2 * $Logfile: /Freespace2/code/Playerman/Player.h $
7 * Header file for player information
10 * Revision 1.1 2002/05/03 03:28:12 root
14 * 18 9/12/99 1:27p Jefff
15 * upped debug player_mission_failure_limit to 5
17 * 17 9/07/99 10:50a Jefff
19 * 16 9/06/99 9:43p Jefff
20 * skip mission support
22 * 15 8/29/99 4:18p Andsager
23 * New "burst" limit for friendly damage. Also credit more damage done
24 * against large friendly ships.
26 * 14 8/27/99 10:36a Dave
27 * Impose a 2% penalty for hitting the shield balance key.
29 * 13 8/02/99 9:13p Dave
32 * 12 7/21/99 8:10p Dave
33 * First run of supernova effect.
35 * 11 7/19/99 7:20p Dave
36 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
39 * 10 6/16/99 4:06p Dave
40 * New pilot info popup. Added new draw-bitmap-as-poly function.
42 * 9 5/21/99 5:03p Andsager
43 * Add code to display engine wash death. Modify ship_kill_packet
45 * 8 5/18/99 10:08a Andsager
46 * Modified single maximum range before blown up to also be multi
49 * 7 3/28/99 12:37p Dave
50 * Tentative beginnings to warpin effect.
52 * 6 3/24/99 4:05p Dave
53 * Put in support for assigning the player to a specific squadron with a
54 * specific logo. Preliminary work for doing pos/orient checksumming in
55 * multiplayer to reduce bandwidth.
57 * 5 1/14/99 6:06p Dave
58 * 100% full squad logo support for single player and multiplayer.
60 * 4 12/14/98 12:13p Dave
61 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
64 * 3 11/12/98 12:13a Dave
65 * Tidied code up for multiplayer test. Put in network support for flak
68 * 2 10/07/98 10:53a Dave
71 * 1 10/07/98 10:50a Dave
73 * 96 9/17/98 3:08p Dave
74 * PXO to non-pxo game warning popup. Player icon stuff in create and join
75 * game screens. Upped server count refresh time in PXO to 35 secs (from
78 * 95 5/19/98 12:19p Mike
81 * 94 5/09/98 4:52p Lawrance
82 * Implement padlock view (up/rear/left/right)
84 * 93 5/04/98 5:52p Comet
85 * Fixed bug with Galatea/Bastion selection when finishing missions.
87 * 92 4/25/98 3:49p Lawrance
88 * Save briefing auto-advance pref
90 * 91 4/21/98 11:55p Dave
91 * Put in player deaths statskeeping. Use arrow keys in the ingame join
92 * ship select screen. Don't quit the game if in the debriefing and server
95 * 90 4/20/98 6:07p Hoffoss
96 * Added code to track if player is stationed on the galatea or the
99 * 89 4/08/98 10:34p Allender
100 * make threat indicators work in multiplayer. Fix socket problem (once
103 * 88 4/05/98 7:43p Lawrance
104 * fix up saving/restoring of link status and auto-target/match-speed.
106 * 87 4/01/98 7:42p Lawrance
107 * Enable auto-targeting by default when a new pilot is created.
109 * 86 3/31/98 4:42p Allender
110 * mission objective support for team v. team mode. Chatbox changes to
111 * make input box be correct length when typing
113 * 85 3/30/98 6:27p Dave
114 * Put in a more official set of multiplayer options, including a system
115 * for distributing netplayer and netgame settings.
117 * 84 3/27/98 3:59p Hoffoss
118 * Due to everyone using different assumptions about what a length define
119 * means, changed code to account for safest assumption.
121 * 83 3/24/98 4:25p Lawrance
122 * Make finding out if player killed self easier and more reliable
124 * 82 3/19/98 5:35p Lawrance
125 * Correctly inform player if killed by ship explosion.
