2 * $Logfile: /Freespace2/code/Playerman/PlayerControl.cpp $
7 * Routines to deal with player ship movement
10 * Revision 1.2 2002/05/07 03:16:51 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:11 root
17 * 33 10/13/99 3:42p Jefff
18 * fixed unnumbered XSTRs
20 * 32 9/06/99 9:43p Jefff
21 * skip mission support
23 * 31 8/30/99 10:39a Mikeb
24 * Fixed can't-warpout problem.
26 * 30 8/29/99 4:52p Andsager
27 * Don't rotate from engine wash when warping out.
29 * 29 8/26/99 8:51p Dave
30 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
32 * 28 8/03/99 12:06p Dave
33 * Fixed player death messages when a player has killed himself in
36 * 27 7/28/99 1:36p Andsager
37 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
38 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
41 * 26 7/21/99 8:10p Dave
42 * First run of supernova effect.
44 * 25 7/19/99 7:20p Dave
45 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
48 * 24 7/08/99 10:53a Dave
49 * New multiplayer interpolation scheme. Not 100% done yet, but still
50 * better than the old way.
52 * 23 7/02/99 3:48p Mikeb
53 * Remove semi-bogus assert. Handle properly.
55 * 22 6/16/99 10:21a Dave
56 * Added send-message-list sexpression.
58 * 21 6/14/99 5:19p Dave
60 * 20 6/09/99 3:26p Dave
61 * Changed zing message for beam weapon deaths.
63 * 19 6/04/99 4:13p Johne
64 * Made a potentially unsafe normalize safe.
66 * 18 5/21/99 5:03p Andsager
67 * Add code to display engine wash death. Modify ship_kill_packet
69 * 17 5/18/99 10:08a Andsager
70 * Modified single maximum range before blown up to also be multi
73 * 16 5/17/99 6:03p Dave
74 * Added new timing code. Put in code to allow camera speed zooming.
76 * 15 5/11/99 10:16p Andsager
77 * First pass on engine wash effect. Rotation (control input), damage,
80 * 14 4/23/99 12:01p Johnson
83 * 13 3/30/99 5:40p Dave
84 * Fixed reinforcements for TvT in multiplayer.
86 * 12 3/28/99 5:58p Dave
87 * Added early demo code. Make objects move. Nice and framerate
88 * independant, but not much else. Don't use yet unless you're me :)
90 * 11 3/10/99 6:50p Dave
91 * Changed the way we buffer packets for all clients. Optimized turret
92 * fired packets. Did some weapon firing optimizations.
94 * 10 2/26/99 6:01p Andsager
95 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
97 * 9 2/21/99 6:02p Dave
98 * Fixed standalone WSS packets.
100 * 8 1/30/99 1:29a Dave
101 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
102 * screen. Fixed beam weapon death messages.
104 * 7 1/14/99 6:06p Dave
105 * 100% full squad logo support for single player and multiplayer.
107 * 6 1/12/99 5:45p Dave
108 * Moved weapon pipeline in multiplayer to almost exclusively client side.
109 * Very good results. Bandwidth goes down, playability goes up for crappy
110 * connections. Fixed object update problem for ship subsystems.
112 * 5 12/10/98 10:54a Dave
113 * Fixed problem where a mission ended in multiplayer and a player was
114 * dead. There was an Int3() when getting player eye-point.
116 * 4 11/12/98 12:13a Dave
117 * Tidied code up for multiplayer test. Put in network support for flak
120 * 3 10/13/98 9:29a Dave
121 * Started neatening up freespace.h. Many variables renamed and
122 * reorganized. Added AlphaColors.[h,cpp]
124 * 2 10/07/98 10:53a Dave
127 * 1 10/07/98 10:50a Dave
129 * 219 6/30/98 2:16p Dave
130 * Revised object update system. Removed updates for all weapons. Put
131 * button info back into control info packet.
133 * 218 6/09/98 5:17p Lawrance
134 * French/German localization
136 * 217 6/09/98 10:31a Hoffoss
137 * Created index numbers for all xstr() references. Any new xstr() stuff
138 * added from here on out should be added to the end if the list. The
139 * current list count can be found in FreeSpace.cpp (search for
142 * 216 6/01/98 11:43a John
143 * JAS & MK: Classified all strings for localization.
145 * 215 5/22/98 11:27a Hoffoss
146 * Fixed the bank when pressed bug where you continue to turn while using
149 * 214 5/19/98 8:19p Lawrance
150 * Make mouse invert work
152 * 213 5/19/98 12:19p Mike
155 * 212 5/18/98 2:50p Lawrance
156 * Change text for when warp drive is inoperable
158 * 211 5/18/98 1:58a Mike
159 * Make Phoenix not be fired at fighters (but yes bombers).
160 * Improve positioning of ships in guard mode.
161 * Make turrets on player ship not fire near end of support ship docking.
163 * 210 5/17/98 1:43a Dave
164 * Eradicated chatbox problems. Remove speed match for observers. Put in
165 * help screens for PXO. Fix messaging and end mission privelges. Fixed
166 * team select screen bugs. Misc UI fixes.
168 * 209 5/15/98 2:41p Hoffoss
169 * Made mouse default to off (for flying ship) and fixed some new pilot
172 * 208 5/15/98 1:14p Hoffoss
173 * Added a deadzone to ends of abs throttle range.
175 * 207 5/14/98 5:32p Hoffoss
176 * Improved axis binding code some more.
178 * 206 5/13/98 11:55a Frank
179 * Fixed bug with axis 2 and 3 not working correctly.
181 * 205 5/13/98 1:17a Hoffoss
182 * Added joystick axes configurability.
184 * 204 5/11/98 5:29p Hoffoss
185 * Added mouse button mapped to joystick button support.
187 * 203 5/11/98 12:01p Hoffoss
188 * Changed mouse sensitivity code to approx. double top limit while
189 * keeping low limit the same.
191 * 202 5/09/98 4:52p Lawrance
192 * Implement padlock view (up/rear/left/right)
194 * 201 5/08/98 5:35p Lawrance
195 * only allow cargo inspection if sensors are ok
197 * 200 5/08/98 5:31p Hoffoss
198 * Isolated the joystick force feedback code more from dependence on other
201 * 199 5/07/98 6:58p Hoffoss
202 * Made changes to mouse code to fix a number of problems.
204 * 198 5/06/98 12:02a Hoffoss
205 * Fixed throttle problems with joysticks.
207 * 197 5/05/98 8:38p Hoffoss
208 * Added sensitivity adjustment to options menu and made it save to pilot
211 * 196 5/05/98 1:33p Hoffoss
212 * Changed mouse formula around a little.
214 * 195 5/04/98 11:08p Hoffoss
215 * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
216 * Updated references everywhere to it.
218 * 194 5/01/98 5:45p Hoffoss
219 * Made further improvements to the mouse code.
221 * 193 5/01/98 4:24p Lawrance
222 * Play error sound if player tries to engage afterburner when none are on
225 * 192 5/01/98 1:14p Hoffoss
226 * Changed mouse usage so directInput is only used for release version.
228 * 191 4/30/98 9:12p Hoffoss
229 * Fixed a questionable precidence issue to be known.
231 * 190 4/30/98 5:40p Hoffoss
232 * Added mouse as a supported control to fly the ship.
234 * 189 4/29/98 1:44p Lawrance
235 * Fix bug that would cause primaries to be linked when returning from a
236 * menu in-game (if primaries were linked at mission start)
238 * 188 4/25/98 4:36p Lawrance
239 * init auto_advance field when pilot is created
241 * 187 4/25/98 3:49p Lawrance
242 * Save briefing auto-advance pref
244 * 186 4/18/98 9:52p Mike
245 * Don't restore player flags from save file in training mission, as it
246 * enables auto-target to persist.
248 * 185 4/17/98 11:16a Allender
249 * use short callsign when showing player name in cargo area of target
252 * 184 4/09/98 12:32a Lawrance
253 * Fix bugs related to multiple screams from same ship, builtin messages
254 * playing after screams, or praising while severly damaged.
256 * 183 4/08/98 7:11p Dave
257 * Fix auto-targeting and auto-matching reset after player respawn.
258 * Removed incorrect call to furball update if in a non-furball game.
