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 1.3 2002/06/09 04:41:25 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/07 03:16:51 theoddone33
22 * The Great Newline Fix
24 * Revision 1.1.1.1 2002/05/03 03:28:11 root
28 * 33 10/13/99 3:42p Jefff
29 * fixed unnumbered XSTRs
31 * 32 9/06/99 9:43p Jefff
32 * skip mission support
34 * 31 8/30/99 10:39a Mikeb
35 * Fixed can't-warpout problem.
37 * 30 8/29/99 4:52p Andsager
38 * Don't rotate from engine wash when warping out.
40 * 29 8/26/99 8:51p Dave
41 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
43 * 28 8/03/99 12:06p Dave
44 * Fixed player death messages when a player has killed himself in
47 * 27 7/28/99 1:36p Andsager
48 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
49 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
52 * 26 7/21/99 8:10p Dave
53 * First run of supernova effect.
55 * 25 7/19/99 7:20p Dave
56 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
59 * 24 7/08/99 10:53a Dave
60 * New multiplayer interpolation scheme. Not 100% done yet, but still
61 * better than the old way.
63 * 23 7/02/99 3:48p Mikeb
64 * Remove semi-bogus assert. Handle properly.
66 * 22 6/16/99 10:21a Dave
67 * Added send-message-list sexpression.
69 * 21 6/14/99 5:19p Dave
71 * 20 6/09/99 3:26p Dave
72 * Changed zing message for beam weapon deaths.
74 * 19 6/04/99 4:13p Johne
75 * Made a potentially unsafe normalize safe.
77 * 18 5/21/99 5:03p Andsager
78 * Add code to display engine wash death. Modify ship_kill_packet
80 * 17 5/18/99 10:08a Andsager
81 * Modified single maximum range before blown up to also be multi
84 * 16 5/17/99 6:03p Dave
85 * Added new timing code. Put in code to allow camera speed zooming.
87 * 15 5/11/99 10:16p Andsager
88 * First pass on engine wash effect. Rotation (control input), damage,
91 * 14 4/23/99 12:01p Johnson
94 * 13 3/30/99 5:40p Dave
95 * Fixed reinforcements for TvT in multiplayer.
97 * 12 3/28/99 5:58p Dave
98 * Added early demo code. Make objects move. Nice and framerate
99 * independant, but not much else. Don't use yet unless you're me :)
101 * 11 3/10/99 6:50p Dave
102 * Changed the way we buffer packets for all clients. Optimized turret
103 * fired packets. Did some weapon firing optimizations.
105 * 10 2/26/99 6:01p Andsager
106 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
108 * 9 2/21/99 6:02p Dave
109 * Fixed standalone WSS packets.
111 * 8 1/30/99 1:29a Dave
112 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
113 * screen. Fixed beam weapon death messages.
115 * 7 1/14/99 6:06p Dave
116 * 100% full squad logo support for single player and multiplayer.
118 * 6 1/12/99 5:45p Dave
119 * Moved weapon pipeline in multiplayer to almost exclusively client side.
120 * Very good results. Bandwidth goes down, playability goes up for crappy
121 * connections. Fixed object update problem for ship subsystems.
123 * 5 12/10/98 10:54a Dave
124 * Fixed problem where a mission ended in multiplayer and a player was
125 * dead. There was an Int3() when getting player eye-point.
127 * 4 11/12/98 12:13a Dave
128 * Tidied code up for multiplayer test. Put in network support for flak
131 * 3 10/13/98 9:29a Dave
132 * Started neatening up freespace.h. Many variables renamed and
133 * reorganized. Added AlphaColors.[h,cpp]
135 * 2 10/07/98 10:53a Dave
138 * 1 10/07/98 10:50a Dave
140 * 219 6/30/98 2:16p Dave
141 * Revised object update system. Removed updates for all weapons. Put
142 * button info back into control info packet.
144 * 218 6/09/98 5:17p Lawrance
145 * French/German localization
147 * 217 6/09/98 10:31a Hoffoss
148 * Created index numbers for all xstr() references. Any new xstr() stuff
149 * added from here on out should be added to the end if the list. The
150 * current list count can be found in FreeSpace.cpp (search for
153 * 216 6/01/98 11:43a John
154 * JAS & MK: Classified all strings for localization.
156 * 215 5/22/98 11:27a Hoffoss
157 * Fixed the bank when pressed bug where you continue to turn while using
160 * 214 5/19/98 8:19p Lawrance
161 * Make mouse invert work
163 * 213 5/19/98 12:19p Mike
166 * 212 5/18/98 2:50p Lawrance
167 * Change text for when warp drive is inoperable
169 * 211 5/18/98 1:58a Mike
170 * Make Phoenix not be fired at fighters (but yes bombers).
171 * Improve positioning of ships in guard mode.
172 * Make turrets on player ship not fire near end of support ship docking.
174 * 210 5/17/98 1:43a Dave
175 * Eradicated chatbox problems. Remove speed match for observers. Put in
176 * help screens for PXO. Fix messaging and end mission privelges. Fixed
177 * team select screen bugs. Misc UI fixes.
179 * 209 5/15/98 2:41p Hoffoss
180 * Made mouse default to off (for flying ship) and fixed some new pilot
183 * 208 5/15/98 1:14p Hoffoss
184 * Added a deadzone to ends of abs throttle range.
186 * 207 5/14/98 5:32p Hoffoss
187 * Improved axis binding code some more.
189 * 206 5/13/98 11:55a Frank
190 * Fixed bug with axis 2 and 3 not working correctly.
192 * 205 5/13/98 1:17a Hoffoss
193 * Added joystick axes configurability.
195 * 204 5/11/98 5:29p Hoffoss
196 * Added mouse button mapped to joystick button support.
198 * 203 5/11/98 12:01p Hoffoss
199 * Changed mouse sensitivity code to approx. double top limit while
200 * keeping low limit the same.
202 * 202 5/09/98 4:52p Lawrance
203 * Implement padlock view (up/rear/left/right)
205 * 201 5/08/98 5:35p Lawrance
206 * only allow cargo inspection if sensors are ok
208 * 200 5/08/98 5:31p Hoffoss
209 * Isolated the joystick force feedback code more from dependence on other
212 * 199 5/07/98 6:58p Hoffoss
213 * Made changes to mouse code to fix a number of problems.
215 * 198 5/06/98 12:02a Hoffoss
216 * Fixed throttle problems with joysticks.
218 * 197 5/05/98 8:38p Hoffoss
219 * Added sensitivity adjustment to options menu and made it save to pilot
222 * 196 5/05/98 1:33p Hoffoss
223 * Changed mouse formula around a little.
225 * 195 5/04/98 11:08p Hoffoss
226 * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
227 * Updated references everywhere to it.
229 * 194 5/01/98 5:45p Hoffoss
230 * Made further improvements to the mouse code.
232 * 193 5/01/98 4:24p Lawrance
233 * Play error sound if player tries to engage afterburner when none are on
236 * 192 5/01/98 1:14p Hoffoss
237 * Changed mouse usage so directInput is only used for release version.
239 * 191 4/30/98 9:12p Hoffoss
240 * Fixed a questionable precidence issue to be known.
242 * 190 4/30/98 5:40p Hoffoss
243 * Added mouse as a supported control to fly the ship.
245 * 189 4/29/98 1:44p Lawrance
246 * Fix bug that would cause primaries to be linked when returning from a
247 * menu in-game (if primaries were linked at mission start)
249 * 188 4/25/98 4:36p Lawrance
250 * init auto_advance field when pilot is created
252 * 187 4/25/98 3:49p Lawrance
253 * Save briefing auto-advance pref
255 * 186 4/18/98 9:52p Mike
256 * Don't restore player flags from save file in training mission, as it
257 * enables auto-target to persist.
259 * 185 4/17/98 11:16a Allender
260 * use short callsign when showing player name in cargo area of target
263 * 184 4/09/98 12:32a Lawrance
264 * Fix bugs related to multiple screams from same ship, builtin messages
265 * playing after screams, or praising while severly damaged.
267 * 183 4/08/98 7:11p Dave
268 * Fix auto-targeting and auto-matching reset after player respawn.
269 * Removed incorrect call to furball update if in a non-furball game.
