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/Io/KeyControl.cpp $
15 * Routines to read and deal with keyboard input.
18 * Revision 1.5 2003/05/25 02:30:42 taylor
21 * Revision 1.4 2002/07/28 05:05:08 relnev
22 * removed some old stuff
24 * Revision 1.3 2002/06/18 08:58:53 relnev
25 * last few struct changes
27 * Revision 1.2 2002/06/09 04:41:21 relnev
28 * added copyright header
30 * Revision 1.1.1.1 2002/05/03 03:28:09 root
34 * 47 9/09/99 11:40p Dave
35 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
36 * 2 end movies properly, based upon what the player did in the mission.
38 * 46 9/07/99 11:26p Andsager
39 * Fix "r" targeting key, making evaluate_ship_as_closest_target() and
40 * hud_target_live_turret() consider if turret is targeting player
42 * 45 9/03/99 1:31a Dave
43 * CD checking by act. Added support to play 2 cutscenes in a row
44 * seamlessly. Fixed super low level cfile bug related to files in the
45 * root directory of a CD. Added cheat code to set campaign mission # in
48 * 44 9/01/99 10:09a Dave
51 * 43 8/27/99 10:36a Dave
52 * Impose a 2% penalty for hitting the shield balance key.
54 * 42 8/27/99 9:57a Dave
55 * Enabled standard cheat codes. Allow player to continue in a campaing
56 * after using cheat codes.
58 * 41 8/26/99 9:45a Dave
59 * First pass at easter eggs and cheats.
61 * 40 8/24/99 1:49a Dave
62 * Fixed client-side afterburner stuttering. Added checkbox for no version
63 * checking on PXO join. Made button info passing more friendly between
66 * 39 8/22/99 5:53p Dave
67 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
68 * instead of ship designations for multiplayer players.
70 * 38 8/19/99 10:59a Dave
71 * Packet loss detection.
73 * 37 8/18/99 12:09p Andsager
74 * Add debug if message has no anim for message. Make messages come from
77 * 36 8/05/99 2:05a Dave
80 * 35 8/01/99 12:39p Dave
81 * Added HUD contrast control key (for nebula).
83 * 34 7/31/99 2:30p Dave
84 * Added nifty mission message debug viewing keys.
86 * 33 7/21/99 8:10p Dave
87 * First run of supernova effect.
89 * 32 7/15/99 4:09p Andsager
90 * Disable cheats for FS2_DEMO
92 * 31 7/15/99 9:20a Andsager
93 * FS2_DEMO initial checkin
95 * 30 7/07/99 3:32p Dave
96 * Oops. Forgot to remove this.
98 * 29 7/02/99 4:31p Dave
99 * Much more sophisticated lightning support.
101 * 28 6/10/99 3:43p Dave
102 * Do a better job of syncing text colors to HUD gauges.
104 * 27 6/09/99 2:55p Andsager
105 * Allow multiple asteroid subtypes (of large, medium, small) and follow
108 * 26 5/24/99 5:45p Dave
109 * Added detail levels to the nebula, with a decent speedup. Split nebula
110 * lightning into its own section.
112 * 25 5/08/99 8:25p Dave
113 * Upped object pairs. First run of nebula lightning.
115 * 24 5/05/99 9:02p Dave
116 * Fixed D3D aabitmap rendering. Spiffed up nebula effect a bit (added
117 * rotations, tweaked values, made bitmap selection more random). Fixed
118 * D3D beam weapon clipping problem. Added D3d frame dumping.
120 * 23 5/03/99 9:07a Dave
121 * Pirate Bob. Changed beam test code a bit.
123 * 22 4/21/99 6:15p Dave
124 * Did some serious housecleaning in the beam code. Made it ready to go
125 * for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
126 * a handy macro for recalculating collision pairs for a given object.
128 * 21 4/16/99 5:54p Dave
129 * Support for on/off style "stream" weapons. Real early support for
130 * target-painting lasers.
132 * 20 3/31/99 8:24p Dave
133 * Beefed up all kinds of stuff, incluging beam weapons, nebula effects
134 * and background nebulae. Added per-ship non-dimming pixel colors.
136 * 19 3/29/99 6:17p Dave
137 * More work on demo system. Got just about everything in except for
138 * blowing ships up, secondary weapons and player death/warpout.
140 * 18 3/28/99 5:58p Dave
141 * Added early demo code. Make objects move. Nice and framerate
142 * independant, but not much else. Don't use yet unless you're me :)
144 * 17 3/09/99 6:24p Dave
145 * More work on object update revamping. Identified several sources of
146 * unnecessary bandwidth.
148 * 16 2/21/99 6:01p Dave
149 * Fixed standalone WSS packets.
151 * 15 2/21/99 1:48p Dave
152 * Some code for monitoring datarate for multiplayer in detail.
154 * 14 1/21/99 2:06p Dave
155 * Final checkin for multiplayer testing.
157 * 13 1/19/99 3:57p Andsager
158 * Round 2 of variables
160 * 12 1/12/99 12:53a Dave
161 * More work on beam weapons - made collision detection very efficient -
162 * collide against all object types properly - made 3 movement types
163 * smooth. Put in test code to check for possible non-darkening pixels on
166 * 11 1/08/99 2:08p Dave
167 * Fixed software rendering for pofview. Super early support for AWACS and
170 * 10 12/06/98 2:36p Dave
171 * Drastically improved nebula fogging.
173 * 9 12/04/98 3:37p Andsager
174 * Added comment out asteroid launcher
176 * 8 11/19/98 4:19p Dave
177 * Put IPX sockets back in psnet. Consolidated all multiplayer config
180 * 7 11/05/98 5:55p Dave
181 * Big pass at reducing #includes
183 * 6 10/26/98 9:42a Dave
184 * Early flak gun support.
186 * 5 10/20/98 1:39p Andsager
187 * Make so sparks follow animated ship submodels. Modify
188 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
189 * submodel_num. Add submodel_num to multiplayer hit packet.
191 * 4 10/13/98 9:28a Dave
192 * Started neatening up freespace.h. Many variables renamed and
193 * reorganized. Added AlphaColors.[h,cpp]
195 * 3 10/09/98 2:57p Dave
196 * Starting splitting up OS stuff.
198 * 2 10/07/98 10:53a Dave
201 * 1 10/07/98 10:49a Dave
203 * 387 6/17/98 11:02a Lawrance
204 * show what cheat code is in the comment
206 * 386 6/09/98 5:15p Lawrance
207 * French/German localization
209 * 385 6/09/98 10:31a Hoffoss
210 * Created index numbers for all xstr() references. Any new xstr() stuff
211 * added from here on out should be added to the end if the list. The
212 * current list count can be found in FreeSpace.cpp (search for
215 * 384 6/01/98 11:43a John
216 * JAS & MK: Classified all strings for localization.
218 * 383 5/24/98 1:46p Mike
221 * 382 5/19/98 2:20p Mike
222 * Comment out nprintf().
224 * 381 5/19/98 12:19p Mike
227 * 380 5/19/98 11:11a Lawrance
228 * Make 'G' only target hostiles
230 * 379 5/18/98 11:00p Mike
231 * Adding support for cheat system.
233 * 378 5/18/98 12:41a Allender
234 * fixed subsystem problems on clients (i.e. not reporting properly on
235 * damage indicator). Fixed ingame join problem with respawns. minor
238 * 377 5/17/98 1:43a Dave
239 * Eradicated chatbox problems. Remove speed match for observers. Put in
240 * help screens for PXO. Fix messaging and end mission privelges. Fixed
241 * team select screen bugs. Misc UI fixes.
243 * 376 5/15/98 8:36p Lawrance
244 * Add 'target ship that last sent transmission' target key
246 * 375 5/14/98 11:07a Lawrance
247 * Ensure looped sounds get stopped before stopping all channels
249 * 374 5/12/98 11:59p Dave
250 * Put in some more functionality for Parallax Online.
252 * 373 5/11/98 5:29p Hoffoss
253 * Added mouse button mapped to joystick button support.
255 * 372 5/08/98 10:14a Lawrance
256 * Play sound when auto-targeting gets toggled.
258 * 371 5/04/98 9:25a Allender
259 * don't allow time compression in multiplayer
261 * 370 4/30/98 4:43p Allender
262 * trap player obj when changing dual fire status on ship
264 * 369 4/30/98 4:16p Peter
265 * fixes for critical button functions when a player (client) ship is dead
268 * 368 4/27/98 9:03a Dave
269 * Fixed a multiplayer sequencing bug where paused players who were in the
270 * options screen got an SDL_assert when unpausing. Removed an optimiized
271 * build warning in keycontrol.
273 * 367 4/26/98 4:29p Lawrance
274 * Put back time compression keys... somehow they were trashed by a later
277 * 366 4/25/98 5:36p Mike
278 * Prevent player warpout if engine < 10%.
284 #include "linklist.h"
292 #include "contexthelp.h"
293 #include "gamesequence.h"
295 #include "missiongoals.h"
297 #include "hudtarget.h"
298 #include "optionsmenu.h"
299 #include "freespace.h"
300 #include "controlsconfig.h"
304 #include "multiutil.h"
308 #include "hudsquadmsg.h"
309 #include "eventmusic.h"
310 #include "animplay.h"
311 #include "freespace.h"
312 #include "cmeasure.h"
313 #include "missionhotkey.h"
314 #include "afterburner.h"
315 #include "missionparse.h"
316 #include "hudescort.h"
317 #include "hudshield.h"
318 #include "multiutil.h"
319 #include "multimsgs.h"
320 #include "keycontrol.h"
324 #include "hudobserver.h"
325 #include "missionlog.h"
326 #include "hudtargetbox.h"
328 #include "objcollide.h"
329 #include "hudconfig.h"
330 #include "missioncampaign.h"
332 #include "multi_respawn.h"
333 #include "multi_pmsg.h"
336 #include "multi_pause.h"
337 #include "multi_observer.h"
338 #include "multi_endgame.h"
340 #include "neblightning.h"
341 #include "supernova.h"
342 #include "missionmessage.h"
343 #include "mainhallmenu.h"
345 #include "localize.h"
347 // --------------------------------------------------------------
349 // --------------------------------------------------------------
351 // --------------------------------------------------------------
353 // --------------------------------------------------------------
354 typedef struct asteroid_field {
355 vector min_bound; // Minimum range of field.
356 vector max_bound; // Maximum range of field.