127 * 81 3/16/98 5:54p Lawrance
128 * Play cargo scanning sound
130 * 80 3/10/98 5:08p Allender
131 * fixed up multiplayer death messages (I hope). changes in object update
134 * 79 3/07/98 3:49p Lawrance
135 * store killer species in player struct
137 * 78 3/05/98 10:16p Lawrance
138 * Add 'save_flags' to player struct to save/restore certain player flags
149 #include "missionload.h"
150 #include "hudtarget.h" // for targeting hotkey lists
151 #include "ship.h" // for targeting subobjects
152 #include "missioncampaign.h" // for mission/campaign stuff
153 #include "scoring.h" // for scoring/stats
154 #include "keycontrol.h" // for button_info
155 #include "multi_options.h"
158 #define CALLSIGN_LEN 28 // shortened from 32 to allow .plr to be attached without exceeding MAX_FILENAME_LEN
159 #define SHORT_CALLSIGN_PIXEL_W 80 // max width of short_callsign[] in pixels
160 #define MAX_KEYED_TARGETS 8 // number of hot keys available to assign targets to
162 // player image defines
163 #define PLAYER_PILOT_PIC_W 160
164 #define PLAYER_PILOT_PIC_H 120
166 #define PLAYER_SQUAD_PIC_W 128
167 #define PLAYER_SQUAD_PIC_H 128
169 // player flags follow
170 #define PLAYER_FLAGS_MATCH_TARGET (1<<0) // currently matching speed with selected target
171 #define PLAYER_FLAGS_MSG_MODE (1<<1) // is the player in messaging mode?
172 #define PLAYER_FLAGS_AUTO_TARGETING (1<<2) // is auto targeting on?
173 #define PLAYER_FLAGS_AUTO_MATCH_SPEED (1<<3) // is auto speed matching on?
174 #define PLAYER_FLAGS_STRUCTURE_IN_USE (1<<4) // is this structure in use -- for multiplayer games
175 #define PLAYER_FLAGS_PROMOTED (1<<5) // possibly set in mission to automatically give player promotion
176 #define PLAYER_FLAGS_IS_MULTI (1<<6) // this is a multiplayer pilot
177 #define PLAYER_FLAGS_DIST_WARNING (1<<7) // is this player under warning for being too far from battle
178 #define PLAYER_FLAGS_FORCE_MISSION_OVER (1<<8) // mission is being forced over for this player
179 #define PLAYER_FLAGS_LINK_PRIMARY (1<<9) // primary weapons were linked last mission
180 #define PLAYER_FLAGS_LINK_SECONDARY (1<<10) // secondary weapons were linked last mission
181 #define PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG (1<<11) // player can't receive 'you're all alone...' message from Terran Command
182 #define PLAYER_FLAGS_KILLED_BY_EXPLOSION (1<<12) // player was killed by an instantaneous area-effect explosion
183 #define PLAYER_FLAGS_HAS_PLAYED_PXO (1<<13) // this pilot has at least played PXO once in the past.
184 #define PLAYER_FLAGS_DIST_TO_BE_KILLED (1<<14) // the pilot has been warned about distance and will be killed after message finishes playing
185 #define PLAYER_FLAGS_KILLED_BY_ENGINE_WASH (1<<15) // player was killed by engine wash
186 #define PLAYER_FLAGS_KILLED_SELF_UNKNOWN (1<<16) // player died by his own hand
187 #define PLAYER_FLAGS_KILLED_SELF_MISSILES (1<<17) // player died by his own missile
188 #define PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE (1<<18) // player died by his own shockwave
190 #define PLAYER_KILLED_SELF ( PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE )
192 #define PCM_NORMAL 0 // normal flying mode
193 #define PCM_WARPOUT_STAGE1 1 // speed up to 40 km/s
194 #define PCM_WARPOUT_STAGE2 2 // flying towards and through warp hole
195 #define PCM_WARPOUT_STAGE3 3 // through warp hole, waiting for it to disapper.
196 #define PCM_SUPERNOVA 4 // supernova. lock everything to where it is.
198 // number of times dude can fail a mission in a session before
199 // having the opportunity to skip it
201 #define PLAYER_MISSION_FAILURE_LIMIT 5
203 #define PLAYER_MISSION_FAILURE_LIMIT 5
204 #endif // RELEASE_REAL
207 typedef struct campaign_stats {
208 char campaign_name[MAX_FILENAME_LEN+1]; // insurance
209 scoring_struct stats;
212 typedef struct player {
213 char callsign[CALLSIGN_LEN + 1];
214 char short_callsign[CALLSIGN_LEN + 1]; // callsign truncated to SHORT_CALLSIGN_PIXEL_W pixels
215 int short_callsign_width; // useful for mutliplayer chat boxes.
