_info.fspeed;
924 // maybe need to get speed from docked partner
925 if ( tspeed < MATCH_SPEED_THRESHOLD ) {
928 SDL_assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
930 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
931 if ( aip->ai_flags & AIF_DOCKED ) {
932 SDL_assert( aip->dock_objnum != -1 );
933 tspeed = Objects[aip->dock_objnum].phys_info.fspeed;
937 // Note, if closer than 100 units, scale down speed a bit. Prevents repeated collisions. -- MK, 12/17/97
938 float dist = vm_vec_dist(&Player_obj->pos, &Objects[Player_ai->target_objnum].pos);
941 tspeed = tspeed * (0.5f + dist/200.0f);
944 //pmax_speed = Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
945 pmax_speed = Ships[Player_obj->instance].current_max_speed;
946 ci->forward_cruise_percent = (tspeed / pmax_speed) * 100.0f;
947 override_analog_throttle = 1;
948 // if ( ci->forward_cruise_percent > 100.0f )
949 // HUD_printf ("Cannot travel that fast. Setting throttle to full.");
950 // mprintf(("forward -- %7.3f\n", ci->forward_cruise_percent));
953 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
956 // player_read_joystick();
957 // code to read joystick axis for pitch/heading. Code to read joystick buttons
959 if ( !(Game_mode & GM_DEAD) ) {
960 playercontrol_read_stick(axis, frame_time);
962 axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
965 if (Axis_map_to[JOY_HEADING_AXIS] >= 0) {
966 // check the heading on the x axis
967 if ( check_control(BANK_WHEN_PRESSED) ) {
968 delta = f2fl( axis[JOY_HEADING_AXIS] );
969 if ( (delta > 0.05f) || (delta < -0.05f) ) {
974 ci->heading += f2fl( axis[JOY_HEADING_AXIS] );
978 // check the pitch on the y axis
979 if (Axis_map_to[JOY_PITCH_AXIS] >= 0)
980 ci->pitch -= f2fl( axis[JOY_PITCH_AXIS] );
982 if (Axis_map_to[JOY_BANK_AXIS] >= 0) {
983 ci->bank -= f2fl( axis[JOY_BANK_AXIS] ) * 1.5f;
986 // axis 2 is for throttle
987 if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) {
988 scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range
989 // oldspeed = ci->forward_cruise_percent;
991 // scaled = (scaled + 1.0f) / 1.85f;
992 newspeed = (1.0f - scaled) * 100.0f;
994 delta = analog_throttle_last - newspeed;
995 if (!override_analog_throttle || (delta < -1.5f) || (delta > 1.5f)) {
996 ci->forward_cruise_percent = newspeed;
997 analog_throttle_last = newspeed;
998 override_analog_throttle = 0;
1000 // AL 1-5-98: don't play throttle sounds when using analog control
1002 if ( (oldspeed < 1.0f) && (newspeed >= 1.0f) )
1003 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1004 else if ( (oldspeed < 66.6f) && (newspeed >= 66.6f) )
1005 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1006 else if ( (oldspeed < 33.3f) && (newspeed >= 33.3f) )
1007 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1008 else if ( (oldspeed > 99.0f) && (newspeed <= 99.0f) )
1009 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1010 else if ( (oldspeed > 33.3f) && (newspeed <= 33.3f) )
1011 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1012 else if ( (oldspeed > 66.6f) && (newspeed <= 66.6f) )
1013 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1018 if (Axis_map_to[JOY_REL_THROTTLE_AXIS] >= 0)
1019 ci->forward_cruise_percent += f2fl(axis[JOY_REL_THROTTLE_AXIS]) * 100.0f * frame_time;
1021 if ( ci->forward_cruise_percent > 100.0f )
1022 ci->forward_cruise_percent = 100.0f;
1023 if ( ci->forward_cruise_percent < 0.0f )
1024 ci->forward_cruise_percent = 0.0f;
1026 // set up the firing stuff. Read into control info ala Descent so that weapons will be
1027 // created during the object simulation phase, and not immediately as was happening before.