357 vector vel; // Average asteroid moves at this velocity.
358 float speed; // Average speed of field
359 int num_initial_asteroids; // Number of asteroids at creation.
362 #define CHEAT_BUFFER_LEN 20
363 #define CHEATSPOT (CHEAT_BUFFER_LEN - 1)
365 char CheatBuffer[CHEAT_BUFFER_LEN+1];
367 #if defined(FS2_DEMO)
368 const char *Cheat_code_demo = NOX("33BE^(8]C01(:=BHt");
369 #elif defined(MAKE_FS1)
370 const char *Cheat_code_gr = NOX("BNdEgDB\\s?0XD1?0)"); // de:www.volition-inc.com
371 const char *Cheat_code = NOX("E5B?(\"=H'5UTE$o%D"); // www.volition-inc.com
372 const char *Cheat_code_movies = NOX("iC:1C06,'00SoXyY6"); // freespacestandsalone
374 const char *Cheat_code = NOX("33BE^(8]C01(:=BHt"); // www.freespace2.com
375 const char *Cheat_code_fish = NOX("bDc9y+$;#AIDRoouM"); // vasudanswuvfishes
376 const char *Cheat_code_headz = NOX("!;:::@>F7L?@@2:@A"); // humanheadsinside.
377 const char *Cheat_code_tooled = NOX("sipp-^rM@L!U^usjX"); // tooledworkedowned
378 const char *Cheat_code_pirate = NOX("MAP4YP[4=-2uC(yJ^"); // arrrrwalktheplank
379 const char *Cheat_code_skip = NOX("7!ICkSI\"(8n3JesBP"); // skipmemymissionyo
381 // 666)6=N79+Z45=BE0e
382 int Tool_enabled = 0;
386 // list of the cheat codes
388 // "DavidPerry" NOX("0!XZQ*K.pu");
389 // NOX("&BvWJe=a?$VP*=@2W,2Y"); // Super-secret 20 character string!
390 //NOX("STs`nHqW\\lv#KD_aCSWN"); // solveditonceandforall (note double \\ as string contains \.
392 char *Cheat_code_in_game = NOX("///FES)P<A5=7CCB!n10"); // www.volition-inc.com
393 char *Cheat_code_movies = NOX("&BvWJe=a?$VP*=@2W,2Y"); // freespacestandsalone
394 char *Cheat_code_pirate = NOX("%,sPzoE>\\+_(Qs#+h-8o"); // arrwalktheplankmatey
399 int All_movies_enabled = 0;
401 //int Debug_allowed = 0;
405 extern int AI_watch_object;
406 extern int Countermeasures_enabled;
408 extern fix Game_time_compression;
410 extern float do_subobj_hit_stuff(object *ship_obj, object *other_obj, vector *hitpos, float damage);
412 extern void mission_goal_mark_all_true( int type );
414 int Normal_key_set[] = {
417 TARGET_NEXT_CLOSEST_HOSTILE,
418 TARGET_PREV_CLOSEST_HOSTILE,
419 TARGET_NEXT_CLOSEST_FRIENDLY,
420 TARGET_PREV_CLOSEST_FRIENDLY,
421 TARGET_TARGETS_TARGET,
422 TARGET_SHIP_IN_RETICLE,
423 TARGET_LAST_TRANMISSION_SENDER,
424 TARGET_CLOSEST_SHIP_ATTACKING_TARGET,
425 TARGET_CLOSEST_SHIP_ATTACKING_SELF,
427 TOGGLE_AUTO_TARGETING,
428 TARGET_SUBOBJECT_IN_RETICLE,
429 TARGET_PREV_SUBOBJECT,
430 TARGET_NEXT_SUBOBJECT,
431 STOP_TARGETING_SUBSYSTEM,
433 TARGET_NEXT_UNINSPECTED_CARGO,
434 TARGET_PREV_UNINSPECTED_CARGO,
436 TARGET_NEXT_LIVE_TURRET,
437 TARGET_PREV_LIVE_TURRET,
444 ATTACK_SUBSYSTEM_MESSAGE,
463 TARGET_NEXT_ESCORT_SHIP,
487 TOGGLE_AUTO_MATCH_TARGET_SPEED,
490 VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK,
491 LAUNCH_COUNTERMEASURE,
494 PLUS_5_PERCENT_THROTTLE,
495 MINUS_5_PERCENT_THROTTLE,
499 TARGET_CLOSEST_REPAIR_SHIP,
502 MULTI_MESSAGE_FRIENDLY,
503 MULTI_MESSAGE_HOSTILE,
504 MULTI_MESSAGE_TARGET,
505 MULTI_OBSERVER_ZOOM_TO,
513 MULTI_TOGGLE_NETINFO,
519 int Dead_key_set[] = {
522 TARGET_NEXT_CLOSEST_HOSTILE,
523 TARGET_PREV_CLOSEST_HOSTILE,
524 TARGET_NEXT_CLOSEST_FRIENDLY,
525 TARGET_PREV_CLOSEST_FRIENDLY,
526 TARGET_TARGETS_TARGET,
527 TARGET_CLOSEST_SHIP_ATTACKING_TARGET,
529 TOGGLE_AUTO_TARGETING,
530 TARGET_SUBOBJECT_IN_RETICLE,
531 TARGET_PREV_SUBOBJECT,
532 TARGET_NEXT_SUBOBJECT,
533 STOP_TARGETING_SUBSYSTEM,
535 TARGET_NEXT_LIVE_TURRET,
536 TARGET_PREV_LIVE_TURRET,
547 TARGET_NEXT_ESCORT_SHIP,
548 TARGET_CLOSEST_REPAIR_SHIP,
551 MULTI_MESSAGE_FRIENDLY,
552 MULTI_MESSAGE_HOSTILE,
553 MULTI_MESSAGE_TARGET,
554 MULTI_OBSERVER_ZOOM_TO,
560 int Critical_key_set[] = {
579 int Non_critical_key_set[] = {
583 TOGGLE_AUTO_MATCH_TARGET_SPEED,
586 TARGET_NEXT_CLOSEST_HOSTILE,
587 TARGET_PREV_CLOSEST_HOSTILE,
588 TOGGLE_AUTO_TARGETING,
589 TARGET_NEXT_CLOSEST_FRIENDLY,
590 TARGET_PREV_CLOSEST_FRIENDLY,
591 TARGET_SHIP_IN_RETICLE,
592 TARGET_LAST_TRANMISSION_SENDER,
593 TARGET_CLOSEST_REPAIR_SHIP,
594 TARGET_CLOSEST_SHIP_ATTACKING_TARGET,
596 TARGET_CLOSEST_SHIP_ATTACKING_SELF,
597 TARGET_TARGETS_TARGET,
598 TARGET_SUBOBJECT_IN_RETICLE,
599 TARGET_PREV_SUBOBJECT,
600 TARGET_NEXT_SUBOBJECT,
601 STOP_TARGETING_SUBSYSTEM,
604 TARGET_NEXT_UNINSPECTED_CARGO,
605 TARGET_PREV_UNINSPECTED_CARGO,
607 TARGET_NEXT_LIVE_TURRET,
608 TARGET_PREV_LIVE_TURRET,
612 ATTACK_SUBSYSTEM_MESSAGE,
623 VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK,
631 TARGET_NEXT_ESCORT_SHIP,
633 MULTI_MESSAGE_FRIENDLY,
634 MULTI_MESSAGE_HOSTILE,
635 MULTI_MESSAGE_TARGET,
636 MULTI_OBSERVER_ZOOM_TO,
641 MULTI_TOGGLE_NETINFO,
648 // set sizes of the key sets automatically
649 int Normal_key_set_size = sizeof(Normal_key_set) / sizeof(int);
650 int Dead_key_set_size = sizeof(Dead_key_set) / sizeof(int);
651 int Critical_key_set_size = sizeof(Critical_key_set) / sizeof(int);
652 int Non_critical_key_set_size = sizeof(Non_critical_key_set) / sizeof(int);
654 // --------------------------------------------------------------
655 // routine to process keys used only for debugging
656 // --------------------------------------------------------------
659 void debug_cycle_player_ship(int delta)
661 if ( Player_obj == NULL )
664 int si_index = Ships[Player_obj->instance].ship_info_index;
669 if ( si_index > MAX_SHIP_TYPES ){
673 si_index = MAX_SHIP_TYPES - 1;
675 sip = &Ship_info[si_index];
676 if ( sip->flags & SIF_PLAYER_SHIP ){
682 if ( sanity > MAX_SHIP_TYPES ){
687 change_ship_type(Player_obj->instance, si_index);
688 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Player ship changed to %s", 0), Ship_info[si_index].name);
691 // cycle targeted ship to next ship in that species
692 void debug_cycle_targeted_ship(int delta)
696 int si_index, species;
697 char name[NAME_LENGTH];
699 if ( Player_ai->target_objnum == -1 )
702 objp = &Objects[Player_ai->target_objnum];
703 if ( objp->type != OBJ_SHIP )
706 si_index = Ships[objp->instance].ship_info_index;
707 SDL_assert(si_index != -1 );
708 species = Ship_info[si_index].species;
714 if ( si_index > MAX_SHIP_TYPES )
717 si_index = MAX_SHIP_TYPES-1;
720 sip = &Ship_info[si_index];
722 // if it has test in the name, jump over it
723 SDL_strlcpy(name, sip->name, SDL_arraysize(name));
725 if ( strstr(name,NOX("test")) != NULL )
728 if ( sip->species == species && (sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_TRANSPORT) ) )
733 if ( sanity > MAX_SHIP_TYPES )
737 change_ship_type(objp->instance, si_index);
738 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Changed player target to %s", 1), Ship_info[si_index].name);
741 void debug_max_secondary_weapons(object *objp)
744 ship *shipp = &Ships[objp->instance];
745 ship_info *sip = &Ship_info[shipp->ship_info_index];
747 for ( index = 0; index < MAX_SECONDARY_BANKS; index++ ) {
748 shipp->weapons.secondary_bank_ammo[index] = sip->secondary_bank_ammo_capacity[index];
752 void debug_change_song(int delta)
755 if ( event_music_next_soundtrack(delta) != -1 ) {
756 event_music_get_soundtrack_name(buf, sizeof(buf));
757 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Soundtrack changed to: %s", 2), buf);
760 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Event music is not playing", 3));
764 //extern void set_global_ignore_object(int objnum);
766 extern void hud_target_asteroid();
767 extern int Framerate_delay;
769 extern void snd_stop_any_sound();
771 void process_debug_keys(int k)
774 if ( !Debug_allowed )
778 // if ( (k & KEY_DEBUGGED) && (Game_mode & GM_RECORDING_DEMO) )
782 case KEY_DEBUGGED + SDLK_h:
783 hud_target_toggle_hidden_from_sensors();
786 case KEY_DEBUGGED + SDLK_f:
789 for (i=0; i<NUM_HUD_GAUGES; i++) {
790 hud_gauge_start_flash(i);
793 extern int wacky_scheme;
794 if(wacky_scheme == 3){
801 case KEY_DEBUGGED + KEY_ALTED + SDLK_f:
802 Framerate_delay += 10;
803 HUD_printf(XSTR( "Framerate delay increased to %i milliseconds per frame.", 4), Framerate_delay);
806 case KEY_DEBUGGED + KEY_ALTED + KEY_SHIFTED + SDLK_f:
807 Framerate_delay -= 10;
808 if (Framerate_delay < 0)
811 HUD_printf(XSTR( "Framerate delay decreased to %i milliseconds per frame.", 5), Framerate_delay);
814 case KEY_DEBUGGED + SDLK_c:
815 case KEY_DEBUGGED1 + SDLK_c:
816 // hud_enemymsg_toggle();
817 if(Player_obj->flags & OF_COLLIDES){
818 obj_set_flags(Player_obj, Player_obj->flags & ~(OF_COLLIDES));
819 HUD_sourced_printf(HUD_SOURCE_HIDDEN, "Player no longer collides");
821 obj_set_flags(Player_obj, Player_obj->flags | OF_COLLIDES);
822 HUD_sourced_printf(HUD_SOURCE_HIDDEN, "Player collides");
826 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_c:
827 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_c:
828 Countermeasures_enabled = !Countermeasures_enabled;
829 HUD_printf(XSTR( "Countermeasure firing: %s", 6), Countermeasures_enabled ? XSTR( "ENABLED", 7) : XSTR( "DISABLED", 8));
832 case KEY_DEBUGGED + SDLK_e:
833 gameseq_post_event(GS_EVENT_EVENT_DEBUG);
836 case KEY_DEBUGGED + SDLK_COMMA:
837 if ( Game_time_compression > (F1_0/4) ){ // can't compress below 0.25
838 Game_time_compression /= 2;
841 case KEY_DEBUGGED + SDLK_PERIOD:
842 if ( Game_time_compression < (F1_0*8) ){
843 Game_time_compression *= 2;
847 // Kill! the currently targeted ship.