216 char image_filename[MAX_FILENAME_LEN]; // filename of the image for this pilot
217 char squad_filename[MAX_FILENAME_LEN]; // filename of the squad image for this pilot
218 char squad_name[NAME_LENGTH + 1]; // pilot's squadron name
219 int num_campaigns; // tells how many array entries in the campaigns field
220 char current_campaign[MAX_FILENAME_LEN]; // Name of the currently active campaign, or zero-length string if none
221 campaign_info *campaigns; // holds information regarding all active campaigns the player is playing
222 int readyroom_listing_mode;
228 htarget_list keyed_targets[MAX_KEYED_TARGETS]; // linked list of hot-keyed targets
229 int current_hotkey_set; // currently hotkey set in use, -1 if none
231 vector lead_target_pos; // (x,y,z) of the lead target indicator
232 int lead_target_cheat; // whether cheat for firing at lead indicator is active
233 int lead_indicator_active; // flag that indicates the lead indicator is enabled
235 int lock_indicator_x; // 2D screen x-coordinate of the lock indicator
236 int lock_indicator_y; // 2D screen y-coordinate of the lock indicator
237 int lock_indicator_start_x; // 2D screen x-coordinate of where lock indicator originated
238 int lock_indicator_start_y; // 2D screen y-coordinate of where lock indicator originated
239 int lock_indicator_visible; // flag indicating if the lock indicator is on screen or not
240 float lock_time_to_target; // time left (in milliseconds) before minimum time to lock elapsed
241 float lock_dist_to_target; // distance from lock indicator to target (in pixels)
243 int last_ship_flown_si_index; // ship info index of ship most recently flown on a mission
245 int objnum; // object number for this player
246 button_info bi; // structure that holds bit vectors for button presses
247 control_info ci; // control info structure for this player
248 scoring_struct stats; // scoring and stats info for the player (points to multi_stats or single_stats)
250 int friendly_hits; // Number of times hit a friendly ship this mission.
251 float friendly_damage; // Total friendly damage done in mission. Diminishes over time.
252 fix friendly_last_hit_time; // Missiontime of last hit on friendly. Used to decay friendly damage.
253 fix last_warning_message_time; // Time at which last message to player was sent regarding friendly damage.
255 int control_mode; // Used to determine what mode player control is in. For worm holes mainly.
256 int saved_viewer_mode; // used to save viewer mode when warping out
258 int check_warn_timestamp; // Timestamp used to determine when to check for possible warning,
259 // done so we don't check each frame
261 int distance_warning_count; // Number of distance warings
263 int distance_warning_time; // Time at which distance warning was given
265 int allow_warn_timestamp; // Timestamp used to regulate how often a player might receive
266 // warning messages about ships attacking.
267 int warn_count; // number of attack warnings player has received this mission
268 float damage_this_burst; // amount of damage done this frame to friendly craft
269 int repair_sound_loop; // Sound id for ship repair looping sound, this is in the player
270 // file since the repair sound only plays when Player ship is getting repaired
272 int cargo_scan_loop; // Sound id for scanning cargo looping sound
274 int praise_count; // number of praises received this mission
275 int allow_praise_timestamp; // timestamp marking time until next praise is allowed
276 int praise_delay_timestamp; // timestamp used to delay a praise by a second or two
278 int ask_help_count; // number of praises received this mission
279 int allow_ask_help_timestamp; // timestamp marking time until next 'ask help' is allowed
281 int scream_count; // number of wingman screams received this mission
282 int allow_scream_timestamp; // timestamp marking time until next wingman scream is allowed
284 int subsys_in_view; // set to -1 when this information needs to be re-evaluated
285 int request_repair_timestamp; // timestamp marking time until next time we can be informed of a repair ship getting called in
287 int cargo_inspect_time; // time that current cargo has been inspected for
288 int target_is_dying; // The player target is dying, set to -1 if no target
289 int current_target_sx; // Screen x-pos of current target (or subsystem if applicable)
290 int current_target_sy; // Screen y-pos of current target (or subsystem if applicable)
291 int target_in_lock_cone; // Is the current target in secondary weapon lock cone?
