2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Playerman/PlayerControl.cpp $
15 * Routines to deal with player ship movement
18 * Revision 1.4 2002/06/17 06:33:10 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.3 2002/06/09 04:41:25 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/07 03:16:51 theoddone33
25 * The Great Newline Fix
27 * Revision 1.1.1.1 2002/05/03 03:28:11 root
31 * 33 10/13/99 3:42p Jefff
32 * fixed unnumbered XSTRs
34 * 32 9/06/99 9:43p Jefff
35 * skip mission support
37 * 31 8/30/99 10:39a Mikeb
38 * Fixed can't-warpout problem.
40 * 30 8/29/99 4:52p Andsager
41 * Don't rotate from engine wash when warping out.
43 * 29 8/26/99 8:51p Dave
44 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
46 * 28 8/03/99 12:06p Dave
47 * Fixed player death messages when a player has killed himself in
50 * 27 7/28/99 1:36p Andsager
51 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
52 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
55 * 26 7/21/99 8:10p Dave
56 * First run of supernova effect.
58 * 25 7/19/99 7:20p Dave
59 * Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
62 * 24 7/08/99 10:53a Dave
63 * New multiplayer interpolation scheme. Not 100% done yet, but still
64 * better than the old way.
66 * 23 7/02/99 3:48p Mikeb
67 * Remove semi-bogus assert. Handle properly.
69 * 22 6/16/99 10:21a Dave
70 * Added send-message-list sexpression.
72 * 21 6/14/99 5:19p Dave
74 * 20 6/09/99 3:26p Dave
75 * Changed zing message for beam weapon deaths.
77 * 19 6/04/99 4:13p Johne
78 * Made a potentially unsafe normalize safe.
80 * 18 5/21/99 5:03p Andsager
81 * Add code to display engine wash death. Modify ship_kill_packet
83 * 17 5/18/99 10:08a Andsager
84 * Modified single maximum range before blown up to also be multi
87 * 16 5/17/99 6:03p Dave
88 * Added new timing code. Put in code to allow camera speed zooming.
90 * 15 5/11/99 10:16p Andsager
91 * First pass on engine wash effect. Rotation (control input), damage,
94 * 14 4/23/99 12:01p Johnson
97 * 13 3/30/99 5:40p Dave
98 * Fixed reinforcements for TvT in multiplayer.
100 * 12 3/28/99 5:58p Dave
101 * Added early demo code. Make objects move. Nice and framerate
102 * independant, but not much else. Don't use yet unless you're me :)
104 * 11 3/10/99 6:50p Dave
105 * Changed the way we buffer packets for all clients. Optimized turret
106 * fired packets. Did some weapon firing optimizations.
108 * 10 2/26/99 6:01p Andsager
109 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
111 * 9 2/21/99 6:02p Dave
112 * Fixed standalone WSS packets.
114 * 8 1/30/99 1:29a Dave
115 * Fixed nebula thumbnail problem. Full support for 1024x768 choose pilot
116 * screen. Fixed beam weapon death messages.
118 * 7 1/14/99 6:06p Dave
119 * 100% full squad logo support for single player and multiplayer.
121 * 6 1/12/99 5:45p Dave
122 * Moved weapon pipeline in multiplayer to almost exclusively client side.
123 * Very good results. Bandwidth goes down, playability goes up for crappy
124 * connections. Fixed object update problem for ship subsystems.
126 * 5 12/10/98 10:54a Dave
127 * Fixed problem where a mission ended in multiplayer and a player was
128 * dead. There was an Int3() when getting player eye-point.
130 * 4 11/12/98 12:13a Dave
131 * Tidied code up for multiplayer test. Put in network support for flak
134 * 3 10/13/98 9:29a Dave
135 * Started neatening up freespace.h. Many variables renamed and
136 * reorganized. Added AlphaColors.[h,cpp]
138 * 2 10/07/98 10:53a Dave
141 * 1 10/07/98 10:50a Dave
143 * 219 6/30/98 2:16p Dave
144 * Revised object update system. Removed updates for all weapons. Put
145 * button info back into control info packet.
147 * 218 6/09/98 5:17p Lawrance
148 * French/German localization
150 * 217 6/09/98 10:31a Hoffoss
151 * Created index numbers for all xstr() references. Any new xstr() stuff
152 * added from here on out should be added to the end if the list. The
153 * current list count can be found in FreeSpace.cpp (search for
156 * 216 6/01/98 11:43a John
157 * JAS & MK: Classified all strings for localization.
159 * 215 5/22/98 11:27a Hoffoss
160 * Fixed the bank when pressed bug where you continue to turn while using
163 * 214 5/19/98 8:19p Lawrance
164 * Make mouse invert work
166 * 213 5/19/98 12:19p Mike
169 * 212 5/18/98 2:50p Lawrance
170 * Change text for when warp drive is inoperable
172 * 211 5/18/98 1:58a Mike
173 * Make Phoenix not be fired at fighters (but yes bombers).
174 * Improve positioning of ships in guard mode.
175 * Make turrets on player ship not fire near end of support ship docking.
177 * 210 5/17/98 1:43a Dave
178 * Eradicated chatbox problems. Remove speed match for observers. Put in
179 * help screens for PXO. Fix messaging and end mission privelges. Fixed
180 * team select screen bugs. Misc UI fixes.
182 * 209 5/15/98 2:41p Hoffoss
183 * Made mouse default to off (for flying ship) and fixed some new pilot
186 * 208 5/15/98 1:14p Hoffoss
187 * Added a deadzone to ends of abs throttle range.
189 * 207 5/14/98 5:32p Hoffoss
190 * Improved axis binding code some more.
192 * 206 5/13/98 11:55a Frank
193 * Fixed bug with axis 2 and 3 not working correctly.
195 * 205 5/13/98 1:17a Hoffoss
196 * Added joystick axes configurability.
198 * 204 5/11/98 5:29p Hoffoss
199 * Added mouse button mapped to joystick button support.
201 * 203 5/11/98 12:01p Hoffoss
202 * Changed mouse sensitivity code to approx. double top limit while
203 * keeping low limit the same.
205 * 202 5/09/98 4:52p Lawrance
206 * Implement padlock view (up/rear/left/right)
208 * 201 5/08/98 5:35p Lawrance
209 * only allow cargo inspection if sensors are ok
211 * 200 5/08/98 5:31p Hoffoss
212 * Isolated the joystick force feedback code more from dependence on other
215 * 199 5/07/98 6:58p Hoffoss
216 * Made changes to mouse code to fix a number of problems.
218 * 198 5/06/98 12:02a Hoffoss
219 * Fixed throttle problems with joysticks.
221 * 197 5/05/98 8:38p Hoffoss
222 * Added sensitivity adjustment to options menu and made it save to pilot
225 * 196 5/05/98 1:33p Hoffoss
226 * Changed mouse formula around a little.
228 * 195 5/04/98 11:08p Hoffoss
229 * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
230 * Updated references everywhere to it.
232 * 194 5/01/98 5:45p Hoffoss
233 * Made further improvements to the mouse code.
235 * 193 5/01/98 4:24p Lawrance
236 * Play error sound if player tries to engage afterburner when none are on
239 * 192 5/01/98 1:14p Hoffoss
240 * Changed mouse usage so directInput is only used for release version.
242 * 191 4/30/98 9:12p Hoffoss
243 * Fixed a questionable precidence issue to be known.
245 * 190 4/30/98 5:40p Hoffoss
246 * Added mouse as a supported control to fly the ship.
248 * 189 4/29/98 1:44p Lawrance
249 * Fix bug that would cause primaries to be linked when returning from a
250 * menu in-game (if primaries were linked at mission start)
252 * 188 4/25/98 4:36p Lawrance
253 * init auto_advance field when pilot is created
255 * 187 4/25/98 3:49p Lawrance
256 * Save briefing auto-advance pref
258 * 186 4/18/98 9:52p Mike
259 * Don't restore player flags from save file in training mission, as it
260 * enables auto-target to persist.
262 * 185 4/17/98 11:16a Allender
263 * use short callsign when showing player name in cargo area of target
266 * 184 4/09/98 12:32a Lawrance
267 * Fix bugs related to multiple screams from same ship, builtin messages
268 * playing after screams, or praising while severly damaged.
270 * 183 4/08/98 7:11p Dave
271 * Fix auto-targeting and auto-matching reset after player respawn.
272 * Removed incorrect call to furball update if in a non-furball game.
274 * 182 4/08/98 11:11a Hoffoss
275 * Fixed some bugs that showed up due to fixing other bugs the other day
278 * 181 4/08/98 10:46a Lawrance
279 * fix uninitialized data warning
281 * 180 4/06/98 11:00a Hoffoss
282 * Fixed bank when pressed key to also be usable with keyboard yaw
285 * 179 4/05/98 7:43p Lawrance
286 * fix up saving/restoring of link status and auto-target/match-speed.