848 case KEY_DEBUGGED + SDLK_k:
849 case KEY_DEBUGGED1 + SDLK_k:
850 if (Player_ai->target_objnum != -1) {
851 object *objp = &Objects[Player_ai->target_objnum];
853 switch (objp->type) {
855 ship_apply_local_damage( objp, Player_obj, &objp->pos, 100000.0f, MISS_SHIELDS, CREATE_SPARKS);
856 ship_apply_local_damage( objp, Player_obj, &objp->pos, 1.0f, MISS_SHIELDS, CREATE_SPARKS);
859 Weapons[objp->instance].lifeleft = 0.01f;
866 // play the next mission message
867 case KEY_DEBUGGED + SDLK_v:
868 extern int Message_debug_index;
869 extern int Num_messages_playing;
870 // stop any other messages
871 if(Num_messages_playing){
876 if(Message_debug_index >= Num_messages - 1){
877 Message_debug_index = Num_builtin_messages;
879 Message_debug_index++;
883 message_send_unique_to_player( Messages[Message_debug_index].name, Message_waves[Messages[Message_debug_index].wave_info.index].name, MESSAGE_SOURCE_SPECIAL, MESSAGE_PRIORITY_HIGH, 0, 0 );
884 if (Messages[Message_debug_index].avi_info.index == -1) {
885 HUD_printf("No anim set for message \"%s\"; None will play!", Messages[Message_debug_index].name);
889 // play the previous mission message
890 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_v:
891 extern int Message_debug_index;
892 extern int Num_messages_playing;
893 // stop any other messages
894 if(Num_messages_playing){
898 // go maybe go down one
899 if(Message_debug_index == Num_builtin_messages - 1){
900 Message_debug_index = Num_builtin_messages;
901 } else if(Message_debug_index > Num_builtin_messages){
902 Message_debug_index--;
906 message_send_unique_to_player( Messages[Message_debug_index].name, Message_waves[Messages[Message_debug_index].wave_info.index].name, MESSAGE_SOURCE_SPECIAL, MESSAGE_PRIORITY_HIGH, 0, 0 );
907 if (Messages[Message_debug_index].avi_info.index == -1) {
908 HUD_printf("No avi associated with this message; None will play!");
912 // reset to the beginning of mission messages
913 case KEY_DEBUGGED + KEY_ALTED + SDLK_v:
914 extern int Message_debug_index;
915 Message_debug_index = Num_builtin_messages - 1;
916 HUD_printf("Resetting to first mission message");
919 // Kill! the currently targeted ship.
920 case KEY_DEBUGGED + KEY_ALTED + KEY_SHIFTED + SDLK_k:
921 case KEY_DEBUGGED1 + KEY_ALTED + KEY_SHIFTED + SDLK_k:
922 if (Player_ai->target_objnum != -1) {
923 object *objp = &Objects[Player_ai->target_objnum];
925 if (objp->type == OBJ_SHIP) {
926 ship_apply_local_damage( objp, Player_obj, &objp->pos, Ship_info[Ships[objp->instance].ship_info_index].initial_hull_strength * 0.1f + 10.0f, MISS_SHIELDS, CREATE_SPARKS);
931 // Kill the currently targeted subsystem.
932 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_k:
933 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_k:
934 if ((Player_ai->target_objnum != -1) && (Player_ai->targeted_subsys != NULL)) {
935 object *objp = &Objects[Player_ai->target_objnum];
936 if ( objp->type == OBJ_SHIP ) {
937 ship *sp = &Ships[objp->instance];
940 get_subsystem_world_pos(objp, Player_ai->targeted_subsys, &g_subobj_pos);
942 do_subobj_hit_stuff(objp, Player_obj, &g_subobj_pos, (float) -Player_ai->targeted_subsys->system_info->type); //100.0f);
944 if ( sp->subsys_info[SUBSYSTEM_ENGINE].current_hits <= 0.0f ) {
945 mission_log_add_entry(LOG_SHIP_DISABLED, sp->ship_name, NULL );
946 sp->flags |= SF_DISABLED; // add the disabled flag
949 if ( sp->subsys_info[SUBSYSTEM_TURRET].current_hits <= 0.0f ) {
950 mission_log_add_entry(LOG_SHIP_DISARMED, sp->ship_name, NULL );
951 // sp->flags |= SF_DISARMED; // add the disarmed flag
957 case KEY_DEBUGGED + KEY_ALTED + SDLK_k:
958 case KEY_DEBUGGED1 + KEY_ALTED + SDLK_k:
960 float shield, integrity;
963 vm_vec_rand_vec_quick(&randvec);
964 vm_vec_scale_add(&pos, &Player_obj->pos, &randvec, Player_obj->radius);
965 ship_apply_local_damage(Player_obj, Player_obj, &pos, 25.0f, MISS_SHIELDS, CREATE_SPARKS);
966 hud_get_target_strength(Player_obj, &shield, &integrity);
967 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "You knocked yourself down to %7.3f percent hull.\n", 9), 100.0f * integrity);
971 // Whack down the player's shield and hull by a little more than 50%
972 // Select next object to be viewed by AI.