292 ship_subsys *locking_subsys; // Subsystem pointer that missile lock is trying to seek
293 int locking_subsys_parent; // objnum of the parent of locking_subsystem
294 int locking_on_center; // boolean, whether missile lock is trying for center of ship or not
296 int killer_objtype; // type of object that killed player
297 int killer_species; // Species which killed player
298 int killer_weapon_index; // weapon used to kill player (if applicable)
299 char killer_parent_name[NAME_LENGTH]; // name of parent object that killed the player
301 int check_for_all_alone_msg; // timestamp to check for playing of 'all alone' msg
303 int update_dumbfire_time; // when to update dumbfire threat indicators
304 int update_lock_time; // when to update lock threat indicators
305 int threat_flags; // threat flags
306 int auto_advance; // auto-advance through briefing?
308 multi_local_options m_local_options; // options for local player in multiplayer mode (ignore for single player pilots)
309 multi_server_options m_server_options; // options for netgame host/server in multiplayer mode
311 int insignia_texture; // player's insignia bitmap (or -1 if none). should correspond to squad filename
312 // NOTE : this bitmap is in TEXTURE format. do not try to use this bitmap to
313 // render in screen format
314 int tips; // show tips or not
316 int shield_penalty_stamp; // timestamp for when we can next apply a shield balance penalty
318 int failures_this_session; // number of times dude has failed the mission he is on this session
319 ubyte show_skip_popup; // false if dude clicked "don't show this again" -- persists for current mission only
322 extern player Players[MAX_PLAYERS];
324 extern int Player_num; // player num of person playing on this machine
325 extern player_t *Player; // pointer to my information
326 //extern control_info PlayerControls;
328 extern void player_init(); // initialization per level
329 extern void player_level_init();
330 extern void player_controls_init(); // initialize Descent style controls for use in various places
331 extern void player_match_target_speed(char *no_target_text=NULL, char *match_off_text=NULL, char *match_on_text=NULL); // call to continually match speed with selected target
332 extern void player_clear_speed_matching();
334 void player_set_pilot_defaults(player *p);
336 int player_process_pending_praise();
337 float player_farthest_weapon_range();
338 void player_save_target_and_weapon_link_prefs();
339 void player_restore_target_and_weapon_link_prefs();
341 // functions for controlling looping sounds associated with the player
342 void player_stop_looped_sounds();
343 void player_maybe_start_repair_sound();
344 void player_stop_repair_sound();
345 void player_stop_cargo_scan_sound();
346 void player_maybe_start_cargo_scan_sound();
348 // will attempt to load an insignia bitmap and set it as active for the player
349 void player_set_squad_bitmap(player *p, char *fname);
352 void player_set_squad(player *p, char *squad_name);
354 int player_inspect_cargo(float frametime, char *outstr);
357 extern int use_descent; // player is using descent-style physics
358 extern void toggle_player_object(); // toggles between descent-style ship and player ship
361 extern void read_player_controls( object *obj, float frametime);
362 extern void player_control_reset_ci( control_info *ci );
364 char *player_generate_death_text( player *player_p, char *text );
365 void player_show_death_message();
366 void player_maybe_fire_turret(object *objp);
367 void player_maybe_play_all_alone_msg();
368 void player_set_next_all_alone_msg_timestamp();
370 void player_get_padlock_orient(matrix *eye_orient);
371 void player_display_packlock_view();
373 // get the player's eye position and orient
374 void player_get_eye(vector *eye_pos, matrix *eye_orient);
376 //=============================================================
377 //===================== PLAYER WARPOUT STUFF ==================
378 #define TARGET_WARPOUT_SPEED 40.0f // speed you need to be going to warpout
379 #define TARGET_WARPOUT_MATCH_PERCENT 0.05f // how close to TARGET_WARPOUT_SPEED you need to be
380 #define MINIMUM_PLAYER_WARPOUT_TIME 3.0f // How long before you can press 'ESC' to abort warpout
382 extern float Warpout_time; // Declared in Freespace.cpp
383 extern int Warpout_forced; // If non-zero, bash the player to speed and go through effect
384 //=============================================================