288 * 178 4/01/98 7:42p Lawrance
289 * Enable auto-targeting by default when a new pilot is created.
291 * 177 4/01/98 1:31p Allender
292 * don't play all alone message in multiplayer
294 * 176 3/31/98 11:47p Lawrance
296 * 175 3/31/98 5:18p John
297 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
298 * bunch of debug stuff out of player file. Made model code be able to
299 * unload models and malloc out only however many models are needed.
302 * 174 3/30/98 12:19a Lawrance
303 * Make scan time a property of a ship
305 * 173 3/24/98 4:25p Lawrance
306 * Make finding out if player killed self easier and more reliable
308 * 172 3/23/98 12:28p Hoffoss
309 * Fixed +/-5% throttle controls to actually do 5%, rather than whatever
310 * the heck it was doing before.
312 * 171 3/21/98 3:35p Lawrance
313 * Fix joystick turning in external view
315 * 170 3/19/98 5:35p Lawrance
316 * Correctly inform player if killed by ship explosion.
318 * 169 3/18/98 6:04p Lawrance
319 * change text for warp destroyed message
321 * 168 3/18/98 12:03p John
322 * Marked all the new strings as externalized or not.
324 * 167 3/16/98 5:54p Lawrance
325 * Play cargo scanning sound
327 * 166 3/14/98 4:58p Lawrance
328 * surpress HUD messages for auto-match speed
330 * 165 3/11/98 12:11p Mike
331 * Increase max speed to enable warpout even if ship has little energy
332 * directed towards engines.
334 * 164 3/11/98 11:19a Mike
335 * Quick fix since I completely broke warping out.
337 * 163 3/11/98 9:08a Mike
338 * Intermediate checkin to resolve link errors. Working on forcing
339 * player's engine energy high enough to enable warpout.
341 * 162 3/10/98 5:08p Allender
342 * fixed up multiplayer death messages (I hope). changes in object update
345 * 161 3/09/98 4:30p Allender
346 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
347 * sexpressions. Add time cargo revealed to ship structure
349 * 160 3/07/98 3:49p Lawrance
350 * store killer species in player struct
352 * 159 3/05/98 10:16p Lawrance
353 * Add 'save_flags' to player struct to save/restore certain player flags
356 * 158 2/28/98 7:03p Lawrance
357 * get slew working in any view
359 * 157 2/26/98 12:33a Lawrance
360 * Added back slew mode, lots of changes to external and chase views.
362 * 156 2/23/98 6:54p Lawrance
363 * Make interface to real-time voice more generic and useful.
365 * 155 2/22/98 4:30p John
366 * More string externalization classification
368 * 154 2/22/98 3:56p Lawrance
369 * Make external view a toggle like chase view. Allow extenal view to
370 * override chase view.
372 * 153 2/22/98 2:48p John
373 * More String Externalization Classification
375 * 152 2/20/98 8:30p Lawrance
376 * Play 'all alone' message when player is last ship left and primary
377 * objective is incomplete.
379 * 151 2/19/98 5:30p Lawrance
380 * Allow player turrets to fire automatically.
382 * 150 2/16/98 7:33p Lawrance
383 * add function to determine range of current secondary weapon
385 * 149 2/15/98 9:51p Sandeep
386 * AL: Check for 'Player 1' as a ship name when displaying the death
389 * 148 2/14/98 4:41p Lawrance
390 * Add some new fields to keep track of how the player died.
392 * 147 2/11/98 9:53a John
393 * Put in a real fix to the bug with not resetting joystick time between
396 * 146 2/10/98 9:29p Mike
397 * Hack-fix bug with joystick reading not being allowed in 2nd playthrough
398 * of a mission until time exceeds duration of previous mission.
400 * 145 2/10/98 1:15p John
401 * Made the joystick only read at 10Hz max
403 * 144 2/06/98 4:31p Lawrance
404 * revamp radar code, allow dim radar dots
406 * 143 2/06/98 3:48p Allender
407 * added code to clear out control info for multiplayer clients so they
408 * don't accidentally start firing all the time
410 * 142 2/06/98 12:13a Lawrance
411 * Don't play throttle sounds when using analog throttle.
413 * 141 2/05/98 10:41a Lawrance
414 * Scale frequency of 'good kill' messages by skill level.
416 * 140 2/02/98 4:24p Lawrance
417 * Only inspect cargo and transport in single player.
419 * 139 2/02/98 4:12p Allender
420 * fixed bug I introduced with multiplayer callsigns displaying in cargo
433 #include "floating.h"
437 #include "hudtarget.h"
438 #include "hudtargetbox.h"
440 #include "freespace.h"
441 #include "controlsconfig.h"
444 #include "missionshipchoice.h"
445 #include "afterburner.h"
447 #include "gamesequence.h"
448 #include "missionmessage.h"
449 #include "multiutil.h"
450 #include "linklist.h"
451 #include "missiongoals.h"
452 #include "hudsquadmsg.h"
453 #include "multi_obj.h"
454 #include "observer.h"
456 ////////////////////////////////////////////////////////////
457 // Global object and other interesting player type things
458 ////////////////////////////////////////////////////////////
459 player Players[MAX_PLAYERS];
462 player *Player = NULL;
464 physics_info Descent_physics; // used when we want to control the player like the descent ship
466 ////////////////////////////////////////////////////////////
468 ////////////////////////////////////////////////////////////
469 static int Player_all_alone_msg_inited=0; // flag used for initalizing a player-specific voice msg
472 int Show_killer_weapon = 0;
473 DCF_BOOL( show_killer_weapon, Show_killer_weapon );
476 void playercontrol_read_stick(int *axis, float frame_time);
477 void player_set_padlock_state();
479 // Slew angles chase towards zero like they're on a spring.
480 // When furthest away, move fastest.
481 // Minimum speed set so that doesn't take too long.
482 // When gets close, clamps to zero.
483 void chase_angles_to_zero(angles *ap)
488 // Make sure we actually need to do all this math.
489 if ((ap->p == 0.0f) && (ap->h == 0.0f))
492 // This is what we'll scale each value by.
493 sk = 1.0f - 2*flFrametime;
495 // These are the amounts that will be subtracted from pitch and heading.
496 // They are only needed to make sure we aren't moving too slowly.
497 k1 = fl_abs(ap->p * (1.0f - sk));
498 k2 = fl_abs(ap->h * (1.0f - sk));
500 // See if the larger dimension of movement is too small.
501 // If so, boost amount of movement in both dimensions.
503 if (k1 < flFrametime)
504 sk = 1.0f - (1.0f - sk) * flFrametime/k1;
505 } else if (k2 > k1) {
506 if (k2 < flFrametime)
507 sk = 1.0f - (1.0f - sk) * flFrametime/k2;
510 // It's possible we made the scale factor negative above.
517 // If we're very close, put ourselves at goal.
518 if ((fl_abs(ap->p) < 0.005f) && (fl_abs(ap->h) < 0.005f)) {
523 // Update Viewer_mode based on whether we're looking dead ahead.
524 if ((ap->p == 0.0f) && (ap->b == 0.0f) && (ap->h == 0.0f))
525 Viewer_mode &= ~VM_SLEWED;
527 Viewer_mode |= VM_SLEWED;
531 angles Viewer_slew_angles_delta;
532 angles Viewer_external_angles_delta;
534 void view_modify(angles *ma, angles *da, float minv, float maxv, int slew, float frame_time)
536 int axis[JOY_NUM_AXES];
539 if ( (!slew) && (Viewer_mode & VM_EXTERNAL) && (Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
543 if ( Viewer_mode & VM_EXTERNAL ) {
544 t = (check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT)) / 16.0f;
546 t = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 16.0f;
554 t = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 16.0f;
562 playercontrol_read_stick(axis, frame_time);
564 if ( Viewer_mode & VM_EXTERNAL ) {
565 // check the heading on the x axis
566 da->h -= f2fl( axis[0] );
569 // check the heading on the x axis
570 da->h += f2fl( axis[0] );
573 // check the pitch on the y axis
574 da->p -= f2fl( axis[1] );
578 else if (da->h < -1.0f)
583 else if (da->p < -1.0f)
586 ma->p += da->p * flFrametime;
587 ma->b += da->b * flFrametime;
588 ma->h += da->h * flFrametime;
592 else if (ma->p < minv)
597 else if (ma->h < minv)
601 // When PAD0 is pressed, keypad controls viewer direction slewing.
602 void do_view_slew(float frame_time)
604 view_modify(&Viewer_slew_angles, &Viewer_slew_angles_delta, -PI/3, PI/3, 1, frame_time);
606 if ((Viewer_slew_angles.p == 0.0f) && (Viewer_slew_angles.b == 0.0f) && (Viewer_slew_angles.h == 0.0f))
607 Viewer_mode &= ~VM_SLEWED;
609 Viewer_mode |= VM_SLEWED;
612 void do_view_chase(float frame_time)
616 // Process centering key.