973 case KEY_DEBUGGED + SDLK_i:
974 case KEY_DEBUGGED1 + SDLK_i:
975 Player_obj->flags ^= OF_INVULNERABLE;
976 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "You are %s", 10), Player_obj->flags & OF_INVULNERABLE ? XSTR( "now INVULNERABLE!", 11) : XSTR( "no longer invulnerable...", 12));
979 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_i:
980 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_i:
981 if (Player_ai->target_objnum != -1) {
982 object *objp = &Objects[Player_ai->target_objnum];
984 objp->flags ^= OF_INVULNERABLE;
985 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Player's target [%s] is %s", 13), Ships[objp->instance].ship_name, objp->flags & OF_INVULNERABLE ? XSTR( "now INVULNERABLE!", 11) : XSTR( "no longer invulnerable...", 12));
989 case KEY_DEBUGGED + KEY_ALTED + SDLK_i:
990 if (Player_ai->target_objnum != -1)
991 set_global_ignore_object(Player_ai->target_objnum);
995 case KEY_DEBUGGED + SDLK_n:
997 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Spewing debug info about object #%d", 14), AI_watch_object);
1000 case KEY_DEBUGGED + SDLK_o:
1002 case KEY_DEBUGGED1 + SDLK_o:
1004 toggle_player_object();
1007 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_o:
1008 extern int Debug_octant;
1009 if(Debug_octant == 7){
1014 nprintf(("General", "Debug_octant == %d\n", Debug_octant));
1018 case KEY_DEBUGGED + SDLK_p:
1019 supernova_start(20);
1023 case KEY_DEBUGGED + SDLK_w:
1024 case KEY_DEBUGGED1 + SDLK_w:
1025 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_w:
1026 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_w:
1027 // temp code for testing purposes, toggles weapon energy cheat
1028 Weapon_energy_cheat = !Weapon_energy_cheat;
1029 if (Weapon_energy_cheat) {
1030 if (k & KEY_SHIFTED)
1031 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Weapon energy and missile count will always be at full ALL SHIPS!", 15));
1033 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Weapon energy and missile count will always be at full for player", 16));
1035 debug_max_secondary_weapons(Player_obj);
1036 if (k & KEY_SHIFTED) {
1039 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
1040 if (objp->type == OBJ_SHIP)
1041 debug_max_secondary_weapons(objp);
1045 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Normal weapon energy system / missile count restored", 17));
1049 case KEY_DEBUGGED + SDLK_g:
1051 case KEY_DEBUGGED1 + SDLK_g:
1053 mission_goal_mark_all_true( PRIMARY_GOAL );
1056 case KEY_DEBUGGED + SDLK_g + KEY_SHIFTED:
1058 case KEY_DEBUGGED1 + SDLK_g + KEY_SHIFTED:
1060 mission_goal_mark_all_true( SECONDARY_GOAL );
1063 case KEY_DEBUGGED + SDLK_g + KEY_ALTED:
1065 case KEY_DEBUGGED1 + SDLK_g + KEY_ALTED:
1067 mission_goal_mark_all_true( BONUS_GOAL );
1070 case KEY_DEBUGGED + SDLK_9: {
1071 case KEY_DEBUGGED1 + SDLK_9:
1074 shipp = &Ships[Player_obj->instance];
1075 shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]++;
1076 if ( shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] >= Num_weapon_types )
1077 shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] = First_secondary_index;
1079 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary Weapon forced to %s", 18), Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name);
1084 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_9: {
1085 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_9:
1088 shipp = &Ships[Player_obj->instance];
1089 shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]--;
1090 if ( shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] < 0)
1091 shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank] = Num_weapon_types - 1;
1093 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary Weapon forced to %s", 18), Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].name);
1098 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1099 case KEY_DEBUGGED + SDLK_u: {
1100 case KEY_DEBUGGED1 + SDLK_u:
1102 extern asteroid_field Asteroid_field;
1103 object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int subtype);
1104 object *objp = asteroid_create(&Asteroid_field, 0, 0);
1106 vm_vec_copy_scale(&vel, &Player_obj->orient.v.fvec, 50.0f);
1107 objp->phys_info.vel = vel;
1108 objp->phys_info.desired_vel = vel;
1109 objp->pos = Player_obj->pos;
1110 //mission_goal_mark_all_true( PRIMARY_GOAL );
1115 case KEY_DEBUGGED + SDLK_0: {
1116 case KEY_DEBUGGED1 + SDLK_0:
1119 shipp = &Ships[Player_obj->instance];
1120 shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]++;
1121 if ( shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] >= First_secondary_index )
1122 shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] = 0;
1124 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Primary Weapon forced to %s", 19), Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name);
1128 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_0: {
1129 case KEY_DEBUGGED1 + KEY_SHIFTED + SDLK_0:
1132 shipp = &Ships[Player_obj->instance];
1133 shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]--;
1134 if ( shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] < 0)
1135 shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank] = First_secondary_index-1 ;
1137 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Primary Weapon forced to %s", 19), Weapon_info[shipp->weapons.primary_bank_weapons[shipp->weapons.current_primary_bank]].name);
1141 case KEY_DEBUGGED + SDLK_j: {
1142 int new_pattern = event_music_return_current_pattern();
1145 if ( new_pattern >= MAX_PATTERNS )
1148 event_music_change_pattern(new_pattern);
1152 case KEY_DEBUGGED + SDLK_m: {
1153 if ( Event_music_enabled ) {
1154 event_music_disable();
1155 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Event music disabled", 20));
1158 event_music_enable();
1159 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Event music enabled", 21));
1165 case KEY_DEBUGGED + SDLK_r: {
1166 // case KEY_DEBUGGED1 + SDLK_r:
1167 if (Player_ai->target_objnum != -1)
1168 ai_issue_rearm_request(&Objects[Player_ai->target_objnum]);
1170 ai_issue_rearm_request(Player_obj);
1175 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_UP:
1176 Game_detail_level++;
1177 HUD_printf( XSTR( "Detail level set to %+d\n", 22), Game_detail_level );
1180 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_DOWN:
1181 Game_detail_level--;
1182 HUD_printf( XSTR( "Detail level set to %+d\n", 22), Game_detail_level );
1186 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_t: {
1187 extern int Test_begin;
1189 if ( Test_begin == 1 )
1193 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Frame Rate test started", 23));
1198 case KEY_DEBUGGED + SDLK_d:
1199 extern int OO_update_index;
1201 if(MULTIPLAYER_MASTER){
1204 } while((OO_update_index < (MAX_PLAYERS-1)) && !MULTI_CONNECTED(Net_players[OO_update_index]));
1205 if(OO_update_index >= MAX_PLAYERS-1){
1206 OO_update_index = -1;
1209 if(OO_update_index < 0){
1210 OO_update_index = MY_NET_PLAYER_NUM;
1212 OO_update_index = -1;
1217 // change player ship to next flyable type
1218 case KEY_DEBUGGED + SDLK_RIGHT:
1219 debug_cycle_player_ship(1);
1222 // change player ship to previous flyable ship
1223 case KEY_DEBUGGED + SDLK_LEFT:
1224 debug_cycle_player_ship(-1);
1227 // cycle target to ship
1228 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_RIGHT:
1229 debug_cycle_targeted_ship(1);
1232 // cycle target to previous ship
1233 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_LEFT:
1234 debug_cycle_targeted_ship(-1);
1237 // change species of the targeted ship
1238 case KEY_DEBUGGED + SDLK_s: {
1239 if ( Player_ai->target_objnum < 0 )
1245 objp = &Objects[Player_ai->target_objnum];
1246 if ( objp->type != OBJ_SHIP )
1249 sip = &Ship_info[Ships[objp->instance].ship_info_index];
1251 if ( sip->species > SPECIES_SHIVAN )
1254 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Species of target changed to: %s", 24), Species_names[sip->species]);
1258 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_s:
1259 game_increase_skill_level();
1260 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Skill level set to %s.", 25), Skill_level_names(Game_skill_level));
1264 // kill all missiles
1265 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_1:
1268 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_2:
1271 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_3:
1274 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_4:
1277 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_5:
1280 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_6:
1283 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_7:
1286 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_8:
1289 case KEY_DEBUGGED + KEY_SHIFTED + SDLK_9:
1293 case KEY_DEBUGGED + KEY_CTRLED + SDLK_1:
1296 case KEY_DEBUGGED + KEY_CTRLED + SDLK_2:
1299 case KEY_DEBUGGED + KEY_CTRLED + SDLK_3:
1304 case KEY_DEBUGGED + SDLK_t: {
1306 event_music_get_info(buf, sizeof(buf));
1307 HUD_sourced_printf(HUD_SOURCE_HIDDEN, buf);
1311 case KEY_DEBUGGED + SDLK_UP:
1312 debug_change_song(1);
1315 case KEY_DEBUGGED + SDLK_DOWN:
1316 debug_change_song(-1);
1320 case SDLK_KP_MINUS: {
1323 if ( key_pressed(SDLK_1) ) {
1328 if ( key_pressed(SDLK_2) ) {
1330 HUD_color_green -= 4;
1333 if ( key_pressed(SDLK_3) ) {
1335 HUD_color_blue -= 4;
1345 case KEY_DEBUGGED + SDLK_y:
1347 // blast a debug lightning bolt in front of the player
1348 vector start, strike;
1350 vm_vec_scale_add(&start, &Player_obj->pos, &Player_obj->orient.fvec, 300.0f);
1351 vm_vec_scale_add2(&start, &Player_obj->orient.rvec, -300.0f);
1352 vm_vec_scale_add(&strike, &start, &Player_obj->orient.rvec, 600.0f);
1353 nebl_bolt(DEBUG_BOLT, &start, &strike);
1360 case SDLK_KP_PLUS: {
1363 if ( key_pressed(SDLK_1) ) {
1368 if ( key_pressed(SDLK_2) ) {
1370 HUD_color_green += 4;
1373 if ( key_pressed(SDLK_3) ) {
1375 HUD_color_blue += 4;
1389 void ppsk_hotkeys(int k)
1392 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
1394 // use k to check for keys that can have Shift,Ctrl,Alt,Del status
1398 k &= ~KEY_DEBUGGED; // since hitting F11 will set this bit
1410 hotkey_set = mission_hotkey_get_set_num(k);
1411 if ( !(Players[Player_num].flags & PLAYER_FLAGS_MSG_MODE) )
1412 hud_target_hotkey_select( hotkey_set );
1414 hud_squadmsg_hotkey_select( hotkey_set );
1418 case SDLK_F5 + KEY_SHIFTED:
1419 case SDLK_F6 + KEY_SHIFTED:
1420 case SDLK_F7 + KEY_SHIFTED:
1421 case SDLK_F8 + KEY_SHIFTED:
1422 case SDLK_F9 + KEY_SHIFTED:
1423 case SDLK_F10 + KEY_SHIFTED:
1424 case SDLK_F11 + KEY_SHIFTED:
1425 case SDLK_F12 + KEY_SHIFTED:
1426 hotkey_set = mission_hotkey_get_set_num(k&(~KEY_SHIFTED));
1427 mprintf(("Adding to set %d\n", hotkey_set+1));
1428 if ( Player_ai->target_objnum == -1)
1429 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "No target to add/remove from set %d.", 26), hotkey_set+1);
1431 hud_target_hotkey_add_remove( hotkey_set, &Objects[Player_ai->target_objnum], HOTKEY_USER_ADDED);
1432 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "%s added to set %d. (F%d)", 27), Ships[Objects[Player_ai->target_objnum].instance].ship_name, hotkey_set, 4+hotkey_set+1);
1437 case SDLK_F5 + KEY_SHIFTED + KEY_ALTED:
1438 case SDLK_F6 + KEY_SHIFTED + KEY_ALTED:
1439 case SDLK_F7 + KEY_SHIFTED + KEY_ALTED:
1440 case SDLK_F8 + KEY_SHIFTED + KEY_ALTED:
1441 case SDLK_F9 + KEY_SHIFTED + KEY_ALTED:
1442 case SDLK_F10 + KEY_SHIFTED + KEY_ALTED:
1443 case SDLK_F11 + KEY_SHIFTED + KEY_ALTED:
1444 case SDLK_F12 + KEY_SHIFTED + KEY_ALTED:
1445 hotkey_set = mission_hotkey_get_set_num(k & ~(KEY_SHIFTED+KEY_ALTED));
1446 hud_target_hotkey_clear( hotkey_set );
1449 case KEY_SHIFTED + SDLK_MINUS:
1450 if ( HUD_color_alpha > HUD_COLOR_ALPHA_USER_MIN ) {
1455 /* case KEY_SHIFTED + SDLK_u:
1457 object *debris_create(object *source_obj, int model_num, int submodel_num, vector *pos, vector *exp_center, int hull_flag, float exp_force);
1459 object *temp = debris_create(Player_obj, Ships[0].modelnum, model_get(Ships[0].modelnum)->debris_objects[0], &Player_obj->pos, &Player_obj->pos, 1, 1.0f);
1461 temp->hull_strength = 5000.0f;
1462 int objnum = temp - Objects;
1463 vm_vec_copy_scale(&Objects[objnum].phys_info.vel, &Player_obj->orient.fvec, 30.0f);
1469 case KEY_SHIFTED + SDLK_EQUALS:
1470 if ( HUD_color_alpha < HUD_COLOR_ALPHA_USER_MAX ) {
1481 // check keypress 'key' against a set of valid controls and mark the match in the
1482 // player's button info bitfield. Also checks joystick controls in the set.