1029 //keyboard: fire the current primary weapon
1030 if (check_control(FIRE_PRIMARY)) {
1031 ci->fire_primary_count++;
1033 // if we're a multiplayer client, set our accum bits now
1034 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1035 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1036 // Net_player->s_info.accum_buttons |= OOC_FIRE_PRIMARY;
1040 // mouse: fire the current primary weapon
1041 // ci->fire_primary_count += mouse_down(1);
1043 // for debugging, check to see if the debug key is down -- if so, make fire the debug laser instead
1045 if ( key_pressed(KEY_DEBUG_KEY) ) {
1046 ci->fire_debug_count = ci->fire_primary_count;
1047 ci->fire_primary_count = 0;
1051 // keyboard: fire the current secondary weapon
1052 if (check_control(FIRE_SECONDARY)) {
1053 ci->fire_secondary_count++;
1055 // if we're a multiplayer client, set our accum bits now
1056 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1057 Net_player->s_info.accum_buttons |= OOC_FIRE_SECONDARY;
1061 // keyboard: launch countermeasures
1062 if ( button_info_query(&Player->bi, LAUNCH_COUNTERMEASURE) ) {
1063 control_used(LAUNCH_COUNTERMEASURE);
1064 ci->fire_countermeasure_count++;
1065 hud_gauge_popup_start(HUD_CMEASURE_GAUGE);
1067 // if we're a multiplayer client, set our accum bits now
1068 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1069 // Net_player->s_info.accum_buttons |= OOC_FIRE_COUNTERMEASURE;
1073 // see if the afterburner has been started (keyboard + joystick)
1074 if (check_control(AFTERBURNER)) {
1075 if (!afterburner_last) {
1076 SDL_assert(Player_ship);
1077 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
1078 gamesnd_play_error_beep();
1080 ci->afterburner_start = 1;
1084 afterburner_last = 1;
1087 if (afterburner_last)
1088 ci->afterburner_stop = 1;
1090 afterburner_last = 0;
1094 if ( (Viewer_mode & VM_EXTERNAL) || slew_active ) {
1095 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) || slew_active ) {
1103 void read_player_controls(object *objp, float frametime)
1105 // if (Game_mode & GM_DEAD)
1108 joy_ff_adjust_handling((int) objp->phys_info.speed);
1111 switch( Player->control_mode ) {
1116 read_keyboard_controls(&(Player->ci), frametime, &objp->phys_info );
1118 case PCM_WARPOUT_STAGE1: // Accelerate to 40 km/s
1119 case PCM_WARPOUT_STAGE2: // Go 40 km/s steady up to the effect
1120 case PCM_WARPOUT_STAGE3: // Go 40 km/s steady through the effect
1122 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1124 if ( (objp->type == OBJ_SHIP) && (!(Game_mode & GM_DEAD)) ) {
1126 Warpout_time += flFrametime;
1128 if ( Warpout_forced ) {
1130 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED*2.0f;
1132 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1133 if ( diff < 0.0f ) diff = 0.0f;
1135 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1139 // check if warp ability has been disabled
1140 if ( Ships[objp->instance].flags & ( SF_WARP_BROKEN|SF_WARP_NEVER ) ) {
1141 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot warp out at this time.", 81));
1145 if ( (!warp_failed) && (Ships[objp->instance].current_max_speed >= TARGET_WARPOUT_SPEED) ) {
1148 if (Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed < TARGET_WARPOUT_SPEED) {
1149 // Cannot go fast enough, so abort sequence.
1151 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Unable to engage warp... ship must be able to reach %.1f km/s", 82), TARGET_WARPOUT_SPEED );
1154 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED + 5.0f;
1155 //Ships[objp->instance].current_max_speed = Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed;
1160 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1164 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1168 if ( warp_failed ) {
1169 snd_play(&Snds[SND_PLAYER_WARP_FAIL]);
1170 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1174 if ( Player->control_mode == PCM_WARPOUT_STAGE1 ) {
1177 // Wait at least 3 seconds before making sure warp speed is set.
1178 if ( Warpout_time>MINIMUM_PLAYER_WARPOUT_TIME ) {
1179 // If we are going around 5% of the target speed, progress to next stage
1180 float diff = fl_abs(objp->phys_info.fspeed - TARGET_WARPOUT_SPEED )/TARGET_WARPOUT_SPEED;
1181 if ( diff < TARGET_WARPOUT_MATCH_PERCENT ) {
1182 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 );
1191 // the ships maximum velocity now depends on the energy flowing to engines
1192 if(objp->type != OBJ_OBSERVER){
1193 objp->phys_info.max_vel.xyz.z = Ships[objp->instance].current_max_speed;
1195 if(Player_obj->type == OBJ_SHIP){
1196 // only read player control info if player ship is not dead
1197 if ( !(Ships[Player_obj->instance].flags & SF_DYING) ) {
1199 if ((Ships[objp->instance].wash_intensity > 0) && !((Player->control_mode == PCM_WARPOUT_STAGE1) || (Player->control_mode == PCM_WARPOUT_STAGE2) || (Player->control_mode == PCM_WARPOUT_STAGE3)) ) {
1200 float intensity = 0.3f * min(Ships[objp->instance].wash_intensity, 1.0f);
1201 vm_vec_copy_scale(&wash_rot, &Ships[objp->instance].wash_rot_axis, intensity);
1202 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime, &wash_rot);
1204 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime);
1207 } else if(Player_obj->type == OBJ_OBSERVER){
1208 physics_read_flying_controls(&objp->orient,&objp->phys_info,&(Player->ci), flFrametime);
1212 void player_controls_init()
1214 static int initted = 0;
1220 physics_init( &Descent_physics );
1221 Descent_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
1223 Viewer_slew_angles_delta.p = 0.0f;
1224 Viewer_slew_angles_delta.b = 0.0f;
1225 Viewer_slew_angles_delta.h = 0.0f;
1228 // Clear current speed matching and auto-speed matching flags
1229 void player_clear_speed_matching()