260 * 182 4/08/98 11:11a Hoffoss
261 * Fixed some bugs that showed up due to fixing other bugs the other day
264 * 181 4/08/98 10:46a Lawrance
265 * fix uninitialized data warning
267 * 180 4/06/98 11:00a Hoffoss
268 * Fixed bank when pressed key to also be usable with keyboard yaw
271 * 179 4/05/98 7:43p Lawrance
272 * fix up saving/restoring of link status and auto-target/match-speed.
274 * 178 4/01/98 7:42p Lawrance
275 * Enable auto-targeting by default when a new pilot is created.
277 * 177 4/01/98 1:31p Allender
278 * don't play all alone message in multiplayer
280 * 176 3/31/98 11:47p Lawrance
282 * 175 3/31/98 5:18p John
283 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
284 * bunch of debug stuff out of player file. Made model code be able to
285 * unload models and malloc out only however many models are needed.
288 * 174 3/30/98 12:19a Lawrance
289 * Make scan time a property of a ship
291 * 173 3/24/98 4:25p Lawrance
292 * Make finding out if player killed self easier and more reliable
294 * 172 3/23/98 12:28p Hoffoss
295 * Fixed +/-5% throttle controls to actually do 5%, rather than whatever
296 * the heck it was doing before.
298 * 171 3/21/98 3:35p Lawrance
299 * Fix joystick turning in external view
301 * 170 3/19/98 5:35p Lawrance
302 * Correctly inform player if killed by ship explosion.
304 * 169 3/18/98 6:04p Lawrance
305 * change text for warp destroyed message
307 * 168 3/18/98 12:03p John
308 * Marked all the new strings as externalized or not.
310 * 167 3/16/98 5:54p Lawrance
311 * Play cargo scanning sound
313 * 166 3/14/98 4:58p Lawrance
314 * surpress HUD messages for auto-match speed
316 * 165 3/11/98 12:11p Mike
317 * Increase max speed to enable warpout even if ship has little energy
318 * directed towards engines.
320 * 164 3/11/98 11:19a Mike
321 * Quick fix since I completely broke warping out.
323 * 163 3/11/98 9:08a Mike
324 * Intermediate checkin to resolve link errors. Working on forcing
325 * player's engine energy high enough to enable warpout.
327 * 162 3/10/98 5:08p Allender
328 * fixed up multiplayer death messages (I hope). changes in object update
331 * 161 3/09/98 4:30p Allender
332 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
333 * sexpressions. Add time cargo revealed to ship structure
335 * 160 3/07/98 3:49p Lawrance
336 * store killer species in player struct
338 * 159 3/05/98 10:16p Lawrance
339 * Add 'save_flags' to player struct to save/restore certain player flags
342 * 158 2/28/98 7:03p Lawrance
343 * get slew working in any view
345 * 157 2/26/98 12:33a Lawrance
346 * Added back slew mode, lots of changes to external and chase views.
348 * 156 2/23/98 6:54p Lawrance
349 * Make interface to real-time voice more generic and useful.
351 * 155 2/22/98 4:30p John
352 * More string externalization classification
354 * 154 2/22/98 3:56p Lawrance
355 * Make external view a toggle like chase view. Allow extenal view to
356 * override chase view.
358 * 153 2/22/98 2:48p John
359 * More String Externalization Classification
361 * 152 2/20/98 8:30p Lawrance
362 * Play 'all alone' message when player is last ship left and primary
363 * objective is incomplete.
365 * 151 2/19/98 5:30p Lawrance
366 * Allow player turrets to fire automatically.
368 * 150 2/16/98 7:33p Lawrance
369 * add function to determine range of current secondary weapon
371 * 149 2/15/98 9:51p Sandeep
372 * AL: Check for 'Player 1' as a ship name when displaying the death
375 * 148 2/14/98 4:41p Lawrance
376 * Add some new fields to keep track of how the player died.
378 * 147 2/11/98 9:53a John
379 * Put in a real fix to the bug with not resetting joystick time between
382 * 146 2/10/98 9:29p Mike
383 * Hack-fix bug with joystick reading not being allowed in 2nd playthrough
384 * of a mission until time exceeds duration of previous mission.
386 * 145 2/10/98 1:15p John
387 * Made the joystick only read at 10Hz max
389 * 144 2/06/98 4:31p Lawrance
390 * revamp radar code, allow dim radar dots
392 * 143 2/06/98 3:48p Allender
393 * added code to clear out control info for multiplayer clients so they
394 * don't accidentally start firing all the time
396 * 142 2/06/98 12:13a Lawrance
397 * Don't play throttle sounds when using analog throttle.
399 * 141 2/05/98 10:41a Lawrance
400 * Scale frequency of 'good kill' messages by skill level.
402 * 140 2/02/98 4:24p Lawrance
403 * Only inspect cargo and transport in single player.
405 * 139 2/02/98 4:12p Allender
406 * fixed bug I introduced with multiplayer callsigns displaying in cargo
419 #include "floating.h"
423 #include "hudtarget.h"
424 #include "hudtargetbox.h"
426 #include "freespace.h"
427 #include "controlsconfig.h"
430 #include "missionshipchoice.h"
431 #include "afterburner.h"
433 #include "gamesequence.h"
434 #include "missionmessage.h"
435 #include "multiutil.h"
436 #include "linklist.h"
437 #include "missiongoals.h"
438 #include "hudsquadmsg.h"
439 #include "multi_obj.h"
440 #include "observer.h"
442 ////////////////////////////////////////////////////////////
443 // Global object and other interesting player type things
444 ////////////////////////////////////////////////////////////
445 player Players[MAX_PLAYERS];
448 player *Player = NULL;
450 physics_info Descent_physics; // used when we want to control the player like the descent ship
452 ////////////////////////////////////////////////////////////
454 ////////////////////////////////////////////////////////////
455 static int Player_all_alone_msg_inited=0; // flag used for initalizing a player-specific voice msg
458 int Show_killer_weapon = 0;
459 DCF_BOOL( show_killer_weapon, Show_killer_weapon );
462 void playercontrol_read_stick(int *axis, float frame_time);
463 void player_set_padlock_state();
465 // Slew angles chase towards zero like they're on a spring.
466 // When furthest away, move fastest.
467 // Minimum speed set so that doesn't take too long.
468 // When gets close, clamps to zero.
469 void chase_angles_to_zero(angles *ap)
474 // Make sure we actually need to do all this math.
475 if ((ap->p == 0.0f) && (ap->h == 0.0f))
478 // This is what we'll scale each value by.
479 sk = 1.0f - 2*flFrametime;
481 // These are the amounts that will be subtracted from pitch and heading.
482 // They are only needed to make sure we aren't moving too slowly.
483 k1 = fl_abs(ap->p * (1.0f - sk));
484 k2 = fl_abs(ap->h * (1.0f - sk));
486 // See if the larger dimension of movement is too small.
487 // If so, boost amount of movement in both dimensions.
489 if (k1 < flFrametime)
490 sk = 1.0f - (1.0f - sk) * flFrametime/k1;
491 } else if (k2 > k1) {
492 if (k2 < flFrametime)
493 sk = 1.0f - (1.0f - sk) * flFrametime/k2;
496 // It's possible we made the scale factor negative above.
503 // If we're very close, put ourselves at goal.
504 if ((fl_abs(ap->p) < 0.005f) && (fl_abs(ap->h) < 0.005f)) {
509 // Update Viewer_mode based on whether we're looking dead ahead.
510 if ((ap->p == 0.0f) && (ap->b == 0.0f) && (ap->h == 0.0f))
511 Viewer_mode &= ~VM_SLEWED;
513 Viewer_mode |= VM_SLEWED;
517 angles Viewer_slew_angles_delta;
518 angles Viewer_external_angles_delta;
520 void view_modify(angles *ma, angles *da, float minv, float maxv, int slew, float frame_time)
522 int axis[JOY_NUM_AXES];
525 if ( (!slew) && (Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
529 if ( Viewer_mode & VM_EXTERNAL ) {
530 t = (check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT)) / 16.0f;
532 t = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 16.0f;
540 t = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 16.0f;
548 playercontrol_read_stick(axis, frame_time);
550 if ( Viewer_mode & VM_EXTERNAL ) {
551 // check the heading on the x axis
552 da->h -= f2fl( axis[0] );
555 // check the heading on the x axis
556 da->h += f2fl( axis[0] );
559 // check the pitch on the y axis
560 da->p -= f2fl( axis[1] );
564 else if (da->h < -1.0f)
569 else if (da->p < -1.0f)
572 ma->p += da->p * flFrametime;
573 ma->b += da->b * flFrametime;
574 ma->h += da->h * flFrametime;
578 else if (ma->p < minv)
583 else if (ma->h < minv)
587 // When PAD0 is pressed, keypad controls viewer direction slewing.