617 if (check_control_timef(VIEW_CENTER)) {
618 Viewer_chase_info.distance = 0.0f;
621 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
622 Viewer_chase_info.distance += t*4;
623 if (Viewer_chase_info.distance < 0.0f)
624 Viewer_chase_info.distance = 0.0f;
627 float camera_zoom_scale = 1.0f;
629 DCF(camera_speed, "")
631 dc_get_arg(ARG_FLOAT);
632 camera_zoom_scale = Dc_arg_float;
635 void do_view_external(float frame_time)
639 view_modify(&Viewer_external_info.angles, &Viewer_external_angles_delta, -2*PI, 2*PI, 0, frame_time);
641 // Process centering key.
642 if (check_control_timef(VIEW_CENTER)) {
643 Viewer_external_info.angles.p = 0.0f;
644 Viewer_external_info.angles.h = 0.0f;
645 Viewer_external_info.distance = 0.0f;
648 t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
649 Viewer_external_info.distance += t*4*camera_zoom_scale;
650 if (Viewer_external_info.distance < 0.0f){
651 Viewer_external_info.distance = 0.0f;
654 // Do over-the-top correction.
656 if (Viewer_external_info.angles.p > PI)
657 Viewer_external_info.angles.p = -2*PI + Viewer_external_info.angles.p;
658 else if (Viewer_external_info.angles.p < -PI)
659 Viewer_external_info.angles.p = 2*PI + Viewer_external_info.angles.p;
661 if (Viewer_external_info.angles.h > PI)
662 Viewer_external_info.angles.h = -2*PI + Viewer_external_info.angles.h;
663 else if (Viewer_external_info.angles.h < -PI)
664 Viewer_external_info.angles.h = 2*PI + Viewer_external_info.angles.h;
667 // separate out the reading of thrust keys, so we can call this from external
668 // view as well as from normal view
669 void do_thrust_keys(control_info *ci)
671 ci->forward = check_control_timef(FORWARD_THRUST) - check_control_timef(REVERSE_THRUST);
674 // called by single and multiplayer modes to reset information inside of control info structure
675 void player_control_reset_ci( control_info *ci )
677 float t1, t2, oldspeed;
681 oldspeed = ci->forward_cruise_percent;
682 memset( ci, 0, sizeof(control_info) );
685 ci->forward_cruise_percent = oldspeed;
688 // Read the 4 joystick axis. This is its own function
689 // because we only want to read it at a certain rate,
690 // since it takes time.
692 static int Joystick_saved_reading[JOY_NUM_AXES];
693 static int Joystick_last_reading = -1;
695 void playercontrol_read_stick(int *axis, float frame_time)
700 // Make sure things get reset properly between missions.
701 if ( (Joystick_last_reading != -1) && (timestamp_until(Joystick_last_reading) > 1000) ) {
702 Int3(); // Get John! John, the joystick last reading didn't get reset btwn levels.
703 Joystick_last_reading = -1;
707 if ( (Joystick_last_reading == -1) || timestamp_elapsed(Joystick_last_reading) ) {
709 control_get_axes_readings(&Joystick_saved_reading[0], &Joystick_saved_reading[1], &Joystick_saved_reading[2], &Joystick_saved_reading[3], &Joystick_saved_reading[4]);
710 Joystick_last_reading = timestamp( 1000/10 ); // Read 10x per second, like we did in Descent.
713 for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
714 axis[i] = Joystick_saved_reading[i];
717 if (Use_mouse_to_fly) {
721 // factor = (float) Mouse_sensitivity + 2.5f;
722 // factor = factor * factor / frame_time / 1.2f;
723 factor = (float) Mouse_sensitivity + 1.77f;
724 factor = factor * factor / frame_time / 0.6f;
726 mouse_get_delta(&dx, &dy, &dz);
728 if ( Invert_axis[0] ) {
732 if ( Invert_axis[1] ) {
736 if ( Invert_axis[3] ) {
740 axis[0] += (int) ((float) dx * factor);
741 axis[1] += (int) ((float) dy * factor);
742 axis[3] += (int) ((float) dz * factor);
746 void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi )
748 float kh=0.0f, scaled, newspeed, delta, oldspeed;
749 int axis[JOY_NUM_AXES], ignore_pitch, slew_active=0;
750 static int afterburner_last = 0;
751 static float analog_throttle_last = 9e9f;
752 static int override_analog_throttle = 0;
753 int ok_to_read_ci_pitch_yaw=1;
755 oldspeed = ci->forward_cruise_percent;
756 player_control_reset_ci( ci );
758 if ( check_control(VIEW_SLEW) ) {
759 do_view_slew(frame_time);
763 if ( Viewer_mode & VM_EXTERNAL ) {
764 control_used(VIEW_EXTERNAL);
765 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
766 ok_to_read_ci_pitch_yaw=0;
770 do_view_external(frame_time);
774 if ( !slew_active ) {
775 if ( Viewer_mode & VM_CHASE ) {
776 do_view_chase(frame_time);
780 if ( ok_to_read_ci_pitch_yaw ) {
782 if ( check_control(BANK_WHEN_PRESSED) ) {
783 ci->bank = check_control_timef(BANK_LEFT) + check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT) - check_control_timef(BANK_RIGHT);
787 kh = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 8.0f;
791 } else if (kh > 0.0f) {
792 if (ci->heading < 0.0f)
796 if (ci->heading > 0.0f)
800 ci->bank = check_control_timef(BANK_LEFT) - check_control_timef(BANK_RIGHT);
805 kh = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 8.0f;
809 } else if (kh > 0.0f) {
810 if (ci->pitch < 0.0f)
814 if (ci->pitch > 0.0f)
820 ci->sideways = (key_down_timef(KEY_PAD3) - key_down_timef(KEY_PAD1));
821 ci->vertical = (key_down_timef(KEY_PADPLUS) - key_down_timef(KEY_PADENTER));
826 if ( !slew_active ) {
827 chase_angles_to_zero(&Viewer_slew_angles);
830 player_set_padlock_state();
832 if (!(Game_mode & GM_DEAD)) {
833 if ( button_info_query(&Player->bi, ONE_THIRD_THROTTLE) ) {
834 control_used(ONE_THIRD_THROTTLE);
835 player_clear_speed_matching();
836 if ( Player->ci.forward_cruise_percent < 33.3f ) {
837 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
839 } else if ( Player->ci.forward_cruise_percent > 33.3f ) {
840 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
843 Player->ci.forward_cruise_percent = 33.3f;
844 override_analog_throttle = 1;
847 if ( button_info_query(&Player->bi, TWO_THIRDS_THROTTLE) ) {
848 control_used(TWO_THIRDS_THROTTLE);
849 player_clear_speed_matching();
850 if ( Player->ci.forward_cruise_percent < 66.6f ) {
851 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
853 } else if (Player->ci.forward_cruise_percent > 66.6f) {
854 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
857 Player->ci.forward_cruise_percent = 66.6f;
858 override_analog_throttle = 1;
861 // if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
862 // control_used(PLUS_5_PERCENT_THROTTLE);
863 // Player->ci.forward_cruise_percent += (100.0f/Player_ship->current_max_speed);
866 if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
867 control_used(PLUS_5_PERCENT_THROTTLE);
868 Player->ci.forward_cruise_percent += 5.0f;
869 if (Player->ci.forward_cruise_percent > 100.0f)
870 Player->ci.forward_cruise_percent = 100.0f;
873 // if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
874 // control_used(MINUS_5_PERCENT_THROTTLE);
875 // Player->ci.forward_cruise_percent -= (100.0f/Player_ship->current_max_speed);
878 if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
879 control_used(MINUS_5_PERCENT_THROTTLE);
880 Player->ci.forward_cruise_percent -= 5.0f;
881 if (Player->ci.forward_cruise_percent < 0.0f)
882 Player->ci.forward_cruise_percent = 0.0f;
885 if ( button_info_query(&Player->bi, ZERO_THROTTLE) ) {
886 control_used(ZERO_THROTTLE);
887 player_clear_speed_matching();
888 if ( ci->forward_cruise_percent > 0.0f && Player_obj->phys_info.fspeed > 0.5) {
889 snd_play( &Snds[SND_ZERO_THROTTLE], 0.0f );
892 ci->forward_cruise_percent = 0.0f;
893 override_analog_throttle = 1;
896 if ( button_info_query(&Player->bi, MAX_THROTTLE) ) {
897 control_used(MAX_THROTTLE);
898 player_clear_speed_matching();
899 if ( ci->forward_cruise_percent < 100.0f ) {
900 snd_play( &Snds[SND_FULL_THROTTLE], 0.0f );
903 ci->forward_cruise_percent = 100.0f;
904 override_analog_throttle = 1;
907 // AL 12-29-97: If afterburner key is down, player should have full forward thrust (even if afterburners run out)
908 if ( check_control(AFTERBURNER) ) {
912 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