1232 Int3(); // why is Player NULL?
1236 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1237 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
1240 // function which computes the forward_thrust_time needed for the player ship to match
1241 // velocities with the currently selected target
1242 // input: no_target_text => default parm (NULL), used to override HUD output when no target exists
1243 // match_off_text => default parm (NULL), used to overide HUD output when matching toggled off
1244 // match_on_text => default parm (NULL), used to overide HUD output when matching toggled on
1245 void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
1247 if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP ) {
1251 // multiplayer observers can't match target speed
1252 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
1256 if ( Player_ai->target_objnum == -1) {
1257 if ( no_target_text ) {
1258 if ( no_target_text[0] ) {
1259 HUD_sourced_printf(HUD_SOURCE_HIDDEN, no_target_text );
1262 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No currently selected target.",-1) );
1267 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
1268 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1269 if ( match_off_text ) {
1270 if ( match_off_text[0] ) {
1271 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_off_text );
1274 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No longer matching speed with current target.",-1) );
1279 if ( Objects[Player_ai->target_objnum].phys_info.speed > MATCH_SPEED_THRESHOLD ) {
1282 // account for case of matching speed with docked ship
1284 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
1285 if ( aip->ai_flags & AIF_DOCKED ) {
1286 SDL_assert( aip->dock_objnum != -1 );
1287 if ( Objects[aip->dock_objnum].phys_info.fspeed > MATCH_SPEED_THRESHOLD ) {
1294 Player->flags |= PLAYER_FLAGS_MATCH_TARGET;
1295 if ( match_on_text ) {
1296 if ( match_on_text[0] ) {
1297 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_on_text );
1300 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("Matching speed with current target.",-1) );
1309 // toggle_player_object toggles between the player objects (i.e. the ship they are currently flying)
1310 // and a descent style ship.
1312 int use_descent = 0;
1313 static physics_info phys_save;
1315 void toggle_player_object()
1317 if ( use_descent ) {
1318 memcpy( &Player_obj->phys_info, &phys_save, sizeof(physics_info) );
1320 memcpy( &phys_save, &Player_obj->phys_info, sizeof(physics_info) );
1321 memcpy( &Player_obj->phys_info, &Descent_physics, sizeof(physics_info) );
1323 use_descent = !use_descent;
1325 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Using %s style physics for player ship."), use_descent ? NOX("DESCENT") : NOX("FreeSpace"));
1328 //#endif // ifndef NDEBUG
1330 // Init the data required for determining whether 'all alone' message should play
1331 void player_init_all_alone_msg()
1336 Player->check_for_all_alone_msg=timestamp(0);
1338 // See if there are any friendly ships present, if so return without preventing msg
1339 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1340 objp = &Objects[so->objnum];
1341 if ( objp == Player_obj ) {
1345 if ( Ships[objp->instance].team == Player_ship->team ) {
1346 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
1352 // There must be no friendly ships present, so prevent the 'all alone' message from ever playing
1353 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1356 // Called when a new pilot is created
1357 void player_set_pilot_defaults(player *p)
1359 // Enable auto-targeting by default for all new pilots
1360 p->flags |= PLAYER_FLAGS_AUTO_TARGETING;
1361 p->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1364 // not using PXO by default
1365 p->flags |= PLAYER_FLAGS_USING_LOCAL_STATS;
1366 p->save_flags |= PLAYER_FLAGS_USING_LOCAL_STATS;
1369 p->auto_advance = 1;
1372 // Store some player preferences to Player->save_flags
1373 void player_save_target_and_weapon_link_prefs()
1375 Player->save_flags = 0;
1376 if ( Player->flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1377 Player->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1381 if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
1382 // multiplayer observers can't match target speed
1383 if(!((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))) ){
1384 Player->save_flags |= PLAYER_FLAGS_AUTO_MATCH_SPEED;
1388 // if we're in multiplayer mode don't do this because we will desync ourselves with the server
1389 if(!(Game_mode & GM_MULTIPLAYER)){
1390 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
1391 Player->save_flags |= PLAYER_FLAGS_LINK_PRIMARY;
1393 Player->flags &= ~PLAYER_FLAGS_LINK_PRIMARY;
1395 if ( Player_ship->flags & SF_SECONDARY_DUAL_FIRE ) {
1396 Player->save_flags |= PLAYER_FLAGS_LINK_SECONDARY;
1398 Player->flags &= ~PLAYER_FLAGS_LINK_SECONDARY;
1403 // Store some player preferences to Player->save_flags
1404 void player_restore_target_and_weapon_link_prefs()
1406 // Don't restores the save flags in training, as we must ensure certain things are off, such as speed matching.
1407 if ( !(The_mission.game_type & MISSION_TYPE_TRAINING )) {
1408 Player->flags |= Player->save_flags;
1411 if ( Player->flags & PLAYER_FLAGS_LINK_PRIMARY ) {
1412 if ( Player_ship->weapons.num_primary_banks > 1 ) {
1413 Player_ship->flags |= SF_PRIMARY_LINKED;
1417 if ( Player->flags & PLAYER_FLAGS_LINK_SECONDARY ) {
1418 Player_ship->flags |= SF_SECONDARY_DUAL_FIRE;
1422 // initialize player statistics on a per mission basis
1423 void player_level_init()
1425 Player->flags = PLAYER_FLAGS_STRUCTURE_IN_USE; // reset the player flags
1426 Player->flags |= Player->save_flags;
1428 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1430 Viewer_slew_angles.p = 0.0f; Viewer_slew_angles.b = 0.0f; Viewer_slew_angles.h = 0.0f;
1431 Viewer_external_info.angles.p = 0.0f;
1432 Viewer_external_info.angles.b = 0.0f;
1433 Viewer_external_info.angles.h = 0.0f;
1434 Viewer_external_info.distance = 0.0f;
1442 // Init variables for friendly fire monitoring.