1484 // key = scancode (plus modifiers).
1485 // count = total size of the list
1486 // list = list of Control_config struct action indices to check for
1487 void process_set_of_keys(int key, int count, int *list)
1491 for (i=0; i<count; i++)
1492 if (check_control(list[i], key))
1493 button_info_set(&Player->bi, list[i]);
1496 // routine to process keys used for player ship stuff (*not* ship movement).
1497 void process_player_ship_keys(int k)
1501 masked_k = k & ~KEY_CTRLED; // take out CTRL modifier only
1503 // moved this line to beginning of function since hotkeys now encompass
1504 // F5 - F12. We can return after using F11 as a hotkey.
1505 ppsk_hotkeys(masked_k);
1506 if (key_pressed(KEY_DEBUG_KEY)){
1510 // if we're in supernova mode. do nothing
1511 if(Player->control_mode == PCM_SUPERNOVA){
1515 // pass the key to the squadmate messaging code. If the messaging code took the key, then return
1516 // from here immediately since we don't want to do further key processing.
1517 if ( hud_squadmsg_read_key(k) )
1520 if ( Player->control_mode == PCM_NORMAL ) {
1521 // The following things are not legal to do while dead.
1522 if ( !(Game_mode & GM_DEAD) ) {
1523 process_set_of_keys(masked_k, Normal_key_set_size, Normal_key_set);
1525 process_set_of_keys(masked_k, Dead_key_set_size, Dead_key_set);
1532 // Handler for when player hits 'ESC' during the game
1533 void game_do_end_mission_popup()
1535 int pf_flags, choice;
1536 // char savegame_filename[_MAX_FNAME];
1538 // do the multiplayer version of this
1539 if(Game_mode & GM_MULTIPLAYER){
1540 multi_quit_game(PROMPT_ALL);
1543 // single player version....
1544 // do housekeeping things.
1546 game_stop_looped_sounds();
1549 pf_flags = PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON;
1550 choice = popup(pf_flags, 3, POPUP_NO, XSTR( "&Yes, Quit", 28), XSTR( "Yes, &Restart", 29), XSTR( "Do you really want to end the mission?", 30));
1554 // save the game before quitting if in campaign mode
1555 // MWA -- 3/26/98 -- no more save/restore!!!!
1557 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1558 memset(savegame_filename, 0, _MAX_FNAME);
1559 mission_campaign_savefile_generate_root(savegame_filename);
1560 strcat(savegame_filename, NOX("svg"));
1561 if ( state_save_all(savegame_filename) ) {
1562 Int3(); // could not save this game
1566 gameseq_post_event(GS_EVENT_END_GAME);
1570 gameseq_post_event(GS_EVENT_ENTER_GAME);
1574 break; // do nothing
1582 // handle pause keypress
1583 void game_process_pause_key()
1585 // special processing for multiplayer
1586 if (Game_mode & GM_MULTIPLAYER) {
1587 if(Multi_pause_status){
1588 multi_pause_request(0);
1590 multi_pause_request(1);
1593 gameseq_post_event( GS_EVENT_PAUSE_GAME );
1597 #define WITHIN_BBOX() do { \
1598 float scale = 2.0f; \
1599 polymodel *pm = model_get(s_check->modelnum); \
1602 vector temp = new_obj->pos; \
1604 vm_vec_sub2(&temp, &hit_check->pos); \
1605 vm_vec_rotate(&gpos, &temp, &hit_check->orient); \
1606 if((gpos.xyz.x >= pm->mins.xyz.x * scale) && (gpos.xyz.y >= pm->mins.xyz.y * scale) && (gpos.xyz.z >= pm->mins.xyz.z * scale) && (gpos.xyz.x <= pm->maxs.xyz.x * scale) && (gpos.xyz.y <= pm->maxs.xyz.y * scale) && (gpos.xyz.z <= pm->maxs.xyz.z * scale)) { \
1612 #define MOVE_AWAY_BBOX() do { \
1613 polymodel *pm = model_get(s_check->modelnum); \
1615 switch((int)frand_range(0.0f, 3.9f)){ \
1617 new_obj->pos.xyz.x += 200.0f; \
1620 new_obj->pos.xyz.x -= 200.0f; \
1623 new_obj->pos.xyz.y += 200.0f; \
1626 new_obj->pos.xyz.y -= 200.0f; \
1629 new_obj->pos.xyz.z -= 200.0f; \
1635 // process cheat codes
1636 void game_process_cheats(int k)
1645 // no cheats in multiplayer, ever
1646 if(Game_mode & GM_MULTIPLAYER){
1651 k = key_get_text_input();
1653 if ( (k < 0) || (k > 255) ) {
1657 for (i = 0; i < CHEAT_BUFFER_LEN; i++){
1658 CheatBuffer[i]=CheatBuffer[i+1];
1661 CheatBuffer[CHEATSPOT]=(char)k;
1663 cryptstring=jcrypt(&CheatBuffer[CHEAT_BUFFER_LEN - CRYPT_STRING_LENGTH]);
1665 #if defined(FS2_DEMO)
1666 if ( !strcmp(Cheat_code_demo, cryptstring) ) {
1667 HUD_printf(XSTR( "Cheats enabled.", 31));
1669 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1670 hud_squadmsg_toggle();
1677 // two possible cheat codes for FS1, German and English
1679 if( !strcmp(Cheat_code_gr, cryptstring) && !(Game_mode & GM_MULTIPLAYER)){
1681 HUD_printf("Cheats enabled");
1684 if( !strcmp(Cheat_code, cryptstring) && !(Game_mode & GM_MULTIPLAYER)){
1686 HUD_printf("Cheats enabled");
1690 if( !strcmp(Cheat_code, cryptstring) && !(Game_mode & GM_MULTIPLAYER)){
1692 HUD_printf("Cheats enabled");
1697 if( !strcmp(Cheat_code_fish, cryptstring) ){
1698 // only enable in the main hall
1699 if((gameseq_get_state() == GS_STATE_MAIN_MENU) && (main_hall_id() == 1)){
1700 extern void fishtank_start();
1704 if( !strcmp(Cheat_code_headz, cryptstring) ){
1705 main_hall_vasudan_funny();
1707 if( !strcmp(Cheat_code_skip, cryptstring) && (gameseq_get_state() == GS_STATE_MAIN_MENU)){
1708 extern void main_hall_campaign_cheat();
1709 main_hall_campaign_cheat();
1711 if( !strcmp(Cheat_code_tooled, cryptstring) && (Game_mode & GM_IN_MISSION)){
1713 HUD_printf("Prepare to be taken to school");
1715 if( !strcmp(Cheat_code_pirate, cryptstring) && (Game_mode & GM_IN_MISSION) && (Player_obj != NULL)){
1716 HUD_printf(NOX("Walk the plank"));
1718 for(int idx=0; idx<1; idx++){
1719 vector add = Player_obj->pos;
1720 add.xyz.x += frand_range(-700.0f, 700.0f);
1721 add.xyz.y += frand_range(-700.0f, 700.0f);
1722 add.xyz.z += frand_range(-700.0f, 700.0f);
1724 int objnum = ship_create(&vmd_identity_matrix, &add, Num_ship_types - 1);
1731 object *new_obj = &Objects[objnum];
1734 // now make sure we're not colliding with anyone
1737 moveup = GET_FIRST(&Ship_obj_list);
1738 while(moveup!=END_OF_LIST(&Ship_obj_list)){
1739 // don't check the new_obj itself!!
1740 if(moveup->objnum != objnum){
1741 hit_check = &Objects[moveup->objnum];
1742 SDL_assert(hit_check->type == OBJ_SHIP);
1743 SDL_assert(hit_check->instance >= 0);
1744 if((hit_check->type != OBJ_SHIP) || (hit_check->instance < 0)){
1747 s_check = &Ships[hit_check->instance];
1749 // just to make sure we don't get any strange magnitude errors
1750 if(vm_vec_same(&hit_check->pos, &Objects[objnum].pos)){
1751 Objects[objnum].pos.xyz.x += 1.0f;
1761 moveup = GET_NEXT(moveup);
1766 shipfx_warpin_start(&Objects[objnum]);
1768 // tell him to attack
1769 // ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_CHASE_ANY, SM_ATTACK, NULL, &Ai_info[Ships[Objects[objnum].instance].ai_index] );
1776 #if defined(MAKE_FS1) && !defined(FS1_DEMO)
1777 if ( !strcmp(Cheat_code_movies, cryptstring) ) {
1778 HUD_printf(XSTR( "All movies available in Tech Room", 32));
1779 All_movies_enabled = 1;
1780 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1781 hud_squadmsg_toggle();
1787 //#ifdef INTERPLAYQA
1788 if ( !strcmp(Cheat_code_in_game, cryptstring) ) {
1789 HUD_printf(XSTR( "Cheats enabled.", 31));
1791 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1792 hud_squadmsg_toggle();
1794 } else if ( !strcmp(Cheat_code_movies, cryptstring) ) {
1795 HUD_printf(XSTR( "All movies available in Tech Room", 32));
1796 All_movies_enabled = 1;
1797 if (Player->flags & PLAYER_FLAGS_MSG_MODE){
1798 hud_squadmsg_toggle();
1800 } else if( !strcmp(Cheat_code_pirate, cryptstring) ){
1801 HUD_printf(NOX("Walk the plank"));
1803 for(int idx=0; idx<1; idx++){
1805 add.x = frand_range(-1000.0f, 1000.0f);
1806 add.y = frand_range(-1000.0f, 1000.0f);
1807 add.z = frand_range(-1000.0f, 1000.0f);
1809 int objnum = ship_create(&vmd_identity_matrix, &add, Num_ship_types - 1);
1812 shipfx_warpin_start(&Objects[objnum]);
1820 void game_process_keys()
1824 button_info_clear(&Player->bi); // clear out the button info struct for the player
1828 // AL 12-10-97: Scan for keys used to leave the dead state (don't process any)
1829 // DB 1-13-98 : New popup code will run the game do state, so we must skip
1830 // all key processing in this function, since everything should be run through the popup dialog
1831 if ( Game_mode & GM_DEAD_BLEW_UP ) {
1835 game_process_cheats( k );
1837 // mwa -- 4/5/97 Moved these two function calls before the switch statement. I don't think
1838 // that this has adverse affect on anything and is acutally desireable because of the
1839 // ESC key being used to quit any HUD message/input mode that might be currently in use
1840 process_player_ship_keys(k);
1843 process_debug_keys(k); // Note, also processed for cheats.