588 void do_view_slew(float frame_time)
590 view_modify(&Viewer_slew_angles, &Viewer_slew_angles_delta, -PI/3, PI/3, 1, frame_time);
592 if ((Viewer_slew_angles.p == 0.0f) && (Viewer_slew_angles.b == 0.0f) && (Viewer_slew_angles.h == 0.0f))
593 Viewer_mode &= ~VM_SLEWED;
595 Viewer_mode |= VM_SLEWED;
598 void do_view_chase(float frame_time)
602 // Process centering key.
603 if (check_control_timef(VIEW_CENTER)) {
604 Viewer_chase_info.distance = 0.0f;
607 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
608 Viewer_chase_info.distance += t*4;
609 if (Viewer_chase_info.distance < 0.0f)
610 Viewer_chase_info.distance = 0.0f;
613 float camera_zoom_scale = 1.0f;
615 DCF(camera_speed, "")
617 dc_get_arg(ARG_FLOAT);
618 camera_zoom_scale = Dc_arg_float;
621 void do_view_external(float frame_time)
625 view_modify(&Viewer_external_info.angles, &Viewer_external_angles_delta, -2*PI, 2*PI, 0, frame_time);
627 // Process centering key.
628 if (check_control_timef(VIEW_CENTER)) {
629 Viewer_external_info.angles.p = 0.0f;
630 Viewer_external_info.angles.h = 0.0f;
631 Viewer_external_info.distance = 0.0f;
634 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
635 Viewer_external_info.distance += t*4*camera_zoom_scale;
636 if (Viewer_external_info.distance < 0.0f){
637 Viewer_external_info.distance = 0.0f;
640 // Do over-the-top correction.
642 if (Viewer_external_info.angles.p > PI)
643 Viewer_external_info.angles.p = -2*PI + Viewer_external_info.angles.p;
644 else if (Viewer_external_info.angles.p < -PI)
645 Viewer_external_info.angles.p = 2*PI + Viewer_external_info.angles.p;
647 if (Viewer_external_info.angles.h > PI)
648 Viewer_external_info.angles.h = -2*PI + Viewer_external_info.angles.h;
649 else if (Viewer_external_info.angles.h < -PI)
650 Viewer_external_info.angles.h = 2*PI + Viewer_external_info.angles.h;
653 // separate out the reading of thrust keys, so we can call this from external
654 // view as well as from normal view
655 void do_thrust_keys(control_info *ci)
657 ci->forward = check_control_timef(FORWARD_THRUST) - check_control_timef(REVERSE_THRUST);
660 // called by single and multiplayer modes to reset information inside of control info structure
661 void player_control_reset_ci( control_info *ci )
663 float t1, t2, oldspeed;
667 oldspeed = ci->forward_cruise_percent;
668 memset( ci, 0, sizeof(control_info) );
671 ci->forward_cruise_percent = oldspeed;
674 // Read the 4 joystick axis. This is its own function
675 // because we only want to read it at a certain rate,
676 // since it takes time.
678 static int Joystick_saved_reading[JOY_NUM_AXES];
679 static int Joystick_last_reading = -1;
681 void playercontrol_read_stick(int *axis, float frame_time)
686 // Make sure things get reset properly between missions.
687 if ( (Joystick_last_reading != -1) && (timestamp_until(Joystick_last_reading) > 1000) ) {
688 Int3(); // Get John! John, the joystick last reading didn't get reset btwn levels.
689 Joystick_last_reading = -1;
693 if ( (Joystick_last_reading == -1) || timestamp_elapsed(Joystick_last_reading) ) {
695 control_get_axes_readings(&Joystick_saved_reading[0], &Joystick_saved_reading[1], &Joystick_saved_reading[2], &Joystick_saved_reading[3], &Joystick_saved_reading[4]);
696 Joystick_last_reading = timestamp( 1000/10 ); // Read 10x per second, like we did in Descent.
699 for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
700 axis[i] = Joystick_saved_reading[i];
703 if (Use_mouse_to_fly) {
707 // factor = (float) Mouse_sensitivity + 2.5f;
708 // factor = factor * factor / frame_time / 1.2f;
709 factor = (float) Mouse_sensitivity + 1.77f;
710 factor = factor * factor / frame_time / 0.6f;
712 mouse_get_delta(&dx, &dy, &dz);
714 if ( Invert_axis[0] ) {
718 if ( Invert_axis[1] ) {
722 if ( Invert_axis[3] ) {
726 axis[0] += (int) ((float) dx * factor);
727 axis[1] += (int) ((float) dy * factor);
728 axis[3] += (int) ((float) dz * factor);
732 void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi )
734 float kh=0.0f, scaled, newspeed, delta, oldspeed;
735 int axis[JOY_NUM_AXES], ignore_pitch, slew_active=0;
736 static int afterburner_last = 0;
737 static float analog_throttle_last = 9e9f;
738 static int override_analog_throttle = 0;
739 int ok_to_read_ci_pitch_yaw=1;
741 oldspeed = ci->forward_cruise_percent;
742 player_control_reset_ci( ci );
744 if ( check_control(VIEW_SLEW) ) {
745 do_view_slew(frame_time);
749 if ( Viewer_mode & VM_EXTERNAL ) {
750 control_used(VIEW_EXTERNAL);
751 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
752 ok_to_read_ci_pitch_yaw=0;
756 do_view_external(frame_time);
760 if ( !slew_active ) {
761 if ( Viewer_mode & VM_CHASE ) {
762 do_view_chase(frame_time);
766 if ( ok_to_read_ci_pitch_yaw ) {
768 if ( check_control(BANK_WHEN_PRESSED) ) {
769 ci->bank = check_control_timef(BANK_LEFT) + check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT) - check_control_timef(BANK_RIGHT);
773 kh = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 8.0f;
777 } else if (kh > 0.0f) {
778 if (ci->heading < 0.0f)
782 if (ci->heading > 0.0f)
786 ci->bank = check_control_timef(BANK_LEFT) - check_control_timef(BANK_RIGHT);
791 kh = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 8.0f;
795 } else if (kh > 0.0f) {
796 if (ci->pitch < 0.0f)
800 if (ci->pitch > 0.0f)
806 ci->sideways = (key_down_timef(KEY_PAD3) - key_down_timef(KEY_PAD1));
807 ci->vertical = (key_down_timef(KEY_PADPLUS) - key_down_timef(KEY_PADENTER));
812 if ( !slew_active ) {
813 chase_angles_to_zero(&Viewer_slew_angles);
816 player_set_padlock_state();
818 if (!(Game_mode & GM_DEAD)) {
819 if ( button_info_query(&Player->bi, ONE_THIRD_THROTTLE) ) {
820 control_used(ONE_THIRD_THROTTLE);
821 player_clear_speed_matching();
822 if ( Player->ci.forward_cruise_percent < 33.3f ) {
823 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
825 } else if ( Player->ci.forward_cruise_percent > 33.3f ) {
826 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
829 Player->ci.forward_cruise_percent = 33.3f;
830 override_analog_throttle = 1;
833 if ( button_info_query(&Player->bi, TWO_THIRDS_THROTTLE) ) {
834 control_used(TWO_THIRDS_THROTTLE);
835 player_clear_speed_matching();
836 if ( Player->ci.forward_cruise_percent < 66.6f ) {
837 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
839 } else if (Player->ci.forward_cruise_percent > 66.6f) {
840 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
843 Player->ci.forward_cruise_percent = 66.6f;
844 override_analog_throttle = 1;
847 // if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
848 // control_used(PLUS_5_PERCENT_THROTTLE);
849 // Player->ci.forward_cruise_percent += (100.0f/Player_ship->current_max_speed);
852 if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
853 control_used(PLUS_5_PERCENT_THROTTLE);
854 Player->ci.forward_cruise_percent += 5.0f;
855 if (Player->ci.forward_cruise_percent > 100.0f)
856 Player->ci.forward_cruise_percent = 100.0f;
859 // if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
860 // control_used(MINUS_5_PERCENT_THROTTLE);
861 // Player->ci.forward_cruise_percent -= (100.0f/Player_ship->current_max_speed);
864 if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
865 control_used(MINUS_5_PERCENT_THROTTLE);
866 Player->ci.forward_cruise_percent -= 5.0f;
867 if (Player->ci.forward_cruise_percent < 0.0f)
868 Player->ci.forward_cruise_percent = 0.0f;
871 if ( button_info_query(&Player->bi, ZERO_THROTTLE) ) {
872 control_used(ZERO_THROTTLE);
873 player_clear_speed_matching();
874 if ( ci->forward_cruise_percent > 0.0f && Player_obj->phys_info.fspeed > 0.5) {
875 snd_play( &Snds[SND_ZERO_THROTTLE], 0.0f );
878 ci->forward_cruise_percent = 0.0f;