1443 Player->friendly_last_hit_time = 0;
1444 Player->friendly_hits = 0;
1445 Player->friendly_damage = 0.0f;
1446 Player->last_warning_message_time = 0;
1448 Player->control_mode = PCM_NORMAL;
1450 Player->allow_warn_timestamp = 1; // init timestamp that is used for managing attack warnings sent to player
1451 Player->check_warn_timestamp = 1;
1452 Player->warn_count = 0; // number of attack warnings player has received this mission
1454 Player->distance_warning_count = 0; // Number of warning too far from origin
1455 Player->distance_warning_time = 0; // Time at which last warning was given
1457 Player->praise_count = 0; // number of praises player has received this mission
1458 Player->allow_praise_timestamp = 1; // timestamp until next praise is allowed
1459 Player->praise_delay_timestamp = 0; // timstamp used to delay praises given to the player
1461 Player->ask_help_count = 0; // number of times player has been asked for help by wingmen
1462 Player->allow_ask_help_timestamp = 1; // timestamp until next ask_help is allowed
1464 Player->scream_count = 0; // number of times player has heard wingman screams this mission
1465 Player->allow_scream_timestamp = 1; // timestamp until next wingman scream is allowed
1467 Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
1469 Player->repair_sound_loop = -1;
1470 Player->cargo_scan_loop = -1;
1471 Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
1473 Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
1474 Player->current_target_sx = -1; // Screen x-pos of current target (or subsystem if applicable)
1475 Player->current_target_sy = -1; // Screen y-pos of current target (or subsystem if applicable)
1476 Player->target_in_lock_cone = -1; // Is the current target in secondary weapon lock cone?
1477 Player->locking_subsys=NULL; // Subsystem pointer that missile lock is trying to seek
1478 Player->locking_on_center=0; // boolean, whether missile lock is trying for center of ship or not
1479 Player->locking_subsys_parent=-1;
1481 Player->killer_objtype=-1; // type of object that killed player
1482 Player->killer_weapon_index=-1; // weapon used to kill player (if applicable)
1483 Player->killer_parent_name[0]=0; // name of parent object that killed the player
1485 Player_all_alone_msg_inited=0;
1486 Player->flags &= ~PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1488 // Player->insignia_bitmap = -1;
1490 Joystick_last_reading = -1; // Make the joystick read right away.
1493 // player_init() initializes global veriables once a game -- needed because of mallocing that
1494 // goes on in structures in the player file
1498 Player = &Players[Player_num];
1499 Player->num_campaigns = 0;
1500 Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
1501 Player->failures_this_session = 0;
1502 Player->show_skip_popup = (ubyte) 1;
1505 // stop any looping sounds associated with the Player, called from game_stop_looped_sounds().
1506 void player_stop_looped_sounds()
1509 if ( Player->repair_sound_loop > -1 ) {
1510 snd_stop(Player->repair_sound_loop);
1511 Player->repair_sound_loop = -1;
1513 if ( Player->cargo_scan_loop > -1 ) {
1514 snd_stop(Player->cargo_scan_loop);
1515 Player->cargo_scan_loop = -1;
1519 // Start the repair sound if it hasn't already been started. Called when a player ship is being
1520 // repaired by a support ship
1521 void player_maybe_start_repair_sound()
1524 if ( Player->repair_sound_loop == -1 ) {
1525 Player->repair_sound_loop = snd_play_looping( &Snds[SND_SHIP_REPAIR] );
1529 // stop the player repair sound if it is already playing
1530 void player_stop_repair_sound()
1533 if ( Player->repair_sound_loop != -1 ) {
1534 snd_stop(Player->repair_sound_loop);
1535 Player->repair_sound_loop = -1;
1539 // start the cargo scanning sound if it hasn't already been started
1540 void player_maybe_start_cargo_scan_sound()
1543 if ( Player->cargo_scan_loop == -1 ) {
1544 Player->cargo_scan_loop = snd_play_looping( &Snds[SND_CARGO_SCAN] );
1548 // stop the player repair sound if it is already playing
1549 void player_stop_cargo_scan_sound()
1552 if ( Player->cargo_scan_loop != -1 ) {
1553 snd_stop(Player->cargo_scan_loop);
1554 Player->cargo_scan_loop = -1;
1558 // See if there is a praise message to deliver to the player. We want to delay the praise messages
1559 // a bit, to make them more realistic
1561 // exit: 1 => a praise message was delivered to the player, or a praise is pending
1562 // 0 => no praise is pending
1564 #define PLAYER_ALLOW_PRAISE_INTERVAL 60000 // minimum time between praises
1566 int player_process_pending_praise()
1568 // in multiplayer, never praise
1569 if(Game_mode & GM_MULTIPLAYER){
1573 if ( timestamp_elapsed(Player->praise_delay_timestamp) ) {
1576 Player->praise_delay_timestamp = 0;
1577 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 1000.0f );
1578 if ( ship_index >= 0 ) {
1579 // Only praise if above 50% integrity
1580 if ( Objects[Ships[ship_index].objnum].hull_strength/Ship_info[Ships[ship_index].ship_info_index].initial_hull_strength > 0.5f ) {
1581 message_send_builtin_to_player(MESSAGE_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
1582 Player->allow_praise_timestamp = timestamp(PLAYER_ALLOW_PRAISE_INTERVAL*(Game_skill_level+1) );
1583 Player->allow_scream_timestamp = timestamp(20000); // prevent death scream following praise
1584 Player->praise_count++;
1590 if ( Player->praise_delay_timestamp == 0 ) {
1597 int player_inspect_cap_subsys_cargo(float frametime, char *outstr, const int max_outstr);
1598 // See if the player should be inspecting cargo, and update progress.