913 if ( (Player_ai->last_target == Player_ai->target_objnum) && (Player_ai->target_objnum != -1) && ( ci->forward_cruise_percent == oldspeed) ) {
914 float tspeed, pmax_speed;
916 tspeed = Objects[Player_ai->target_objnum].phys_info.fspeed;
918 // maybe need to get speed from docked partner
919 if ( tspeed < MATCH_SPEED_THRESHOLD ) {
922 Assert(Objects[Player_ai->target_objnum].type == OBJ_SHIP);
924 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
925 if ( aip->ai_flags & AIF_DOCKED ) {
926 Assert( aip->dock_objnum != -1 );
927 tspeed = Objects[aip->dock_objnum].phys_info.fspeed;
931 // Note, if closer than 100 units, scale down speed a bit. Prevents repeated collisions. -- MK, 12/17/97
932 float dist = vm_vec_dist(&Player_obj->pos, &Objects[Player_ai->target_objnum].pos);
935 tspeed = tspeed * (0.5f + dist/200.0f);
938 //pmax_speed = Ship_info[Ships[Player_obj->instance].ship_info_index].max_speed;
939 pmax_speed = Ships[Player_obj->instance].current_max_speed;
940 ci->forward_cruise_percent = (tspeed / pmax_speed) * 100.0f;
941 override_analog_throttle = 1;
942 // if ( ci->forward_cruise_percent > 100.0f )
943 // HUD_printf ("Cannot travel that fast. Setting throttle to full.");
944 // mprintf(("forward -- %7.3f\n", ci->forward_cruise_percent));
947 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
950 // player_read_joystick();
951 // code to read joystick axis for pitch/heading. Code to read joystick buttons
953 if ( !(Game_mode & GM_DEAD) ) {
954 playercontrol_read_stick(axis, frame_time);
956 axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
959 ignore_pitch = FALSE;
961 if (Axis_map_to[JOY_HEADING_AXIS] >= 0) {
962 // check the heading on the x axis
963 if ( check_control(BANK_WHEN_PRESSED) ) {
964 delta = f2fl( axis[JOY_HEADING_AXIS] );
965 if ( (delta > 0.05f) || (delta < -0.05f) ) {
971 ci->heading += f2fl( axis[JOY_HEADING_AXIS] );
975 // check the pitch on the y axis
976 if (Axis_map_to[JOY_PITCH_AXIS] >= 0)
977 ci->pitch -= f2fl( axis[JOY_PITCH_AXIS] );
979 if (Axis_map_to[JOY_BANK_AXIS] >= 0) {
980 ci->bank -= f2fl( axis[JOY_BANK_AXIS] ) * 1.5f;
983 // axis 2 is for throttle
984 if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) {
985 scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range
986 oldspeed = ci->forward_cruise_percent;
988 // scaled = (scaled + 1.0f) / 1.85f;
989 newspeed = (1.0f - scaled) * 100.0f;
991 delta = analog_throttle_last - newspeed;
992 if (!override_analog_throttle || (delta < -1.5f) || (delta > 1.5f)) {
993 ci->forward_cruise_percent = newspeed;
994 analog_throttle_last = newspeed;
995 override_analog_throttle = 0;
997 // AL 1-5-98: don't play throttle sounds when using analog control
999 if ( (oldspeed < 1.0f) && (newspeed >= 1.0f) )
1000 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1001 else if ( (oldspeed < 66.6f) && (newspeed >= 66.6f) )
1002 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1003 else if ( (oldspeed < 33.3f) && (newspeed >= 33.3f) )
1004 snd_play( &Snds[SND_THROTTLE_UP], 0.0f );
1005 else if ( (oldspeed > 99.0f) && (newspeed <= 99.0f) )
1006 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1007 else if ( (oldspeed > 33.3f) && (newspeed <= 33.3f) )
1008 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1009 else if ( (oldspeed > 66.6f) && (newspeed <= 66.6f) )
1010 snd_play( &Snds[SND_THROTTLE_DOWN], 0.0f );
1015 if (Axis_map_to[JOY_REL_THROTTLE_AXIS] >= 0)
1016 ci->forward_cruise_percent += f2fl(axis[JOY_REL_THROTTLE_AXIS]) * 100.0f * frame_time;
1018 if ( ci->forward_cruise_percent > 100.0f )
1019 ci->forward_cruise_percent = 100.0f;
1020 if ( ci->forward_cruise_percent < 0.0f )
1021 ci->forward_cruise_percent = 0.0f;
1023 // set up the firing stuff. Read into control info ala Descent so that weapons will be
1024 // created during the object simulation phase, and not immediately as was happening before.
1026 //keyboard: fire the current primary weapon
1027 if (check_control(FIRE_PRIMARY)) {
1028 ci->fire_primary_count++;
1030 // if we're a multiplayer client, set our accum bits now
1031 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1032 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1033 // Net_player->s_info.accum_buttons |= OOC_FIRE_PRIMARY;
1037 // mouse: fire the current primary weapon
1038 // ci->fire_primary_count += mouse_down(1);
1040 // for debugging, check to see if the debug key is down -- if so, make fire the debug laser instead
1042 if ( keyd_pressed[KEY_DEBUG_KEY] ) {
1043 ci->fire_debug_count = ci->fire_primary_count;
1044 ci->fire_primary_count = 0;
1048 // keyboard: fire the current secondary weapon
1049 if (check_control(FIRE_SECONDARY)) {
1050 ci->fire_secondary_count++;
1052 // if we're a multiplayer client, set our accum bits now
1053 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1054 Net_player->s_info.accum_buttons |= OOC_FIRE_SECONDARY;
1058 // keyboard: launch countermeasures
1059 if ( button_info_query(&Player->bi, LAUNCH_COUNTERMEASURE) ) {
1060 control_used(LAUNCH_COUNTERMEASURE);
1061 ci->fire_countermeasure_count++;
1062 hud_gauge_popup_start(HUD_CMEASURE_GAUGE);
1064 // if we're a multiplayer client, set our accum bits now
1065 // if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
1066 // Net_player->s_info.accum_buttons |= OOC_FIRE_COUNTERMEASURE;
1070 // see if the afterburner has been started (keyboard + joystick)
1071 if (check_control(AFTERBURNER)) {
1072 if (!afterburner_last) {
1073 Assert(Player_ship);
1074 if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
1075 gamesnd_play_error_beep();
1077 ci->afterburner_start = 1;
1081 afterburner_last = 1;
1084 if (afterburner_last)
1085 ci->afterburner_stop = 1;
1087 afterburner_last = 0;
1091 if ( (Viewer_mode & VM_EXTERNAL) || slew_active ) {
1092 if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) || slew_active ) {
1100 void read_player_controls(object *objp, float frametime)
1102 // if (Game_mode & GM_DEAD)
1105 joy_ff_adjust_handling((int) objp->phys_info.speed);
1108 switch( Player->control_mode ) {
1113 read_keyboard_controls(&(Player->ci), frametime, &objp->phys_info );
1115 case PCM_WARPOUT_STAGE1: // Accelerate to 40 km/s
1116 case PCM_WARPOUT_STAGE2: // Go 40 km/s steady up to the effect
1117 case PCM_WARPOUT_STAGE3: // Go 40 km/s steady through the effect
1119 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1121 if ( (objp->type == OBJ_SHIP) && (!(Game_mode & GM_DEAD)) ) {
1123 Warpout_time += flFrametime;
1125 if ( Warpout_forced ) {
1127 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED*2.0f;
1129 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1130 if ( diff < 0.0f ) diff = 0.0f;
1132 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1136 // check if warp ability has been disabled
1137 if ( Ships[objp->instance].flags & ( SF_WARP_BROKEN|SF_WARP_NEVER ) ) {
1138 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot warp out at this time.", 81));
1142 if ( (!warp_failed) && (Ships[objp->instance].current_max_speed >= TARGET_WARPOUT_SPEED) ) {
1145 if (Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed < TARGET_WARPOUT_SPEED) {
1146 // Cannot go fast enough, so abort sequence.
1148 HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Unable to engage warp... ship must be able to reach %.1f km/s", 82), TARGET_WARPOUT_SPEED );
1151 Ships[objp->instance].current_max_speed = TARGET_WARPOUT_SPEED + 5.0f;
1152 //Ships[objp->instance].current_max_speed = Ship_info[Ships[objp->instance].ship_info_index].max_overclocked_speed;
1157 float diff = TARGET_WARPOUT_SPEED-objp->phys_info.fspeed;
1161 Player->ci.forward = ((TARGET_WARPOUT_SPEED+diff) / Ships[objp->instance].current_max_speed);
1165 if ( warp_failed ) {
1166 snd_play(&Snds[SND_PLAYER_WARP_FAIL]);
1167 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
1171 if ( Player->control_mode == PCM_WARPOUT_STAGE1 ) {
1174 // Wait at least 3 seconds before making sure warp speed is set.
