2 * $Logfile: /Freespace2/code/Playerman/PlayerControl.cpp $
7 * Routines to deal with player ship movement
10 * Revision 1.1 2002/05/03 03:28:11 root
14 * 33 10/13/99 3:42p Jefff
15 * fixed unnumbered XSTRs
17 * 32 9/06/99 9:43p Jefff
18 * skip mission support
20 * 31 8/30/99 10:39a Mikeb
21 * Fixed can't-warpout problem.
23 * 30 8/29/99 4:52p Andsager
24 * Don't rotate from engine wash when warping out.
26 * 29 8/26/99 8:51p Dave
27 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
29 * 28 8/03/99 12:06p Dave
30 * Fixed player death messages when a player has killed himself in
33 * 27 7/28/99 1:36p Andsager
34 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
35 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
38 * 26 7/21/99 8:10p Dave
39 * First run of supernova effect.
41 * 25 7/19/99 7:20p Dave
42 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
45 * 24 7/08/99 10:53a Dave
46 * New multiplayer interpolation scheme. Not 100% done yet, but still
47 * better than the old way.
49 * 23 7/02/99 3:48p Mikeb
50 * Remove semi-bogus assert. Handle properly.
52 * 22 6/16/99 10:21a Dave
53 * Added send-message-list sexpression.
55 * 21 6/14/99 5:19p Dave
57 * 20 6/09/99 3:26p Dave
58 * Changed zing message for beam weapon deaths.
60 * 19 6/04/99 4:13p Johne
61 * Made a potentially unsafe normalize safe.
63 * 18 5/21/99 5:03p Andsager
64 * Add code to display engine wash death. Modify ship_kill_packet
66 * 17 5/18/99 10:08a Andsager
67 * Modified single maximum range before blown up to also be multi
70 * 16 5/17/99 6:03p Dave
71 * Added new timing code. Put in code to allow camera speed zooming.
73 * 15 5/11/99 10:16p Andsager
74 * First pass on engine wash effect. Rotation (control input), damage,
77 * 14 4/23/99 12:01p Johnson
80 * 13 3/30/99 5:40p Dave
81 * Fixed reinforcements for TvT in multiplayer.
83 * 12 3/28/99 5:58p Dave
84 * Added early demo code. Make objects move. Nice and framerate
85 * independant, but not much else. Don't use yet unless you're me :)
87 * 11 3/10/99 6:50p Dave
88 * Changed the way we buffer packets for all clients. Optimized turret
89 * fired packets. Did some weapon firing optimizations.
91 * 10 2/26/99 6:01p Andsager
92 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
94 * 9 2/21/99 6:02p Dave
95 * Fixed standalone WSS packets.
97 * 8 1/30/99 1:29a Dave
98 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
99 * screen. Fixed beam weapon death messages.
101 * 7 1/14/99 6:06p Dave
102 * 100% full squad logo support for single player and multiplayer.
104 * 6 1/12/99 5:45p Dave
105 * Moved weapon pipeline in multiplayer to almost exclusively client side.
106 * Very good results. Bandwidth goes down, playability goes up for crappy
107 * connections. Fixed object update problem for ship subsystems.
109 * 5 12/10/98 10:54a Dave
110 * Fixed problem where a mission ended in multiplayer and a player was
111 * dead. There was an Int3() when getting player eye-point.
113 * 4 11/12/98 12:13a Dave
114 * Tidied code up for multiplayer test. Put in network support for flak
117 * 3 10/13/98 9:29a Dave
118 * Started neatening up freespace.h. Many variables renamed and
119 * reorganized. Added AlphaColors.[h,cpp]
121 * 2 10/07/98 10:53a Dave
124 * 1 10/07/98 10:50a Dave
126 * 219 6/30/98 2:16p Dave
127 * Revised object update system. Removed updates for all weapons. Put
128 * button info back into control info packet.
130 * 218 6/09/98 5:17p Lawrance
131 * French/German localization
133 * 217 6/09/98 10:31a Hoffoss
134 * Created index numbers for all xstr() references. Any new xstr() stuff
135 * added from here on out should be added to the end if the list. The
136 * current list count can be found in FreeSpace.cpp (search for
139 * 216 6/01/98 11:43a John
140 * JAS & MK: Classified all strings for localization.
142 * 215 5/22/98 11:27a Hoffoss
143 * Fixed the bank when pressed bug where you continue to turn while using
146 * 214 5/19/98 8:19p Lawrance
147 * Make mouse invert work
149 * 213 5/19/98 12:19p Mike
152 * 212 5/18/98 2:50p Lawrance
153 * Change text for when warp drive is inoperable
155 * 211 5/18/98 1:58a Mike
156 * Make Phoenix not be fired at fighters (but yes bombers).
157 * Improve positioning of ships in guard mode.
158 * Make turrets on player ship not fire near end of support ship docking.
160 * 210 5/17/98 1:43a Dave
161 * Eradicated chatbox problems. Remove speed match for observers. Put in
162 * help screens for PXO. Fix messaging and end mission privelges. Fixed
163 * team select screen bugs. Misc UI fixes.
165 * 209 5/15/98 2:41p Hoffoss
166 * Made mouse default to off (for flying ship) and fixed some new pilot
169 * 208 5/15/98 1:14p Hoffoss
170 * Added a deadzone to ends of abs throttle range.
172 * 207 5/14/98 5:32p Hoffoss
173 * Improved axis binding code some more.
175 * 206 5/13/98 11:55a Frank
176 * Fixed bug with axis 2 and 3 not working correctly.
178 * 205 5/13/98 1:17a Hoffoss
179 * Added joystick axes configurability.
181 * 204 5/11/98 5:29p Hoffoss
182 * Added mouse button mapped to joystick button support.
184 * 203 5/11/98 12:01p Hoffoss
185 * Changed mouse sensitivity code to approx. double top limit while
186 * keeping low limit the same.
188 * 202 5/09/98 4:52p Lawrance
189 * Implement padlock view (up/rear/left/right)
191 * 201 5/08/98 5:35p Lawrance
192 * only allow cargo inspection if sensors are ok
194 * 200 5/08/98 5:31p Hoffoss
195 * Isolated the joystick force feedback code more from dependence on other
198 * 199 5/07/98 6:58p Hoffoss
199 * Made changes to mouse code to fix a number of problems.
201 * 198 5/06/98 12:02a Hoffoss
202 * Fixed throttle problems with joysticks.
204 * 197 5/05/98 8:38p Hoffoss
205 * Added sensitivity adjustment to options menu and made it save to pilot
208 * 196 5/05/98 1:33p Hoffoss
209 * Changed mouse formula around a little.
211 * 195 5/04/98 11:08p Hoffoss
212 * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
213 * Updated references everywhere to it.
215 * 194 5/01/98 5:45p Hoffoss
216 * Made further improvements to the mouse code.
218 * 193 5/01/98 4:24p Lawrance
219 * Play error sound if player tries to engage afterburner when none are on
222 * 192 5/01/98 1:14p Hoffoss
223 * Changed mouse usage so directInput is only used for release version.
225 * 191 4/30/98 9:12p Hoffoss
226 * Fixed a questionable precidence issue to be known.
228 * 190 4/30/98 5:40p Hoffoss
229 * Added mouse as a supported control to fly the ship.
231 * 189 4/29/98 1:44p Lawrance
232 * Fix bug that would cause primaries to be linked when returning from a
233 * menu in-game (if primaries were linked at mission start)
235 * 188 4/25/98 4:36p Lawrance
236 * init auto_advance field when pilot is created
238 * 187 4/25/98 3:49p Lawrance
239 * Save briefing auto-advance pref
241 * 186 4/18/98 9:52p Mike
242 * Don't restore player flags from save file in training mission, as it
243 * enables auto-target to persist.
245 * 185 4/17/98 11:16a Allender
246 * use short callsign when showing player name in cargo area of target
249 * 184 4/09/98 12:32a Lawrance
250 * Fix bugs related to multiple screams from same ship, builtin messages
251 * playing after screams, or praising while severly damaged.
253 * 183 4/08/98 7:11p Dave
254 * Fix auto-targeting and auto-matching reset after player respawn.
255 * Removed incorrect call to furball update if in a non-furball game.