1852 if ( Player->control_mode != PCM_NORMAL ) {
1853 if ( Player->control_mode == PCM_WARPOUT_STAGE1 ) {
1854 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1856 // too late to abort warp out!
1859 // let the ESC key break out of messaging mode
1860 if ( Players[Player_num].flags & PLAYER_FLAGS_MSG_MODE ) {
1861 hud_squadmsg_toggle();
1865 // if in external view or chase view, go back to cockpit view
1866 if ( Viewer_mode & (VM_EXTERNAL|VM_CHASE|VM_OTHER_SHIP) ) {
1867 Viewer_mode &= ~(VM_EXTERNAL|VM_CHASE|VM_OTHER_SHIP);
1871 if (!(Game_mode & GM_DEAD_DIED))
1872 game_do_end_mission_popup();
1883 case KEY_ALTED + KEY_SHIFTED+SDLK_j:
1884 // treat the current joystick position as the center position
1888 case KEY_DEBUGGED | SDLK_PAUSE:
1889 gameseq_post_event( GS_EVENT_DEBUG_PAUSE_GAME );
1893 game_process_pause_key();
1898 button_info_do(&Player->bi); // call functions based on status of button_info bit vectors
1901 int button_function_critical(int n, net_player *p = NULL)
1906 int at_self; // flag indicating the object is local (for hud messages, etc)
1910 // multiplayer clients should leave critical button bits alone and pass them to the server instead
1911 if ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) {
1912 // if this flag is set, we should apply the button itself (came from the server)
1913 if (!Multi_button_info_ok){
1918 // in single player mode make sure we're using the player object and the player himself, otherwise use the object and
1919 // player pertaining to the passed net_player
1924 if(Game_mode & GM_MULTIPLAYER){
1927 // if we're the server in multiplayer and we're an observer, don't process our own critical button functions
1928 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_player->flags & NETINFO_FLAG_OBSERVER)){
1934 objp = &Objects[p->player->objnum];
1939 if ( NETPLAYER_IS_DEAD(npl) || (Ships[Objects[pl->objnum].instance].flags & SF_DYING) )
1944 // cycle to next secondary weapon
1945 case CYCLE_SECONDARY:
1947 control_used(CYCLE_SECONDARY);
1949 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
1950 if (ship_select_next_secondary(objp)) {
1951 ship* shipp = &Ships[objp->instance];
1952 if ( timestamp_elapsed(shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank]) ) {
1953 shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(250); // 1/4 second delay until can fire
1956 // multiplayer server should maintain bank/link status here
1957 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1958 SDL_assert(npl != NULL);
1959 multi_server_update_player_weapons(npl,shipp);
1964 // cycle number of missiles
1965 case CYCLE_NUM_MISSLES:
1967 control_used(CYCLE_NUM_MISSLES);
1969 if ( objp == Player_obj ) {
1970 if ( Player_ship->weapons.num_secondary_banks <= 0 ) {
1971 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "This ship has no secondary weapons", 33));
1972 gamesnd_play_iface(SND_GENERAL_FAIL);
1977 if ( Ships[objp->instance].flags & SF_SECONDARY_DUAL_FIRE ) {
1978 Ships[objp->instance].flags &= ~SF_SECONDARY_DUAL_FIRE;
1980 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to normal fire mode", 34));
1981 snd_play( &Snds[SND_SECONDARY_CYCLE] );
1982 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
1985 Ships[objp->instance].flags |= SF_SECONDARY_DUAL_FIRE;
1987 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Secondary weapon set to dual fire mode", 35));
1988 snd_play( &Snds[SND_SECONDARY_CYCLE] );
1989 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
1993 // multiplayer server should maintain bank/link status here
1994 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1995 SDL_assert(npl != NULL);
1996 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2000 // increase weapon recharge rate
2001 case INCREASE_WEAPON:
2003 control_used(INCREASE_WEAPON);
2004 increase_recharge_rate(objp, WEAPONS);
2006 // multiplayer server should maintain bank/link status here
2007 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2008 SDL_assert(npl != NULL);
2009 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2013 // decrease weapon recharge rate
2014 case DECREASE_WEAPON:
2016 control_used(DECREASE_WEAPON);
2017 decrease_recharge_rate(objp, WEAPONS);
2019 // multiplayer server should maintain bank/link status here
2020 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2021 SDL_assert(npl != NULL);
2022 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2026 // increase shield recharge rate
2027 case INCREASE_SHIELD:
2029 control_used(INCREASE_SHIELD);
2030 increase_recharge_rate(objp, SHIELDS);
2032 // multiplayer server should maintain bank/link status here
2033 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2034 SDL_assert(npl != NULL);
2035 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2039 // decrease shield recharge rate
2040 case DECREASE_SHIELD:
2042 control_used(DECREASE_SHIELD);
2043 decrease_recharge_rate(objp, SHIELDS);
2045 // multiplayer server should maintain bank/link status here
2046 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2047 SDL_assert(npl != NULL);
2048 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2052 // increase energy to engines
2053 case INCREASE_ENGINE:
2055 control_used(INCREASE_ENGINE);
2056 increase_recharge_rate(objp, ENGINES);
2058 // multiplayer server should maintain bank/link status here
2059 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2060 SDL_assert(npl != NULL);
2061 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2065 // decrease energy to engines
2066 case DECREASE_ENGINE:
2068 control_used(DECREASE_ENGINE);
2069 decrease_recharge_rate(objp, ENGINES);
2071 // multiplayer server should maintain bank/link status here
2072 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2073 SDL_assert(npl != NULL);
2074 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2078 // equalize recharge rates
2081 control_used(ETS_EQUALIZE);
2084 set_default_recharge_rates(objp);
2085 snd_play( &Snds[SND_ENERGY_TRANS] );
2086 // multiplayer server should maintain bank/link status here
2087 if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2088 SDL_assert(npl != NULL);
2089 multi_server_update_player_weapons(npl,&Ships[objp->instance]);
2093 // equalize shield energy to all quadrants
2094 case SHIELD_EQUALIZE:
2096 control_used(SHIELD_EQUALIZE);
2098 hud_shield_equalize(objp, pl);
2101 // transfer shield energy to front
2102 case SHIELD_XFER_TOP:
2104 control_used(SHIELD_XFER_TOP);
2106 hud_augment_shield_quadrant(objp, 1);
2109 // transfer shield energy to rear
2110 case SHIELD_XFER_BOTTOM:
2112 control_used(SHIELD_XFER_BOTTOM);
2113 hud_augment_shield_quadrant(objp, 2);
2116 // transfer shield energy to left
2117 case SHIELD_XFER_LEFT:
2119 control_used(SHIELD_XFER_LEFT);
2120 hud_augment_shield_quadrant(objp, 3);
2123 // transfer shield energy to right
2124 case SHIELD_XFER_RIGHT:
2126 control_used(SHIELD_XFER_RIGHT);
2127 hud_augment_shield_quadrant(objp, 0);
2130 // transfer energy to shield from weapons
2133 control_used(XFER_SHIELD);
2134 transfer_energy_to_shields(objp);
2137 // transfer energy to weapons from shield
2140 control_used(XFER_LASER);
2141 transfer_energy_to_weapons(objp);
2144 // following are not handled here, but we need to bypass the Int3()
2145 case LAUNCH_COUNTERMEASURE:
2148 case VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK:
2149 case ONE_THIRD_THROTTLE:
2150 case TWO_THIRDS_THROTTLE:
2151 case MINUS_5_PERCENT_THROTTLE:
2152 case PLUS_5_PERCENT_THROTTLE:
2158 Int3(); // bad bad bad
2165 // return !0 if the action is allowed, otherwise return 0
2166 int button_allowed(int n)
2168 if ( hud_disabled() ) {
2172 case CYCLE_NEXT_PRIMARY:
2173 case CYCLE_PREV_PRIMARY:
2174 case CYCLE_SECONDARY:
2175 case ONE_THIRD_THROTTLE:
2176 case TWO_THIRDS_THROTTLE:
2177 case PLUS_5_PERCENT_THROTTLE:
2178 case MINUS_5_PERCENT_THROTTLE:
2190 // execute function corresponding to action n
2191 // basically, these are actions which don't affect demo playback at all
2192 int button_function_demo_valid(int n)
2194 // by default, we'll return "not processed". ret will get set to 1, if this is one of the keys which is always allowed, even in demo
2198 // No keys, not even targeting keys, when player in death roll. He can press keys after he blows up.
2199 if (Game_mode & GM_DEAD_DIED){
2203 // any of these buttons are valid
2206 control_used(VIEW_CHASE);
2207 Viewer_mode ^= VM_CHASE;
2208 if ( Viewer_mode & VM_CHASE ) {
2209 Viewer_mode &= ~VM_EXTERNAL;
2215 control_used(VIEW_EXTERNAL);
2216 Viewer_mode ^= VM_EXTERNAL;
2217 Viewer_mode &= ~VM_EXTERNAL_CAMERA_LOCKED; // reset camera lock when leave/entering external view
2218 if ( Viewer_mode & VM_EXTERNAL ) {
2219 Viewer_mode &= ~VM_CHASE;
2224 case VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK:
2225 control_used(VIEW_EXTERNAL_TOGGLE_CAMERA_LOCK);
2226 if ( Viewer_mode & VM_EXTERNAL ) {
2227 Viewer_mode ^= VM_EXTERNAL_CAMERA_LOCKED;
2228 if ( Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED ) {
2229 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External camera is locked, controls will move ship", 36));
2231 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "External camera is free, controls will move the camera, not the ship", 37));
2237 case VIEW_OTHER_SHIP:
2238 control_used(VIEW_OTHER_SHIP);
2239 if ( Player_ai->target_objnum < 0 ) {
2240 snd_play( &Snds[SND_TARGET_FAIL] );
2242 if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP ) {
2243 snd_play( &Snds[SND_TARGET_FAIL] );
2245 Viewer_mode ^= VM_OTHER_SHIP;
2251 case TIME_SLOW_DOWN:
2252 if ( Game_mode & GM_NORMAL ) {
2253 if ( Game_time_compression > F1_0) {
2254 Game_time_compression /= 2;
2256 gamesnd_play_error_beep();
2259 gamesnd_play_error_beep();
2265 if ( Game_mode & GM_NORMAL ) {
2266 if ( Game_time_compression < (F1_0*4) ) {
2267 Game_time_compression *= 2;
2269 gamesnd_play_error_beep();
2272 gamesnd_play_error_beep();
2282 // execute function corresponding to action n (BUTTON_ #define from KeyControl.h)
2283 int button_function(int n)
2287 if ( !button_allowed(n) ) {
2291 // No keys, not even targeting keys, when player in death roll. He can press keys after he blows up.