1599 // input: frametime => time since last frame in seconds
1600 // input: outstr => (output parm) holds string that HUD should display
1602 // exit: 1 => player should display outstr on HUD
1603 // 0 => don't display cargo on HUD
1604 int player_inspect_cargo(float frametime, char *outstr, const int max_outstr)
1608 ship_info *cargo_sip;
1609 vector vec_to_cargo;
1614 if ( Player_ai->target_objnum < 0 ) {
1618 cargo_objp = &Objects[Player_ai->target_objnum];
1619 SDL_assert(cargo_objp->type == OBJ_SHIP);
1620 cargo_sp = &Ships[cargo_objp->instance];
1621 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1624 // causes a FS1 mission not to finish since the subsytems and not
1625 // the ship are scanned
1626 if (cargo_sip->flags & SIF_HUGE_SHIP) {
1627 return player_inspect_cap_subsys_cargo(frametime, outstr, max_outstr);
1631 // check if target is ship class that can be inspected
1632 // MWA -- 1/27/98 -- added fighters/bombers to this list. For multiplayer, we
1633 // want to show callsign of player
1635 // scannable cargo behaves differently. Scannable cargo is either "scanned" or "not scanned". This flag
1636 // can be set on any ship. Any ship with this set won't have "normal" cargo behavior
1637 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1638 if ( Game_mode & GM_NORMAL ) {
1639 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT)) ) {
1643 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT|SIF_FIGHTER|SIF_BOMBER)) ) {
1648 // won't show callsign information for single player games
1649 if ( (Game_mode & GM_MULTIPLAYER) && !((cargo_sip->flags & (SIF_FIGHTER|SIF_BOMBER)) && (cargo_objp->flags & OF_PLAYER_SHIP)) )
1653 // if cargo is already revealed
1654 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
1655 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1657 cargo_name = Cargo_names[cargo_sp->cargo1 & CARGO_INDEX_MASK];
1658 SDL_assert ( cargo_name );
1660 if ( cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT) ) {
1661 if ( cargo_name[0] == '#' )
1662 SDL_snprintf(outstr, max_outstr, XSTR( "passengers:\n %s", 83), cargo_name+1 );
1664 SDL_snprintf(outstr, max_outstr, XSTR( "cargo: %s", 84), cargo_name );
1668 SDL_assert( Game_mode & GM_MULTIPLAYER );
1670 // get a player num from the object, then get a callsign from the player structure.
1671 pn = multi_find_player_by_object( cargo_objp );
1672 // SDL_assert( pn != -1 );
1674 SDL_strlcpy(outstr, "", max_outstr);
1676 SDL_snprintf(outstr, max_outstr, "%s", Net_players[pn].player->short_callsign);
1680 SDL_strlcpy(outstr, XSTR( "Scanned", 85), max_outstr);
1683 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1684 // are in the process of scanning
1685 Player->cargo_inspect_time = 0;
1690 // see if player is within inspection range
1691 if ( Player_ai->current_target_distance < max(CARGO_REVEAL_MIN_DIST, (cargo_objp->radius+CARGO_RADIUS_DELTA)) ) {
1693 // check if player is facing cargo, do not proceed with inspection if not
1694 vm_vec_normalized_dir(&vec_to_cargo, &cargo_objp->pos, &Player_obj->pos);
1695 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.v.fvec);
1696 if ( dot < CARGO_MIN_DOT_TO_REVEAL ) {
1697 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1698 SDL_strlcpy(outstr, XSTR( "cargo: <unknown>", 86), max_outstr);
1700 SDL_strlcpy(outstr, XSTR( "not scanned", 87), max_outstr);
1701 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1702 Player->cargo_inspect_time = 0;
1706 // player is facing the cargo, and withing range, so proceed with inspection
1707 if ( hud_sensors_ok(Player_ship, 0) ) {
1708 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1711 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1712 SDL_strlcpy(outstr, XSTR( "cargo: inspecting", 88), max_outstr);
1714 SDL_strlcpy(outstr, XSTR( "scanning", 89), max_outstr);
1716 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1717 ship_do_cargo_revealed( cargo_sp );
1718 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1719 Player->cargo_inspect_time = 0;
1722 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1723 SDL_strlcpy(outstr, XSTR( "cargo: <unknown>", 86), max_outstr);
1725 SDL_strlcpy(outstr, XSTR( "not scanned", 87), max_outstr);
1731 // exit: 1 => player should display outstr on HUD
1732 // 0 => don't display cargo on HUD
1733 int player_inspect_cap_subsys_cargo(float frametime, char *outstr, const int max_outstr)
1737 ship_info *cargo_sip;
1738 vector vec_to_cargo;
1740 ship_subsys *subsys;
1743 subsys = Player_ai->targeted_subsys;
1745 if ( subsys == NULL ) {
1749 cargo_objp = &Objects[Player_ai->target_objnum];
1750 SDL_assert(cargo_objp->type == OBJ_SHIP);
1751 cargo_sp = &Ships[cargo_objp->instance];
1752 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1754 SDL_assert(cargo_sip->flags & SIF_HUGE_SHIP);
1756 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1760 // dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
1761 if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
1765 // if cargo is already revealed
1766 if ( subsys->subsys_cargo_revealed ) {
1767 const char *cargo_name;
1768 if (subsys->subsys_cargo_name == -1) {
1769 cargo_name = XSTR("Nothing", 1493);
1771 cargo_name = Cargo_names[subsys->subsys_cargo_name];