257 * 182 4/08/98 11:11a Hoffoss
258 * Fixed some bugs that showed up due to fixing other bugs the other day
261 * 181 4/08/98 10:46a Lawrance
262 * fix uninitialized data warning
264 * 180 4/06/98 11:00a Hoffoss
265 * Fixed bank when pressed key to also be usable with keyboard yaw
268 * 179 4/05/98 7:43p Lawrance
269 * fix up saving/restoring of link status and auto-target/match-speed.
271 * 178 4/01/98 7:42p Lawrance
272 * Enable auto-targeting by default when a new pilot is created.
274 * 177 4/01/98 1:31p Allender
275 * don't play all alone message in multiplayer
277 * 176 3/31/98 11:47p Lawrance
279 * 175 3/31/98 5:18p John
280 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
281 * bunch of debug stuff out of player file. Made model code be able to
282 * unload models and malloc out only however many models are needed.
285 * 174 3/30/98 12:19a Lawrance
286 * Make scan time a property of a ship
288 * 173 3/24/98 4:25p Lawrance
289 * Make finding out if player killed self easier and more reliable
291 * 172 3/23/98 12:28p Hoffoss
292 * Fixed +/-5% throttle controls to actually do 5%, rather than whatever
293 * the heck it was doing before.
295 * 171 3/21/98 3:35p Lawrance
296 * Fix joystick turning in external view
298 * 170 3/19/98 5:35p Lawrance
299 * Correctly inform player if killed by ship explosion.
301 * 169 3/18/98 6:04p Lawrance
302 * change text for warp destroyed message
304 * 168 3/18/98 12:03p John
305 * Marked all the new strings as externalized or not.
307 * 167 3/16/98 5:54p Lawrance
308 * Play cargo scanning sound
310 * 166 3/14/98 4:58p Lawrance
311 * surpress HUD messages for auto-match speed
313 * 165 3/11/98 12:11p Mike
314 * Increase max speed to enable warpout even if ship has little energy
315 * directed towards engines.
317 * 164 3/11/98 11:19a Mike
318 * Quick fix since I completely broke warping out.
320 * 163 3/11/98 9:08a Mike
321 * Intermediate checkin to resolve link errors. Working on forcing
322 * player's engine energy high enough to enable warpout.
324 * 162 3/10/98 5:08p Allender
325 * fixed up multiplayer death messages (I hope). changes in object update
328 * 161 3/09/98 4:30p Allender
329 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
330 * sexpressions. Add time cargo revealed to ship structure
332 * 160 3/07/98 3:49p Lawrance
333 * store killer species in player struct
335 * 159 3/05/98 10:16p Lawrance
336 * Add 'save_flags' to player struct to save/restore certain player flags
339 * 158 2/28/98 7:03p Lawrance
340 * get slew working in any view
342 * 157 2/26/98 12:33a Lawrance
343 * Added back slew mode, lots of changes to external and chase views.
345 * 156 2/23/98 6:54p Lawrance
346 * Make interface to real-time voice more generic and useful.
348 * 155 2/22/98 4:30p John
349 * More string externalization classification
351 * 154 2/22/98 3:56p Lawrance
352 * Make external view a toggle like chase view. Allow extenal view to
353 * override chase view.
355 * 153 2/22/98 2:48p John
356 * More String Externalization Classification
358 * 152 2/20/98 8:30p Lawrance
359 * Play 'all alone' message when player is last ship left and primary
360 * objective is incomplete.
362 * 151 2/19/98 5:30p Lawrance
363 * Allow player turrets to fire automatically.
365 * 150 2/16/98 7:33p Lawrance
366 * add function to determine range of current secondary weapon
368 * 149 2/15/98 9:51p Sandeep
369 * AL: Check for 'Player 1' as a ship name when displaying the death
372 * 148 2/14/98 4:41p Lawrance
373 * Add some new fields to keep track of how the player died.
375 * 147 2/11/98 9:53a John
376 * Put in a real fix to the bug with not resetting joystick time between
379 * 146 2/10/98 9:29p Mike
380 * Hack-fix bug with joystick reading not being allowed in 2nd playthrough
381 * of a mission until time exceeds duration of previous mission.
383 * 145 2/10/98 1:15p John
384 * Made the joystick only read at 10Hz max
386 * 144 2/06/98 4:31p Lawrance
387 * revamp radar code, allow dim radar dots
389 * 143 2/06/98 3:48p Allender
390 * added code to clear out control info for multiplayer clients so they
391 * don't accidentally start firing all the time
393 * 142 2/06/98 12:13a Lawrance
394 * Don't play throttle sounds when using analog throttle.
396 * 141 2/05/98 10:41a Lawrance
397 * Scale frequency of 'good kill' messages by skill level.
399 * 140 2/02/98 4:24p Lawrance
400 * Only inspect cargo and transport in single player.
402 * 139 2/02/98 4:12p Allender
403 * fixed bug I introduced with multiplayer callsigns displaying in cargo
416 #include "floating.h"
420 #include "hudtarget.h"
421 #include "hudtargetbox.h"
423 #include "freespace.h"
424 #include "controlsconfig.h"
427 #include "missionshipchoice.h"
428 #include "afterburner.h"
430 #include "gamesequence.h"
431 #include "missionmessage.h"
432 #include "multiutil.h"
433 #include "linklist.h"
434 #include "missiongoals.h"
435 #include "hudsquadmsg.h"
436 #include "multi_obj.h"
437 #include "observer.h"
439 ////////////////////////////////////////////////////////////
440 // Global object and other interesting player type things
441 ////////////////////////////////////////////////////////////
442 player Players[MAX_PLAYERS];
445 player *Player = NULL;
447 physics_info Descent_physics; // used when we want to control the player like the descent ship
449 ////////////////////////////////////////////////////////////
451 ////////////////////////////////////////////////////////////
452 static int Player_all_alone_msg_inited=0; // flag used for initalizing a player-specific voice msg
455 int Show_killer_weapon = 0;
456 DCF_BOOL( show_killer_weapon, Show_killer_weapon );
459 void playercontrol_read_stick(int *axis, float frame_time);
460 void player_set_padlock_state();
462 // Slew angles chase towards zero like they're on a spring.
463 // When furthest away, move fastest.
464 // Minimum speed set so that doesn't take too long.
465 // When gets close, clamps to zero.
466 void chase_angles_to_zero(angles *ap)
471 // Make sure we actually need to do all this math.
472 if ((ap->p == 0.0f) && (ap->h == 0.0f))
475 // This is what we'll scale each value by.
476 sk = 1.0f - 2*flFrametime;
478 // These are the amounts that will be subtracted from pitch and heading.
479 // They are only needed to make sure we aren't moving too slowly.
480 k1 = fl_abs(ap->p * (1.0f - sk));
481 k2 = fl_abs(ap->h * (1.0f - sk));
483 // See if the larger dimension of movement is too small.
484 // If so, boost amount of movement in both dimensions.
486 if (k1 < flFrametime)
487 sk = 1.0f - (1.0f - sk) * flFrametime/k1;
488 } else if (k2 > k1) {
489 if (k2 < flFrametime)
490 sk = 1.0f - (1.0f - sk) * flFrametime/k2;
493 // It's possible we made the scale factor negative above.
500 // If we're very close, put ourselves at goal.
501 if ((fl_abs(ap->p) < 0.005f) && (fl_abs(ap->h) < 0.005f)) {
506 // Update Viewer_mode based on whether we're looking dead ahead.
507 if ((ap->p == 0.0f) && (ap->b == 0.0f) && (ap->h == 0.0f))
508 Viewer_mode &= ~VM_SLEWED;
510 Viewer_mode |= VM_SLEWED;
514 angles Viewer_slew_angles_delta;
515 angles Viewer_external_angles_delta;
517 void view_modify(angles *ma, angles *da, float minv, float maxv, int slew, float frame_time)
519 int axis[JOY_NUM_AXES];
522 if ( (!slew) && (Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
526 if ( Viewer_mode & VM_EXTERNAL ) {
527 t = (check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT)) / 16.0f;
529 t = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 16.0f;
537 t = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 16.0f;
545 playercontrol_read_stick(axis, frame_time);
547 if ( Viewer_mode & VM_EXTERNAL ) {
548 // check the heading on the x axis
549 da->h -= f2fl( axis[0] );
552 // check the heading on the x axis
553 da->h += f2fl( axis[0] );
556 // check the pitch on the y axis
557 da->p -= f2fl( axis[1] );
561 else if (da->h < -1.0f)
566 else if (da->p < -1.0f)
569 ma->p += da->p * flFrametime;
570 ma->b += da->b * flFrametime;
571 ma->h += da->h * flFrametime;
575 else if (ma->p < minv)
580 else if (ma->h < minv)
584 // When PAD0 is pressed, keypad controls viewer direction slewing.