879 override_analog_throttle = 1;
882 if ( button_info_query(&Player->bi, MAX_THROTTLE) ) {
883 control_used(MAX_THROTTLE);
884 player_clear_speed_matching();
885 if ( ci->forward_cruise_percent < 100.0f ) {
886 snd_play( &Snds[SND_FULL_THROTTLE], 0.0f );
889 ci->forward_cruise_percent = 100.0f;
890 override_analog_throttle = 1;
893 // AL 12-29-97: If afterburner key is down, player should have full forward thrust (even if afterburners run out)
894 if ( check_control(AFTERBURNER) ) {
898 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
899 if ( (Player_ai->last_target == Player_ai->target_objnum) && (Player_ai->target_objnum != -1) && ( ci->forward_cruise_percent == oldspeed) ) {
900 float tspeed, pmax_speed;
902 tspeed = Objects[Player_ai->target_objnum].phys_info.fspeed;
904 // maybe need to get speed from docked partner
905 if ( tspeed < MATCH_SPEED_THRESHOLD ) {
908 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
910 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
911 if ( aip->ai_flags & AIF_DOCKED ) {
912 Assert( aip->dock_objnum != -1 );
913 tspeed = Objects[aip->dock_objnum].phys_info.fspeed;
917 // Note, if closer than 100 units, scale down speed a bit. Prevents repeated collisions. -- MK, 12/17/97
918 float dist = vm_vec_dist(&Player_obj->pos, &Objects[Player_ai->target_objnum].pos);
921 tspeed = tspeed * (0.5f + dist/200.0f);
924 //pmax_speed = Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
925 pmax_speed = Ships[Player_obj->instance].current_max_speed;
926 ci->forward_cruise_percent = (tspeed / pmax_speed) * 100.0f;
927 override_analog_throttle = 1;
928 // if ( ci->forward_cruise_percent > 100.0f )
929 // HUD_printf ("Cannot travel that fast. Setting throttle to full.");
930 // mprintf(("forward -- %7.3f\n", ci->forward_cruise_percent));
933 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
936 // player_read_joystick();
937 // code to read joystick axis for pitch/heading. Code to read joystick buttons
939 if ( !(Game_mode & GM_DEAD) ) {
940 playercontrol_read_stick(axis, frame_time);
942 axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
945 ignore_pitch = FALSE;
947 if (Axis_map_to[JOY_HEADING_AXIS] >= 0) {
948 // check the heading on the x axis
949 if ( check_control(BANK_WHEN_PRESSED) ) {
950 delta = f2fl( axis[JOY_HEADING_AXIS] );
951 if ( (delta > 0.05f) || (delta < -0.05f) ) {
957 ci->heading += f2fl( axis[JOY_HEADING_AXIS] );
961 // check the pitch on the y axis
962 if (Axis_map_to[JOY_PITCH_AXIS] >= 0)
963 ci->pitch -= f2fl( axis[JOY_PITCH_AXIS] );
965 if (Axis_map_to[JOY_BANK_AXIS] >= 0) {
966 ci->bank -= f2fl( axis[JOY_BANK_AXIS] ) * 1.5f;
969 // axis 2 is for throttle
970 if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) {
971 scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range
972 oldspeed = ci->forward_cruise_percent;
974 // scaled = (scaled + 1.0f) / 1.85f;
975 newspeed = (1.0f - scaled) * 100.0f;
977 delta = analog_throttle_last - newspeed;
978 if (!override_analog_throttle || (delta < -1.5f) || (delta > 1.5f)) {
979 ci->forward_cruise_percent = newspeed;
980 analog_throttle_last = newspeed;
981 override_analog_throttle = 0;
983 // AL 1-5-98: don't play throttle sounds when using analog control
985 if ( (oldspeed < 1.0f) && (newspeed >= 1.0f) )
986 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
987 else if ( (oldspeed < 66.6f) && (newspeed >= 66.6f) )
988 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
989 else if ( (oldspeed < 33.3f) && (newspeed >= 33.3f) )
990 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
991 else if ( (oldspeed > 99.0f) && (newspeed <= 99.0f) )
992 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
993 else if ( (oldspeed > 33.3f) && (newspeed <= 33.3f) )
994 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
995 else if ( (oldspeed > 66.6f) && (newspeed <= 66.6f) )
996 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1001 if (Axis_map_to[JOY_REL_THROTTLE_AXIS] >= 0)
1002 ci->forward_cruise_percent += f2fl(axis[JOY_REL_THROTTLE_AXIS]) * 100.0f * frame_time;
1004 if ( ci->forward_cruise_percent > 100.0f )
1005 ci->forward_cruise_percent = 100.0f;
1006 if ( ci->forward_cruise_percent < 0.0f )
1007 ci->forward_cruise_percent = 0.0f;
1009 // set up the firing stuff. Read into control info ala Descent so that weapons will be
1010 // created during the object simulation phase, and not immediately as was happening before.
1012 //keyboard: fire the current primary weapon
1013 if (check_control(FIRE_PRIMARY)) {
1014 ci->fire_primary_count++;
1016 // if we're a multiplayer client, set our accum bits now
1017 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1018 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1019 // Net_player->s_info.accum_buttons |= OOC_FIRE_PRIMARY;
1023 // mouse: fire the current primary weapon
1024 // ci->fire_primary_count += mouse_down(1);
1026 // for debugging, check to see if the debug key is down -- if so, make fire the debug laser instead
1028 if ( keyd_pressed[KEY_DEBUG_KEY] ) {
1029 ci->fire_debug_count = ci->fire_primary_count;
1030 ci->fire_primary_count = 0;
1034 // keyboard: fire the current secondary weapon
1035 if (check_control(FIRE_SECONDARY)) {
1036 ci->fire_secondary_count++;
1038 // if we're a multiplayer client, set our accum bits now
1039 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1040 Net_player->s_info.accum_buttons |= OOC_FIRE_SECONDARY;
1044 // keyboard: launch countermeasures
1045 if ( button_info_query(&Player->bi, LAUNCH_COUNTERMEASURE) ) {
1046 control_used(LAUNCH_COUNTERMEASURE);
1047 ci->fire_countermeasure_count++;
1048 hud_gauge_popup_start(HUD_CMEASURE_GAUGE);
1050 // if we're a multiplayer client, set our accum bits now
1051 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1052 // Net_player->s_info.accum_buttons |= OOC_FIRE_COUNTERMEASURE;
1056 // see if the afterburner has been started (keyboard + joystick)
1057 if (check_control(AFTERBURNER)) {
1058 if (!afterburner_last) {
1059 Assert(Player_ship);
1060 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
1061 gamesnd_play_error_beep();
1063 ci->afterburner_start = 1;
1067 afterburner_last = 1;
1070 if (afterburner_last)
1071 ci->afterburner_stop = 1;
1073 afterburner_last = 0;
1077 if ( (Viewer_mode & VM_EXTERNAL) || slew_active ) {
1078 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) || slew_active ) {
1086 void read_player_controls(object *objp, float frametime)
1088 // if (Game_mode & GM_DEAD)
1091 joy_ff_adjust_handling((int) objp->phys_info.speed);
1094 switch( Player->control_mode ) {
1099 read_keyboard_controls(&(Player->ci), frametime, &objp->phys_info );
1101 case PCM_WARPOUT_STAGE1: // Accelerate to 40 km/s
1102 case PCM_WARPOUT_STAGE2: // Go 40 km/s steady up to the effect
1103 case PCM_WARPOUT_STAGE3: // Go 40 km/s steady through the effect
1105 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1107 if ( (objp->type == OBJ_SHIP) && (!(Game_mode & GM_DEAD)) ) {
1109 Warpout_time += flFrametime;
1111 if ( Warpout_forced ) {
1113 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED*2.0f;
1115 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1116 if ( diff < 0.0f ) diff = 0.0f;
1118 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1122 // check if warp ability has been disabled
1123 if ( Ships[objp->instance].flags & ( SF_WARP_BROKEN|SF_WARP_NEVER ) ) {
1124 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot warp out at this time.", 81));
1128 if ( (!warp_failed) && (Ships[objp->instance].current_max_speed >= TARGET_WARPOUT_SPEED) ) {
1131 if (Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed < TARGET_WARPOUT_SPEED) {
1132 // Cannot go fast enough, so abort sequence.