1773 SDL_assert ( cargo_name );
1775 SDL_snprintf(outstr, max_outstr, XSTR( "cargo: %s", 84), cargo_name );
1777 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1778 // are in the process of scanning
1779 Player->cargo_inspect_time = 0;
1784 // see if player is within inspection range [ok for subsys]
1787 int subsys_in_view, x, y;
1789 get_subsystem_world_pos(cargo_objp, Player_ai->targeted_subsys, &subsys_pos);
1790 subsys_rad = subsys->system_info->radius;
1792 if ( Player_ai->current_target_distance < max(CAP_CARGO_REVEAL_MIN_DIST, (subsys_rad + CAPITAL_CARGO_RADIUS_DELTA)) ) {
1794 // check if player is facing cargo, do not proceed with inspection if not
1795 vm_vec_normalized_dir(&vec_to_cargo, &subsys_pos, &Player_obj->pos);
1796 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.v.fvec);
1797 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy);
1798 subsys_in_view = hud_targetbox_subsystem_in_view(cargo_objp, &x, &y);
1800 if ( (dot < CARGO_MIN_DOT_TO_REVEAL) || (!subsys_in_view) ) {
1801 SDL_strlcpy(outstr, XSTR( "cargo: <unknown>", 86), max_outstr);
1802 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1803 Player->cargo_inspect_time = 0;
1807 // player is facing the cargo, and withing range, so proceed with inspection
1808 if ( hud_sensors_ok(Player_ship, 0) ) {
1809 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1812 SDL_strlcpy(outstr, XSTR( "cargo: inspecting", 88), max_outstr);
1814 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1815 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network );
1816 ship_do_cap_subsys_cargo_revealed( cargo_sp, subsys, 0);
1817 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1818 Player->cargo_inspect_time = 0;
1821 SDL_strlcpy(outstr, XSTR( "cargo: <unknown>", 86), max_outstr);
1828 // get the maximum weapon range for the player (of both primary and secondary)
1829 float player_farthest_weapon_range()
1831 float prange,srange;
1833 hud_get_best_primary_bank(&prange);
1834 srange=ship_get_secondary_weapon_range(Player_ship);
1836 return max(prange,srange);
1839 // Determine text name for the weapon that killed the player.
1840 // input: weapon_info_index => weapon type that killed the player (can be -1 if no weapon involved)
1841 // killer_species => species of ship that fired weapon
1842 // weapon_name => output parameter... stores weapon name generated in this function
1843 void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name, const int max_len)
1845 if ( weapon_info_index < 0 ) {
1850 if ( Show_killer_weapon ) {
1851 killer_species = SPECIES_TERRAN;
1855 switch ( killer_species ) {
1856 case SPECIES_TERRAN:
1857 SDL_strlcpy(weapon_name, Weapon_info[weapon_info_index].name, max_len);
1860 if ( Weapon_info[weapon_info_index].subtype == WP_MISSILE ) {
1861 SDL_strlcpy(weapon_name, XSTR( "missile", 90), max_len);
1863 SDL_strlcpy(weapon_name, XSTR( "laser fire", 91), max_len);
1869 // function to generate the text for death of a player given the information stored in the player object.
1870 // a pointer to the text is returned
1871 char *player_generate_death_text( player *player_p, char *death_text, const int max_dtlen )
1873 char weapon_name[NAME_LENGTH];
1876 player_generate_killer_weapon_name(player_p->killer_weapon_index, player_p->killer_species, weapon_name, SDL_arraysize(weapon_name));
1878 switch ( player_p->killer_objtype ) {
1880 if ( weapon_name[0] ) {
1881 // sprintf(death_text, XSTR("%s was killed by a shockwave from a %s, fired by %s",-1), player_p->callsign, weapon_name, player_p->killer_parent_name);
1882 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a missile shockwave", 92), player_p->callsign);
1884 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a shockwave from %s exploding", 93), player_p->callsign, player_p->killer_parent_name);
1888 SDL_assert(weapon_name[0]);
1890 // is this from a friendly ship?
1892 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1893 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1894 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by friendly fire from %s", 1338), player_p->callsign, player_p->killer_parent_name);
1896 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by %s", 94), player_p->callsign, player_p->killer_parent_name);
1900 if ( player_p->flags & PLAYER_FLAGS_KILLED_BY_EXPLOSION ) {
1901 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a blast from %s exploding", 95), player_p->callsign, player_p->killer_parent_name);
1902 } else if (player_p->flags & PLAYER_FLAGS_KILLED_BY_ENGINE_WASH) {
1903 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by engine wash from %s", 1494), player_p->callsign, player_p->killer_parent_name);
1905 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a collision with %s", 96), player_p->callsign, player_p->killer_parent_name);
1909 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a collision with debris", 97), player_p->callsign);
1912 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a collision with an asteroid", 98), player_p->callsign);
1915 if(strlen(player_p->killer_parent_name) <= 0){
1917 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed by a beam from an unknown source", 1081), player_p->callsign);
1919 // is this from a friendly ship?