585 void do_view_slew(float frame_time)
587 view_modify(&Viewer_slew_angles, &Viewer_slew_angles_delta, -PI/3, PI/3, 1, frame_time);
589 if ((Viewer_slew_angles.p == 0.0f) && (Viewer_slew_angles.b == 0.0f) && (Viewer_slew_angles.h == 0.0f))
590 Viewer_mode &= ~VM_SLEWED;
592 Viewer_mode |= VM_SLEWED;
595 void do_view_chase(float frame_time)
599 // Process centering key.
600 if (check_control_timef(VIEW_CENTER)) {
601 Viewer_chase_info.distance = 0.0f;
604 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
605 Viewer_chase_info.distance += t*4;
606 if (Viewer_chase_info.distance < 0.0f)
607 Viewer_chase_info.distance = 0.0f;
610 float camera_zoom_scale = 1.0f;
612 DCF(camera_speed, "")
614 dc_get_arg(ARG_FLOAT);
615 camera_zoom_scale = Dc_arg_float;
618 void do_view_external(float frame_time)
622 view_modify(&Viewer_external_info.angles, &Viewer_external_angles_delta, -2*PI, 2*PI, 0, frame_time);
624 // Process centering key.
625 if (check_control_timef(VIEW_CENTER)) {
626 Viewer_external_info.angles.p = 0.0f;
627 Viewer_external_info.angles.h = 0.0f;
628 Viewer_external_info.distance = 0.0f;
631 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
632 Viewer_external_info.distance += t*4*camera_zoom_scale;
633 if (Viewer_external_info.distance < 0.0f){
634 Viewer_external_info.distance = 0.0f;
637 // Do over-the-top correction.
639 if (Viewer_external_info.angles.p > PI)
640 Viewer_external_info.angles.p = -2*PI + Viewer_external_info.angles.p;
641 else if (Viewer_external_info.angles.p < -PI)
642 Viewer_external_info.angles.p = 2*PI + Viewer_external_info.angles.p;
644 if (Viewer_external_info.angles.h > PI)
645 Viewer_external_info.angles.h = -2*PI + Viewer_external_info.angles.h;
646 else if (Viewer_external_info.angles.h < -PI)
647 Viewer_external_info.angles.h = 2*PI + Viewer_external_info.angles.h;
650 // separate out the reading of thrust keys, so we can call this from external
651 // view as well as from normal view
652 void do_thrust_keys(control_info *ci)
654 ci->forward = check_control_timef(FORWARD_THRUST) - check_control_timef(REVERSE_THRUST);
657 // called by single and multiplayer modes to reset information inside of control info structure
658 void player_control_reset_ci( control_info *ci )
660 float t1, t2, oldspeed;
664 oldspeed = ci->forward_cruise_percent;
665 memset( ci, 0, sizeof(control_info) );
668 ci->forward_cruise_percent = oldspeed;
671 // Read the 4 joystick axis. This is its own function
672 // because we only want to read it at a certain rate,
673 // since it takes time.
675 static int Joystick_saved_reading[JOY_NUM_AXES];
676 static int Joystick_last_reading = -1;
678 void playercontrol_read_stick(int *axis, float frame_time)
683 // Make sure things get reset properly between missions.
684 if ( (Joystick_last_reading != -1) && (timestamp_until(Joystick_last_reading) > 1000) ) {
685 Int3(); // Get John! John, the joystick last reading didn't get reset btwn levels.
686 Joystick_last_reading = -1;
690 if ( (Joystick_last_reading == -1) || timestamp_elapsed(Joystick_last_reading) ) {
692 control_get_axes_readings(&Joystick_saved_reading[0], &Joystick_saved_reading[1], &Joystick_saved_reading[2], &Joystick_saved_reading[3], &Joystick_saved_reading[4]);
693 Joystick_last_reading = timestamp( 1000/10 ); // Read 10x per second, like we did in Descent.
696 for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
697 axis[i] = Joystick_saved_reading[i];
700 if (Use_mouse_to_fly) {
704 // factor = (float) Mouse_sensitivity + 2.5f;
705 // factor = factor * factor / frame_time / 1.2f;
706 factor = (float) Mouse_sensitivity + 1.77f;
707 factor = factor * factor / frame_time / 0.6f;
709 mouse_get_delta(&dx, &dy, &dz);
711 if ( Invert_axis[0] ) {
715 if ( Invert_axis[1] ) {
719 if ( Invert_axis[3] ) {
723 axis[0] += (int) ((float) dx * factor);
724 axis[1] += (int) ((float) dy * factor);
725 axis[3] += (int) ((float) dz * factor);
729 void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi )
731 float kh=0.0f, scaled, newspeed, delta, oldspeed;
732 int axis[JOY_NUM_AXES], ignore_pitch, slew_active=0;
733 static int afterburner_last = 0;
734 static float analog_throttle_last = 9e9f;
735 static int override_analog_throttle = 0;
736 int ok_to_read_ci_pitch_yaw=1;
738 oldspeed = ci->forward_cruise_percent;
739 player_control_reset_ci( ci );
741 if ( check_control(VIEW_SLEW) ) {
742 do_view_slew(frame_time);
746 if ( Viewer_mode & VM_EXTERNAL ) {
747 control_used(VIEW_EXTERNAL);
748 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
749 ok_to_read_ci_pitch_yaw=0;
753 do_view_external(frame_time);
757 if ( !slew_active ) {
758 if ( Viewer_mode & VM_CHASE ) {
759 do_view_chase(frame_time);
763 if ( ok_to_read_ci_pitch_yaw ) {
765 if ( check_control(BANK_WHEN_PRESSED) ) {
766 ci->bank = check_control_timef(BANK_LEFT) + check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT) - check_control_timef(BANK_RIGHT);
770 kh = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 8.0f;
774 } else if (kh > 0.0f) {
775 if (ci->heading < 0.0f)
779 if (ci->heading > 0.0f)
783 ci->bank = check_control_timef(BANK_LEFT) - check_control_timef(BANK_RIGHT);
788 kh = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 8.0f;
792 } else if (kh > 0.0f) {
793 if (ci->pitch < 0.0f)
797 if (ci->pitch > 0.0f)
803 ci->sideways = (key_down_timef(KEY_PAD3) - key_down_timef(KEY_PAD1));
804 ci->vertical = (key_down_timef(KEY_PADPLUS) - key_down_timef(KEY_PADENTER));
809 if ( !slew_active ) {
810 chase_angles_to_zero(&Viewer_slew_angles);
813 player_set_padlock_state();
815 if (!(Game_mode & GM_DEAD)) {
816 if ( button_info_query(&Player->bi, ONE_THIRD_THROTTLE) ) {
817 control_used(ONE_THIRD_THROTTLE);
818 player_clear_speed_matching();
819 if ( Player->ci.forward_cruise_percent < 33.3f ) {
820 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
822 } else if ( Player->ci.forward_cruise_percent > 33.3f ) {
823 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
826 Player->ci.forward_cruise_percent = 33.3f;
827 override_analog_throttle = 1;
830 if ( button_info_query(&Player->bi, TWO_THIRDS_THROTTLE) ) {
831 control_used(TWO_THIRDS_THROTTLE);
832 player_clear_speed_matching();
833 if ( Player->ci.forward_cruise_percent < 66.6f ) {
834 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
836 } else if (Player->ci.forward_cruise_percent > 66.6f) {
837 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
840 Player->ci.forward_cruise_percent = 66.6f;
841 override_analog_throttle = 1;
844 // if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
845 // control_used(PLUS_5_PERCENT_THROTTLE);
846 // Player->ci.forward_cruise_percent += (100.0f/Player_ship->current_max_speed);
849 if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
850 control_used(PLUS_5_PERCENT_THROTTLE);
851 Player->ci.forward_cruise_percent += 5.0f;
852 if (Player->ci.forward_cruise_percent > 100.0f)
853 Player->ci.forward_cruise_percent = 100.0f;
856 // if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
857 // control_used(MINUS_5_PERCENT_THROTTLE);
858 // Player->ci.forward_cruise_percent -= (100.0f/Player_ship->current_max_speed);
861 if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
862 control_used(MINUS_5_PERCENT_THROTTLE);
863 Player->ci.forward_cruise_percent -= 5.0f;
864 if (Player->ci.forward_cruise_percent < 0.0f)
865 Player->ci.forward_cruise_percent = 0.0f;
868 if ( button_info_query(&Player->bi, ZERO_THROTTLE) ) {
869 control_used(ZERO_THROTTLE);
870 player_clear_speed_matching();
871 if ( ci->forward_cruise_percent > 0.0f && Player_obj->phys_info.fspeed > 0.5) {
872 snd_play( &Snds[SND_ZERO_THROTTLE], 0.0f );
875 ci->forward_cruise_percent = 0.0f;