271 * 182 4/08/98 11:11a Hoffoss
272 * Fixed some bugs that showed up due to fixing other bugs the other day
275 * 181 4/08/98 10:46a Lawrance
276 * fix uninitialized data warning
278 * 180 4/06/98 11:00a Hoffoss
279 * Fixed bank when pressed key to also be usable with keyboard yaw
282 * 179 4/05/98 7:43p Lawrance
283 * fix up saving/restoring of link status and auto-target/match-speed.
285 * 178 4/01/98 7:42p Lawrance
286 * Enable auto-targeting by default when a new pilot is created.
288 * 177 4/01/98 1:31p Allender
289 * don't play all alone message in multiplayer
291 * 176 3/31/98 11:47p Lawrance
293 * 175 3/31/98 5:18p John
294 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
295 * bunch of debug stuff out of player file. Made model code be able to
296 * unload models and malloc out only however many models are needed.
299 * 174 3/30/98 12:19a Lawrance
300 * Make scan time a property of a ship
302 * 173 3/24/98 4:25p Lawrance
303 * Make finding out if player killed self easier and more reliable
305 * 172 3/23/98 12:28p Hoffoss
306 * Fixed +/-5% throttle controls to actually do 5%, rather than whatever
307 * the heck it was doing before.
309 * 171 3/21/98 3:35p Lawrance
310 * Fix joystick turning in external view
312 * 170 3/19/98 5:35p Lawrance
313 * Correctly inform player if killed by ship explosion.
315 * 169 3/18/98 6:04p Lawrance
316 * change text for warp destroyed message
318 * 168 3/18/98 12:03p John
319 * Marked all the new strings as externalized or not.
321 * 167 3/16/98 5:54p Lawrance
322 * Play cargo scanning sound
324 * 166 3/14/98 4:58p Lawrance
325 * surpress HUD messages for auto-match speed
327 * 165 3/11/98 12:11p Mike
328 * Increase max speed to enable warpout even if ship has little energy
329 * directed towards engines.
331 * 164 3/11/98 11:19a Mike
332 * Quick fix since I completely broke warping out.
334 * 163 3/11/98 9:08a Mike
335 * Intermediate checkin to resolve link errors. Working on forcing
336 * player's engine energy high enough to enable warpout.
338 * 162 3/10/98 5:08p Allender
339 * fixed up multiplayer death messages (I hope). changes in object update
342 * 161 3/09/98 4:30p Allender
343 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
344 * sexpressions. Add time cargo revealed to ship structure
346 * 160 3/07/98 3:49p Lawrance
347 * store killer species in player struct
349 * 159 3/05/98 10:16p Lawrance
350 * Add 'save_flags' to player struct to save/restore certain player flags
353 * 158 2/28/98 7:03p Lawrance
354 * get slew working in any view
356 * 157 2/26/98 12:33a Lawrance
357 * Added back slew mode, lots of changes to external and chase views.
359 * 156 2/23/98 6:54p Lawrance
360 * Make interface to real-time voice more generic and useful.
362 * 155 2/22/98 4:30p John
363 * More string externalization classification
365 * 154 2/22/98 3:56p Lawrance
366 * Make external view a toggle like chase view. Allow extenal view to
367 * override chase view.
369 * 153 2/22/98 2:48p John
370 * More String Externalization Classification
372 * 152 2/20/98 8:30p Lawrance
373 * Play 'all alone' message when player is last ship left and primary
374 * objective is incomplete.
376 * 151 2/19/98 5:30p Lawrance
377 * Allow player turrets to fire automatically.
379 * 150 2/16/98 7:33p Lawrance
380 * add function to determine range of current secondary weapon
382 * 149 2/15/98 9:51p Sandeep
383 * AL: Check for 'Player 1' as a ship name when displaying the death
386 * 148 2/14/98 4:41p Lawrance
387 * Add some new fields to keep track of how the player died.
389 * 147 2/11/98 9:53a John
390 * Put in a real fix to the bug with not resetting joystick time between
393 * 146 2/10/98 9:29p Mike
394 * Hack-fix bug with joystick reading not being allowed in 2nd playthrough
395 * of a mission until time exceeds duration of previous mission.
397 * 145 2/10/98 1:15p John
398 * Made the joystick only read at 10Hz max
400 * 144 2/06/98 4:31p Lawrance
401 * revamp radar code, allow dim radar dots
403 * 143 2/06/98 3:48p Allender
404 * added code to clear out control info for multiplayer clients so they
405 * don't accidentally start firing all the time
407 * 142 2/06/98 12:13a Lawrance
408 * Don't play throttle sounds when using analog throttle.
410 * 141 2/05/98 10:41a Lawrance
411 * Scale frequency of 'good kill' messages by skill level.
413 * 140 2/02/98 4:24p Lawrance
414 * Only inspect cargo and transport in single player.
416 * 139 2/02/98 4:12p Allender
417 * fixed bug I introduced with multiplayer callsigns displaying in cargo
430 #include "floating.h"
434 #include "hudtarget.h"
435 #include "hudtargetbox.h"
437 #include "freespace.h"
438 #include "controlsconfig.h"
441 #include "missionshipchoice.h"
442 #include "afterburner.h"
444 #include "gamesequence.h"
445 #include "missionmessage.h"
446 #include "multiutil.h"
447 #include "linklist.h"
448 #include "missiongoals.h"
449 #include "hudsquadmsg.h"
450 #include "multi_obj.h"
451 #include "observer.h"
453 ////////////////////////////////////////////////////////////
454 // Global object and other interesting player type things
455 ////////////////////////////////////////////////////////////
456 player Players[MAX_PLAYERS];
459 player *Player = NULL;
461 physics_info Descent_physics; // used when we want to control the player like the descent ship
463 ////////////////////////////////////////////////////////////
465 ////////////////////////////////////////////////////////////
466 static int Player_all_alone_msg_inited=0; // flag used for initalizing a player-specific voice msg
469 int Show_killer_weapon = 0;
470 DCF_BOOL( show_killer_weapon, Show_killer_weapon );
473 void playercontrol_read_stick(int *axis, float frame_time);
474 void player_set_padlock_state();
476 // Slew angles chase towards zero like they're on a spring.
477 // When furthest away, move fastest.
478 // Minimum speed set so that doesn't take too long.
479 // When gets close, clamps to zero.
480 void chase_angles_to_zero(angles *ap)
485 // Make sure we actually need to do all this math.
486 if ((ap->p == 0.0f) && (ap->h == 0.0f))
489 // This is what we'll scale each value by.
490 sk = 1.0f - 2*flFrametime;
492 // These are the amounts that will be subtracted from pitch and heading.
493 // They are only needed to make sure we aren't moving too slowly.
494 k1 = fl_abs(ap->p * (1.0f - sk));
495 k2 = fl_abs(ap->h * (1.0f - sk));
497 // See if the larger dimension of movement is too small.
498 // If so, boost amount of movement in both dimensions.
500 if (k1 < flFrametime)
501 sk = 1.0f - (1.0f - sk) * flFrametime/k1;
502 } else if (k2 > k1) {
503 if (k2 < flFrametime)
504 sk = 1.0f - (1.0f - sk) * flFrametime/k2;
507 // It's possible we made the scale factor negative above.
514 // If we're very close, put ourselves at goal.
515 if ((fl_abs(ap->p) < 0.005f) && (fl_abs(ap->h) < 0.005f)) {
520 // Update Viewer_mode based on whether we're looking dead ahead.
521 if ((ap->p == 0.0f) && (ap->b == 0.0f) && (ap->h == 0.0f))
522 Viewer_mode &= ~VM_SLEWED;
524 Viewer_mode |= VM_SLEWED;
528 angles Viewer_slew_angles_delta;
529 angles Viewer_external_angles_delta;
531 void view_modify(angles *ma, angles *da, float minv, float maxv, int slew, float frame_time)
533 int axis[JOY_NUM_AXES];
536 if ( (!slew) && (Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
540 if ( Viewer_mode & VM_EXTERNAL ) {
541 t = (check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT)) / 16.0f;
543 t = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 16.0f;
551 t = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 16.0f;
559 playercontrol_read_stick(axis, frame_time);
561 if ( Viewer_mode & VM_EXTERNAL ) {
562 // check the heading on the x axis
563 da->h -= f2fl( axis[0] );
566 // check the heading on the x axis
567 da->h += f2fl( axis[0] );
570 // check the pitch on the y axis
571 da->p -= f2fl( axis[1] );
575 else if (da->h < -1.0f)
580 else if (da->p < -1.0f)
583 ma->p += da->p * flFrametime;
584 ma->b += da->b * flFrametime;
585 ma->h += da->h * flFrametime;
589 else if (ma->p < minv)
594 else if (ma->h < minv)
598 // When PAD0 is pressed, keypad controls viewer direction slewing.