1175 if ( Warpout_time>MINIMUM_PLAYER_WARPOUT_TIME ) {
1176 // If we are going around 5% of the target speed, progress to next stage
1177 float diff = fl_abs(objp->phys_info.fspeed - TARGET_WARPOUT_SPEED )/TARGET_WARPOUT_SPEED;
1178 if ( diff < TARGET_WARPOUT_MATCH_PERCENT ) {
1179 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 );
1188 // the ships maximum velocity now depends on the energy flowing to engines
1189 if(objp->type != OBJ_OBSERVER){
1190 objp->phys_info.max_vel.xyz.z = Ships[objp->instance].current_max_speed;
1192 if(Player_obj->type == OBJ_SHIP){
1193 // only read player control info if player ship is not dead
1194 if ( !(Ships[Player_obj->instance].flags & SF_DYING) ) {
1196 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)) ) {
1197 float intensity = 0.3f * min(Ships[objp->instance].wash_intensity, 1.0f);
1198 vm_vec_copy_scale(&wash_rot, &Ships[objp->instance].wash_rot_axis, intensity);
1199 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime, &wash_rot);
1201 physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime);
1204 } else if(Player_obj->type == OBJ_OBSERVER){
1205 physics_read_flying_controls(&objp->orient,&objp->phys_info,&(Player->ci), flFrametime);
1209 void player_controls_init()
1211 static int initted = 0;
1217 physics_init( &Descent_physics );
1218 Descent_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
1220 Viewer_slew_angles_delta.p = 0.0f;
1221 Viewer_slew_angles_delta.b = 0.0f;
1222 Viewer_slew_angles_delta.h = 0.0f;
1225 // Clear current speed matching and auto-speed matching flags
1226 void player_clear_speed_matching()
1229 Int3(); // why is Player NULL?
1233 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1234 Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
1237 // function which computes the forward_thrust_time needed for the player ship to match
1238 // velocities with the currently selected target
1239 // input: no_target_text => default parm (NULL), used to override HUD output when no target exists
1240 // match_off_text => default parm (NULL), used to overide HUD output when matching toggled off
1241 // match_on_text => default parm (NULL), used to overide HUD output when matching toggled on
1242 void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
1244 if ( Objects[Player_ai->target_objnum].type != OBJ_SHIP ) {
1248 // multiplayer observers can't match target speed
1249 if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
1253 if ( Player_ai->target_objnum == -1) {
1254 if ( no_target_text ) {
1255 if ( no_target_text[0] ) {
1256 HUD_sourced_printf(HUD_SOURCE_HIDDEN, no_target_text );
1259 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No currently selected target.",-1) );
1264 if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
1265 Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
1266 if ( match_off_text ) {
1267 if ( match_off_text[0] ) {
1268 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_off_text );
1271 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No longer matching speed with current target.",-1) );
1276 if ( Objects[Player_ai->target_objnum].phys_info.speed > MATCH_SPEED_THRESHOLD ) {
1279 // account for case of matching speed with docked ship
1281 aip = &Ai_info[Ships[Objects[Player_ai->target_objnum].instance].ai_index];
1282 if ( aip->ai_flags & AIF_DOCKED ) {
1283 Assert( aip->dock_objnum != -1 );
1284 if ( Objects[aip->dock_objnum].phys_info.fspeed > MATCH_SPEED_THRESHOLD ) {
1291 Player->flags |= PLAYER_FLAGS_MATCH_TARGET;
1292 if ( match_on_text ) {
1293 if ( match_on_text[0] ) {
1294 HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_on_text );
1297 // HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("Matching speed with current target.",-1) );
1306 // toggle_player_object toggles between the player objects (i.e. the ship they are currently flying)
1307 // and a descent style ship.
1309 int use_descent = 0;
1310 LOCAL physics_info phys_save;
1312 void toggle_player_object()
1314 if ( use_descent ) {
1315 memcpy( &Player_obj->phys_info, &phys_save, sizeof(physics_info) );
1317 memcpy( &phys_save, &Player_obj->phys_info, sizeof(physics_info) );
1318 memcpy( &Player_obj->phys_info, &Descent_physics, sizeof(physics_info) );
1320 use_descent = !use_descent;
1322 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Using %s style physics for player ship."), use_descent ? NOX("DESCENT") : NOX("FreeSpace"));
1325 //#endif // ifndef NDEBUG
1327 // Init the data required for determining whether 'all alone' message should play
1328 void player_init_all_alone_msg()
1333 Player->check_for_all_alone_msg=timestamp(0);
1335 // See if there are any friendly ships present, if so return without preventing msg
1336 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1337 objp = &Objects[so->objnum];
1338 if ( objp == Player_obj ) {
1342 if ( Ships[objp->instance].team == Player_ship->team ) {
1343 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
1349 // There must be no friendly ships present, so prevent the 'all alone' message from ever playing
1350 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1353 // Called when a new pilot is created
1354 void player_set_pilot_defaults(player *p)
1356 // Enable auto-targeting by default for all new pilots
1357 p->flags |= PLAYER_FLAGS_AUTO_TARGETING;
1358 p->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1360 p->auto_advance = 1;
1363 // Store some player preferences to Player->save_flags
1364 void player_save_target_and_weapon_link_prefs()
1366 Player->save_flags = 0;
1367 if ( Player->flags & PLAYER_FLAGS_AUTO_TARGETING ) {
1368 Player->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
1372 if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
1373 // multiplayer observers can't match target speed
1374 if(!((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))) ){
1375 Player->save_flags |= PLAYER_FLAGS_AUTO_MATCH_SPEED;
1379 // if we're in multiplayer mode don't do this because we will desync ourselves with the server
1380 if(!(Game_mode & GM_MULTIPLAYER)){
1381 if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
1382 Player->save_flags |= PLAYER_FLAGS_LINK_PRIMARY;
1384 Player->flags &= ~PLAYER_FLAGS_LINK_PRIMARY;
1386 if ( Player_ship->flags & SF_SECONDARY_DUAL_FIRE ) {
1387 Player->save_flags |= PLAYER_FLAGS_LINK_SECONDARY;
1389 Player->flags &= ~PLAYER_FLAGS_LINK_SECONDARY;
1394 // Store some player preferences to Player->save_flags
1395 void player_restore_target_and_weapon_link_prefs()
1397 // Don't restores the save flags in training, as we must ensure certain things are off, such as speed matching.
1398 if ( !(The_mission.game_type & MISSION_TYPE_TRAINING )) {
1399 Player->flags |= Player->save_flags;
1402 if ( Player->flags & PLAYER_FLAGS_LINK_PRIMARY ) {
1403 if ( Player_ship->weapons.num_primary_banks > 1 ) {
1404 Player_ship->flags |= SF_PRIMARY_LINKED;
1408 if ( Player->flags & PLAYER_FLAGS_LINK_SECONDARY ) {
1409 Player_ship->flags |= SF_SECONDARY_DUAL_FIRE;
1413 // initialize player statistics on a per mission basis
1414 void player_level_init()
1416 Player->flags = PLAYER_FLAGS_STRUCTURE_IN_USE; // reset the player flags
1417 Player->flags |= Player->save_flags;
1419 memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
1421 Viewer_slew_angles.p = 0.0f; Viewer_slew_angles.b = 0.0f; Viewer_slew_angles.h = 0.0f;
1422 Viewer_external_info.angles.p = 0.0f;
1423 Viewer_external_info.angles.b = 0.0f;
1424 Viewer_external_info.angles.h = 0.0f;
1425 Viewer_external_info.distance = 0.0f;
1433 // Init variables for friendly fire monitoring.