876 override_analog_throttle = 1;
879 if ( button_info_query(&Player->bi, MAX_THROTTLE) ) {
880 control_used(MAX_THROTTLE);
881 player_clear_speed_matching();
882 if ( ci->forward_cruise_percent < 100.0f ) {
883 snd_play( &Snds[SND_FULL_THROTTLE], 0.0f );
886 ci->forward_cruise_percent = 100.0f;
887 override_analog_throttle = 1;
890 // AL 12-29-97: If afterburner key is down, player should have full forward thrust (even if afterburners run out)
891 if ( check_control(AFTERBURNER) ) {
895 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
896 if ( (Player_ai->last_target == Player_ai->target_objnum) && (Player_ai->target_objnum != -1) && ( ci->forward_cruise_percent == oldspeed) ) {
897 float tspeed, pmax_speed;
899 tspeed = Objects[Player_ai->target_objnum].phys_info.fspeed;
901 // maybe need to get speed from docked partner
902 if ( tspeed < MATCH_SPEED_THRESHOLD ) {
905 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
907 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
908 if ( aip->ai_flags & AIF_DOCKED ) {
909 Assert( aip->dock_objnum != -1 );
910 tspeed = Objects[aip->dock_objnum].phys_info.fspeed;
914 // Note, if closer than 100 units, scale down speed a bit. Prevents repeated collisions. -- MK, 12/17/97
915 float dist = vm_vec_dist(&Player_obj->pos, &Objects[Player_ai->target_objnum].pos);
918 tspeed = tspeed * (0.5f + dist/200.0f);
921 //pmax_speed = Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
922 pmax_speed = Ships[Player_obj->instance].current_max_speed;
923 ci->forward_cruise_percent = (tspeed / pmax_speed) * 100.0f;
924 override_analog_throttle = 1;
925 // if ( ci->forward_cruise_percent > 100.0f )
926 // HUD_printf ("Cannot travel that fast. Setting throttle to full.");
927 // mprintf(("forward -- %7.3f\n", ci->forward_cruise_percent));
930 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
933 // player_read_joystick();
934 // code to read joystick axis for pitch/heading. Code to read joystick buttons
936 if ( !(Game_mode & GM_DEAD) ) {
937 playercontrol_read_stick(axis, frame_time);
939 axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
942 ignore_pitch = FALSE;
944 if (Axis_map_to[JOY_HEADING_AXIS] >= 0) {
945 // check the heading on the x axis
946 if ( check_control(BANK_WHEN_PRESSED) ) {
947 delta = f2fl( axis[JOY_HEADING_AXIS] );
948 if ( (delta > 0.05f) || (delta < -0.05f) ) {
954 ci->heading += f2fl( axis[JOY_HEADING_AXIS] );
958 // check the pitch on the y axis
959 if (Axis_map_to[JOY_PITCH_AXIS] >= 0)
960 ci->pitch -= f2fl( axis[JOY_PITCH_AXIS] );
962 if (Axis_map_to[JOY_BANK_AXIS] >= 0) {
963 ci->bank -= f2fl( axis[JOY_BANK_AXIS] ) * 1.5f;
966 // axis 2 is for throttle
967 if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) {
968 scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range
969 oldspeed = ci->forward_cruise_percent;
971 // scaled = (scaled + 1.0f) / 1.85f;
972 newspeed = (1.0f - scaled) * 100.0f;
974 delta = analog_throttle_last - newspeed;
975 if (!override_analog_throttle || (delta < -1.5f) || (delta > 1.5f)) {
976 ci->forward_cruise_percent = newspeed;
977 analog_throttle_last = newspeed;
978 override_analog_throttle = 0;
980 // AL 1-5-98: don't play throttle sounds when using analog control
982 if ( (oldspeed < 1.0f) && (newspeed >= 1.0f) )
983 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
984 else if ( (oldspeed < 66.6f) && (newspeed >= 66.6f) )
985 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
986 else if ( (oldspeed < 33.3f) && (newspeed >= 33.3f) )
987 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
988 else if ( (oldspeed > 99.0f) && (newspeed <= 99.0f) )
989 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
990 else if ( (oldspeed > 33.3f) && (newspeed <= 33.3f) )
991 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
992 else if ( (oldspeed > 66.6f) && (newspeed <= 66.6f) )
993 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
998 if (Axis_map_to[JOY_REL_THROTTLE_AXIS] >= 0)
999 ci->forward_cruise_percent += f2fl(axis[JOY_REL_THROTTLE_AXIS]) * 100.0f * frame_time;
1001 if ( ci->forward_cruise_percent > 100.0f )
1002 ci->forward_cruise_percent = 100.0f;
1003 if ( ci->forward_cruise_percent < 0.0f )
1004 ci->forward_cruise_percent = 0.0f;
1006 // set up the firing stuff. Read into control info ala Descent so that weapons will be
1007 // created during the object simulation phase, and not immediately as was happening before.
1009 //keyboard: fire the current primary weapon
1010 if (check_control(FIRE_PRIMARY)) {
1011 ci->fire_primary_count++;
1013 // if we're a multiplayer client, set our accum bits now
1014 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1015 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1016 // Net_player->s_info.accum_buttons |= OOC_FIRE_PRIMARY;
1020 // mouse: fire the current primary weapon
1021 // ci->fire_primary_count += mouse_down(1);
1023 // for debugging, check to see if the debug key is down -- if so, make fire the debug laser instead
1025 if ( keyd_pressed[KEY_DEBUG_KEY] ) {
1026 ci->fire_debug_count = ci->fire_primary_count;
1027 ci->fire_primary_count = 0;
1031 // keyboard: fire the current secondary weapon
1032 if (check_control(FIRE_SECONDARY)) {
1033 ci->fire_secondary_count++;
1035 // if we're a multiplayer client, set our accum bits now
1036 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1037 Net_player->s_info.accum_buttons |= OOC_FIRE_SECONDARY;
1041 // keyboard: launch countermeasures
1042 if ( button_info_query(&Player->bi, LAUNCH_COUNTERMEASURE) ) {
1043 control_used(LAUNCH_COUNTERMEASURE);
1044 ci->fire_countermeasure_count++;
1045 hud_gauge_popup_start(HUD_CMEASURE_GAUGE);
1047 // if we're a multiplayer client, set our accum bits now
1048 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1049 // Net_player->s_info.accum_buttons |= OOC_FIRE_COUNTERMEASURE;
1053 // see if the afterburner has been started (keyboard + joystick)
1054 if (check_control(AFTERBURNER)) {
1055 if (!afterburner_last) {
1056 Assert(Player_ship);
1057 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
1058 gamesnd_play_error_beep();
1060 ci->afterburner_start = 1;
1064 afterburner_last = 1;
1067 if (afterburner_last)
1068 ci->afterburner_stop = 1;
1070 afterburner_last = 0;
1074 if ( (Viewer_mode & VM_EXTERNAL) || slew_active ) {
1075 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) || slew_active ) {
1083 void read_player_controls(object *objp, float frametime)
1085 // if (Game_mode & GM_DEAD)
1088 joy_ff_adjust_handling((int) objp->phys_info.speed);
1091 switch( Player->control_mode ) {
1096 read_keyboard_controls(&(Player->ci), frametime, &objp->phys_info );
1098 case PCM_WARPOUT_STAGE1: // Accelerate to 40 km/s
1099 case PCM_WARPOUT_STAGE2: // Go 40 km/s steady up to the effect
1100 case PCM_WARPOUT_STAGE3: // Go 40 km/s steady through the effect
1102 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1104 if ( (objp->type == OBJ_SHIP) && (!(Game_mode & GM_DEAD)) ) {
1106 Warpout_time += flFrametime;
1108 if ( Warpout_forced ) {
1110 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED*2.0f;
1112 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1113 if ( diff < 0.0f ) diff = 0.0f;
1115 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1119 // check if warp ability has been disabled
1120 if ( Ships[objp->instance].flags & ( SF_WARP_BROKEN|SF_WARP_NEVER ) ) {
1121 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot warp out at this time.", 81));
1125 if ( (!warp_failed) && (Ships[objp->instance].current_max_speed >= TARGET_WARPOUT_SPEED) ) {
1128 if (Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed < TARGET_WARPOUT_SPEED) {
1129 // Cannot go fast enough, so abort sequence.