599 void do_view_slew(float frame_time)
601 view_modify(&Viewer_slew_angles, &Viewer_slew_angles_delta, -PI/3, PI/3, 1, frame_time);
603 if ((Viewer_slew_angles.p == 0.0f) && (Viewer_slew_angles.b == 0.0f) && (Viewer_slew_angles.h == 0.0f))
604 Viewer_mode &= ~VM_SLEWED;
606 Viewer_mode |= VM_SLEWED;
609 void do_view_chase(float frame_time)
613 // Process centering key.
614 if (check_control_timef(VIEW_CENTER)) {
615 Viewer_chase_info.distance = 0.0f;
618 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
619 Viewer_chase_info.distance += t*4;
620 if (Viewer_chase_info.distance < 0.0f)
621 Viewer_chase_info.distance = 0.0f;
624 float camera_zoom_scale = 1.0f;
626 DCF(camera_speed, "")
628 dc_get_arg(ARG_FLOAT);
629 camera_zoom_scale = Dc_arg_float;
632 void do_view_external(float frame_time)
636 view_modify(&Viewer_external_info.angles, &Viewer_external_angles_delta, -2*PI, 2*PI, 0, frame_time);
638 // Process centering key.
639 if (check_control_timef(VIEW_CENTER)) {
640 Viewer_external_info.angles.p = 0.0f;
641 Viewer_external_info.angles.h = 0.0f;
642 Viewer_external_info.distance = 0.0f;
645 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
646 Viewer_external_info.distance += t*4*camera_zoom_scale;
647 if (Viewer_external_info.distance < 0.0f){
648 Viewer_external_info.distance = 0.0f;
651 // Do over-the-top correction.
653 if (Viewer_external_info.angles.p > PI)
654 Viewer_external_info.angles.p = -2*PI + Viewer_external_info.angles.p;
655 else if (Viewer_external_info.angles.p < -PI)
656 Viewer_external_info.angles.p = 2*PI + Viewer_external_info.angles.p;
658 if (Viewer_external_info.angles.h > PI)
659 Viewer_external_info.angles.h = -2*PI + Viewer_external_info.angles.h;
660 else if (Viewer_external_info.angles.h < -PI)
661 Viewer_external_info.angles.h = 2*PI + Viewer_external_info.angles.h;
664 // separate out the reading of thrust keys, so we can call this from external
665 // view as well as from normal view
666 void do_thrust_keys(control_info *ci)
668 ci->forward = check_control_timef(FORWARD_THRUST) - check_control_timef(REVERSE_THRUST);
671 // called by single and multiplayer modes to reset information inside of control info structure
672 void player_control_reset_ci( control_info *ci )
674 float t1, t2, oldspeed;
678 oldspeed = ci->forward_cruise_percent;
679 memset( ci, 0, sizeof(control_info) );
682 ci->forward_cruise_percent = oldspeed;
685 // Read the 4 joystick axis. This is its own function
686 // because we only want to read it at a certain rate,
687 // since it takes time.
689 static int Joystick_saved_reading[JOY_NUM_AXES];
690 static int Joystick_last_reading = -1;
692 void playercontrol_read_stick(int *axis, float frame_time)
697 // Make sure things get reset properly between missions.
698 if ( (Joystick_last_reading != -1) && (timestamp_until(Joystick_last_reading) > 1000) ) {
699 Int3(); // Get John! John, the joystick last reading didn't get reset btwn levels.
700 Joystick_last_reading = -1;
704 if ( (Joystick_last_reading == -1) || timestamp_elapsed(Joystick_last_reading) ) {
706 control_get_axes_readings(&Joystick_saved_reading[0], &Joystick_saved_reading[1], &Joystick_saved_reading[2], &Joystick_saved_reading[3], &Joystick_saved_reading[4]);
707 Joystick_last_reading = timestamp( 1000/10 ); // Read 10x per second, like we did in Descent.
710 for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
711 axis[i] = Joystick_saved_reading[i];
714 if (Use_mouse_to_fly) {
718 // factor = (float) Mouse_sensitivity + 2.5f;
719 // factor = factor * factor / frame_time / 1.2f;
720 factor = (float) Mouse_sensitivity + 1.77f;
721 factor = factor * factor / frame_time / 0.6f;
723 mouse_get_delta(&dx, &dy, &dz);
725 if ( Invert_axis[0] ) {
729 if ( Invert_axis[1] ) {
733 if ( Invert_axis[3] ) {
737 axis[0] += (int) ((float) dx * factor);
738 axis[1] += (int) ((float) dy * factor);
739 axis[3] += (int) ((float) dz * factor);
743 void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi )
745 float kh=0.0f, scaled, newspeed, delta, oldspeed;
746 int axis[JOY_NUM_AXES], ignore_pitch, slew_active=0;
747 static int afterburner_last = 0;
748 static float analog_throttle_last = 9e9f;
749 static int override_analog_throttle = 0;
750 int ok_to_read_ci_pitch_yaw=1;
752 oldspeed = ci->forward_cruise_percent;
753 player_control_reset_ci( ci );
755 if ( check_control(VIEW_SLEW) ) {
756 do_view_slew(frame_time);
760 if ( Viewer_mode & VM_EXTERNAL ) {
761 control_used(VIEW_EXTERNAL);
762 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
763 ok_to_read_ci_pitch_yaw=0;
767 do_view_external(frame_time);
771 if ( !slew_active ) {
772 if ( Viewer_mode & VM_CHASE ) {
773 do_view_chase(frame_time);
777 if ( ok_to_read_ci_pitch_yaw ) {
779 if ( check_control(BANK_WHEN_PRESSED) ) {
780 ci->bank = check_control_timef(BANK_LEFT) + check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT) - check_control_timef(BANK_RIGHT);
784 kh = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 8.0f;
788 } else if (kh > 0.0f) {
789 if (ci->heading < 0.0f)
793 if (ci->heading > 0.0f)
797 ci->bank = check_control_timef(BANK_LEFT) - check_control_timef(BANK_RIGHT);
802 kh = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 8.0f;
806 } else if (kh > 0.0f) {
807 if (ci->pitch < 0.0f)
811 if (ci->pitch > 0.0f)
817 ci->sideways = (key_down_timef(KEY_PAD3) - key_down_timef(KEY_PAD1));
818 ci->vertical = (key_down_timef(KEY_PADPLUS) - key_down_timef(KEY_PADENTER));
823 if ( !slew_active ) {
824 chase_angles_to_zero(&Viewer_slew_angles);
827 player_set_padlock_state();
829 if (!(Game_mode & GM_DEAD)) {
830 if ( button_info_query(&Player->bi, ONE_THIRD_THROTTLE) ) {
831 control_used(ONE_THIRD_THROTTLE);
832 player_clear_speed_matching();
833 if ( Player->ci.forward_cruise_percent < 33.3f ) {
834 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
836 } else if ( Player->ci.forward_cruise_percent > 33.3f ) {
837 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
840 Player->ci.forward_cruise_percent = 33.3f;
841 override_analog_throttle = 1;
844 if ( button_info_query(&Player->bi, TWO_THIRDS_THROTTLE) ) {
845 control_used(TWO_THIRDS_THROTTLE);
846 player_clear_speed_matching();
847 if ( Player->ci.forward_cruise_percent < 66.6f ) {
848 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
850 } else if (Player->ci.forward_cruise_percent > 66.6f) {
851 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
854 Player->ci.forward_cruise_percent = 66.6f;
855 override_analog_throttle = 1;
858 // if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
859 // control_used(PLUS_5_PERCENT_THROTTLE);
860 // Player->ci.forward_cruise_percent += (100.0f/Player_ship->current_max_speed);
863 if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
864 control_used(PLUS_5_PERCENT_THROTTLE);
865 Player->ci.forward_cruise_percent += 5.0f;
866 if (Player->ci.forward_cruise_percent > 100.0f)
867 Player->ci.forward_cruise_percent = 100.0f;
870 // if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
871 // control_used(MINUS_5_PERCENT_THROTTLE);
872 // Player->ci.forward_cruise_percent -= (100.0f/Player_ship->current_max_speed);
875 if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
876 control_used(MINUS_5_PERCENT_THROTTLE);
877 Player->ci.forward_cruise_percent -= 5.0f;
878 if (Player->ci.forward_cruise_percent < 0.0f)
879 Player->ci.forward_cruise_percent = 0.0f;
882 if ( button_info_query(&Player->bi, ZERO_THROTTLE) ) {
883 control_used(ZERO_THROTTLE);
884 player_clear_speed_matching();
885 if ( ci->forward_cruise_percent > 0.0f && Player_obj->phys_info.fspeed > 0.5) {
886 snd_play( &Snds[SND_ZERO_THROTTLE], 0.0f );
889 ci->forward_cruise_percent = 0.0f;