1434 Player->friendly_last_hit_time = 0;
1435 Player->friendly_hits = 0;
1436 Player->friendly_damage = 0.0f;
1437 Player->last_warning_message_time = 0;
1439 Player->control_mode = PCM_NORMAL;
1441 Player->allow_warn_timestamp = 1; // init timestamp that is used for managing attack warnings sent to player
1442 Player->check_warn_timestamp = 1;
1443 Player->warn_count = 0; // number of attack warnings player has received this mission
1445 Player->distance_warning_count = 0; // Number of warning too far from origin
1446 Player->distance_warning_time = 0; // Time at which last warning was given
1448 Player->praise_count = 0; // number of praises player has received this mission
1449 Player->allow_praise_timestamp = 1; // timestamp until next praise is allowed
1450 Player->praise_delay_timestamp = 0; // timstamp used to delay praises given to the player
1452 Player->ask_help_count = 0; // number of times player has been asked for help by wingmen
1453 Player->allow_ask_help_timestamp = 1; // timestamp until next ask_help is allowed
1455 Player->scream_count = 0; // number of times player has heard wingman screams this mission
1456 Player->allow_scream_timestamp = 1; // timestamp until next wingman scream is allowed
1458 Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
1460 Player->repair_sound_loop = -1;
1461 Player->cargo_scan_loop = -1;
1462 Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
1464 Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
1465 Player->current_target_sx = -1; // Screen x-pos of current target (or subsystem if applicable)
1466 Player->current_target_sy = -1; // Screen y-pos of current target (or subsystem if applicable)
1467 Player->target_in_lock_cone = -1; // Is the current target in secondary weapon lock cone?
1468 Player->locking_subsys=NULL; // Subsystem pointer that missile lock is trying to seek
1469 Player->locking_on_center=0; // boolean, whether missile lock is trying for center of ship or not
1470 Player->locking_subsys_parent=-1;
1472 Player->killer_objtype=-1; // type of object that killed player
1473 Player->killer_weapon_index; // weapon used to kill player (if applicable)
1474 Player->killer_parent_name[0]=0; // name of parent object that killed the player
1476 Player_all_alone_msg_inited=0;
1477 Player->flags &= ~PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
1479 // Player->insignia_bitmap = -1;
1481 Joystick_last_reading = -1; // Make the joystick read right away.
1484 // player_init() initializes global veriables once a game -- needed because of mallocing that
1485 // goes on in structures in the player file
1489 Player = &Players[Player_num];
1490 Player->num_campaigns = 0;
1491 Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
1492 Player->failures_this_session = 0;
1493 Player->show_skip_popup = (ubyte) 1;
1496 // stop any looping sounds associated with the Player, called from game_stop_looped_sounds().
1497 void player_stop_looped_sounds()
1500 if ( Player->repair_sound_loop > -1 ) {
1501 snd_stop(Player->repair_sound_loop);
1502 Player->repair_sound_loop = -1;
1504 if ( Player->cargo_scan_loop > -1 ) {
1505 snd_stop(Player->cargo_scan_loop);
1506 Player->cargo_scan_loop = -1;
1510 // Start the repair sound if it hasn't already been started. Called when a player ship is being
1511 // repaired by a support ship
1512 void player_maybe_start_repair_sound()
1515 if ( Player->repair_sound_loop == -1 ) {
1516 Player->repair_sound_loop = snd_play_looping( &Snds[SND_SHIP_REPAIR] );
1520 // stop the player repair sound if it is already playing
1521 void player_stop_repair_sound()
1524 if ( Player->repair_sound_loop != -1 ) {
1525 snd_stop(Player->repair_sound_loop);
1526 Player->repair_sound_loop = -1;
1530 // start the cargo scanning sound if it hasn't already been started
1531 void player_maybe_start_cargo_scan_sound()
1534 if ( Player->cargo_scan_loop == -1 ) {
1535 Player->cargo_scan_loop = snd_play_looping( &Snds[SND_CARGO_SCAN] );
1539 // stop the player repair sound if it is already playing
1540 void player_stop_cargo_scan_sound()
1543 if ( Player->cargo_scan_loop != -1 ) {
1544 snd_stop(Player->cargo_scan_loop);
1545 Player->cargo_scan_loop = -1;
1549 // See if there is a praise message to deliver to the player. We want to delay the praise messages
1550 // a bit, to make them more realistic
1552 // exit: 1 => a praise message was delivered to the player, or a praise is pending
1553 // 0 => no praise is pending
1555 #define PLAYER_ALLOW_PRAISE_INTERVAL 60000 // minimum time between praises
1557 int player_process_pending_praise()
1559 // in multiplayer, never praise
1560 if(Game_mode & GM_MULTIPLAYER){
1564 if ( timestamp_elapsed(Player->praise_delay_timestamp) ) {
1567 Player->praise_delay_timestamp = 0;
1568 ship_index = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS, 1000.0f );
1569 if ( ship_index >= 0 ) {
1570 // Only praise if above 50% integrity
1571 if ( Objects[Ships[ship_index].objnum].hull_strength/Ship_info[Ships[ship_index].ship_info_index].initial_hull_strength > 0.5f ) {
1572 message_send_builtin_to_player(MESSAGE_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
1573 Player->allow_praise_timestamp = timestamp(PLAYER_ALLOW_PRAISE_INTERVAL*(Game_skill_level+1) );
1574 Player->allow_scream_timestamp = timestamp(20000); // prevent death scream following praise
1575 Player->praise_count++;
1581 if ( Player->praise_delay_timestamp == 0 ) {
1588 int player_inspect_cap_subsys_cargo(float frametime, char *outstr);
1589 // See if the player should be inspecting cargo, and update progress.
1590 // input: frametime => time since last frame in seconds
1591 // input: outstr => (output parm) holds string that HUD should display
1593 // exit: 1 => player should display outstr on HUD
1594 // 0 => don't display cargo on HUD
1595 int player_inspect_cargo(float frametime, char *outstr)
1599 ship_info *cargo_sip;
1600 vector vec_to_cargo;
1605 if ( Player_ai->target_objnum < 0 ) {
1609 cargo_objp = &Objects[Player_ai->target_objnum];
1610 Assert(cargo_objp->type == OBJ_SHIP);
1611 cargo_sp = &Ships[cargo_objp->instance];
1612 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1614 if (cargo_sip->flags & SIF_HUGE_SHIP) {
1615 return player_inspect_cap_subsys_cargo(frametime, outstr);
1618 // check if target is ship class that can be inspected
1619 // MWA -- 1/27/98 -- added fighters/bombers to this list. For multiplayer, we
1620 // want to show callsign of player
1622 // scannable cargo behaves differently. Scannable cargo is either "scanned" or "not scanned". This flag
1623 // can be set on any ship. Any ship with this set won't have "normal" cargo behavior
1624 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1625 if ( Game_mode & GM_NORMAL ) {
1626 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT)) ) {
1630 if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT|SIF_FIGHTER|SIF_BOMBER)) ) {
1635 // won't show callsign information for single player games
1636 if ( (Game_mode & GM_MULTIPLAYER) && !((cargo_sip->flags & (SIF_FIGHTER|SIF_BOMBER)) && (cargo_objp->flags & OF_PLAYER_SHIP)) )
1640 // if cargo is already revealed
1641 if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
1642 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1644 cargo_name = Cargo_names[cargo_sp->cargo1 & CARGO_INDEX_MASK];
1645 Assert ( cargo_name );
1647 if ( cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT) ) {
1648 if ( cargo_name[0] == '#' )
1649 sprintf(outstr, XSTR( "passengers:\n %s", 83), cargo_name+1 );
1651 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1655 Assert( Game_mode & GM_MULTIPLAYER );
1657 // get a player num from the object, then get a callsign from the player structure.