1131 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Unable to engage warp... ship must be able to reach %.1f km/s", 82), TARGET_WARPOUT_SPEED );
1134 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED + 5.0f;
1135 //Ships[objp->instance].current_max_speed = Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed;
1140 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1144 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1148 if ( warp_failed ) {
1149 snd_play(&Snds[SND_PLAYER_WARP_FAIL]);
1150 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1154 if ( Player->control_mode == PCM_WARPOUT_STAGE1 ) {
1157 // Wait at least 3 seconds before making sure warp speed is set.
1158 if ( Warpout_time>MINIMUM_PLAYER_WARPOUT_TIME ) {
1159 // If we are going around 5% of the target speed, progress to next stage
1160 float diff = fl_abs(objp->phys_info.fspeed - TARGET_WARPOUT_SPEED )/TARGET_WARPOUT_SPEED;
1161 if ( diff < TARGET_WARPOUT_MATCH_PERCENT ) {
1162 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 );
1171 // the ships maximum velocity now depends on the energy flowing to engines
1172 if(objp->type != OBJ_OBSERVER){
1173 objp->phys_info.max_vel.z = Ships[objp->instance].current_max_speed;
1175 if(Player_obj->type == OBJ_SHIP){
1176 // only read player control info if player ship is not dead
1177 if ( !(Ships[Player_obj->instance].flags & SF_DYING) ) {
1179 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)) ) {
1180 float intensity = 0.3f * min(Ships[objp->instance].wash_intensity, 1.0f);
1181 vm_vec_copy_scale(&wash_rot, &Ships[objp->instance].wash_rot_axis, intensity);
1182 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime, &wash_rot);
1184 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime);
1187 } else if(Player_obj->type == OBJ_OBSERVER){
1188 physics_read_flying_controls(&objp->orient,&objp->phys_info,&(Player->ci), flFrametime);
1192 void player_controls_init()
1194 static int initted = 0;
1200 physics_init( &Descent_physics );
1201 Descent_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
1203 Viewer_slew_angles_delta.p = 0.0f;
1204 Viewer_slew_angles_delta.b = 0.0f;
1205 Viewer_slew_angles_delta.h = 0.0f;
1208 // Clear current speed matching and auto-speed matching flags
1209 void player_clear_speed_matching()
1212 Int3(); // why is Player NULL?
1216 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1217 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
1220 // function which computes the forward_thrust_time needed for the player ship to match
1221 // velocities with the currently selected target
1222 // input: no_target_text => default parm (NULL), used to override HUD output when no target exists
1223 // match_off_text => default parm (NULL), used to overide HUD output when matching toggled off
1224 // match_on_text => default parm (NULL), used to overide HUD output when matching toggled on
1225 void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
1227 if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP ) {
1231 // multiplayer observers can't match target speed
1232 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
1236 if ( Player_ai->target_objnum == -1) {
1237 if ( no_target_text ) {
1238 if ( no_target_text[0] ) {
1239 HUD_sourced_printf(HUD_SOURCE_HIDDEN, no_target_text );
1242 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No currently selected target.",-1) );
1247 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
1248 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1249 if ( match_off_text ) {
1250 if ( match_off_text[0] ) {
1251 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_off_text );
1254 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No longer matching speed with current target.",-1) );
1259 if ( Objects[Player_ai->target_objnum].phys_info.speed > MATCH_SPEED_THRESHOLD ) {
1262 // account for case of matching speed with docked ship
1264 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
1265 if ( aip->ai_flags & AIF_DOCKED ) {
1266 Assert( aip->dock_objnum != -1 );
1267 if ( Objects[aip->dock_objnum].phys_info.fspeed > MATCH_SPEED_THRESHOLD ) {
1274 Player->flags |= PLAYER_FLAGS_MATCH_TARGET;
1275 if ( match_on_text ) {
1276 if ( match_on_text[0] ) {
1277 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_on_text );
1280 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("Matching speed with current target.",-1) );
1289 // toggle_player_object toggles between the player objects (i.e. the ship they are currently flying)
1290 // and a descent style ship.
1292 int use_descent = 0;
1293 LOCAL physics_info phys_save;
1295 void toggle_player_object()
1297 if ( use_descent ) {
1298 memcpy( &Player_obj->phys_info, &phys_save, sizeof(physics_info) );
1300 memcpy( &phys_save, &Player_obj->phys_info, sizeof(physics_info) );
1301 memcpy( &Player_obj->phys_info, &Descent_physics, sizeof(physics_info) );
1303 use_descent = !use_descent;
1305 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Using %s style physics for player ship."), use_descent ? NOX("DESCENT") : NOX("FreeSpace"));
1308 //#endif // ifndef NDEBUG
1310 // Init the data required for determining whether 'all alone' message should play
1311 void player_init_all_alone_msg()
1316 Player->check_for_all_alone_msg=timestamp(0);
1318 // See if there are any friendly ships present, if so return without preventing msg
1319 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1320 objp = &Objects[so->objnum];
1321 if ( objp == Player_obj ) {
1325 if ( Ships[objp->instance].team == Player_ship->team ) {
1326 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
1332 // There must be no friendly ships present, so prevent the 'all alone' message from ever playing
1333 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1336 // Called when a new pilot is created
1337 void player_set_pilot_defaults(player *p)
1339 // Enable auto-targeting by default for all new pilots
1340 p->flags |= PLAYER_FLAGS_AUTO_TARGETING;
1341 p->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1343 p->auto_advance = 1;
1346 // Store some player preferences to Player->save_flags
1347 void player_save_target_and_weapon_link_prefs()
1349 Player->save_flags = 0;
1350 if ( Player->flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1351 Player->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1355 if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
1356 // multiplayer observers can't match target speed
1357 if(!((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))) ){
1358 Player->save_flags |= PLAYER_FLAGS_AUTO_MATCH_SPEED;
1362 // if we're in multiplayer mode don't do this because we will desync ourselves with the server
1363 if(!(Game_mode & GM_MULTIPLAYER)){
1364 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
1365 Player->save_flags |= PLAYER_FLAGS_LINK_PRIMARY;
1367 Player->flags &= ~PLAYER_FLAGS_LINK_PRIMARY;
1369 if ( Player_ship->flags & SF_SECONDARY_DUAL_FIRE ) {
1370 Player->save_flags |= PLAYER_FLAGS_LINK_SECONDARY;
1372 Player->flags &= ~PLAYER_FLAGS_LINK_SECONDARY;
1377 // Store some player preferences to Player->save_flags
1378 void player_restore_target_and_weapon_link_prefs()
1380 // Don't restores the save flags in training, as we must ensure certain things are off, such as speed matching.
1381 if ( !(The_mission.game_type & MISSION_TYPE_TRAINING )) {
1382 Player->flags |= Player->save_flags;
1385 if ( Player->flags & PLAYER_FLAGS_LINK_PRIMARY ) {
1386 if ( Player_ship->weapons.num_primary_banks > 1 ) {
1387 Player_ship->flags |= SF_PRIMARY_LINKED;
1391 if ( Player->flags & PLAYER_FLAGS_LINK_SECONDARY ) {
1392 Player_ship->flags |= SF_SECONDARY_DUAL_FIRE;
1396 // initialize player statistics on a per mission basis
1397 void player_level_init()
1399 Player->flags = PLAYER_FLAGS_STRUCTURE_IN_USE; // reset the player flags
1400 Player->flags |= Player->save_flags;
1402 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1404 Viewer_slew_angles.p = 0.0f; Viewer_slew_angles.b = 0.0f; Viewer_slew_angles.h = 0.0f;
1405 Viewer_external_info.angles.p = 0.0f;
1406 Viewer_external_info.angles.b = 0.0f;
1407 Viewer_external_info.angles.h = 0.0f;
1408 Viewer_external_info.distance = 0.0f;
1416 // Init variables for friendly fire monitoring.