2292 if (Game_mode & GM_DEAD_DIED){
2297 // cycle to next primary weapon
2298 case CYCLE_NEXT_PRIMARY:
2300 if((Player_obj == NULL) || (Player_ship == NULL)){
2304 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
2305 if (ship_select_next_primary(Player_obj, CYCLE_PRIMARY_NEXT)) {
2306 ship* shipp = Player_ship;
2307 shipp->weapons.next_primary_fire_stamp[shipp->weapons.current_primary_bank] = timestamp(250); // 1/4 second delay until can fire
2308 // multiplayer server should maintain bank/link status here
2309 // if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2310 // SDL_assert(npl != NULL);
2311 // multi_server_update_player_weapons(npl,shipp);
2316 // cycle to previous primary weapon
2317 case CYCLE_PREV_PRIMARY:
2319 if((Player_obj == NULL) || (Player_ship == NULL)){
2323 hud_gauge_popup_start(HUD_WEAPONS_GAUGE);
2324 if (ship_select_next_primary(Player_obj, CYCLE_PRIMARY_PREV)) {
2325 ship* shipp = Player_ship;
2326 shipp->weapons.next_primary_fire_stamp[shipp->weapons.current_primary_bank] = timestamp(250); // 1/4 second delay until can fire
2328 // multiplayer server should maintain bank/link status here
2329 // if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
2330 // SDL_assert(npl != NULL);
2331 // multi_server_update_player_weapons(npl,shipp);
2336 // cycle to next secondary weapon
2337 case CYCLE_SECONDARY:
2338 return button_function_critical(CYCLE_SECONDARY);
2341 // cycle number of missiles fired from secondary bank
2342 case CYCLE_NUM_MISSLES:
2343 return button_function_critical(CYCLE_NUM_MISSLES);
2346 // undefined in multiplayer for clients right now
2347 // match target speed
2348 case MATCH_TARGET_SPEED:
2349 control_used(MATCH_TARGET_SPEED);
2350 // If player is auto-matching, break auto-match speed
2351 if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
2352 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
2354 player_match_target_speed();
2357 // undefined in multiplayer for clients right now
2358 // toggle auto-match target speed
2359 case TOGGLE_AUTO_MATCH_TARGET_SPEED:
2360 // multiplayer observers can't match target speed
2361 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
2365 Player->flags ^= PLAYER_FLAGS_AUTO_MATCH_SPEED;
2366 control_used(TOGGLE_AUTO_MATCH_TARGET_SPEED);
2367 hud_gauge_popup_start(HUD_AUTO_SPEED);
2368 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
2369 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2370 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto match target speed activated", -1));
2371 if ( !Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
2372 player_match_target_speed();
2376 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto match target deactivated", -1));
2377 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2378 player_match_target_speed();
2384 control_used(TARGET_NEXT);
2385 if ( hud_sensors_ok(Player_ship) ) {
2392 control_used(TARGET_PREV);
2393 if ( hud_sensors_ok(Player_ship) ) {
2398 // target the next hostile target
2399 case TARGET_NEXT_CLOSEST_HOSTILE:
2400 control_used(TARGET_NEXT_CLOSEST_HOSTILE);
2401 if (hud_sensors_ok(Player_ship)){
2402 hud_target_next_list();
2406 // target the previous closest hostile
2407 case TARGET_PREV_CLOSEST_HOSTILE:
2408 control_used(TARGET_PREV_CLOSEST_HOSTILE);
2409 if (hud_sensors_ok(Player_ship)){
2410 hud_target_next_list(1,0);
2414 // toggle auto-targeting
2415 case TOGGLE_AUTO_TARGETING:
2416 control_used(TOGGLE_AUTO_TARGETING);
2417 hud_gauge_popup_start(HUD_AUTO_TARGET);
2418 Players[Player_num].flags ^= PLAYER_FLAGS_AUTO_TARGETING;
2419 if ( Players[Player_num].flags & PLAYER_FLAGS_AUTO_TARGETING ) {
2420 if (hud_sensors_ok(Player_ship)) {
2421 hud_target_closest(opposing_team_mask(Player_ship->team), -1, FALSE, TRUE );
2422 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2423 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto targeting activated", -1));
2425 Players[Player_num].flags ^= PLAYER_FLAGS_AUTO_TARGETING;
2428 snd_play(&Snds[SND_SHIELD_XFER_OK], 1.0f);
2429 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Auto targeting deactivated", -1));
2433 // target the next friendly ship
2434 case TARGET_NEXT_CLOSEST_FRIENDLY:
2435 control_used(TARGET_NEXT_CLOSEST_FRIENDLY);
2436 if (hud_sensors_ok(Player_ship)){
2437 hud_target_next_list(0);
2441 // target the closest friendly ship
2442 case TARGET_PREV_CLOSEST_FRIENDLY:
2443 control_used(TARGET_PREV_CLOSEST_FRIENDLY);
2444 if (hud_sensors_ok(Player_ship)) {
2445 hud_target_next_list(0,0);
2449 // target ship closest to center of reticle
2450 case TARGET_SHIP_IN_RETICLE:
2451 control_used(TARGET_SHIP_IN_RETICLE);
2452 if (hud_sensors_ok(Player_ship)){
2453 hud_target_in_reticle_new();
2457 case TARGET_LAST_TRANMISSION_SENDER:
2458 control_used(TARGET_LAST_TRANMISSION_SENDER);
2459 if ( hud_sensors_ok(Player_ship)) {
2460 hud_target_last_transmit();
2464 // target the closest repair ship
2465 case TARGET_CLOSEST_REPAIR_SHIP:
2466 control_used(TARGET_CLOSEST_REPAIR_SHIP);
2467 // AL: Try to find the closest repair ship coming to repair the player... if no support
2468 // ships are coming to rearm the player, just try for the closest repair ship
2469 if ( hud_target_closest_repair_ship(OBJ_INDEX(Player_obj)) == 0 ) {
2470 if ( hud_target_closest_repair_ship() == 0 ) {
2471 snd_play(&Snds[SND_TARGET_FAIL]);
2476 // target the closest ship attacking current target
2477 case TARGET_CLOSEST_SHIP_ATTACKING_TARGET:
2478 control_used(TARGET_CLOSEST_SHIP_ATTACKING_TARGET);
2479 if (hud_sensors_ok(Player_ship)){
2480 hud_target_closest(opposing_team_mask(Player_ship->team), Player_ai->target_objnum);
2484 // stop targeting ship
2485 case STOP_TARGETING_SHIP:
2486 control_used(STOP_TARGETING_SHIP);
2487 hud_cease_targeting();
2490 // target closest ship that is attacking player
2491 case TARGET_CLOSEST_SHIP_ATTACKING_SELF:
2492 control_used(TARGET_CLOSEST_SHIP_ATTACKING_SELF);
2493 if (hud_sensors_ok(Player_ship)){
2494 hud_target_closest(opposing_team_mask(Player_ship->team), OBJ_INDEX(Player_obj), TRUE, 0, 1);
2498 // target your target's target
2499 case TARGET_TARGETS_TARGET:
2500 control_used(TARGET_TARGETS_TARGET);
2501 if (hud_sensors_ok(Player_ship)){
2502 hud_target_targets_target();
2506 // target ships subsystem in reticle
2507 case TARGET_SUBOBJECT_IN_RETICLE:
2508 control_used(TARGET_SUBOBJECT_IN_RETICLE);
2509 if (hud_sensors_ok(Player_ship)){
2510 hud_target_subsystem_in_reticle();
2514 case TARGET_PREV_SUBOBJECT:
2515 control_used(TARGET_PREV_SUBOBJECT);
2516 if (hud_sensors_ok(Player_ship)){
2517 hud_target_prev_subobject();
2521 // target next subsystem on current target
2522 case TARGET_NEXT_SUBOBJECT:
2523 control_used(TARGET_NEXT_SUBOBJECT);
2524 if (hud_sensors_ok(Player_ship)){
2525 hud_target_next_subobject();
2529 // stop targeting subsystems on ship
2530 case STOP_TARGETING_SUBSYSTEM:
2531 control_used(STOP_TARGETING_SUBSYSTEM);
2532 hud_cease_subsystem_targeting();
2535 case TARGET_NEXT_BOMB:
2536 control_used(TARGET_NEXT_BOMB);
2537 hud_target_missile(Player_obj, 1);
2540 case TARGET_PREV_BOMB:
2541 control_used(TARGET_PREV_BOMB);
2542 hud_target_missile(Player_obj, 0);
2545 case TARGET_NEXT_UNINSPECTED_CARGO:
2546 hud_target_uninspected_object(1);
2549 case TARGET_PREV_UNINSPECTED_CARGO:
2550 hud_target_uninspected_object(0);
2553 case TARGET_NEWEST_SHIP:
2554 hud_target_newest_ship();
2557 case TARGET_NEXT_LIVE_TURRET:
2558 hud_target_live_turret(1);
2561 case TARGET_PREV_LIVE_TURRET:
2562 hud_target_live_turret(0);
2565 // wingman message: attack current target
2566 case ATTACK_MESSAGE:
2567 control_used(ATTACK_MESSAGE);
2568 hud_squadmsg_shortcut( ATTACK_TARGET_ITEM );
2571 // wingman message: disarm current target
2572 case DISARM_MESSAGE:
2573 control_used(DISARM_MESSAGE);
2574 hud_squadmsg_shortcut( DISARM_TARGET_ITEM );
2577 // wingman message: disable current target
2578 case DISABLE_MESSAGE:
2579 control_used(DISABLE_MESSAGE);
2580 hud_squadmsg_shortcut( DISABLE_TARGET_ITEM );
2583 // wingman message: disable current target
2584 case ATTACK_SUBSYSTEM_MESSAGE:
2585 control_used(ATTACK_SUBSYSTEM_MESSAGE);
2586 hud_squadmsg_shortcut( DISABLE_SUBSYSTEM_ITEM );
2589 // wingman message: capture current target
2590 case CAPTURE_MESSAGE:
2591 control_used(CAPTURE_MESSAGE);
2592 hud_squadmsg_shortcut( CAPTURE_TARGET_ITEM );
2595 // wingman message: engage enemy
2596 case ENGAGE_MESSAGE:
2597 control_used(ENGAGE_MESSAGE);
2598 hud_squadmsg_shortcut( ENGAGE_ENEMY_ITEM );
2601 // wingman message: form on my wing
2603 control_used(FORM_MESSAGE);
2604 hud_squadmsg_shortcut( FORMATION_ITEM );
2607 // wingman message: protect current target
2608 case PROTECT_MESSAGE:
2609 control_used(PROTECT_MESSAGE);
2610 hud_squadmsg_shortcut( PROTECT_TARGET_ITEM );
2613 // wingman message: cover me
2615 control_used(COVER_MESSAGE);
2616 hud_squadmsg_shortcut( COVER_ME_ITEM );
2619 // wingman message: warp out
2621 control_used(WARP_MESSAGE);
2622 hud_squadmsg_shortcut( DEPART_ITEM );
2625 case IGNORE_MESSAGE:
2626 control_used(IGNORE_MESSAGE);
2627 hud_squadmsg_shortcut( IGNORE_TARGET_ITEM );
2632 control_used(REARM_MESSAGE);
2633 hud_squadmsg_rearm_shortcut();
2636 // cycle to next radar range
2637 case RADAR_RANGE_CYCLE:
2638 control_used(RADAR_RANGE_CYCLE);
2639 HUD_config.rp_dist++;
2640 if ( HUD_config.rp_dist >= RR_MAX_RANGES )
2641 HUD_config.rp_dist = 0;
2643 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Radar range set to %s", 38), Radar_range_text(HUD_config.rp_dist));
2646 // toggle the squadmate messaging menu
2648 control_used(SQUADMSG_MENU);
2649 hud_squadmsg_toggle(); // leave the details to the messaging code!!!
