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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "playerman/player.h"
#include "io/joy.h"
#include "io/joy_ff.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "external_dll/trackirpublic.h"
#include "object/object.h"
#include "hud/hud.h"
#include "hud/hudtargetbox.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "freespace2/freespace.h"
#include "gamesnd/gamesnd.h"
#include "gamesequence/gamesequence.h"
#include "mission/missionmessage.h"
#include "globalincs/linklist.h"
#include "mission/missiongoals.h"
#include "hud/hudsquadmsg.h"
#include "hud/hudmessage.h"
#include "observer/observer.h"
#include "weapon/weapon.h"
#include "object/objectdock.h"
#include "camera/camera.h"
#include "network/multiutil.h"
#include "network/multi_obj.h"
#include "parse/parselo.h"
#ifndef NDEBUG
#include "io/key.h"
#endif
#include "autopilot/autopilot.h"
////////////////////////////////////////////////////////////
// Global object and other interesting player type things
////////////////////////////////////////////////////////////
player Players[MAX_PLAYERS];
int Player_num;
player *Player = NULL;
// Goober5000
int Player_use_ai = 0;
int lua_game_control = 0;
physics_info Descent_physics; // used when we want to control the player like the descent ship
angles chase_slew_angles;
int view_centering = 0;
int toggle_glide = 0;
int press_glide = 0;
////////////////////////////////////////////////////////////
// Module data
////////////////////////////////////////////////////////////
static int Player_all_alone_msg_inited=0; // flag used for initializing a player-specific voice msg
#ifndef NDEBUG
int Show_killer_weapon = 0;
DCF_BOOL( show_killer_weapon, Show_killer_weapon )
#endif
void playercontrol_read_stick(int *axis, float frame_time);
void player_set_padlock_state();
/**
* @brief Slew angles chase towards a value like they're on a spring.
* @details When furthest away, move fastest. Minimum speed set so that doesn't take too long. When gets close, clamps to the value.
*/
void chase_angles_to_value(angles *ap, angles *bp, int scale)
{
float sk;
angles delta;
// Make sure we actually need to do all this math.
if ((ap->p == bp->p) && (ap->h == bp->h))
return;
sk = 1.0f - scale*flRealframetime;
CLAMP(sk, 0.0f, 1.0f);
delta.p = ap->p - bp->p;
delta.h = ap->h - bp->h;
ap->p = ap->p - delta.p * (1.0f - sk);
ap->h = ap->h - delta.h * (1.0f - sk);
// If we're very close, put ourselves at goal.
if ((fl_abs(delta.p) < 0.005f) && (fl_abs(delta.h) < 0.005f)) {
ap->p = bp->p;
ap->h = bp->h;
}
}
angles Viewer_slew_angles_delta;
angles Viewer_external_angles_delta;
void view_modify(angles *ma, angles *da, float max_p, float max_h, float frame_time)
{
int axis[NUM_JOY_AXIS_ACTIONS];
float t = 0;
float u = 0;
vec3d trans = ZERO_VECTOR;
if ( Viewer_mode & VM_EXTERNAL) {
if (! (Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
t = t + (check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT));
u = u + (check_control_timef(PITCH_BACK) - check_control_timef(PITCH_FORWARD));
} else {
return;
}
} else if ( gTirDll_TrackIR.Enabled( ) ) {
gTirDll_TrackIR.Query();
ma->h = -PI2*(gTirDll_TrackIR.GetYaw());
ma->p = PI2*(gTirDll_TrackIR.GetPitch());
trans.xyz.x = -0.4f*gTirDll_TrackIR.GetX();
trans.xyz.y = 0.4f*gTirDll_TrackIR.GetY();
trans.xyz.z = -gTirDll_TrackIR.GetZ();
if(trans.xyz.z < 0)
trans.xyz.z = 0.0f;
vm_vec_unrotate(&leaning_position,&trans,&Eye_matrix);
} else {
// View slewing commands commented out until we can safely add more commands in the pilot code.
}
if (t != 0.0f)
da->h += t;
else
da->h = 0.0f;
if (u != 0.0f)
da->p += u;
else
da->p = 0.0f;
da->b = 0.0f;
playercontrol_read_stick(axis, frame_time);
if (( Viewer_mode & VM_EXTERNAL ) && !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED)) {
// check the heading on the x and y axes
da->h -= f2fl( axis[0] );
da->p -= f2fl( axis[1] );
}
if (da->h > 1.0f)
da->h = 1.0f;
else if (da->h < -1.0f)
da->h = -1.0f;
if (da->p > 1.0f)
da->p = 1.0f;
else if (da->p < -1.0f)
da->p = -1.0f;
if ( (Game_time_compression >= F1_0) && !(Viewer_mode & VM_EXTERNAL) )
{
ma->p += 2*da->p * flFrametime;
ma->b += 2*da->b * flFrametime;
ma->h += 2*da->h * flFrametime;
}
else
{
//If time compression is less than normal, still move camera at same speed
//This gives a cool matrix effect
ma->p += da->p * flRealframetime;
ma->b += da->b * flRealframetime;
ma->h += da->h * flRealframetime;
}
if (ma->p > max_p)
ma->p = max_p;
else if (ma->p < -max_p)
ma->p = -max_p;
if (ma->h > max_h)
ma->h = max_h;
else if (ma->h < -max_h)
ma->h = -max_h;
}
void do_view_track_target(float frame_time)
{
vec3d view_vector;
vec3d targetpos_rotated;
vec3d playerpos_rotated;
vec3d forwardvec_rotated;
vec3d target_pos;
angles view_angles;
angles forward_angles;
if ((Player_ai->target_objnum == -1) || (Viewer_mode & VM_OTHER_SHIP)) {
// If the object isn't targeted or we're viewing from the target's perspective, center the view and turn off target padlock
// because the target won't be at the angle we've calculated from the player's perspective.