1134 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Unable to engage warp... ship must be able to reach %.1f km/s", 82), TARGET_WARPOUT_SPEED );
1137 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED + 5.0f;
1138 //Ships[objp->instance].current_max_speed = Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed;
1143 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1147 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1151 if ( warp_failed ) {
1152 snd_play(&Snds[SND_PLAYER_WARP_FAIL]);
1153 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1157 if ( Player->control_mode == PCM_WARPOUT_STAGE1 ) {
1160 // Wait at least 3 seconds before making sure warp speed is set.
1161 if ( Warpout_time>MINIMUM_PLAYER_WARPOUT_TIME ) {
1162 // If we are going around 5% of the target speed, progress to next stage
1163 float diff = fl_abs(objp->phys_info.fspeed - TARGET_WARPOUT_SPEED )/TARGET_WARPOUT_SPEED;
1164 if ( diff < TARGET_WARPOUT_MATCH_PERCENT ) {
1165 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 );
1174 // the ships maximum velocity now depends on the energy flowing to engines
1175 if(objp->type != OBJ_OBSERVER){
1176 objp->phys_info.max_vel.z = Ships[objp->instance].current_max_speed;
1178 if(Player_obj->type == OBJ_SHIP){
1179 // only read player control info if player ship is not dead
1180 if ( !(Ships[Player_obj->instance].flags & SF_DYING) ) {
1182 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)) ) {
1183 float intensity = 0.3f * min(Ships[objp->instance].wash_intensity, 1.0f);
1184 vm_vec_copy_scale(&wash_rot, &Ships[objp->instance].wash_rot_axis, intensity);
1185 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime, &wash_rot);
1187 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime);
1190 } else if(Player_obj->type == OBJ_OBSERVER){
1191 physics_read_flying_controls(&objp->orient,&objp->phys_info,&(Player->ci), flFrametime);
1195 void player_controls_init()
1197 static int initted = 0;
1203 physics_init( &Descent_physics );
1204 Descent_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
1206 Viewer_slew_angles_delta.p = 0.0f;
1207 Viewer_slew_angles_delta.b = 0.0f;
1208 Viewer_slew_angles_delta.h = 0.0f;
1211 // Clear current speed matching and auto-speed matching flags
1212 void player_clear_speed_matching()
1215 Int3(); // why is Player NULL?
1219 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1220 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
1223 // function which computes the forward_thrust_time needed for the player ship to match
1224 // velocities with the currently selected target
1225 // input: no_target_text => default parm (NULL), used to override HUD output when no target exists
1226 // match_off_text => default parm (NULL), used to overide HUD output when matching toggled off
1227 // match_on_text => default parm (NULL), used to overide HUD output when matching toggled on
1228 void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
1230 if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP ) {
1234 // multiplayer observers can't match target speed
1235 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
1239 if ( Player_ai->target_objnum == -1) {
1240 if ( no_target_text ) {
1241 if ( no_target_text[0] ) {
1242 HUD_sourced_printf(HUD_SOURCE_HIDDEN, no_target_text );
1245 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No currently selected target.",-1) );
1250 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
1251 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1252 if ( match_off_text ) {
1253 if ( match_off_text[0] ) {
1254 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_off_text );
1257 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No longer matching speed with current target.",-1) );
1262 if ( Objects[Player_ai->target_objnum].phys_info.speed > MATCH_SPEED_THRESHOLD ) {
1265 // account for case of matching speed with docked ship
1267 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
1268 if ( aip->ai_flags & AIF_DOCKED ) {
1269 Assert( aip->dock_objnum != -1 );
1270 if ( Objects[aip->dock_objnum].phys_info.fspeed > MATCH_SPEED_THRESHOLD ) {
1277 Player->flags |= PLAYER_FLAGS_MATCH_TARGET;
1278 if ( match_on_text ) {
1279 if ( match_on_text[0] ) {
1280 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_on_text );
1283 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("Matching speed with current target.",-1) );
1292 // toggle_player_object toggles between the player objects (i.e. the ship they are currently flying)
1293 // and a descent style ship.
1295 int use_descent = 0;
1296 LOCAL physics_info phys_save;
1298 void toggle_player_object()
1300 if ( use_descent ) {
1301 memcpy( &Player_obj->phys_info, &phys_save, sizeof(physics_info) );
1303 memcpy( &phys_save, &Player_obj->phys_info, sizeof(physics_info) );
1304 memcpy( &Player_obj->phys_info, &Descent_physics, sizeof(physics_info) );
1306 use_descent = !use_descent;
1308 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Using %s style physics for player ship."), use_descent ? NOX("DESCENT") : NOX("FreeSpace"));
1311 //#endif // ifndef NDEBUG
1313 // Init the data required for determining whether 'all alone' message should play
1314 void player_init_all_alone_msg()
1319 Player->check_for_all_alone_msg=timestamp(0);
1321 // See if there are any friendly ships present, if so return without preventing msg
1322 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1323 objp = &Objects[so->objnum];
1324 if ( objp == Player_obj ) {
1328 if ( Ships[objp->instance].team == Player_ship->team ) {
1329 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
1335 // There must be no friendly ships present, so prevent the 'all alone' message from ever playing
1336 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1339 // Called when a new pilot is created
1340 void player_set_pilot_defaults(player *p)
1342 // Enable auto-targeting by default for all new pilots
1343 p->flags |= PLAYER_FLAGS_AUTO_TARGETING;
1344 p->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1346 p->auto_advance = 1;
1349 // Store some player preferences to Player->save_flags
1350 void player_save_target_and_weapon_link_prefs()
1352 Player->save_flags = 0;
1353 if ( Player->flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1354 Player->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1358 if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
1359 // multiplayer observers can't match target speed
1360 if(!((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))) ){
1361 Player->save_flags |= PLAYER_FLAGS_AUTO_MATCH_SPEED;
1365 // if we're in multiplayer mode don't do this because we will desync ourselves with the server
1366 if(!(Game_mode & GM_MULTIPLAYER)){
1367 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
1368 Player->save_flags |= PLAYER_FLAGS_LINK_PRIMARY;
1370 Player->flags &= ~PLAYER_FLAGS_LINK_PRIMARY;
1372 if ( Player_ship->flags & SF_SECONDARY_DUAL_FIRE ) {
1373 Player->save_flags |= PLAYER_FLAGS_LINK_SECONDARY;
1375 Player->flags &= ~PLAYER_FLAGS_LINK_SECONDARY;
1380 // Store some player preferences to Player->save_flags
1381 void player_restore_target_and_weapon_link_prefs()
1383 // Don't restores the save flags in training, as we must ensure certain things are off, such as speed matching.
1384 if ( !(The_mission.game_type & MISSION_TYPE_TRAINING )) {
1385 Player->flags |= Player->save_flags;
1388 if ( Player->flags & PLAYER_FLAGS_LINK_PRIMARY ) {
1389 if ( Player_ship->weapons.num_primary_banks > 1 ) {
1390 Player_ship->flags |= SF_PRIMARY_LINKED;
1394 if ( Player->flags & PLAYER_FLAGS_LINK_SECONDARY ) {
1395 Player_ship->flags |= SF_SECONDARY_DUAL_FIRE;
1399 // initialize player statistics on a per mission basis
1400 void player_level_init()
1402 Player->flags = PLAYER_FLAGS_STRUCTURE_IN_USE; // reset the player flags
1403 Player->flags |= Player->save_flags;
1405 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1407 Viewer_slew_angles.p = 0.0f; Viewer_slew_angles.b = 0.0f; Viewer_slew_angles.h = 0.0f;
1408 Viewer_external_info.angles.p = 0.0f;
1409 Viewer_external_info.angles.b = 0.0f;
1410 Viewer_external_info.angles.h = 0.0f;
1411 Viewer_external_info.distance = 0.0f;
1419 // Init variables for friendly fire monitoring.