890 override_analog_throttle = 1;
893 if ( button_info_query(&Player->bi, MAX_THROTTLE) ) {
894 control_used(MAX_THROTTLE);
895 player_clear_speed_matching();
896 if ( ci->forward_cruise_percent < 100.0f ) {
897 snd_play( &Snds[SND_FULL_THROTTLE], 0.0f );
900 ci->forward_cruise_percent = 100.0f;
901 override_analog_throttle = 1;
904 // AL 12-29-97: If afterburner key is down, player should have full forward thrust (even if afterburners run out)
905 if ( check_control(AFTERBURNER) ) {
909 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
910 if ( (Player_ai->last_target == Player_ai->target_objnum) && (Player_ai->target_objnum != -1) && ( ci->forward_cruise_percent == oldspeed) ) {
911 float tspeed, pmax_speed;
913 tspeed = Objects[Player_ai->target_objnum].phys_info.fspeed;
915 // maybe need to get speed from docked partner
916 if ( tspeed < MATCH_SPEED_THRESHOLD ) {
919 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
921 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
922 if ( aip->ai_flags & AIF_DOCKED ) {
923 Assert( aip->dock_objnum != -1 );
924 tspeed = Objects[aip->dock_objnum].phys_info.fspeed;
928 // Note, if closer than 100 units, scale down speed a bit. Prevents repeated collisions. -- MK, 12/17/97
929 float dist = vm_vec_dist(&Player_obj->pos, &Objects[Player_ai->target_objnum].pos);
932 tspeed = tspeed * (0.5f + dist/200.0f);
935 //pmax_speed = Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
936 pmax_speed = Ships[Player_obj->instance].current_max_speed;
937 ci->forward_cruise_percent = (tspeed / pmax_speed) * 100.0f;
938 override_analog_throttle = 1;
939 // if ( ci->forward_cruise_percent > 100.0f )
940 // HUD_printf ("Cannot travel that fast. Setting throttle to full.");
941 // mprintf(("forward -- %7.3f\n", ci->forward_cruise_percent));
944 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
947 // player_read_joystick();
948 // code to read joystick axis for pitch/heading. Code to read joystick buttons
950 if ( !(Game_mode & GM_DEAD) ) {
951 playercontrol_read_stick(axis, frame_time);
953 axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
956 ignore_pitch = FALSE;
958 if (Axis_map_to[JOY_HEADING_AXIS] >= 0) {
959 // check the heading on the x axis
960 if ( check_control(BANK_WHEN_PRESSED) ) {
961 delta = f2fl( axis[JOY_HEADING_AXIS] );
962 if ( (delta > 0.05f) || (delta < -0.05f) ) {
968 ci->heading += f2fl( axis[JOY_HEADING_AXIS] );
972 // check the pitch on the y axis
973 if (Axis_map_to[JOY_PITCH_AXIS] >= 0)
974 ci->pitch -= f2fl( axis[JOY_PITCH_AXIS] );
976 if (Axis_map_to[JOY_BANK_AXIS] >= 0) {
977 ci->bank -= f2fl( axis[JOY_BANK_AXIS] ) * 1.5f;
980 // axis 2 is for throttle
981 if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) {
982 scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range
983 oldspeed = ci->forward_cruise_percent;
985 // scaled = (scaled + 1.0f) / 1.85f;
986 newspeed = (1.0f - scaled) * 100.0f;
988 delta = analog_throttle_last - newspeed;
989 if (!override_analog_throttle || (delta < -1.5f) || (delta > 1.5f)) {
990 ci->forward_cruise_percent = newspeed;
991 analog_throttle_last = newspeed;
992 override_analog_throttle = 0;
994 // AL 1-5-98: don't play throttle sounds when using analog control
996 if ( (oldspeed < 1.0f) && (newspeed >= 1.0f) )
997 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
998 else if ( (oldspeed < 66.6f) && (newspeed >= 66.6f) )
999 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1000 else if ( (oldspeed < 33.3f) && (newspeed >= 33.3f) )
1001 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1002 else if ( (oldspeed > 99.0f) && (newspeed <= 99.0f) )
1003 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1004 else if ( (oldspeed > 33.3f) && (newspeed <= 33.3f) )
1005 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1006 else if ( (oldspeed > 66.6f) && (newspeed <= 66.6f) )
1007 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1012 if (Axis_map_to[JOY_REL_THROTTLE_AXIS] >= 0)
1013 ci->forward_cruise_percent += f2fl(axis[JOY_REL_THROTTLE_AXIS]) * 100.0f * frame_time;
1015 if ( ci->forward_cruise_percent > 100.0f )
1016 ci->forward_cruise_percent = 100.0f;
1017 if ( ci->forward_cruise_percent < 0.0f )
1018 ci->forward_cruise_percent = 0.0f;
1020 // set up the firing stuff. Read into control info ala Descent so that weapons will be
1021 // created during the object simulation phase, and not immediately as was happening before.
1023 //keyboard: fire the current primary weapon
1024 if (check_control(FIRE_PRIMARY)) {
1025 ci->fire_primary_count++;
1027 // if we're a multiplayer client, set our accum bits now
1028 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1029 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1030 // Net_player->s_info.accum_buttons |= OOC_FIRE_PRIMARY;
1034 // mouse: fire the current primary weapon
1035 // ci->fire_primary_count += mouse_down(1);
1037 // for debugging, check to see if the debug key is down -- if so, make fire the debug laser instead
1039 if ( keyd_pressed[KEY_DEBUG_KEY] ) {
1040 ci->fire_debug_count = ci->fire_primary_count;
1041 ci->fire_primary_count = 0;
1045 // keyboard: fire the current secondary weapon
1046 if (check_control(FIRE_SECONDARY)) {
1047 ci->fire_secondary_count++;
1049 // if we're a multiplayer client, set our accum bits now
1050 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1051 Net_player->s_info.accum_buttons |= OOC_FIRE_SECONDARY;
1055 // keyboard: launch countermeasures
1056 if ( button_info_query(&Player->bi, LAUNCH_COUNTERMEASURE) ) {
1057 control_used(LAUNCH_COUNTERMEASURE);
1058 ci->fire_countermeasure_count++;
1059 hud_gauge_popup_start(HUD_CMEASURE_GAUGE);
1061 // if we're a multiplayer client, set our accum bits now
1062 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1063 // Net_player->s_info.accum_buttons |= OOC_FIRE_COUNTERMEASURE;
1067 // see if the afterburner has been started (keyboard + joystick)
1068 if (check_control(AFTERBURNER)) {
1069 if (!afterburner_last) {
1070 Assert(Player_ship);
1071 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
1072 gamesnd_play_error_beep();
1074 ci->afterburner_start = 1;
1078 afterburner_last = 1;
1081 if (afterburner_last)
1082 ci->afterburner_stop = 1;
1084 afterburner_last = 0;
1088 if ( (Viewer_mode & VM_EXTERNAL) || slew_active ) {
1089 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) || slew_active ) {
1097 void read_player_controls(object *objp, float frametime)
1099 // if (Game_mode & GM_DEAD)
1102 joy_ff_adjust_handling((int) objp->phys_info.speed);
1105 switch( Player->control_mode ) {
1110 read_keyboard_controls(&(Player->ci), frametime, &objp->phys_info );
1112 case PCM_WARPOUT_STAGE1: // Accelerate to 40 km/s
1113 case PCM_WARPOUT_STAGE2: // Go 40 km/s steady up to the effect
1114 case PCM_WARPOUT_STAGE3: // Go 40 km/s steady through the effect
1116 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1118 if ( (objp->type == OBJ_SHIP) && (!(Game_mode & GM_DEAD)) ) {
1120 Warpout_time += flFrametime;
1122 if ( Warpout_forced ) {
1124 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED*2.0f;
1126 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1127 if ( diff < 0.0f ) diff = 0.0f;
1129 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1133 // check if warp ability has been disabled
1134 if ( Ships[objp->instance].flags & ( SF_WARP_BROKEN|SF_WARP_NEVER ) ) {
1135 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot warp out at this time.", 81));
1139 if ( (!warp_failed) && (Ships[objp->instance].current_max_speed >= TARGET_WARPOUT_SPEED) ) {
1142 if (Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed < TARGET_WARPOUT_SPEED) {
1143 // Cannot go fast enough, so abort sequence.