1417 Player->friendly_last_hit_time = 0;
1418 Player->friendly_hits = 0;
1419 Player->friendly_damage = 0.0f;
1420 Player->last_warning_message_time = 0;
1422 Player->control_mode = PCM_NORMAL;
1424 Player->allow_warn_timestamp = 1; // init timestamp that is used for managing attack warnings sent to player
1425 Player->check_warn_timestamp = 1;
1426 Player->warn_count = 0; // number of attack warnings player has received this mission
1428 Player->distance_warning_count = 0; // Number of warning too far from origin
1429 Player->distance_warning_time = 0; // Time at which last warning was given
1431 Player->praise_count = 0; // number of praises player has received this mission
1432 Player->allow_praise_timestamp = 1; // timestamp until next praise is allowed
1433 Player->praise_delay_timestamp = 0; // timstamp used to delay praises given to the player
1435 Player->ask_help_count = 0; // number of times player has been asked for help by wingmen
1436 Player->allow_ask_help_timestamp = 1; // timestamp until next ask_help is allowed
1438 Player->scream_count = 0; // number of times player has heard wingman screams this mission
1439 Player->allow_scream_timestamp = 1; // timestamp until next wingman scream is allowed
1441 Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
1443 Player->repair_sound_loop = -1;
1444 Player->cargo_scan_loop = -1;
1445 Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
1447 Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
1448 Player->current_target_sx = -1; // Screen x-pos of current target (or subsystem if applicable)
1449 Player->current_target_sy = -1; // Screen y-pos of current target (or subsystem if applicable)
1450 Player->target_in_lock_cone = -1; // Is the current target in secondary weapon lock cone?
1451 Player->locking_subsys=NULL; // Subsystem pointer that missile lock is trying to seek
1452 Player->locking_on_center=0; // boolean, whether missile lock is trying for center of ship or not
1453 Player->locking_subsys_parent=-1;
1455 Player->killer_objtype=-1; // type of object that killed player
1456 Player->killer_weapon_index; // weapon used to kill player (if applicable)
1457 Player->killer_parent_name[0]=0; // name of parent object that killed the player
1459 Player_all_alone_msg_inited=0;
1460 Player->flags &= ~PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1462 // Player->insignia_bitmap = -1;
1464 Joystick_last_reading = -1; // Make the joystick read right away.
1467 // player_init() initializes global veriables once a game -- needed because of mallocing that
1468 // goes on in structures in the player file
1472 Player = &Players[Player_num];
1473 Player->num_campaigns = 0;
1474 Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
1475 Player->failures_this_session = 0;
1476 Player->show_skip_popup = (ubyte) 1;
1479 // stop any looping sounds associated with the Player, called from game_stop_looped_sounds().
1480 void player_stop_looped_sounds()
1483 if ( Player->repair_sound_loop > -1 ) {
1484 snd_stop(Player->repair_sound_loop);
1485 Player->repair_sound_loop = -1;
1487 if ( Player->cargo_scan_loop > -1 ) {
1488 snd_stop(Player->cargo_scan_loop);
1489 Player->cargo_scan_loop = -1;
1493 // Start the repair sound if it hasn't already been started. Called when a player ship is being
1494 // repaired by a support ship
1495 void player_maybe_start_repair_sound()
1498 if ( Player->repair_sound_loop == -1 ) {
1499 Player->repair_sound_loop = snd_play_looping( &Snds[SND_SHIP_REPAIR] );
1503 // stop the player repair sound if it is already playing
1504 void player_stop_repair_sound()
1507 if ( Player->repair_sound_loop != -1 ) {
1508 snd_stop(Player->repair_sound_loop);
1509 Player->repair_sound_loop = -1;
1513 // start the cargo scanning sound if it hasn't already been started
1514 void player_maybe_start_cargo_scan_sound()
1517 if ( Player->cargo_scan_loop == -1 ) {
1518 Player->cargo_scan_loop = snd_play_looping( &Snds[SND_CARGO_SCAN] );
1522 // stop the player repair sound if it is already playing
1523 void player_stop_cargo_scan_sound()
1526 if ( Player->cargo_scan_loop != -1 ) {
1527 snd_stop(Player->cargo_scan_loop);
1528 Player->cargo_scan_loop = -1;
1532 // See if there is a praise message to deliver to the player. We want to delay the praise messages
1533 // a bit, to make them more realistic
1535 // exit: 1 => a praise message was delivered to the player, or a praise is pending
1536 // 0 => no praise is pending
1538 #define PLAYER_ALLOW_PRAISE_INTERVAL 60000 // minimum time between praises
1540 int player_process_pending_praise()
1542 // in multiplayer, never praise
1543 if(Game_mode & GM_MULTIPLAYER){
1547 if ( timestamp_elapsed(Player->praise_delay_timestamp) ) {
1550 Player->praise_delay_timestamp = 0;
1551 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 1000.0f );
1552 if ( ship_index >= 0 ) {
1553 // Only praise if above 50% integrity
1554 if ( Objects[Ships[ship_index].objnum].hull_strength/Ship_info[Ships[ship_index].ship_info_index].initial_hull_strength > 0.5f ) {
1555 message_send_builtin_to_player(MESSAGE_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
1556 Player->allow_praise_timestamp = timestamp(PLAYER_ALLOW_PRAISE_INTERVAL*(Game_skill_level+1) );
1557 Player->allow_scream_timestamp = timestamp(20000); // prevent death scream following praise
1558 Player->praise_count++;
1564 if ( Player->praise_delay_timestamp == 0 ) {
1571 int player_inspect_cap_subsys_cargo(float frametime, char *outstr);
1572 // See if the player should be inspecting cargo, and update progress.
1573 // input: frametime => time since last frame in seconds
1574 // input: outstr => (output parm) holds string that HUD should display
1576 // exit: 1 => player should display outstr on HUD
1577 // 0 => don't display cargo on HUD
1578 int player_inspect_cargo(float frametime, char *outstr)
1582 ship_info *cargo_sip;
1583 vector vec_to_cargo;
1588 if ( Player_ai->target_objnum < 0 ) {
1592 cargo_objp = &Objects[Player_ai->target_objnum];
1593 Assert(cargo_objp->type == OBJ_SHIP);
1594 cargo_sp = &Ships[cargo_objp->instance];
1595 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1597 if (cargo_sip->flags & SIF_HUGE_SHIP) {
1598 return player_inspect_cap_subsys_cargo(frametime, outstr);
1601 // check if target is ship class that can be inspected
1602 // MWA -- 1/27/98 -- added fighters/bombers to this list. For multiplayer, we
1603 // want to show callsign of player
1605 // scannable cargo behaves differently. Scannable cargo is either "scanned" or "not scanned". This flag
1606 // can be set on any ship. Any ship with this set won't have "normal" cargo behavior
1607 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1608 if ( Game_mode & GM_NORMAL ) {
1609 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT)) ) {
1613 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT|SIF_FIGHTER|SIF_BOMBER)) ) {
1618 // won't show callsign information for single player games
1619 if ( (Game_mode & GM_MULTIPLAYER) && !((cargo_sip->flags & (SIF_FIGHTER|SIF_BOMBER)) && (cargo_objp->flags & OF_PLAYER_SHIP)) )
1623 // if cargo is already revealed
1624 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
1625 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1627 cargo_name = Cargo_names[cargo_sp->cargo1 & CARGO_INDEX_MASK];
1628 Assert ( cargo_name );
1630 if ( cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT) ) {
1631 if ( cargo_name[0] == '#' )
1632 sprintf(outstr, XSTR( "passengers:\n %s", 83), cargo_name+1 );
1634 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1638 Assert( Game_mode & GM_MULTIPLAYER );
1640 // get a player num from the object, then get a callsign from the player structure.