1420 Player->friendly_last_hit_time = 0;
1421 Player->friendly_hits = 0;
1422 Player->friendly_damage = 0.0f;
1423 Player->last_warning_message_time = 0;
1425 Player->control_mode = PCM_NORMAL;
1427 Player->allow_warn_timestamp = 1; // init timestamp that is used for managing attack warnings sent to player
1428 Player->check_warn_timestamp = 1;
1429 Player->warn_count = 0; // number of attack warnings player has received this mission
1431 Player->distance_warning_count = 0; // Number of warning too far from origin
1432 Player->distance_warning_time = 0; // Time at which last warning was given
1434 Player->praise_count = 0; // number of praises player has received this mission
1435 Player->allow_praise_timestamp = 1; // timestamp until next praise is allowed
1436 Player->praise_delay_timestamp = 0; // timstamp used to delay praises given to the player
1438 Player->ask_help_count = 0; // number of times player has been asked for help by wingmen
1439 Player->allow_ask_help_timestamp = 1; // timestamp until next ask_help is allowed
1441 Player->scream_count = 0; // number of times player has heard wingman screams this mission
1442 Player->allow_scream_timestamp = 1; // timestamp until next wingman scream is allowed
1444 Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
1446 Player->repair_sound_loop = -1;
1447 Player->cargo_scan_loop = -1;
1448 Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
1450 Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
1451 Player->current_target_sx = -1; // Screen x-pos of current target (or subsystem if applicable)
1452 Player->current_target_sy = -1; // Screen y-pos of current target (or subsystem if applicable)
1453 Player->target_in_lock_cone = -1; // Is the current target in secondary weapon lock cone?
1454 Player->locking_subsys=NULL; // Subsystem pointer that missile lock is trying to seek
1455 Player->locking_on_center=0; // boolean, whether missile lock is trying for center of ship or not
1456 Player->locking_subsys_parent=-1;
1458 Player->killer_objtype=-1; // type of object that killed player
1459 Player->killer_weapon_index; // weapon used to kill player (if applicable)
1460 Player->killer_parent_name[0]=0; // name of parent object that killed the player
1462 Player_all_alone_msg_inited=0;
1463 Player->flags &= ~PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1465 // Player->insignia_bitmap = -1;
1467 Joystick_last_reading = -1; // Make the joystick read right away.
1470 // player_init() initializes global veriables once a game -- needed because of mallocing that
1471 // goes on in structures in the player file
1475 Player = &Players[Player_num];
1476 Player->num_campaigns = 0;
1477 Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
1478 Player->failures_this_session = 0;
1479 Player->show_skip_popup = (ubyte) 1;
1482 // stop any looping sounds associated with the Player, called from game_stop_looped_sounds().
1483 void player_stop_looped_sounds()
1486 if ( Player->repair_sound_loop > -1 ) {
1487 snd_stop(Player->repair_sound_loop);
1488 Player->repair_sound_loop = -1;
1490 if ( Player->cargo_scan_loop > -1 ) {
1491 snd_stop(Player->cargo_scan_loop);
1492 Player->cargo_scan_loop = -1;
1496 // Start the repair sound if it hasn't already been started. Called when a player ship is being
1497 // repaired by a support ship
1498 void player_maybe_start_repair_sound()
1501 if ( Player->repair_sound_loop == -1 ) {
1502 Player->repair_sound_loop = snd_play_looping( &Snds[SND_SHIP_REPAIR] );
1506 // stop the player repair sound if it is already playing
1507 void player_stop_repair_sound()
1510 if ( Player->repair_sound_loop != -1 ) {
1511 snd_stop(Player->repair_sound_loop);
1512 Player->repair_sound_loop = -1;
1516 // start the cargo scanning sound if it hasn't already been started
1517 void player_maybe_start_cargo_scan_sound()
1520 if ( Player->cargo_scan_loop == -1 ) {
1521 Player->cargo_scan_loop = snd_play_looping( &Snds[SND_CARGO_SCAN] );
1525 // stop the player repair sound if it is already playing
1526 void player_stop_cargo_scan_sound()
1529 if ( Player->cargo_scan_loop != -1 ) {
1530 snd_stop(Player->cargo_scan_loop);
1531 Player->cargo_scan_loop = -1;
1535 // See if there is a praise message to deliver to the player. We want to delay the praise messages
1536 // a bit, to make them more realistic
1538 // exit: 1 => a praise message was delivered to the player, or a praise is pending
1539 // 0 => no praise is pending
1541 #define PLAYER_ALLOW_PRAISE_INTERVAL 60000 // minimum time between praises
1543 int player_process_pending_praise()
1545 // in multiplayer, never praise
1546 if(Game_mode & GM_MULTIPLAYER){
1550 if ( timestamp_elapsed(Player->praise_delay_timestamp) ) {
1553 Player->praise_delay_timestamp = 0;
1554 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 1000.0f );
1555 if ( ship_index >= 0 ) {
1556 // Only praise if above 50% integrity
1557 if ( Objects[Ships[ship_index].objnum].hull_strength/Ship_info[Ships[ship_index].ship_info_index].initial_hull_strength > 0.5f ) {
1558 message_send_builtin_to_player(MESSAGE_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
1559 Player->allow_praise_timestamp = timestamp(PLAYER_ALLOW_PRAISE_INTERVAL*(Game_skill_level+1) );
1560 Player->allow_scream_timestamp = timestamp(20000); // prevent death scream following praise
1561 Player->praise_count++;
1567 if ( Player->praise_delay_timestamp == 0 ) {
1574 int player_inspect_cap_subsys_cargo(float frametime, char *outstr);
1575 // See if the player should be inspecting cargo, and update progress.
1576 // input: frametime => time since last frame in seconds
1577 // input: outstr => (output parm) holds string that HUD should display
1579 // exit: 1 => player should display outstr on HUD
1580 // 0 => don't display cargo on HUD
1581 int player_inspect_cargo(float frametime, char *outstr)
1585 ship_info *cargo_sip;
1586 vector vec_to_cargo;
1591 if ( Player_ai->target_objnum < 0 ) {
1595 cargo_objp = &Objects[Player_ai->target_objnum];
1596 Assert(cargo_objp->type == OBJ_SHIP);
1597 cargo_sp = &Ships[cargo_objp->instance];
1598 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1600 if (cargo_sip->flags & SIF_HUGE_SHIP) {
1601 return player_inspect_cap_subsys_cargo(frametime, outstr);
1604 // check if target is ship class that can be inspected
1605 // MWA -- 1/27/98 -- added fighters/bombers to this list. For multiplayer, we
1606 // want to show callsign of player
1608 // scannable cargo behaves differently. Scannable cargo is either "scanned" or "not scanned". This flag
1609 // can be set on any ship. Any ship with this set won't have "normal" cargo behavior
1610 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1611 if ( Game_mode & GM_NORMAL ) {
1612 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT)) ) {
1616 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT|SIF_FIGHTER|SIF_BOMBER)) ) {
1621 // won't show callsign information for single player games
1622 if ( (Game_mode & GM_MULTIPLAYER) && !((cargo_sip->flags & (SIF_FIGHTER|SIF_BOMBER)) && (cargo_objp->flags & OF_PLAYER_SHIP)) )
1626 // if cargo is already revealed
1627 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
1628 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1630 cargo_name = Cargo_names[cargo_sp->cargo1 & CARGO_INDEX_MASK];
1631 Assert ( cargo_name );
1633 if ( cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT) ) {
1634 if ( cargo_name[0] == '#' )
1635 sprintf(outstr, XSTR( "passengers:\n %s", 83), cargo_name+1 );
1637 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1641 Assert( Game_mode & GM_MULTIPLAYER );
1643 // get a player num from the object, then get a callsign from the player structure.