1145 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Unable to engage warp... ship must be able to reach %.1f km/s", 82), TARGET_WARPOUT_SPEED );
1148 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED + 5.0f;
1149 //Ships[objp->instance].current_max_speed = Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed;
1154 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1158 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1162 if ( warp_failed ) {
1163 snd_play(&Snds[SND_PLAYER_WARP_FAIL]);
1164 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1168 if ( Player->control_mode == PCM_WARPOUT_STAGE1 ) {
1171 // Wait at least 3 seconds before making sure warp speed is set.
1172 if ( Warpout_time>MINIMUM_PLAYER_WARPOUT_TIME ) {
1173 // If we are going around 5% of the target speed, progress to next stage
1174 float diff = fl_abs(objp->phys_info.fspeed - TARGET_WARPOUT_SPEED )/TARGET_WARPOUT_SPEED;
1175 if ( diff < TARGET_WARPOUT_MATCH_PERCENT ) {
1176 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 );
1185 // the ships maximum velocity now depends on the energy flowing to engines
1186 if(objp->type != OBJ_OBSERVER){
1187 objp->phys_info.max_vel.z = Ships[objp->instance].current_max_speed;
1189 if(Player_obj->type == OBJ_SHIP){
1190 // only read player control info if player ship is not dead
1191 if ( !(Ships[Player_obj->instance].flags & SF_DYING) ) {
1193 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)) ) {
1194 float intensity = 0.3f * min(Ships[objp->instance].wash_intensity, 1.0f);
1195 vm_vec_copy_scale(&wash_rot, &Ships[objp->instance].wash_rot_axis, intensity);
1196 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime, &wash_rot);
1198 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime);
1201 } else if(Player_obj->type == OBJ_OBSERVER){
1202 physics_read_flying_controls(&objp->orient,&objp->phys_info,&(Player->ci), flFrametime);
1206 void player_controls_init()
1208 static int initted = 0;
1214 physics_init( &Descent_physics );
1215 Descent_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
1217 Viewer_slew_angles_delta.p = 0.0f;
1218 Viewer_slew_angles_delta.b = 0.0f;
1219 Viewer_slew_angles_delta.h = 0.0f;
1222 // Clear current speed matching and auto-speed matching flags
1223 void player_clear_speed_matching()
1226 Int3(); // why is Player NULL?
1230 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1231 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
1234 // function which computes the forward_thrust_time needed for the player ship to match
1235 // velocities with the currently selected target
1236 // input: no_target_text => default parm (NULL), used to override HUD output when no target exists
1237 // match_off_text => default parm (NULL), used to overide HUD output when matching toggled off
1238 // match_on_text => default parm (NULL), used to overide HUD output when matching toggled on
1239 void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
1241 if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP ) {
1245 // multiplayer observers can't match target speed
1246 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
1250 if ( Player_ai->target_objnum == -1) {
1251 if ( no_target_text ) {
1252 if ( no_target_text[0] ) {
1253 HUD_sourced_printf(HUD_SOURCE_HIDDEN, no_target_text );
1256 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No currently selected target.",-1) );
1261 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
1262 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1263 if ( match_off_text ) {
1264 if ( match_off_text[0] ) {
1265 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_off_text );
1268 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No longer matching speed with current target.",-1) );
1273 if ( Objects[Player_ai->target_objnum].phys_info.speed > MATCH_SPEED_THRESHOLD ) {
1276 // account for case of matching speed with docked ship
1278 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
1279 if ( aip->ai_flags & AIF_DOCKED ) {
1280 Assert( aip->dock_objnum != -1 );
1281 if ( Objects[aip->dock_objnum].phys_info.fspeed > MATCH_SPEED_THRESHOLD ) {
1288 Player->flags |= PLAYER_FLAGS_MATCH_TARGET;
1289 if ( match_on_text ) {
1290 if ( match_on_text[0] ) {
1291 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_on_text );
1294 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("Matching speed with current target.",-1) );
1303 // toggle_player_object toggles between the player objects (i.e. the ship they are currently flying)
1304 // and a descent style ship.
1306 int use_descent = 0;
1307 LOCAL physics_info phys_save;
1309 void toggle_player_object()
1311 if ( use_descent ) {
1312 memcpy( &Player_obj->phys_info, &phys_save, sizeof(physics_info) );
1314 memcpy( &phys_save, &Player_obj->phys_info, sizeof(physics_info) );
1315 memcpy( &Player_obj->phys_info, &Descent_physics, sizeof(physics_info) );
1317 use_descent = !use_descent;
1319 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Using %s style physics for player ship."), use_descent ? NOX("DESCENT") : NOX("FreeSpace"));
1322 //#endif // ifndef NDEBUG
1324 // Init the data required for determining whether 'all alone' message should play
1325 void player_init_all_alone_msg()
1330 Player->check_for_all_alone_msg=timestamp(0);
1332 // See if there are any friendly ships present, if so return without preventing msg
1333 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1334 objp = &Objects[so->objnum];
1335 if ( objp == Player_obj ) {
1339 if ( Ships[objp->instance].team == Player_ship->team ) {
1340 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
1346 // There must be no friendly ships present, so prevent the 'all alone' message from ever playing
1347 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1350 // Called when a new pilot is created
1351 void player_set_pilot_defaults(player *p)
1353 // Enable auto-targeting by default for all new pilots
1354 p->flags |= PLAYER_FLAGS_AUTO_TARGETING;
1355 p->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1357 p->auto_advance = 1;
1360 // Store some player preferences to Player->save_flags
1361 void player_save_target_and_weapon_link_prefs()
1363 Player->save_flags = 0;
1364 if ( Player->flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1365 Player->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1369 if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
1370 // multiplayer observers can't match target speed
1371 if(!((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))) ){
1372 Player->save_flags |= PLAYER_FLAGS_AUTO_MATCH_SPEED;
1376 // if we're in multiplayer mode don't do this because we will desync ourselves with the server
1377 if(!(Game_mode & GM_MULTIPLAYER)){
1378 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
1379 Player->save_flags |= PLAYER_FLAGS_LINK_PRIMARY;
1381 Player->flags &= ~PLAYER_FLAGS_LINK_PRIMARY;
1383 if ( Player_ship->flags & SF_SECONDARY_DUAL_FIRE ) {
1384 Player->save_flags |= PLAYER_FLAGS_LINK_SECONDARY;
1386 Player->flags &= ~PLAYER_FLAGS_LINK_SECONDARY;
1391 // Store some player preferences to Player->save_flags
1392 void player_restore_target_and_weapon_link_prefs()
1394 // Don't restores the save flags in training, as we must ensure certain things are off, such as speed matching.
1395 if ( !(The_mission.game_type & MISSION_TYPE_TRAINING )) {
1396 Player->flags |= Player->save_flags;
1399 if ( Player->flags & PLAYER_FLAGS_LINK_PRIMARY ) {
1400 if ( Player_ship->weapons.num_primary_banks > 1 ) {
1401 Player_ship->flags |= SF_PRIMARY_LINKED;
1405 if ( Player->flags & PLAYER_FLAGS_LINK_SECONDARY ) {
1406 Player_ship->flags |= SF_SECONDARY_DUAL_FIRE;
1410 // initialize player statistics on a per mission basis
1411 void player_level_init()
1413 Player->flags = PLAYER_FLAGS_STRUCTURE_IN_USE; // reset the player flags
1414 Player->flags |= Player->save_flags;
1416 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1418 Viewer_slew_angles.p = 0.0f; Viewer_slew_angles.b = 0.0f; Viewer_slew_angles.h = 0.0f;
1419 Viewer_external_info.angles.p = 0.0f;
1420 Viewer_external_info.angles.b = 0.0f;
1421 Viewer_external_info.angles.h = 0.0f;
1422 Viewer_external_info.distance = 0.0f;
1430 // Init variables for friendly fire monitoring.