1658 pn = multi_find_player_by_object( cargo_objp );
1659 // Assert( pn != -1 );
1663 sprintf(outstr, "%s", Net_players[pn].player->short_callsign );
1667 sprintf(outstr, XSTR( "Scanned", 85) );
1670 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1671 // are in the process of scanning
1672 Player->cargo_inspect_time = 0;
1677 // see if player is within inspection range
1678 if ( Player_ai->current_target_distance < max(CARGO_REVEAL_MIN_DIST, (cargo_objp->radius+CARGO_RADIUS_DELTA)) ) {
1680 // check if player is facing cargo, do not proceed with inspection if not
1681 vm_vec_normalized_dir(&vec_to_cargo, &cargo_objp->pos, &Player_obj->pos);
1682 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.v.fvec);
1683 if ( dot < CARGO_MIN_DOT_TO_REVEAL ) {
1684 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1685 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1687 sprintf(outstr,XSTR( "not scanned", 87));
1688 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1689 Player->cargo_inspect_time = 0;
1693 // player is facing the cargo, and withing range, so proceed with inspection
1694 if ( hud_sensors_ok(Player_ship, 0) ) {
1695 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1698 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1699 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1701 sprintf(outstr,XSTR( "scanning", 89));
1703 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1704 ship_do_cargo_revealed( cargo_sp );
1705 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1706 Player->cargo_inspect_time = 0;
1709 if ( !(cargo_sp->flags & SF_SCANNABLE) )
1710 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1712 sprintf(outstr,XSTR( "not scanned", 87));
1718 // exit: 1 => player should display outstr on HUD
1719 // 0 => don't display cargo on HUD
1720 int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
1724 ship_info *cargo_sip;
1725 vector vec_to_cargo;
1727 ship_subsys *subsys;
1730 subsys = Player_ai->targeted_subsys;
1732 if ( subsys == NULL ) {
1736 cargo_objp = &Objects[Player_ai->target_objnum];
1737 Assert(cargo_objp->type == OBJ_SHIP);
1738 cargo_sp = &Ships[cargo_objp->instance];
1739 cargo_sip = &Ship_info[cargo_sp->ship_info_index];
1741 Assert(cargo_sip->flags & SIF_HUGE_SHIP);
1743 if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
1747 // dont scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
1748 if (!valid_cap_subsys_cargo_list(subsys->system_info->name)) {
1752 // if cargo is already revealed
1753 if ( subsys->subsys_cargo_revealed ) {
1755 if (subsys->subsys_cargo_name == -1) {
1756 cargo_name = XSTR("Nothing", 1493);
1758 cargo_name = Cargo_names[subsys->subsys_cargo_name];
1760 Assert ( cargo_name );
1762 sprintf(outstr,XSTR( "cargo: %s", 84), cargo_name );
1764 // always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
1765 // are in the process of scanning
1766 Player->cargo_inspect_time = 0;
1771 // see if player is within inspection range [ok for subsys]
1774 int subsys_in_view, x, y;
1776 get_subsystem_world_pos(cargo_objp, Player_ai->targeted_subsys, &subsys_pos);
1777 subsys_rad = subsys->system_info->radius;
1779 if ( Player_ai->current_target_distance < max(CAP_CARGO_REVEAL_MIN_DIST, (subsys_rad + CAPITAL_CARGO_RADIUS_DELTA)) ) {
1781 // check if player is facing cargo, do not proceed with inspection if not
1782 vm_vec_normalized_dir(&vec_to_cargo, &subsys_pos, &Player_obj->pos);
1783 dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.v.fvec);
1784 int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy);
1785 subsys_in_view = hud_targetbox_subsystem_in_view(cargo_objp, &x, &y);
1787 if ( (dot < CARGO_MIN_DOT_TO_REVEAL) || (!subsys_in_view) ) {
1788 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1789 hud_targetbox_end_flash(TBOX_FLASH_CARGO);
1790 Player->cargo_inspect_time = 0;
1794 // player is facing the cargo, and withing range, so proceed with inspection
1795 if ( hud_sensors_ok(Player_ship, 0) ) {
1796 Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
1799 sprintf(outstr,XSTR( "cargo: inspecting", 88));
1801 if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
1802 void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network );
1803 ship_do_cap_subsys_cargo_revealed( cargo_sp, subsys, 0);
1804 snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
1805 Player->cargo_inspect_time = 0;
1808 sprintf(outstr,XSTR( "cargo: <unknown>", 86));
1815 // get the maximum weapon range for the player (of both primary and secondary)
1816 float player_farthest_weapon_range()
1818 float prange,srange;
1820 hud_get_best_primary_bank(&prange);
1821 srange=ship_get_secondary_weapon_range(Player_ship);
1823 return max(prange,srange);
1826 // Determine text name for the weapon that killed the player.
1827 // input: weapon_info_index => weapon type that killed the player (can be -1 if no weapon involved)
1828 // killer_species => species of ship that fired weapon
1829 // weapon_name => output parameter... stores weapon name generated in this function
1830 void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name)
1832 if ( weapon_info_index < 0 ) {
1837 if ( Show_killer_weapon ) {
1838 killer_species = SPECIES_TERRAN;
1842 switch ( killer_species ) {
1843 case SPECIES_TERRAN:
1844 strcpy(weapon_name, Weapon_info[weapon_info_index].name);
1847 if ( Weapon_info[weapon_info_index].subtype == WP_MISSILE ) {
1848 strcpy(weapon_name, XSTR( "missile", 90));
1850 strcpy(weapon_name, XSTR( "laser fire", 91));
1856 // function to generate the text for death of a player given the information stored in the player object.
1857 // a pointer to the text is returned
1858 char *player_generate_death_text( player *player_p, char *death_text )
1860 char weapon_name[NAME_LENGTH];
1863 player_generate_killer_weapon_name(player_p->killer_weapon_index, player_p->killer_species, weapon_name);
1865 switch ( player_p->killer_objtype ) {
1867 if ( weapon_name[0] ) {
1868 // 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);
1869 sprintf(death_text, XSTR( "%s was killed by a missile shockwave", 92), player_p->callsign);
1871 sprintf(death_text, XSTR( "%s was killed by a shockwave from %s exploding", 93), player_p->callsign, player_p->killer_parent_name);
1875 Assert(weapon_name[0]);
1877 // is this from a friendly ship?
1879 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1880 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1881 sprintf(death_text, XSTR( "%s was killed by friendly fire from %s", 1338), player_p->callsign, player_p->killer_parent_name);
1883 sprintf(death_text, XSTR( "%s was killed by %s", 94), player_p->callsign, player_p->killer_parent_name);
1887 if ( player_p->flags & PLAYER_FLAGS_KILLED_BY_EXPLOSION ) {
1888 sprintf(death_text, XSTR( "%s was killed by a blast from %s exploding", 95), player_p->callsign, player_p->killer_parent_name);
1889 } else if (player_p->flags & PLAYER_FLAGS_KILLED_BY_ENGINE_WASH) {
1890 sprintf(death_text, XSTR( "%s was killed by engine wash from %s", 1494), player_p->callsign, player_p->killer_parent_name);
1892 sprintf(death_text, XSTR( "%s was killed by a collision with %s", 96), player_p->callsign, player_p->killer_parent_name);
1896 sprintf(death_text, XSTR( "%s was killed by a collision with debris", 97), player_p->callsign);
1899 sprintf(death_text, XSTR( "%s was killed by a collision with an asteroid", 98), player_p->callsign);
1902 if(strlen(player_p->killer_parent_name) <= 0){
1904 sprintf(death_text, XSTR( "%s was killed by a beam from an unknown source", 1081), player_p->callsign);
1906 // is this from a friendly ship?
1908 ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
1909 if((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team)){
1910 sprintf(death_text, XSTR( "%s was destroyed by friendly beam fire from %s", 1339), player_p->callsign, player_p->killer_parent_name);
1912 sprintf(death_text, XSTR( "%s was destroyed by a beam from %s", 1082), player_p->callsign, player_p->killer_parent_name);
1917 sprintf(death_text, XSTR( "%s was killed", 99), player_p->callsign);
1924 // display what/who killed the player
1925 void player_show_death_message()
1927 char death_text[256];
1929 // check if player killed self
1930 if ( Player->flags & PLAYER_KILLED_SELF ) {
1931 // reasons he killed himself
1932 if(Player->flags & PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE){
1933 sprintf(death_text, XSTR( "You have killed yourself with a shockwave from your own weapon", 1421));
1935 else if(Player->flags & PLAYER_FLAGS_KILLED_SELF_MISSILES){
1936 sprintf(death_text, XSTR( "You have killed yourself with your own missiles", 1422));
1938 sprintf(death_text, XSTR( "You have killed yourself", 100));
1941 Player->flags &= ~(PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE);
1943 player_generate_death_text( Player, death_text );
1946 HUD_fixed_printf(30.0f, death_text);
1950 extern void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
1952 // maybe fire a turret that is on a player ship (single or multi)
1953 void player_maybe_fire_turret(object *objp)
1955 model_subsystem *psub;