1644 pn = multi_find_player_by_object( cargo_objp );
1645 // Assert( pn != -1 );
1649 sprintf(outstr, "%s", Net_players[pn].player->short_callsign );
1653 sprintf(outstr, XSTR( "Scanned", 85) );
1656 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1657 // are in the process of scanning
1658 Player->cargo_inspect_time = 0;
1663 // see if player is within inspection range
1664 if ( Player_ai->current_target_distance < max(CARGO_REVEAL_MIN_DIST, (cargo_objp->radius+CARGO_RADIUS_DELTA)) ) {
1666 // check if player is facing cargo, do not proceed with inspection if not
1667 vm_vec_normalized_dir(&vec_to_cargo, &cargo_objp->pos, &Player_obj->pos);
1668 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.fvec);
1669 if ( dot < CARGO_MIN_DOT_TO_REVEAL ) {
1670 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1671 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1673 sprintf(outstr,XSTR( "not scanned", 87));
1674 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1675 Player->cargo_inspect_time = 0;
1679 // player is facing the cargo, and withing range, so proceed with inspection
1680 if ( hud_sensors_ok(Player_ship, 0) ) {
1681 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1684 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1685 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1687 sprintf(outstr,XSTR( "scanning", 89));
1689 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1690 ship_do_cargo_revealed( cargo_sp );
1691 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1692 Player->cargo_inspect_time = 0;
1695 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1696 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1698 sprintf(outstr,XSTR( "not scanned", 87));
1704 // exit: 1 => player should display outstr on HUD
1705 // 0 => don't display cargo on HUD
1706 int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
1710 ship_info *cargo_sip;
1711 vector vec_to_cargo;
1713 ship_subsys *subsys;
1716 subsys = Player_ai->targeted_subsys;
1718 if ( subsys == NULL ) {
1722 cargo_objp = &Objects[Player_ai->target_objnum];
1723 Assert(cargo_objp->type == OBJ_SHIP);
1724 cargo_sp = &Ships[cargo_objp->instance];
1725 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1727 Assert(cargo_sip->flags & SIF_HUGE_SHIP);
1729 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1733 // dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
1734 if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
1738 // if cargo is already revealed
1739 if ( subsys->subsys_cargo_revealed ) {
1741 if (subsys->subsys_cargo_name == -1) {
1742 cargo_name = XSTR("Nothing", 1493);
1744 cargo_name = Cargo_names[subsys->subsys_cargo_name];
1746 Assert ( cargo_name );
1748 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1750 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1751 // are in the process of scanning
1752 Player->cargo_inspect_time = 0;
1757 // see if player is within inspection range [ok for subsys]
1760 int subsys_in_view, x, y;
1762 get_subsystem_world_pos(cargo_objp, Player_ai->targeted_subsys, &subsys_pos);
1763 subsys_rad = subsys->system_info->radius;
1765 if ( Player_ai->current_target_distance < max(CAP_CARGO_REVEAL_MIN_DIST, (subsys_rad + CAPITAL_CARGO_RADIUS_DELTA)) ) {
1767 // check if player is facing cargo, do not proceed with inspection if not
1768 vm_vec_normalized_dir(&vec_to_cargo, &subsys_pos, &Player_obj->pos);
1769 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.fvec);
1770 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy);
1771 subsys_in_view = hud_targetbox_subsystem_in_view(cargo_objp, &x, &y);
1773 if ( (dot < CARGO_MIN_DOT_TO_REVEAL) || (!subsys_in_view) ) {
1774 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1775 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1776 Player->cargo_inspect_time = 0;
1780 // player is facing the cargo, and withing range, so proceed with inspection
1781 if ( hud_sensors_ok(Player_ship, 0) ) {
1782 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1785 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1787 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1788 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network );
1789 ship_do_cap_subsys_cargo_revealed( cargo_sp, subsys, 0);
1790 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1791 Player->cargo_inspect_time = 0;
1794 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1801 // get the maximum weapon range for the player (of both primary and secondary)
1802 float player_farthest_weapon_range()
1804 float prange,srange;
1806 hud_get_best_primary_bank(&prange);
1807 srange=ship_get_secondary_weapon_range(Player_ship);
1809 return max(prange,srange);
1812 // Determine text name for the weapon that killed the player.
1813 // input: weapon_info_index => weapon type that killed the player (can be -1 if no weapon involved)
1814 // killer_species => species of ship that fired weapon
1815 // weapon_name => output parameter... stores weapon name generated in this function
1816 void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name)
1818 if ( weapon_info_index < 0 ) {
1823 if ( Show_killer_weapon ) {
1824 killer_species = SPECIES_TERRAN;
1828 switch ( killer_species ) {
1829 case SPECIES_TERRAN:
1830 strcpy(weapon_name, Weapon_info[weapon_info_index].name);
1833 if ( Weapon_info[weapon_info_index].subtype == WP_MISSILE ) {
1834 strcpy(weapon_name, XSTR( "missile", 90));
1836 strcpy(weapon_name, XSTR( "laser fire", 91));
1842 // function to generate the text for death of a player given the information stored in the player object.
1843 // a pointer to the text is returned
1844 char *player_generate_death_text( player *player_p, char *death_text )
1846 char weapon_name[NAME_LENGTH];
1849 player_generate_killer_weapon_name(player_p->killer_weapon_index, player_p->killer_species, weapon_name);
1851 switch ( player_p->killer_objtype ) {
1853 if ( weapon_name[0] ) {
1854 // 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);
1855 sprintf(death_text, XSTR( "%s was killed by a missile shockwave", 92), player_p->callsign);
1857 sprintf(death_text, XSTR( "%s was killed by a shockwave from %s exploding", 93), player_p->callsign, player_p->killer_parent_name);
1861 Assert(weapon_name[0]);
1863 // is this from a friendly ship?
1865 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1866 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1867 sprintf(death_text, XSTR( "%s was killed by friendly fire from %s", 1338), player_p->callsign, player_p->killer_parent_name);
1869 sprintf(death_text, XSTR( "%s was killed by %s", 94), player_p->callsign, player_p->killer_parent_name);
1873 if ( player_p->flags & PLAYER_FLAGS_KILLED_BY_EXPLOSION ) {
1874 sprintf(death_text, XSTR( "%s was killed by a blast from %s exploding", 95), player_p->callsign, player_p->killer_parent_name);
1875 } else if (player_p->flags & PLAYER_FLAGS_KILLED_BY_ENGINE_WASH) {
1876 sprintf(death_text, XSTR( "%s was killed by engine wash from %s", 1494), player_p->callsign, player_p->killer_parent_name);
1878 sprintf(death_text, XSTR( "%s was killed by a collision with %s", 96), player_p->callsign, player_p->killer_parent_name);
1882 sprintf(death_text, XSTR( "%s was killed by a collision with debris", 97), player_p->callsign);
1885 sprintf(death_text, XSTR( "%s was killed by a collision with an asteroid", 98), player_p->callsign);
1888 if(strlen(player_p->killer_parent_name) <= 0){
1890 sprintf(death_text, XSTR( "%s was killed by a beam from an unknown source", 1081), player_p->callsign);
1892 // is this from a friendly ship?