1431 Player->friendly_last_hit_time = 0;
1432 Player->friendly_hits = 0;
1433 Player->friendly_damage = 0.0f;
1434 Player->last_warning_message_time = 0;
1436 Player->control_mode = PCM_NORMAL;
1438 Player->allow_warn_timestamp = 1; // init timestamp that is used for managing attack warnings sent to player
1439 Player->check_warn_timestamp = 1;
1440 Player->warn_count = 0; // number of attack warnings player has received this mission
1442 Player->distance_warning_count = 0; // Number of warning too far from origin
1443 Player->distance_warning_time = 0; // Time at which last warning was given
1445 Player->praise_count = 0; // number of praises player has received this mission
1446 Player->allow_praise_timestamp = 1; // timestamp until next praise is allowed
1447 Player->praise_delay_timestamp = 0; // timstamp used to delay praises given to the player
1449 Player->ask_help_count = 0; // number of times player has been asked for help by wingmen
1450 Player->allow_ask_help_timestamp = 1; // timestamp until next ask_help is allowed
1452 Player->scream_count = 0; // number of times player has heard wingman screams this mission
1453 Player->allow_scream_timestamp = 1; // timestamp until next wingman scream is allowed
1455 Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
1457 Player->repair_sound_loop = -1;
1458 Player->cargo_scan_loop = -1;
1459 Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
1461 Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
1462 Player->current_target_sx = -1; // Screen x-pos of current target (or subsystem if applicable)
1463 Player->current_target_sy = -1; // Screen y-pos of current target (or subsystem if applicable)
1464 Player->target_in_lock_cone = -1; // Is the current target in secondary weapon lock cone?
1465 Player->locking_subsys=NULL; // Subsystem pointer that missile lock is trying to seek
1466 Player->locking_on_center=0; // boolean, whether missile lock is trying for center of ship or not
1467 Player->locking_subsys_parent=-1;
1469 Player->killer_objtype=-1; // type of object that killed player
1470 Player->killer_weapon_index; // weapon used to kill player (if applicable)
1471 Player->killer_parent_name[0]=0; // name of parent object that killed the player
1473 Player_all_alone_msg_inited=0;
1474 Player->flags &= ~PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1476 // Player->insignia_bitmap = -1;
1478 Joystick_last_reading = -1; // Make the joystick read right away.
1481 // player_init() initializes global veriables once a game -- needed because of mallocing that
1482 // goes on in structures in the player file
1486 Player = &Players[Player_num];
1487 Player->num_campaigns = 0;
1488 Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
1489 Player->failures_this_session = 0;
1490 Player->show_skip_popup = (ubyte) 1;
1493 // stop any looping sounds associated with the Player, called from game_stop_looped_sounds().
1494 void player_stop_looped_sounds()
1497 if ( Player->repair_sound_loop > -1 ) {
1498 snd_stop(Player->repair_sound_loop);
1499 Player->repair_sound_loop = -1;
1501 if ( Player->cargo_scan_loop > -1 ) {
1502 snd_stop(Player->cargo_scan_loop);
1503 Player->cargo_scan_loop = -1;
1507 // Start the repair sound if it hasn't already been started. Called when a player ship is being
1508 // repaired by a support ship
1509 void player_maybe_start_repair_sound()
1512 if ( Player->repair_sound_loop == -1 ) {
1513 Player->repair_sound_loop = snd_play_looping( &Snds[SND_SHIP_REPAIR] );
1517 // stop the player repair sound if it is already playing
1518 void player_stop_repair_sound()
1521 if ( Player->repair_sound_loop != -1 ) {
1522 snd_stop(Player->repair_sound_loop);
1523 Player->repair_sound_loop = -1;
1527 // start the cargo scanning sound if it hasn't already been started
1528 void player_maybe_start_cargo_scan_sound()
1531 if ( Player->cargo_scan_loop == -1 ) {
1532 Player->cargo_scan_loop = snd_play_looping( &Snds[SND_CARGO_SCAN] );
1536 // stop the player repair sound if it is already playing
1537 void player_stop_cargo_scan_sound()
1540 if ( Player->cargo_scan_loop != -1 ) {
1541 snd_stop(Player->cargo_scan_loop);
1542 Player->cargo_scan_loop = -1;
1546 // See if there is a praise message to deliver to the player. We want to delay the praise messages
1547 // a bit, to make them more realistic
1549 // exit: 1 => a praise message was delivered to the player, or a praise is pending
1550 // 0 => no praise is pending
1552 #define PLAYER_ALLOW_PRAISE_INTERVAL 60000 // minimum time between praises
1554 int player_process_pending_praise()
1556 // in multiplayer, never praise
1557 if(Game_mode & GM_MULTIPLAYER){
1561 if ( timestamp_elapsed(Player->praise_delay_timestamp) ) {
1564 Player->praise_delay_timestamp = 0;
1565 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 1000.0f );
1566 if ( ship_index >= 0 ) {
1567 // Only praise if above 50% integrity
1568 if ( Objects[Ships[ship_index].objnum].hull_strength/Ship_info[Ships[ship_index].ship_info_index].initial_hull_strength > 0.5f ) {
1569 message_send_builtin_to_player(MESSAGE_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
1570 Player->allow_praise_timestamp = timestamp(PLAYER_ALLOW_PRAISE_INTERVAL*(Game_skill_level+1) );
1571 Player->allow_scream_timestamp = timestamp(20000); // prevent death scream following praise
1572 Player->praise_count++;
1578 if ( Player->praise_delay_timestamp == 0 ) {
1585 int player_inspect_cap_subsys_cargo(float frametime, char *outstr);
1586 // See if the player should be inspecting cargo, and update progress.
1587 // input: frametime => time since last frame in seconds
1588 // input: outstr => (output parm) holds string that HUD should display
1590 // exit: 1 => player should display outstr on HUD
1591 // 0 => don't display cargo on HUD
1592 int player_inspect_cargo(float frametime, char *outstr)
1596 ship_info *cargo_sip;
1597 vector vec_to_cargo;
1602 if ( Player_ai->target_objnum < 0 ) {
1606 cargo_objp = &Objects[Player_ai->target_objnum];
1607 Assert(cargo_objp->type == OBJ_SHIP);
1608 cargo_sp = &Ships[cargo_objp->instance];
1609 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1611 if (cargo_sip->flags & SIF_HUGE_SHIP) {
1612 return player_inspect_cap_subsys_cargo(frametime, outstr);
1615 // check if target is ship class that can be inspected
1616 // MWA -- 1/27/98 -- added fighters/bombers to this list. For multiplayer, we
1617 // want to show callsign of player
1619 // scannable cargo behaves differently. Scannable cargo is either "scanned" or "not scanned". This flag
1620 // can be set on any ship. Any ship with this set won't have "normal" cargo behavior
1621 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1622 if ( Game_mode & GM_NORMAL ) {
1623 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT)) ) {
1627 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT|SIF_FIGHTER|SIF_BOMBER)) ) {
1632 // won't show callsign information for single player games
1633 if ( (Game_mode & GM_MULTIPLAYER) && !((cargo_sip->flags & (SIF_FIGHTER|SIF_BOMBER)) && (cargo_objp->flags & OF_PLAYER_SHIP)) )
1637 // if cargo is already revealed
1638 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
1639 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1641 cargo_name = Cargo_names[cargo_sp->cargo1 & CARGO_INDEX_MASK];
1642 Assert ( cargo_name );
1644 if ( cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT) ) {
1645 if ( cargo_name[0] == '#' )
1646 sprintf(outstr, XSTR( "passengers:\n %s", 83), cargo_name+1 );
1648 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1652 Assert( Game_mode & GM_MULTIPLAYER );
1654 // get a player num from the object, then get a callsign from the player structure.