1958 ship *shipp = &Ships[objp->instance];
1959 ai_info *aip = &Ai_info[shipp->ai_index];
1960 ship_info *sip = &Ship_info[shipp->ship_info_index];
1962 // do a quick out if this isn't a bomber
1963 if ( !(sip->flags & SIF_BOMBER) ) {
1967 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
1968 if (aip->dock_objnum > -1) {
1969 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->dock_objnum].pos) < (objp->radius + Objects[aip->dock_objnum].radius) * 1.25f)
1974 // See if there are any turrets on the ship, if so see if they should fire
1975 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
1977 if ( pss->current_hits <= 0.0f )
1980 psub = pss->system_info;
1982 if ( psub->type == SUBSYSTEM_TURRET ) {
1983 if ( psub->turret_num_firing_points > 0 ) {
1984 ai_fire_from_turret(shipp, pss, OBJ_INDEX(objp));
1990 void player_set_next_all_alone_msg_timestamp()
1992 Player->check_for_all_alone_msg=timestamp(30000);
1995 // maybe play message from Terran Command 'You're all alone now Alpha 1'
1996 void player_maybe_play_all_alone_msg()
1998 if ( Game_mode & GM_MULTIPLAYER ){
2002 if ( !Player_all_alone_msg_inited ) {
2003 player_init_all_alone_msg();
2004 Player_all_alone_msg_inited=1;
2008 if ( Player->flags & PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG ) {
2012 // only check every N seconds
2013 if ( !timestamp_elapsed(Player->check_for_all_alone_msg) ) {
2017 player_set_next_all_alone_msg_timestamp();
2019 // at least one primary objective must be not complete (but not failed)
2020 if ( !mission_goals_incomplete(PRIMARY_GOAL) ) {
2021 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2025 // there must be no reinforcements available, hold off on message
2026 if ( (Player_ship != NULL) && hud_squadmsg_reinforcements_available(Player_ship->team) ) {
2030 // there must be no ships present that are on the same team as the player
2034 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2035 objp = &Objects[so->objnum];
2037 if ( objp == Player_obj ) {
2041 if ( Ships[objp->instance].team == Player_ship->team ) {
2042 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HARMLESS) ) {
2048 // met all the requirements, now only play 50% of the time :)
2050 message_send_builtin_to_player(MESSAGE_ALL_ALONE, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1);
2052 Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
2056 void player_set_padlock_state()
2058 // clear padlock views
2059 Viewer_mode &= ~(VM_PADLOCK_ANY);
2061 if ( check_control(PADLOCK_UP) ) {
2062 Viewer_mode |= VM_PADLOCK_UP;
2066 if ( check_control(PADLOCK_DOWN) ) {
2067 Viewer_mode |= VM_PADLOCK_REAR;
2071 if ( check_control(PADLOCK_RIGHT) ) {
2072 Viewer_mode |= VM_PADLOCK_RIGHT;
2076 if ( check_control(PADLOCK_LEFT) ) {
2077 Viewer_mode |= VM_PADLOCK_LEFT;
2082 void player_get_padlock_orient(matrix *eye_orient)
2084 Assert(Viewer_mode & VM_PADLOCK_ANY);
2086 matrix old_eye_orient;
2087 old_eye_orient = *eye_orient;
2089 if ( Viewer_mode & VM_PADLOCK_UP ) {
2090 eye_orient->v.fvec = old_eye_orient.v.uvec;
2091 vm_vec_copy_scale( &eye_orient->v.uvec, &old_eye_orient.v.fvec, -1.0f );
2092 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2093 vm_vec_negate(&eye_orient->v.fvec);
2094 vm_vec_negate(&eye_orient->v.rvec);
2095 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2096 vm_vec_copy_scale( &eye_orient->v.fvec, &old_eye_orient.v.rvec, -1.0f );
2097 eye_orient->v.rvec = old_eye_orient.v.fvec;
2098 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2099 eye_orient->v.fvec = old_eye_orient.v.rvec;
2100 vm_vec_copy_scale( &eye_orient->v.rvec, &old_eye_orient.v.fvec, -1.0f );
2106 void player_display_packlock_view()
2108 int padlock_view_index=0;
2110 if ( Viewer_mode & VM_PADLOCK_UP ) {
2111 padlock_view_index = 0;
2112 } else if ( Viewer_mode & VM_PADLOCK_REAR ) {
2113 padlock_view_index = 1;
2114 } else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
2115 padlock_view_index = 2;
2116 } else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
2117 padlock_view_index = 3;
2125 if ( !(Viewer_mode & (VM_CHASE|VM_EXTERNAL|VM_SLEWED)) ) {
2126 switch (padlock_view_index) {
2128 strcpy(str, XSTR( "top view", 101)); break;
2130 strcpy(str, XSTR( "rear view", 102)); break;
2132 strcpy(str, XSTR( "left view", 103)); break;
2134 strcpy(str, XSTR( "right view", 104)); break;
2137 HUD_fixed_printf(0.01f, str);
2141 // get the player's eye position and orient
2142 // NOTE : this is mostly just copied from game_render_frame_setup()
2143 extern vector Dead_player_last_vel;
2144 extern vector Camera_pos;
2145 extern void compute_slew_matrix(matrix *orient, angles *a);
2146 #define MIN_DIST_TO_DEAD_CAMERA 50.0f
2147 void player_get_eye(vector *eye_pos, matrix *eye_orient)
2152 // if the player object is NULL, return
2153 if(Player_obj == NULL){
2157 // standalone servers can bail here
2158 if(Game_mode & GM_STANDALONE_SERVER){
2162 // if we're not in-mission, don't do this
2163 if(!(Game_mode & GM_IN_MISSION)){
2167 Assert(eye_pos != NULL);
2168 Assert(eye_orient != NULL);
2170 if (Game_mode & GM_DEAD) {
2171 vector vec_to_deader, view_pos;
2173 if (Player_ai->target_objnum != -1) {
2174 int view_from_player = 1;
2176 if (Viewer_mode & VM_OTHER_SHIP) {
2177 // View from target.
2178 viewer_obj = &Objects[Player_ai->target_objnum];
2179 if ( viewer_obj->type == OBJ_SHIP ) {
2180 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2181 view_from_player = 0;
2185 if ( view_from_player ) {
2186 // View target from player ship.
2188 *eye_pos = Player_obj->pos;
2189 vm_vec_normalized_dir(&eye_dir, &Objects[Player_ai->target_objnum].pos, eye_pos);
2190 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2193 dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
2195 if (dist < MIN_DIST_TO_DEAD_CAMERA){
2196 dist += flFrametime * 16.0f;
2199 vm_vec_scale(&vec_to_deader, -dist);
2200 vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
2202 view_pos = Player_obj->pos;
2204 if (!(Game_mode & GM_DEAD_BLEW_UP)) {
2205 } else if (Player_ai->target_objnum != -1) {
2206 view_pos = Objects[Player_ai->target_objnum].pos;
2208 // Make camera follow explosion, but gradually slow down.
2209 vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
2210 view_pos = Player_obj->pos;
2213 *eye_pos = Dead_camera_pos;
2215 vm_vec_normalized_dir(&eye_dir, &Player_obj->pos, eye_pos);
2217 vm_vector_2_matrix(eye_orient, &eye_dir, NULL, NULL);
2222 // If already blown up, these other modes can override.
2223 if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
2224 viewer_obj = Player_obj;
2226 if (Viewer_mode & VM_OTHER_SHIP) {
2227 if (Player_ai->target_objnum != -1){
2228 viewer_obj = &Objects[Player_ai->target_objnum];
2232 if (Viewer_mode & VM_EXTERNAL) {
2235 vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
2236 vm_matrix_x_matrix(&tm, &viewer_obj->orient, &tm2);
2238 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &tm.v.fvec, 2.0f * viewer_obj->radius + Viewer_external_info.distance);
2240 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2241 vm_vec_normalize(&eye_dir);
2242 vm_vector_2_matrix(eye_orient, &eye_dir, &viewer_obj->orient.v.uvec, NULL);
2245 // Modify the orientation based on head orientation.
2246 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2247 } else if ( Viewer_mode & VM_CHASE ) {
2250 if ( viewer_obj->phys_info.speed < 0.1 ){
2251 move_dir = viewer_obj->orient.v.fvec;
2253 move_dir = viewer_obj->phys_info.vel;
2254 vm_vec_normalize_safe(&move_dir);
2257 vm_vec_scale_add(eye_pos, &viewer_obj->pos, &move_dir, -3.0f * viewer_obj->radius - Viewer_chase_info.distance);
2258 vm_vec_scale_add2(eye_pos, &viewer_obj->orient.v.uvec, 0.75f * viewer_obj->radius);
2259 vm_vec_sub(&eye_dir, &viewer_obj->pos, eye_pos);
2260 vm_vec_normalize(&eye_dir);
2262 // JAS: I added the following code because if you slew up using
2263 // Descent-style physics, eye_dir and Viewer_obj->orient.v.uvec are
2264 // equal, which causes a zero-length vector in the vm_vector_2_matrix
2265 // call because the up and the forward vector are the same. I fixed
2266 // it by adding in a fraction of the right vector all the time to the
2268 vector tmp_up = viewer_obj->orient.v.uvec;
2269 vm_vec_scale_add2( &tmp_up, &viewer_obj->orient.v.rvec, 0.00001f );
2271 vm_vector_2_matrix(eye_orient, &eye_dir, &tmp_up, NULL);
2274 // Modify the orientation based on head orientation.
2275 compute_slew_matrix(eye_orient, &Viewer_slew_angles);
2276 } else if ( Viewer_mode & VM_WARP_CHASE ) {
2277 *eye_pos = Camera_pos;
2279 ship * shipp = &Ships[Player_obj->instance];
2281 vm_vec_sub(&eye_dir, &shipp->warp_effect_pos, eye_pos);
2282 vm_vec_normalize(&eye_dir);
2283 vm_vector_2_matrix(eye_orient, &eye_dir, &Player_obj->orient.v.uvec, NULL);
2286 // get an eye position based upon the correct type of object
2287 switch(viewer_obj->type){
2289 // make a call to get the eye point for the player object
2290 ship_get_eye( eye_pos, eye_orient, viewer_obj );
2293 // make a call to get the eye point for the player object
2294 observer_get_eye( eye_pos, eye_orient, viewer_obj );