1921 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1922 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1923 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was destroyed by friendly beam fire from %s", 1339), player_p->callsign, player_p->killer_parent_name);
1925 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was destroyed by a beam from %s", 1082), player_p->callsign, player_p->killer_parent_name);
1930 SDL_snprintf(death_text, max_dtlen, XSTR( "%s was killed", 99), player_p->callsign);
1937 // display what/who killed the player
1938 void player_show_death_message()
1940 char death_text[256];
1942 // check if player killed self
1943 if ( Player->flags & PLAYER_KILLED_SELF ) {
1944 // reasons he killed himself
1945 if(Player->flags & PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE){
1946 SDL_strlcpy(death_text, XSTR( "You have killed yourself with a shockwave from your own weapon", 1421), SDL_arraysize(death_text));
1948 else if(Player->flags & PLAYER_FLAGS_KILLED_SELF_MISSILES){
1949 SDL_strlcpy(death_text, XSTR( "You have killed yourself with your own missiles", 1422), SDL_arraysize(death_text));
1951 SDL_strlcpy(death_text, XSTR( "You have killed yourself", 100), SDL_arraysize(death_text));
1954 Player->flags &= ~(PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE);
1956 player_generate_death_text( Player, death_text, SDL_arraysize(death_text) );
1959 HUD_fixed_printf(30.0f, death_text);
1963 extern void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
1965 // maybe fire a turret that is on a player ship (single or multi)
1966 void player_maybe_fire_turret(object *objp)
1968 model_subsystem *psub;
1971 ship *shipp = &Ships[objp->instance];
1972 ai_info *aip = &Ai_info[shipp->ai_index];
1973 ship_info *sip = &Ship_info[shipp->ship_info_index];
1975 // do a quick out if this isn't a bomber
1976 if ( !(sip->flags & SIF_BOMBER) ) {
1980 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
1981 if (aip->dock_objnum > -1) {
1982 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->dock_objnum].pos) < (objp->radius + Objects[aip->dock_objnum].radius) * 1.25f)
1987 // See if there are any turrets on the ship, if so see if they should fire
1988 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
1990 if ( pss->current_hits <= 0.0f )
1993 psub = pss->system_info;
1995 if ( psub->type == SUBSYSTEM_TURRET ) {
1996 if ( psub->turret_num_firing_points > 0 ) {
1997 ai_fire_from_turret(shipp, pss, OBJ_INDEX(objp));
2003 void player_set_next_all_alone_msg_timestamp()
2005 Player->check_for_all_alone_msg=timestamp(30000);
2008 // maybe play message from Terran Command 'You're all alone now Alpha 1'
2009 void player_maybe_play_all_alone_msg()
2011 if ( Game_mode & GM_MULTIPLAYER ){
2015 if ( !Player_all_alone_msg_inited ) {
2016 player_init_all_alone_msg();
2017 Player_all_alone_msg_inited=1;
2021 if ( Player->flags & PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG ) {
2025 // only check every N seconds
2026 if ( !timestamp_elapsed(Player->check_for_all_alone_msg) ) {
2030 player_set_next_all_alone_msg_timestamp();
2032 // at least one primary objective must be not complete (but not failed)
2033 if ( !mission_goals_incomplete(PRIMARY_GOAL) ) {
2034 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2038 // there must be no reinforcements available, hold off on message
2039 if ( (Player_ship != NULL) && hud_squadmsg_reinforcements_available(Player_ship->team) ) {
2043 // there must be no ships present that are on the same team as the player
2047 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2048 objp = &Objects[so->objnum];
2050 if ( objp == Player_obj ) {
2054 if ( Ships[objp->instance].team == Player_ship->team ) {
2055 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
2061 // met all the requirements, now only play 50% of the time :)
2063 message_send_builtin_to_player(MESSAGE_ALL_ALONE, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1);
2065 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2069 void player_set_padlock_state()
2071 // clear padlock views
2072 Viewer_mode &= ~(VM_PADLOCK_ANY);
2074 if ( check_control(PADLOCK_UP) ) {
2075 Viewer_mode |= VM_PADLOCK_UP;
2079 if ( check_control(PADLOCK_DOWN) ) {
2080 Viewer_mode |= VM_PADLOCK_REAR;
2084 if ( check_control(PADLOCK_RIGHT) ) {
2085 Viewer_mode |= VM_PADLOCK_RIGHT;
2089 if ( check_control(PADLOCK_LEFT) ) {
2090 Viewer_mode |= VM_PADLOCK_LEFT;
2095 void player_get_padlock_orient(matrix *eye_orient)
2097 SDL_assert(Viewer_mode & VM_PADLOCK_ANY);
2099 matrix old_eye_orient;
2100 old_eye_orient = *eye_orient;
2102 if ( Viewer_mode & VM_PADLOCK_UP ) {
2103 eye_orient->v.fvec = old_eye_orient.v.uvec;
2104 vm_vec_copy_scale( &eye_orient->v.uvec, &old_eye_orient.v.fvec, -1.0f );
2105 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2106 vm_vec_negate(&eye_orient->v.fvec);
2107 vm_vec_negate(&eye_orient->v.rvec);
2108 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2109 vm_vec_copy_scale( &eye_orient->v.fvec, &old_eye_orient.v.rvec, -1.0f );
2110 eye_orient->v.rvec = old_eye_orient.v.fvec;
2111 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2112 eye_orient->v.fvec = old_eye_orient.v.rvec;
2113 vm_vec_copy_scale( &eye_orient->v.rvec, &old_eye_orient.v.fvec, -1.0f );
2119 void player_display_packlock_view()
2121 int padlock_view_index=0;
2123 if ( Viewer_mode & VM_PADLOCK_UP ) {