1655 pn = multi_find_player_by_object( cargo_objp );
1656 // Assert( pn != -1 );
1660 sprintf(outstr, "%s", Net_players[pn].player->short_callsign );
1664 sprintf(outstr, XSTR( "Scanned", 85) );
1667 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1668 // are in the process of scanning
1669 Player->cargo_inspect_time = 0;
1674 // see if player is within inspection range
1675 if ( Player_ai->current_target_distance < max(CARGO_REVEAL_MIN_DIST, (cargo_objp->radius+CARGO_RADIUS_DELTA)) ) {
1677 // check if player is facing cargo, do not proceed with inspection if not
1678 vm_vec_normalized_dir(&vec_to_cargo, &cargo_objp->pos, &Player_obj->pos);
1679 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.fvec);
1680 if ( dot < CARGO_MIN_DOT_TO_REVEAL ) {
1681 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1682 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1684 sprintf(outstr,XSTR( "not scanned", 87));
1685 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1686 Player->cargo_inspect_time = 0;
1690 // player is facing the cargo, and withing range, so proceed with inspection
1691 if ( hud_sensors_ok(Player_ship, 0) ) {
1692 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1695 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1696 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1698 sprintf(outstr,XSTR( "scanning", 89));
1700 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1701 ship_do_cargo_revealed( cargo_sp );
1702 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1703 Player->cargo_inspect_time = 0;
1706 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1707 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1709 sprintf(outstr,XSTR( "not scanned", 87));
1715 // exit: 1 => player should display outstr on HUD
1716 // 0 => don't display cargo on HUD
1717 int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
1721 ship_info *cargo_sip;
1722 vector vec_to_cargo;
1724 ship_subsys *subsys;
1727 subsys = Player_ai->targeted_subsys;
1729 if ( subsys == NULL ) {
1733 cargo_objp = &Objects[Player_ai->target_objnum];
1734 Assert(cargo_objp->type == OBJ_SHIP);
1735 cargo_sp = &Ships[cargo_objp->instance];
1736 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1738 Assert(cargo_sip->flags & SIF_HUGE_SHIP);
1740 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1744 // dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
1745 if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
1749 // if cargo is already revealed
1750 if ( subsys->subsys_cargo_revealed ) {
1752 if (subsys->subsys_cargo_name == -1) {
1753 cargo_name = XSTR("Nothing", 1493);
1755 cargo_name = Cargo_names[subsys->subsys_cargo_name];
1757 Assert ( cargo_name );
1759 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1761 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1762 // are in the process of scanning
1763 Player->cargo_inspect_time = 0;
1768 // see if player is within inspection range [ok for subsys]
1771 int subsys_in_view, x, y;
1773 get_subsystem_world_pos(cargo_objp, Player_ai->targeted_subsys, &subsys_pos);
1774 subsys_rad = subsys->system_info->radius;
1776 if ( Player_ai->current_target_distance < max(CAP_CARGO_REVEAL_MIN_DIST, (subsys_rad + CAPITAL_CARGO_RADIUS_DELTA)) ) {
1778 // check if player is facing cargo, do not proceed with inspection if not
1779 vm_vec_normalized_dir(&vec_to_cargo, &subsys_pos, &Player_obj->pos);
1780 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.fvec);
1781 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy);
1782 subsys_in_view = hud_targetbox_subsystem_in_view(cargo_objp, &x, &y);
1784 if ( (dot < CARGO_MIN_DOT_TO_REVEAL) || (!subsys_in_view) ) {
1785 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1786 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1787 Player->cargo_inspect_time = 0;
1791 // player is facing the cargo, and withing range, so proceed with inspection
1792 if ( hud_sensors_ok(Player_ship, 0) ) {
1793 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1796 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1798 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1799 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network );
1800 ship_do_cap_subsys_cargo_revealed( cargo_sp, subsys, 0);
1801 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1802 Player->cargo_inspect_time = 0;
1805 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1812 // get the maximum weapon range for the player (of both primary and secondary)
1813 float player_farthest_weapon_range()
1815 float prange,srange;
1817 hud_get_best_primary_bank(&prange);
1818 srange=ship_get_secondary_weapon_range(Player_ship);
1820 return max(prange,srange);
1823 // Determine text name for the weapon that killed the player.
1824 // input: weapon_info_index => weapon type that killed the player (can be -1 if no weapon involved)
1825 // killer_species => species of ship that fired weapon
1826 // weapon_name => output parameter... stores weapon name generated in this function
1827 void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name)
1829 if ( weapon_info_index < 0 ) {
1834 if ( Show_killer_weapon ) {
1835 killer_species = SPECIES_TERRAN;
1839 switch ( killer_species ) {
1840 case SPECIES_TERRAN:
1841 strcpy(weapon_name, Weapon_info[weapon_info_index].name);
1844 if ( Weapon_info[weapon_info_index].subtype == WP_MISSILE ) {
1845 strcpy(weapon_name, XSTR( "missile", 90));
1847 strcpy(weapon_name, XSTR( "laser fire", 91));
1853 // function to generate the text for death of a player given the information stored in the player object.
1854 // a pointer to the text is returned
1855 char *player_generate_death_text( player *player_p, char *death_text )
1857 char weapon_name[NAME_LENGTH];
1860 player_generate_killer_weapon_name(player_p->killer_weapon_index, player_p->killer_species, weapon_name);
1862 switch ( player_p->killer_objtype ) {
1864 if ( weapon_name[0] ) {
1865 // 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);
1866 sprintf(death_text, XSTR( "%s was killed by a missile shockwave", 92), player_p->callsign);
1868 sprintf(death_text, XSTR( "%s was killed by a shockwave from %s exploding", 93), player_p->callsign, player_p->killer_parent_name);
1872 Assert(weapon_name[0]);
1874 // is this from a friendly ship?
1876 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1877 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1878 sprintf(death_text, XSTR( "%s was killed by friendly fire from %s", 1338), player_p->callsign, player_p->killer_parent_name);
1880 sprintf(death_text, XSTR( "%s was killed by %s", 94), player_p->callsign, player_p->killer_parent_name);
1884 if ( player_p->flags & PLAYER_FLAGS_KILLED_BY_EXPLOSION ) {
1885 sprintf(death_text, XSTR( "%s was killed by a blast from %s exploding", 95), player_p->callsign, player_p->killer_parent_name);
1886 } else if (player_p->flags & PLAYER_FLAGS_KILLED_BY_ENGINE_WASH) {
1887 sprintf(death_text, XSTR( "%s was killed by engine wash from %s", 1494), player_p->callsign, player_p->killer_parent_name);
1889 sprintf(death_text, XSTR( "%s was killed by a collision with %s", 96), player_p->callsign, player_p->killer_parent_name);
1893 sprintf(death_text, XSTR( "%s was killed by a collision with debris", 97), player_p->callsign);
1896 sprintf(death_text, XSTR( "%s was killed by a collision with an asteroid", 98), player_p->callsign);
1899 if(strlen(player_p->killer_parent_name) <= 0){
1901 sprintf(death_text, XSTR( "%s was killed by a beam from an unknown source", 1081), player_p->callsign);
1903 // is this from a friendly ship?