1641 pn = multi_find_player_by_object( cargo_objp );
1642 // Assert( pn != -1 );
1646 sprintf(outstr, "%s", Net_players[pn].player->short_callsign );
1650 sprintf(outstr, XSTR( "Scanned", 85) );
1653 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1654 // are in the process of scanning
1655 Player->cargo_inspect_time = 0;
1660 // see if player is within inspection range
1661 if ( Player_ai->current_target_distance < max(CARGO_REVEAL_MIN_DIST, (cargo_objp->radius+CARGO_RADIUS_DELTA)) ) {
1663 // check if player is facing cargo, do not proceed with inspection if not
1664 vm_vec_normalized_dir(&vec_to_cargo, &cargo_objp->pos, &Player_obj->pos);
1665 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.fvec);
1666 if ( dot < CARGO_MIN_DOT_TO_REVEAL ) {
1667 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1668 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1670 sprintf(outstr,XSTR( "not scanned", 87));
1671 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1672 Player->cargo_inspect_time = 0;
1676 // player is facing the cargo, and withing range, so proceed with inspection
1677 if ( hud_sensors_ok(Player_ship, 0) ) {
1678 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1681 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1682 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1684 sprintf(outstr,XSTR( "scanning", 89));
1686 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1687 ship_do_cargo_revealed( cargo_sp );
1688 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1689 Player->cargo_inspect_time = 0;
1692 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1693 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1695 sprintf(outstr,XSTR( "not scanned", 87));
1701 // exit: 1 => player should display outstr on HUD
1702 // 0 => don't display cargo on HUD
1703 int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
1707 ship_info *cargo_sip;
1708 vector vec_to_cargo;
1710 ship_subsys *subsys;
1713 subsys = Player_ai->targeted_subsys;
1715 if ( subsys == NULL ) {
1719 cargo_objp = &Objects[Player_ai->target_objnum];
1720 Assert(cargo_objp->type == OBJ_SHIP);
1721 cargo_sp = &Ships[cargo_objp->instance];
1722 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1724 Assert(cargo_sip->flags & SIF_HUGE_SHIP);
1726 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1730 // dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
1731 if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
1735 // if cargo is already revealed
1736 if ( subsys->subsys_cargo_revealed ) {
1738 if (subsys->subsys_cargo_name == -1) {
1739 cargo_name = XSTR("Nothing", 1493);
1741 cargo_name = Cargo_names[subsys->subsys_cargo_name];
1743 Assert ( cargo_name );
1745 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1747 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1748 // are in the process of scanning
1749 Player->cargo_inspect_time = 0;
1754 // see if player is within inspection range [ok for subsys]
1757 int subsys_in_view, x, y;
1759 get_subsystem_world_pos(cargo_objp, Player_ai->targeted_subsys, &subsys_pos);
1760 subsys_rad = subsys->system_info->radius;
1762 if ( Player_ai->current_target_distance < max(CAP_CARGO_REVEAL_MIN_DIST, (subsys_rad + CAPITAL_CARGO_RADIUS_DELTA)) ) {
1764 // check if player is facing cargo, do not proceed with inspection if not
1765 vm_vec_normalized_dir(&vec_to_cargo, &subsys_pos, &Player_obj->pos);
1766 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.fvec);
1767 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy);
1768 subsys_in_view = hud_targetbox_subsystem_in_view(cargo_objp, &x, &y);
1770 if ( (dot < CARGO_MIN_DOT_TO_REVEAL) || (!subsys_in_view) ) {
1771 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1772 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1773 Player->cargo_inspect_time = 0;
1777 // player is facing the cargo, and withing range, so proceed with inspection
1778 if ( hud_sensors_ok(Player_ship, 0) ) {
1779 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1782 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1784 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1785 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network );
1786 ship_do_cap_subsys_cargo_revealed( cargo_sp, subsys, 0);
1787 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1788 Player->cargo_inspect_time = 0;
1791 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1798 // get the maximum weapon range for the player (of both primary and secondary)
1799 float player_farthest_weapon_range()
1801 float prange,srange;
1803 hud_get_best_primary_bank(&prange);
1804 srange=ship_get_secondary_weapon_range(Player_ship);
1806 return max(prange,srange);
1809 // Determine text name for the weapon that killed the player.
1810 // input: weapon_info_index => weapon type that killed the player (can be -1 if no weapon involved)
1811 // killer_species => species of ship that fired weapon
1812 // weapon_name => output parameter... stores weapon name generated in this function
1813 void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name)
1815 if ( weapon_info_index < 0 ) {
1820 if ( Show_killer_weapon ) {
1821 killer_species = SPECIES_TERRAN;
1825 switch ( killer_species ) {
1826 case SPECIES_TERRAN:
1827 strcpy(weapon_name, Weapon_info[weapon_info_index].name);
1830 if ( Weapon_info[weapon_info_index].subtype == WP_MISSILE ) {
1831 strcpy(weapon_name, XSTR( "missile", 90));
1833 strcpy(weapon_name, XSTR( "laser fire", 91));
1839 // function to generate the text for death of a player given the information stored in the player object.
1840 // a pointer to the text is returned
1841 char *player_generate_death_text( player *player_p, char *death_text )
1843 char weapon_name[NAME_LENGTH];
1846 player_generate_killer_weapon_name(player_p->killer_weapon_index, player_p->killer_species, weapon_name);
1848 switch ( player_p->killer_objtype ) {
1850 if ( weapon_name[0] ) {
1851 // 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);
1852 sprintf(death_text, XSTR( "%s was killed by a missile shockwave", 92), player_p->callsign);
1854 sprintf(death_text, XSTR( "%s was killed by a shockwave from %s exploding", 93), player_p->callsign, player_p->killer_parent_name);
1858 Assert(weapon_name[0]);
1860 // is this from a friendly ship?
1862 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1863 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1864 sprintf(death_text, XSTR( "%s was killed by friendly fire from %s", 1338), player_p->callsign, player_p->killer_parent_name);
1866 sprintf(death_text, XSTR( "%s was killed by %s", 94), player_p->callsign, player_p->killer_parent_name);
1870 if ( player_p->flags & PLAYER_FLAGS_KILLED_BY_EXPLOSION ) {
1871 sprintf(death_text, XSTR( "%s was killed by a blast from %s exploding", 95), player_p->callsign, player_p->killer_parent_name);
1872 } else if (player_p->flags & PLAYER_FLAGS_KILLED_BY_ENGINE_WASH) {
1873 sprintf(death_text, XSTR( "%s was killed by engine wash from %s", 1494), player_p->callsign, player_p->killer_parent_name);
1875 sprintf(death_text, XSTR( "%s was killed by a collision with %s", 96), player_p->callsign, player_p->killer_parent_name);
1879 sprintf(death_text, XSTR( "%s was killed by a collision with debris", 97), player_p->callsign);
1882 sprintf(death_text, XSTR( "%s was killed by a collision with an asteroid", 98), player_p->callsign);
1885 if(strlen(player_p->killer_parent_name) <= 0){
1887 sprintf(death_text, XSTR( "%s was killed by a beam from an unknown source", 1081), player_p->callsign);
1889 // is this from a friendly ship?