1894 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1895 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1896 sprintf(death_text, XSTR( "%s was destroyed by friendly beam fire from %s", 1339), player_p->callsign, player_p->killer_parent_name);
1898 sprintf(death_text, XSTR( "%s was destroyed by a beam from %s", 1082), player_p->callsign, player_p->killer_parent_name);
1903 sprintf(death_text, XSTR( "%s was killed", 99), player_p->callsign);
1910 // display what/who killed the player
1911 void player_show_death_message()
1913 char death_text[256];
1915 // check if player killed self
1916 if ( Player->flags & PLAYER_KILLED_SELF ) {
1917 // reasons he killed himself
1918 if(Player->flags & PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE){
1919 sprintf(death_text, XSTR( "You have killed yourself with a shockwave from your own weapon", 1421));
1921 else if(Player->flags & PLAYER_FLAGS_KILLED_SELF_MISSILES){
1922 sprintf(death_text, XSTR( "You have killed yourself with your own missiles", 1422));
1924 sprintf(death_text, XSTR( "You have killed yourself", 100));
1927 Player->flags &= ~(PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE);
1929 player_generate_death_text( Player, death_text );
1932 HUD_fixed_printf(30.0f, death_text);
1936 extern void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
1938 // maybe fire a turret that is on a player ship (single or multi)
1939 void player_maybe_fire_turret(object *objp)
1941 model_subsystem *psub;
1944 ship *shipp = &Ships[objp->instance];
1945 ai_info *aip = &Ai_info[shipp->ai_index];
1946 ship_info *sip = &Ship_info[shipp->ship_info_index];
1948 // do a quick out if this isn't a bomber
1949 if ( !(sip->flags & SIF_BOMBER) ) {
1953 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
1954 if (aip->dock_objnum > -1) {
1955 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->dock_objnum].pos) < (objp->radius + Objects[aip->dock_objnum].radius) * 1.25f)
1960 // See if there are any turrets on the ship, if so see if they should fire
1961 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
1963 if ( pss->current_hits <= 0.0f )
1966 psub = pss->system_info;
1968 if ( psub->type == SUBSYSTEM_TURRET ) {
1969 if ( psub->turret_num_firing_points > 0 ) {
1970 ai_fire_from_turret(shipp, pss, OBJ_INDEX(objp));
1976 void player_set_next_all_alone_msg_timestamp()
1978 Player->check_for_all_alone_msg=timestamp(30000);
1981 // maybe play message from Terran Command 'You're all alone now Alpha 1'
1982 void player_maybe_play_all_alone_msg()
1984 if ( Game_mode & GM_MULTIPLAYER ){
1988 if ( !Player_all_alone_msg_inited ) {
1989 player_init_all_alone_msg();
1990 Player_all_alone_msg_inited=1;
1994 if ( Player->flags & PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG ) {
1998 // only check every N seconds
1999 if ( !timestamp_elapsed(Player->check_for_all_alone_msg) ) {
2003 player_set_next_all_alone_msg_timestamp();
2005 // at least one primary objective must be not complete (but not failed)
2006 if ( !mission_goals_incomplete(PRIMARY_GOAL) ) {
2007 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2011 // there must be no reinforcements available, hold off on message
2012 if ( (Player_ship != NULL) && hud_squadmsg_reinforcements_available(Player_ship->team) ) {
2016 // there must be no ships present that are on the same team as the player
2020 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2021 objp = &Objects[so->objnum];
2023 if ( objp == Player_obj ) {
2027 if ( Ships[objp->instance].team == Player_ship->team ) {
2028 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
2034 // met all the requirements, now only play 50% of the time :)
2036 message_send_builtin_to_player(MESSAGE_ALL_ALONE, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1);
2038 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2042 void player_set_padlock_state()
2044 // clear padlock views
2045 Viewer_mode &= ~(VM_PADLOCK_ANY);
2047 if ( check_control(PADLOCK_UP) ) {
2048 Viewer_mode |= VM_PADLOCK_UP;
2052 if ( check_control(PADLOCK_DOWN) ) {
2053 Viewer_mode |= VM_PADLOCK_REAR;
2057 if ( check_control(PADLOCK_RIGHT) ) {
2058 Viewer_mode |= VM_PADLOCK_RIGHT;
2062 if ( check_control(PADLOCK_LEFT) ) {
2063 Viewer_mode |= VM_PADLOCK_LEFT;
2068 void player_get_padlock_orient(matrix *eye_orient)
2070 Assert(Viewer_mode & VM_PADLOCK_ANY);
2072 matrix old_eye_orient;
2073 old_eye_orient = *eye_orient;
2075 if ( Viewer_mode & VM_PADLOCK_UP ) {
2076 eye_orient->fvec = old_eye_orient.uvec;
2077 vm_vec_copy_scale( &eye_orient->uvec, &old_eye_orient.fvec, -1.0f );
2078 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2079 vm_vec_negate(&eye_orient->fvec);
2080 vm_vec_negate(&eye_orient->rvec);
2081 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2082 vm_vec_copy_scale( &eye_orient->fvec, &old_eye_orient.rvec, -1.0f );
2083 eye_orient->rvec = old_eye_orient.fvec;
2084 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2085 eye_orient->fvec = old_eye_orient.rvec;
2086 vm_vec_copy_scale( &eye_orient->rvec, &old_eye_orient.fvec, -1.0f );
2092 void player_display_packlock_view()
2094 int padlock_view_index=0;
2096 if ( Viewer_mode & VM_PADLOCK_UP ) {
2097 padlock_view_index = 0;
2098 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2099 padlock_view_index = 1;
2100 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2101 padlock_view_index = 2;
2102 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2103 padlock_view_index = 3;
2111 if ( !(Viewer_mode & (VM_CHASE|VM_EXTERNAL|VM_SLEWED)) ) {
2112 switch (padlock_view_index) {
2114 strcpy(str, XSTR( "top view", 101)); break;
2116 strcpy(str, XSTR( "rear view", 102)); break;
2118 strcpy(str, XSTR( "left view", 103)); break;
2120 strcpy(str, XSTR( "right view", 104)); break;
2123 HUD_fixed_printf(0.01f, str);
2127 // get the player's eye position and orient
2128 // NOTE : this is mostly just copied from game_render_frame_setup()
2129 extern vector Dead_player_last_vel;
2130 extern vector Camera_pos;
2131 extern void compute_slew_matrix(matrix *orient, angles *a);
2132 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
2133 void player_get_eye(vector *eye_pos, matrix *eye_orient)
2138 // if the player object is NULL, return
2139 if(Player_obj == NULL){
2143 // standalone servers can bail here
2144 if(Game_mode & GM_STANDALONE_SERVER){
2148 // if we're not in-mission, don't do this
2149 if(!(Game_mode & GM_IN_MISSION)){
2153 Assert(eye_pos != NULL);
2154 Assert(eye_orient != NULL);
2156 if (Game_mode & GM_DEAD) {
2157 vector vec_to_deader, view_pos;
2159 if (Player_ai->target_objnum != -1) {
2160 int view_from_player = 1;
2162 if (Viewer_mode & VM_OTHER_SHIP) {
2163 // View from target.
2164 viewer_obj = &Objects[Player_ai->target_objnum];
2165 if ( viewer_obj->type == OBJ_SHIP ) {
2166 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2167 view_from_player = 0;
2171 if ( view_from_player ) {
2172 // View target from player ship.
2174 *eye_pos = Player_obj->pos;
2175 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
2176 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2179 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
2181 if (dist < MIN_DIST_TO_DEAD_CAMERA){
2182 dist += flFrametime * 16.0f;
2185 vm_vec_scale(&vec_to_deader, -dist);
2186 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
2188 view_pos = Player_obj->pos;
2190 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
2191 } else if (Player_ai->target_objnum != -1) {
2192 view_pos = Objects[Player_ai->target_objnum].pos;
2194 // Make camera follow explosion, but gradually slow down.
2195 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
2196 view_pos = Player_obj->pos;
2199 *eye_pos = Dead_camera_pos;
2201 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
2203 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2208 // If already blown up, these other modes can override.
2209 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
2210 viewer_obj = Player_obj;
2212 if (Viewer_mode & VM_OTHER_SHIP) {
2213 if (Player_ai->target_objnum != -1){
2214 viewer_obj = &Objects[Player_ai->target_objnum];
2218 if (Viewer_mode & VM_EXTERNAL) {
2221 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
2222 vm_matrix_x_matrix(&tm, &viewer_obj->orient, &tm2);
2224 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &tm.fvec, 2.0f * viewer_obj->radius + Viewer_external_info.distance);
2226 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2227 vm_vec_normalize(&eye_dir);
2228 vm_vector_2_matrix(eye_orient, &eye_dir, &viewer_obj->orient.uvec, NULL);
2231 // Modify the orientation based on head orientation.
2232 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2233 } else if ( Viewer_mode & VM_CHASE ) {
2236 if ( viewer_obj->phys_info.speed < 0.1 ){
2237 move_dir = viewer_obj->orient.fvec;
2239 move_dir = viewer_obj->phys_info.vel;
2240 vm_vec_normalize_safe(&move_dir);
2243 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &move_dir, -3.0f * viewer_obj->radius - Viewer_chase_info.distance);
2244 vm_vec_scale_add2(eye_pos, &viewer_obj->orient.uvec, 0.75f * viewer_obj->radius);
2245 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2246 vm_vec_normalize(&eye_dir);
2248 // JAS: I added the following code because if you slew up using
2249 // Descent-style physics, eye_dir and Viewer_obj->orient.uvec are
2250 // equal, which causes a zero-length vector in the vm_vector_2_matrix
2251 // call because the up and the forward vector are the same. I fixed
2252 // it by adding in a fraction of the right vector all the time to the
2254 vector tmp_up = viewer_obj->orient.uvec;
2255 vm_vec_scale_add2( &tmp_up, &viewer_obj->orient.rvec, 0.00001f );
2257 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
2260 // Modify the orientation based on head orientation.
2261 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2262 } else if ( Viewer_mode & VM_WARP_CHASE ) {
2263 *eye_pos = Camera_pos;
2265 ship * shipp = &Ships[Player_obj->instance];
2267 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
2268 vm_vec_normalize(&eye_dir);
2269 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.uvec, NULL);
2272 // get an eye position based upon the correct type of object
2273 switch(viewer_obj->type){
2275 // make a call to get the eye point for the player object
2276 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2279 // make a call to get the eye point for the player object
2280 observer_get_eye( eye_pos, eye_orient, viewer_obj );