2124 padlock_view_index = 0;
2125 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2126 padlock_view_index = 1;
2127 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2128 padlock_view_index = 2;
2129 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2130 padlock_view_index = 3;
2138 if ( !(Viewer_mode & (VM_CHASE|VM_EXTERNAL|VM_SLEWED)) ) {
2139 switch (padlock_view_index) {
2141 SDL_strlcpy(str, XSTR( "top view", 101), SDL_arraysize(str)); break;
2143 SDL_strlcpy(str, XSTR( "rear view", 102), SDL_arraysize(str)); break;
2145 SDL_strlcpy(str, XSTR( "left view", 103), SDL_arraysize(str)); break;
2147 SDL_strlcpy(str, XSTR( "right view", 104), SDL_arraysize(str)); break;
2150 HUD_fixed_printf(0.01f, str);
2154 // get the player's eye position and orient
2155 // NOTE : this is mostly just copied from game_render_frame_setup()
2156 extern vector Dead_player_last_vel;
2157 extern vector Camera_pos;
2158 extern void compute_slew_matrix(matrix *orient, angles *a);
2159 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
2160 void player_get_eye(vector *eye_pos, matrix *eye_orient)
2165 // if the player object is NULL, return
2166 if(Player_obj == NULL){
2170 // standalone servers can bail here
2171 if(Game_mode & GM_STANDALONE_SERVER){
2175 // if we're not in-mission, don't do this
2176 if(!(Game_mode & GM_IN_MISSION)){
2180 SDL_assert(eye_pos != NULL);
2181 SDL_assert(eye_orient != NULL);
2183 if (Game_mode & GM_DEAD) {
2184 vector vec_to_deader, view_pos;
2186 if (Player_ai->target_objnum != -1) {
2187 int view_from_player = 1;
2189 if (Viewer_mode & VM_OTHER_SHIP) {
2190 // View from target.
2191 viewer_obj = &Objects[Player_ai->target_objnum];
2192 if ( viewer_obj->type == OBJ_SHIP ) {
2193 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2194 view_from_player = 0;
2198 if ( view_from_player ) {
2199 // View target from player ship.
2201 *eye_pos = Player_obj->pos;
2202 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
2203 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2206 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
2208 if (dist < MIN_DIST_TO_DEAD_CAMERA){
2209 dist += flFrametime * 16.0f;
2212 vm_vec_scale(&vec_to_deader, -dist);
2213 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
2215 view_pos = Player_obj->pos;
2217 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
2218 } else if (Player_ai->target_objnum != -1) {
2219 view_pos = Objects[Player_ai->target_objnum].pos;
2221 // Make camera follow explosion, but gradually slow down.
2222 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
2223 view_pos = Player_obj->pos;
2226 *eye_pos = Dead_camera_pos;
2228 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
2230 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2235 // If already blown up, these other modes can override.
2236 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
2237 viewer_obj = Player_obj;
2239 if (Viewer_mode & VM_OTHER_SHIP) {
2240 if (Player_ai->target_objnum != -1){
2241 viewer_obj = &Objects[Player_ai->target_objnum];
2245 if (Viewer_mode & VM_EXTERNAL) {
2248 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
2249 vm_matrix_x_matrix(&tm, &viewer_obj->orient, &tm2);
2251 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &tm.v.fvec, 2.0f * viewer_obj->radius + Viewer_external_info.distance);
2253 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2254 vm_vec_normalize(&eye_dir);
2255 vm_vector_2_matrix(eye_orient, &eye_dir, &viewer_obj->orient.v.uvec, NULL);
2258 // Modify the orientation based on head orientation.
2259 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2260 } else if ( Viewer_mode & VM_CHASE ) {
2263 if ( viewer_obj->phys_info.speed < 0.1 ){
2264 move_dir = viewer_obj->orient.v.fvec;
2266 move_dir = viewer_obj->phys_info.vel;
2267 vm_vec_normalize_safe(&move_dir);
2270 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &move_dir, -3.0f * viewer_obj->radius - Viewer_chase_info.distance);
2271 vm_vec_scale_add2(eye_pos, &viewer_obj->orient.v.uvec, 0.75f * viewer_obj->radius);
2272 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2273 vm_vec_normalize(&eye_dir);
2275 // JAS: I added the following code because if you slew up using
2276 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
2277 // equal, which causes a zero-length vector in the vm_vector_2_matrix
2278 // call because the up and the forward vector are the same. I fixed
2279 // it by adding in a fraction of the right vector all the time to the
2281 vector tmp_up = viewer_obj->orient.v.uvec;
2282 vm_vec_scale_add2( &tmp_up, &viewer_obj->orient.v.rvec, 0.00001f );
2284 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
2287 // Modify the orientation based on head orientation.
2288 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2289 } else if ( Viewer_mode & VM_WARP_CHASE ) {
2290 *eye_pos = Camera_pos;
2292 ship * shipp = &Ships[Player_obj->instance];
2294 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
2295 vm_vec_normalize(&eye_dir);
2296 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
2299 // get an eye position based upon the correct type of object
2300 switch(viewer_obj->type){
2302 // make a call to get the eye point for the player object
2303 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2306 // make a call to get the eye point for the player object
2307 observer_get_eye( eye_pos, eye_orient, viewer_obj );