1891 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1892 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1893 sprintf(death_text, XSTR( "%s was destroyed by friendly beam fire from %s", 1339), player_p->callsign, player_p->killer_parent_name);
1895 sprintf(death_text, XSTR( "%s was destroyed by a beam from %s", 1082), player_p->callsign, player_p->killer_parent_name);
1900 sprintf(death_text, XSTR( "%s was killed", 99), player_p->callsign);
1907 // display what/who killed the player
1908 void player_show_death_message()
1910 char death_text[256];
1912 // check if player killed self
1913 if ( Player->flags & PLAYER_KILLED_SELF ) {
1914 // reasons he killed himself
1915 if(Player->flags & PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE){
1916 sprintf(death_text, XSTR( "You have killed yourself with a shockwave from your own weapon", 1421));
1918 else if(Player->flags & PLAYER_FLAGS_KILLED_SELF_MISSILES){
1919 sprintf(death_text, XSTR( "You have killed yourself with your own missiles", 1422));
1921 sprintf(death_text, XSTR( "You have killed yourself", 100));
1924 Player->flags &= ~(PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE);
1926 player_generate_death_text( Player, death_text );
1929 HUD_fixed_printf(30.0f, death_text);
1933 extern void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
1935 // maybe fire a turret that is on a player ship (single or multi)
1936 void player_maybe_fire_turret(object *objp)
1938 model_subsystem *psub;
1941 ship *shipp = &Ships[objp->instance];
1942 ai_info *aip = &Ai_info[shipp->ai_index];
1943 ship_info *sip = &Ship_info[shipp->ship_info_index];
1945 // do a quick out if this isn't a bomber
1946 if ( !(sip->flags & SIF_BOMBER) ) {
1950 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
1951 if (aip->dock_objnum > -1) {
1952 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->dock_objnum].pos) < (objp->radius + Objects[aip->dock_objnum].radius) * 1.25f)
1957 // See if there are any turrets on the ship, if so see if they should fire
1958 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
1960 if ( pss->current_hits <= 0.0f )
1963 psub = pss->system_info;
1965 if ( psub->type == SUBSYSTEM_TURRET ) {
1966 if ( psub->turret_num_firing_points > 0 ) {
1967 ai_fire_from_turret(shipp, pss, OBJ_INDEX(objp));
1973 void player_set_next_all_alone_msg_timestamp()
1975 Player->check_for_all_alone_msg=timestamp(30000);
1978 // maybe play message from Terran Command 'You're all alone now Alpha 1'
1979 void player_maybe_play_all_alone_msg()
1981 if ( Game_mode & GM_MULTIPLAYER ){
1985 if ( !Player_all_alone_msg_inited ) {
1986 player_init_all_alone_msg();
1987 Player_all_alone_msg_inited=1;
1991 if ( Player->flags & PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG ) {
1995 // only check every N seconds
1996 if ( !timestamp_elapsed(Player->check_for_all_alone_msg) ) {
2000 player_set_next_all_alone_msg_timestamp();
2002 // at least one primary objective must be not complete (but not failed)
2003 if ( !mission_goals_incomplete(PRIMARY_GOAL) ) {
2004 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2008 // there must be no reinforcements available, hold off on message
2009 if ( (Player_ship != NULL) && hud_squadmsg_reinforcements_available(Player_ship->team) ) {
2013 // there must be no ships present that are on the same team as the player
2017 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2018 objp = &Objects[so->objnum];
2020 if ( objp == Player_obj ) {
2024 if ( Ships[objp->instance].team == Player_ship->team ) {
2025 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
2031 // met all the requirements, now only play 50% of the time :)
2033 message_send_builtin_to_player(MESSAGE_ALL_ALONE, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1);
2035 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2039 void player_set_padlock_state()
2041 // clear padlock views
2042 Viewer_mode &= ~(VM_PADLOCK_ANY);
2044 if ( check_control(PADLOCK_UP) ) {
2045 Viewer_mode |= VM_PADLOCK_UP;
2049 if ( check_control(PADLOCK_DOWN) ) {
2050 Viewer_mode |= VM_PADLOCK_REAR;
2054 if ( check_control(PADLOCK_RIGHT) ) {
2055 Viewer_mode |= VM_PADLOCK_RIGHT;
2059 if ( check_control(PADLOCK_LEFT) ) {
2060 Viewer_mode |= VM_PADLOCK_LEFT;
2065 void player_get_padlock_orient(matrix *eye_orient)
2067 Assert(Viewer_mode & VM_PADLOCK_ANY);
2069 matrix old_eye_orient;
2070 old_eye_orient = *eye_orient;
2072 if ( Viewer_mode & VM_PADLOCK_UP ) {
2073 eye_orient->fvec = old_eye_orient.uvec;
2074 vm_vec_copy_scale( &eye_orient->uvec, &old_eye_orient.fvec, -1.0f );
2075 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2076 vm_vec_negate(&eye_orient->fvec);
2077 vm_vec_negate(&eye_orient->rvec);
2078 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2079 vm_vec_copy_scale( &eye_orient->fvec, &old_eye_orient.rvec, -1.0f );
2080 eye_orient->rvec = old_eye_orient.fvec;
2081 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2082 eye_orient->fvec = old_eye_orient.rvec;
2083 vm_vec_copy_scale( &eye_orient->rvec, &old_eye_orient.fvec, -1.0f );
2089 void player_display_packlock_view()
2091 int padlock_view_index=0;
2093 if ( Viewer_mode & VM_PADLOCK_UP ) {
2094 padlock_view_index = 0;
2095 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2096 padlock_view_index = 1;
2097 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2098 padlock_view_index = 2;
2099 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2100 padlock_view_index = 3;
2108 if ( !(Viewer_mode & (VM_CHASE|VM_EXTERNAL|VM_SLEWED)) ) {
2109 switch (padlock_view_index) {
2111 strcpy(str, XSTR( "top view", 101)); break;
2113 strcpy(str, XSTR( "rear view", 102)); break;
2115 strcpy(str, XSTR( "left view", 103)); break;
2117 strcpy(str, XSTR( "right view", 104)); break;
2120 HUD_fixed_printf(0.01f, str);
2124 // get the player's eye position and orient
2125 // NOTE : this is mostly just copied from game_render_frame_setup()
2126 extern vector Dead_player_last_vel;
2127 extern vector Camera_pos;
2128 extern void compute_slew_matrix(matrix *orient, angles *a);
2129 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
2130 void player_get_eye(vector *eye_pos, matrix *eye_orient)
2135 // if the player object is NULL, return
2136 if(Player_obj == NULL){
2140 // standalone servers can bail here
2141 if(Game_mode & GM_STANDALONE_SERVER){
2145 // if we're not in-mission, don't do this
2146 if(!(Game_mode & GM_IN_MISSION)){
2150 Assert(eye_pos != NULL);
2151 Assert(eye_orient != NULL);
2153 if (Game_mode & GM_DEAD) {
2154 vector vec_to_deader, view_pos;
2156 if (Player_ai->target_objnum != -1) {
2157 int view_from_player = 1;
2159 if (Viewer_mode & VM_OTHER_SHIP) {
2160 // View from target.
2161 viewer_obj = &Objects[Player_ai->target_objnum];
2162 if ( viewer_obj->type == OBJ_SHIP ) {
2163 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2164 view_from_player = 0;
2168 if ( view_from_player ) {
2169 // View target from player ship.
2171 *eye_pos = Player_obj->pos;
2172 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
2173 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2176 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
2178 if (dist < MIN_DIST_TO_DEAD_CAMERA){
2179 dist += flFrametime * 16.0f;
2182 vm_vec_scale(&vec_to_deader, -dist);
2183 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
2185 view_pos = Player_obj->pos;
2187 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
2188 } else if (Player_ai->target_objnum != -1) {
2189 view_pos = Objects[Player_ai->target_objnum].pos;
2191 // Make camera follow explosion, but gradually slow down.
2192 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
2193 view_pos = Player_obj->pos;
2196 *eye_pos = Dead_camera_pos;
2198 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
2200 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2205 // If already blown up, these other modes can override.
2206 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
2207 viewer_obj = Player_obj;
2209 if (Viewer_mode & VM_OTHER_SHIP) {
2210 if (Player_ai->target_objnum != -1){
2211 viewer_obj = &Objects[Player_ai->target_objnum];
2215 if (Viewer_mode & VM_EXTERNAL) {
2218 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
2219 vm_matrix_x_matrix(&tm, &viewer_obj->orient, &tm2);
2221 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &tm.fvec, 2.0f * viewer_obj->radius + Viewer_external_info.distance);
2223 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2224 vm_vec_normalize(&eye_dir);
2225 vm_vector_2_matrix(eye_orient, &eye_dir, &viewer_obj->orient.uvec, NULL);
2228 // Modify the orientation based on head orientation.
2229 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2230 } else if ( Viewer_mode & VM_CHASE ) {
2233 if ( viewer_obj->phys_info.speed < 0.1 ){
2234 move_dir = viewer_obj->orient.fvec;
2236 move_dir = viewer_obj->phys_info.vel;
2237 vm_vec_normalize_safe(&move_dir);
2240 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &move_dir, -3.0f * viewer_obj->radius - Viewer_chase_info.distance);
2241 vm_vec_scale_add2(eye_pos, &viewer_obj->orient.uvec, 0.75f * viewer_obj->radius);
2242 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2243 vm_vec_normalize(&eye_dir);
2245 // JAS: I added the following code because if you slew up using
2246 // Descent-style physics, eye_dir and Viewer_obj->orient.uvec are
2247 // equal, which causes a zero-length vector in the vm_vector_2_matrix
2248 // call because the up and the forward vector are the same. I fixed
2249 // it by adding in a fraction of the right vector all the time to the
2251 vector tmp_up = viewer_obj->orient.uvec;
2252 vm_vec_scale_add2( &tmp_up, &viewer_obj->orient.rvec, 0.00001f );
2254 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
2257 // Modify the orientation based on head orientation.
2258 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2259 } else if ( Viewer_mode & VM_WARP_CHASE ) {
2260 *eye_pos = Camera_pos;
2262 ship * shipp = &Ships[Player_obj->instance];
2264 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
2265 vm_vec_normalize(&eye_dir);
2266 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.uvec, NULL);
2269 // get an eye position based upon the correct type of object
2270 switch(viewer_obj->type){
2272 // make a call to get the eye point for the player object
2273 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2276 // make a call to get the eye point for the player object
2277 observer_get_eye( eye_pos, eye_orient, viewer_obj );