2652 // show the mission goals screen
2654 control_used(SHOW_GOALS);
2655 gameseq_post_event( GS_EVENT_SHOW_GOALS );
2660 // in multiplayer, all end mission requests should go through the server
2661 if(Game_mode & GM_MULTIPLAYER){
2662 multi_handle_end_mission_request();
2666 control_used(END_MISSION);
2668 if (collide_predict_large_ship(Player_obj, 200.0f)) {
2669 gamesnd_play_iface(SND_GENERAL_FAIL);
2670 HUD_printf(XSTR( "** WARNING ** Collision danger. Warpout not activated.", 39));
2671 } else if (ship_get_subsystem_strength( Player_ship, SUBSYSTEM_ENGINE ) < 0.1f) {
2672 gamesnd_play_iface(SND_GENERAL_FAIL);
2673 HUD_printf(XSTR( "Engine failure. Cannot engage warp drive.", 40));
2675 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START );
2679 case ADD_REMOVE_ESCORT:
2680 if ( Player_ai->target_objnum >= 0 ) {
2681 control_used(ADD_REMOVE_ESCORT);
2682 hud_add_remove_ship_escort(Player_ai->target_objnum);
2687 control_used(ESCORT_CLEAR);
2688 hud_escort_clear_all();
2691 case TARGET_NEXT_ESCORT_SHIP:
2692 control_used(TARGET_NEXT_ESCORT_SHIP);
2693 hud_escort_target_next();
2696 // increase weapon recharge rate
2697 case INCREASE_WEAPON:
2698 hud_gauge_popup_start(HUD_ETS_GAUGE);
2699 return button_function_critical(INCREASE_WEAPON);
2702 // decrease weapon recharge rate
2703 case DECREASE_WEAPON:
2704 hud_gauge_popup_start(HUD_ETS_GAUGE);
2705 return button_function_critical(DECREASE_WEAPON);
2708 // increase shield recharge rate
2709 case INCREASE_SHIELD:
2710 hud_gauge_popup_start(HUD_ETS_GAUGE);
2711 return button_function_critical(INCREASE_SHIELD);
2714 // decrease shield recharge rate
2715 case DECREASE_SHIELD:
2716 hud_gauge_popup_start(HUD_ETS_GAUGE);
2717 return button_function_critical(DECREASE_SHIELD);
2720 // increase energy to engines
2721 case INCREASE_ENGINE:
2722 hud_gauge_popup_start(HUD_ETS_GAUGE);
2723 return button_function_critical(INCREASE_ENGINE);
2726 // decrease energy to engines
2727 case DECREASE_ENGINE:
2728 hud_gauge_popup_start(HUD_ETS_GAUGE);
2729 return button_function_critical(DECREASE_ENGINE);
2733 hud_gauge_popup_start(HUD_ETS_GAUGE);
2734 return button_function_critical(ETS_EQUALIZE);
2737 // equalize shield energy to all quadrants
2738 case SHIELD_EQUALIZE:
2739 return button_function_critical(SHIELD_EQUALIZE);
2742 // transfer shield energy to front
2743 case SHIELD_XFER_TOP:
2744 return button_function_critical(SHIELD_XFER_TOP);
2747 // transfer shield energy to rear
2748 case SHIELD_XFER_BOTTOM:
2749 return button_function_critical(SHIELD_XFER_BOTTOM);
2752 // transfer shield energy to left
2753 case SHIELD_XFER_LEFT:
2754 return button_function_critical(SHIELD_XFER_LEFT);
2757 // transfer shield energy to right
2758 case SHIELD_XFER_RIGHT:
2759 return button_function_critical(SHIELD_XFER_RIGHT);
2762 // transfer energy to shield from weapons
2764 return button_function_critical(XFER_SHIELD);
2767 // transfer energy to weapons from shield
2769 return button_function_critical(XFER_LASER);
2772 // message all netplayers button
2773 case MULTI_MESSAGE_ALL:
2774 multi_msg_key_down(MULTI_MSG_ALL);
2777 // message all friendlies button
2778 case MULTI_MESSAGE_FRIENDLY:
2779 multi_msg_key_down(MULTI_MSG_FRIENDLY);
2782 // message all hostiles button
2783 case MULTI_MESSAGE_HOSTILE:
2784 multi_msg_key_down(MULTI_MSG_HOSTILE);
2787 // message targeted ship (if player)
2788 case MULTI_MESSAGE_TARGET:
2789 multi_msg_key_down(MULTI_MSG_TARGET);
2792 // if i'm an observer, zoom to my targeted object
2793 case MULTI_OBSERVER_ZOOM_TO:
2794 multi_obs_zoom_to_target();
2797 // toggle between high and low HUD contrast
2798 case TOGGLE_HUD_CONTRAST:
2799 gamesnd_play_iface(SND_USER_SELECT);
2800 hud_toggle_contrast();
2804 // toggle network info
2805 case MULTI_TOGGLE_NETINFO:
2806 extern int Multi_display_netinfo;
2807 Multi_display_netinfo = !Multi_display_netinfo;
2810 // self destruct (multiplayer only)
2811 case MULTI_SELF_DESTRUCT:
2812 if(!(Game_mode & GM_MULTIPLAYER)){
2817 if((Net_player == NULL) || (Net_player->player == NULL)){
2821 // blow myself up, if I'm the server
2822 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2823 if((Net_player->player->objnum >= 0) && (Net_player->player->objnum < MAX_OBJECTS) &&
2824 (Objects[Net_player->player->objnum].type == OBJ_SHIP) && (Objects[Net_player->player->objnum].instance >= 0) && (Objects[Net_player->player->objnum].instance < MAX_SHIPS)){
2826 ship_self_destruct(&Objects[Net_player->player->objnum]);
2829 // otherwise send a packet to the server
2831 send_self_destruct_packet();
2836 // following are not handled here, but we need to bypass the Int3()
2837 case LAUNCH_COUNTERMEASURE:
2839 case ONE_THIRD_THROTTLE:
2840 case TWO_THIRDS_THROTTLE:
2841 case MINUS_5_PERCENT_THROTTLE:
2842 case PLUS_5_PERCENT_THROTTLE:
2855 // Call functions for when buttons are pressed
2856 void button_info_do(button_info *bi)
2860 for (i=0; i<NUM_BUTTON_FIELDS; i++) {
2861 if ( bi->status[i] == 0 ){
2865 // at least one bit is set in the status integer
2866 for (j=0; j<32; j++) {
2868 // check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
2869 if ( bi->status[i] & (1 << j) ) {
2870 // always process buttons which are valid for demo playback
2871 if(button_function_demo_valid(32 * i + j)){
2872 bi->status[i] &= ~(1 << j);
2876 // if we're in demo playback, always clear the bits
2877 if(Game_mode & GM_DEMO_PLAYBACK){
2878 bi->status[i] &= ~(1 << j);
2880 // otherwise check as normal
2881 else if (button_function(32 * i + j)) {
2882 bi->status[i] &= ~(1 << j);
2891 // set the bit for the corresponding action n (BUTTON_ #define from KeyControl.h)
2892 void button_info_set(button_info *bi, int n)
2894 int field_num, bit_num;
2899 bi->status[field_num] |= (1 << bit_num);
2902 // unset the bit for the corresponding action n (BUTTON_ #define from KeyControl.h)
2903 void button_info_unset(button_info *bi, int n)
2905 int field_num, bit_num;
2910 bi->status[field_num] &= ~(1 << bit_num);
2913 int button_info_query(button_info *bi, int n)
2915 return bi->status[n / 32] & (1 << (n % 32));
2918 // clear out the button_info struct
2919 void button_info_clear(button_info *bi)
2923 for (i=0; i<NUM_BUTTON_FIELDS; i++) {
2928 // strip out all noncritical keys from the button info struct
2929 void button_strip_noncritical_keys(button_info *bi)
2933 // clear out all noncritical keys
2934 for(idx=0;idx<Non_critical_key_set_size;idx++){
2935 button_info_unset(bi,Non_critical_key_set[idx]);