1905 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1906 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1907 sprintf(death_text, XSTR( "%s was destroyed by friendly beam fire from %s", 1339), player_p->callsign, player_p->killer_parent_name);
1909 sprintf(death_text, XSTR( "%s was destroyed by a beam from %s", 1082), player_p->callsign, player_p->killer_parent_name);
1914 sprintf(death_text, XSTR( "%s was killed", 99), player_p->callsign);
1921 // display what/who killed the player
1922 void player_show_death_message()
1924 char death_text[256];
1926 // check if player killed self
1927 if ( Player->flags & PLAYER_KILLED_SELF ) {
1928 // reasons he killed himself
1929 if(Player->flags & PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE){
1930 sprintf(death_text, XSTR( "You have killed yourself with a shockwave from your own weapon", 1421));
1932 else if(Player->flags & PLAYER_FLAGS_KILLED_SELF_MISSILES){
1933 sprintf(death_text, XSTR( "You have killed yourself with your own missiles", 1422));
1935 sprintf(death_text, XSTR( "You have killed yourself", 100));
1938 Player->flags &= ~(PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE);
1940 player_generate_death_text( Player, death_text );
1943 HUD_fixed_printf(30.0f, death_text);
1947 extern void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
1949 // maybe fire a turret that is on a player ship (single or multi)
1950 void player_maybe_fire_turret(object *objp)
1952 model_subsystem *psub;
1955 ship *shipp = &Ships[objp->instance];
1956 ai_info *aip = &Ai_info[shipp->ai_index];
1957 ship_info *sip = &Ship_info[shipp->ship_info_index];
1959 // do a quick out if this isn't a bomber
1960 if ( !(sip->flags & SIF_BOMBER) ) {
1964 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
1965 if (aip->dock_objnum > -1) {
1966 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->dock_objnum].pos) < (objp->radius + Objects[aip->dock_objnum].radius) * 1.25f)
1971 // See if there are any turrets on the ship, if so see if they should fire
1972 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
1974 if ( pss->current_hits <= 0.0f )
1977 psub = pss->system_info;
1979 if ( psub->type == SUBSYSTEM_TURRET ) {
1980 if ( psub->turret_num_firing_points > 0 ) {
1981 ai_fire_from_turret(shipp, pss, OBJ_INDEX(objp));
1987 void player_set_next_all_alone_msg_timestamp()
1989 Player->check_for_all_alone_msg=timestamp(30000);
1992 // maybe play message from Terran Command 'You're all alone now Alpha 1'
1993 void player_maybe_play_all_alone_msg()
1995 if ( Game_mode & GM_MULTIPLAYER ){
1999 if ( !Player_all_alone_msg_inited ) {
2000 player_init_all_alone_msg();
2001 Player_all_alone_msg_inited=1;
2005 if ( Player->flags & PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG ) {
2009 // only check every N seconds
2010 if ( !timestamp_elapsed(Player->check_for_all_alone_msg) ) {
2014 player_set_next_all_alone_msg_timestamp();
2016 // at least one primary objective must be not complete (but not failed)
2017 if ( !mission_goals_incomplete(PRIMARY_GOAL) ) {
2018 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2022 // there must be no reinforcements available, hold off on message
2023 if ( (Player_ship != NULL) && hud_squadmsg_reinforcements_available(Player_ship->team) ) {
2027 // there must be no ships present that are on the same team as the player
2031 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2032 objp = &Objects[so->objnum];
2034 if ( objp == Player_obj ) {
2038 if ( Ships[objp->instance].team == Player_ship->team ) {
2039 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
2045 // met all the requirements, now only play 50% of the time :)
2047 message_send_builtin_to_player(MESSAGE_ALL_ALONE, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1);
2049 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2053 void player_set_padlock_state()
2055 // clear padlock views
2056 Viewer_mode &= ~(VM_PADLOCK_ANY);
2058 if ( check_control(PADLOCK_UP) ) {
2059 Viewer_mode |= VM_PADLOCK_UP;
2063 if ( check_control(PADLOCK_DOWN) ) {
2064 Viewer_mode |= VM_PADLOCK_REAR;
2068 if ( check_control(PADLOCK_RIGHT) ) {
2069 Viewer_mode |= VM_PADLOCK_RIGHT;
2073 if ( check_control(PADLOCK_LEFT) ) {
2074 Viewer_mode |= VM_PADLOCK_LEFT;
2079 void player_get_padlock_orient(matrix *eye_orient)
2081 Assert(Viewer_mode & VM_PADLOCK_ANY);
2083 matrix old_eye_orient;
2084 old_eye_orient = *eye_orient;
2086 if ( Viewer_mode & VM_PADLOCK_UP ) {
2087 eye_orient->fvec = old_eye_orient.uvec;
2088 vm_vec_copy_scale( &eye_orient->uvec, &old_eye_orient.fvec, -1.0f );
2089 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2090 vm_vec_negate(&eye_orient->fvec);
2091 vm_vec_negate(&eye_orient->rvec);
2092 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2093 vm_vec_copy_scale( &eye_orient->fvec, &old_eye_orient.rvec, -1.0f );
2094 eye_orient->rvec = old_eye_orient.fvec;
2095 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2096 eye_orient->fvec = old_eye_orient.rvec;
2097 vm_vec_copy_scale( &eye_orient->rvec, &old_eye_orient.fvec, -1.0f );
2103 void player_display_packlock_view()
2105 int padlock_view_index=0;
2107 if ( Viewer_mode & VM_PADLOCK_UP ) {
2108 padlock_view_index = 0;
2109 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2110 padlock_view_index = 1;
2111 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2112 padlock_view_index = 2;
2113 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2114 padlock_view_index = 3;
2122 if ( !(Viewer_mode & (VM_CHASE|VM_EXTERNAL|VM_SLEWED)) ) {
2123 switch (padlock_view_index) {
2125 strcpy(str, XSTR( "top view", 101)); break;
2127 strcpy(str, XSTR( "rear view", 102)); break;
2129 strcpy(str, XSTR( "left view", 103)); break;
2131 strcpy(str, XSTR( "right view", 104)); break;
2134 HUD_fixed_printf(0.01f, str);
2138 // get the player's eye position and orient
2139 // NOTE : this is mostly just copied from game_render_frame_setup()
2140 extern vector Dead_player_last_vel;
2141 extern vector Camera_pos;
2142 extern void compute_slew_matrix(matrix *orient, angles *a);
2143 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
2144 void player_get_eye(vector *eye_pos, matrix *eye_orient)
2149 // if the player object is NULL, return
2150 if(Player_obj == NULL){
2154 // standalone servers can bail here
2155 if(Game_mode & GM_STANDALONE_SERVER){
2159 // if we're not in-mission, don't do this
2160 if(!(Game_mode & GM_IN_MISSION)){
2164 Assert(eye_pos != NULL);
2165 Assert(eye_orient != NULL);
2167 if (Game_mode & GM_DEAD) {
2168 vector vec_to_deader, view_pos;
2170 if (Player_ai->target_objnum != -1) {
2171 int view_from_player = 1;
2173 if (Viewer_mode & VM_OTHER_SHIP) {
2174 // View from target.
2175 viewer_obj = &Objects[Player_ai->target_objnum];
2176 if ( viewer_obj->type == OBJ_SHIP ) {
2177 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2178 view_from_player = 0;
2182 if ( view_from_player ) {
2183 // View target from player ship.
2185 *eye_pos = Player_obj->pos;
2186 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
2187 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2190 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
2192 if (dist < MIN_DIST_TO_DEAD_CAMERA){
2193 dist += flFrametime * 16.0f;
2196 vm_vec_scale(&vec_to_deader, -dist);
2197 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
2199 view_pos = Player_obj->pos;
2201 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
2202 } else if (Player_ai->target_objnum != -1) {
2203 view_pos = Objects[Player_ai->target_objnum].pos;
2205 // Make camera follow explosion, but gradually slow down.
2206 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
2207 view_pos = Player_obj->pos;
2210 *eye_pos = Dead_camera_pos;
2212 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
2214 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2219 // If already blown up, these other modes can override.
2220 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
2221 viewer_obj = Player_obj;
2223 if (Viewer_mode & VM_OTHER_SHIP) {
2224 if (Player_ai->target_objnum != -1){
2225 viewer_obj = &Objects[Player_ai->target_objnum];
2229 if (Viewer_mode & VM_EXTERNAL) {
2232 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
2233 vm_matrix_x_matrix(&tm, &viewer_obj->orient, &tm2);
2235 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &tm.fvec, 2.0f * viewer_obj->radius + Viewer_external_info.distance);
2237 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2238 vm_vec_normalize(&eye_dir);
2239 vm_vector_2_matrix(eye_orient, &eye_dir, &viewer_obj->orient.uvec, NULL);
2242 // Modify the orientation based on head orientation.
2243 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2244 } else if ( Viewer_mode & VM_CHASE ) {
2247 if ( viewer_obj->phys_info.speed < 0.1 ){
2248 move_dir = viewer_obj->orient.fvec;
2250 move_dir = viewer_obj->phys_info.vel;
2251 vm_vec_normalize_safe(&move_dir);
2254 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &move_dir, -3.0f * viewer_obj->radius - Viewer_chase_info.distance);
2255 vm_vec_scale_add2(eye_pos, &viewer_obj->orient.uvec, 0.75f * viewer_obj->radius);
2256 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2257 vm_vec_normalize(&eye_dir);
2259 // JAS: I added the following code because if you slew up using
2260 // Descent-style physics, eye_dir and Viewer_obj->orient.uvec are
2261 // equal, which causes a zero-length vector in the vm_vector_2_matrix
2262 // call because the up and the forward vector are the same. I fixed
2263 // it by adding in a fraction of the right vector all the time to the
2265 vector tmp_up = viewer_obj->orient.uvec;
2266 vm_vec_scale_add2( &tmp_up, &viewer_obj->orient.rvec, 0.00001f );
2268 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
2271 // Modify the orientation based on head orientation.
2272 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2273 } else if ( Viewer_mode & VM_WARP_CHASE ) {
2274 *eye_pos = Camera_pos;
2276 ship * shipp = &Ships[Player_obj->instance];
2278 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
2279 vm_vec_normalize(&eye_dir);
2280 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.uvec, NULL);
2283 // get an eye position based upon the correct type of object
2284 switch(viewer_obj->type){
2286 // make a call to get the eye point for the player object
2287 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2290 // make a call to get the eye point for the player object
2291 observer_get_eye( eye_pos, eye_orient, viewer_obj );