Viewer_mode ^= VM_TRACK;
chase_slew_angles.p = 0.0f;
chase_slew_angles.h = 0.0f;
return;
}
object * targetp = &Objects[Player_ai->target_objnum];
// check to see if there is even a current target. if not, switch off the
// target padlock tracking flag, make the camera slew to the center,
// and exit the procedure
if ( targetp == &obj_used_list ) {
Viewer_mode ^= VM_TRACK;
chase_slew_angles.p = 0.0f;
chase_slew_angles.h = 0.0f;
return;
}
// look at a subsystem if there is one.
if ( Player_ai->targeted_subsys != NULL ) {
get_subsystem_world_pos(targetp, Player_ai->targeted_subsys, &target_pos);
} else {
target_pos = targetp->pos;
}
vm_vec_rotate(&targetpos_rotated, &target_pos, &Player_obj->orient);
vm_vec_rotate(&playerpos_rotated, &Player_obj->pos, &Player_obj->orient);
vm_vec_rotate(&forwardvec_rotated, &Player_obj->orient.vec.fvec, &Player_obj->orient);
vm_vec_normalized_dir(&view_vector,&targetpos_rotated,&playerpos_rotated);
vm_extract_angles_vector(&view_angles,&view_vector);
vm_extract_angles_vector(&forward_angles,&forwardvec_rotated);
chase_slew_angles.h = forward_angles.h - view_angles.h;
chase_slew_angles.p = -(forward_angles.p - view_angles.p);
// the gimbal limits of the player's virtual neck.
// These nested ifs prevent the player from looking up and
// down beyond 90 degree angles.
if (chase_slew_angles.p > PI_2)
chase_slew_angles.p = PI_2;
else if (chase_slew_angles.p < -PI_2)
chase_slew_angles.p = -PI_2;
// prevents the player from looking completely behind himself; just over his shoulder
if (chase_slew_angles.h > PI2/3)
chase_slew_angles.h = PI2/3;
else if (chase_slew_angles.h < -PI2/3)
chase_slew_angles.h = -PI2/3;
}
/**
* When PAD0 is pressed, keypad controls viewer direction slewing.
*/
void do_view_slew(float frame_time)
{
view_modify(&chase_slew_angles, &Viewer_slew_angles_delta, PI_2, PI2/3, frame_time);
}
void do_view_chase(float frame_time)
{
float t;
// Process centering key.
if (check_control_timef(VIEW_CENTER)) {
Viewer_chase_info.distance = 0.0f;
}
t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
Viewer_chase_info.distance += t*4;
if (Viewer_chase_info.distance < 0.0f)
Viewer_chase_info.distance = 0.0f;
}
float camera_zoom_scale = 1.0f;
DCF(camera_speed, "")
{
dc_get_arg(ARG_FLOAT);
camera_zoom_scale = Dc_arg_float;
}
void do_view_external(float frame_time)
{
float t;
view_modify(&Viewer_external_info.angles, &Viewer_external_angles_delta, PI2, PI2, frame_time);
// Process centering key.
if (check_control_timef(VIEW_CENTER)) {
Viewer_external_info.angles.p = 0.0f;
Viewer_external_info.angles.h = 0.0f;
Viewer_external_info.distance = 0.0f;
}
t = check_control_timef(VIEW_DIST_INCREASE) - check_control_timef(VIEW_DIST_DECREASE);
Viewer_external_info.distance += t*4*camera_zoom_scale;
if (Viewer_external_info.distance < 0.0f){
Viewer_external_info.distance = 0.0f;
}
// Do over-the-top correction.
if (Viewer_external_info.angles.p > PI)
Viewer_external_info.angles.p = -PI2 + Viewer_external_info.angles.p;
else if (Viewer_external_info.angles.p < -PI)
Viewer_external_info.angles.p = PI2 + Viewer_external_info.angles.p;
if (Viewer_external_info.angles.h > PI)
Viewer_external_info.angles.h = -PI2 + Viewer_external_info.angles.h;
else if (Viewer_external_info.angles.h < -PI)
Viewer_external_info.angles.h = PI2 + Viewer_external_info.angles.h;
}
/**
* Separate out the reading of thrust keys, so we can call this from external view as well as from normal view
*/
void do_thrust_keys(control_info *ci)
{
ci->forward = check_control_timef(FORWARD_THRUST) - check_control_timef(REVERSE_THRUST);
ci->sideways = (check_control_timef(RIGHT_SLIDE_THRUST) - check_control_timef(LEFT_SLIDE_THRUST));//for slideing-Bobboau
ci->vertical = (check_control_timef(UP_SLIDE_THRUST) - check_control_timef(DOWN_SLIDE_THRUST));//for slideing-Bobboau
}
/**
* Called by single and multiplayer modes to reset information inside of control info structure
*/
void player_control_reset_ci( control_info *ci )
{
float t1, t2, oldspeed;
t1 = ci->heading;
t2 = ci->pitch;
oldspeed = ci->forward_cruise_percent;
memset( ci, 0, sizeof(control_info) );
ci->heading = t1;
ci->pitch = t2;
ci->forward_cruise_percent = oldspeed;
}
// Read the 4 joystick axis. This is its own function
// because we only want to read it at a certain rate,
// since it takes time.
static int Joystick_saved_reading[JOY_NUM_AXES];
static int Joystick_last_reading = -1;
void playercontrol_read_stick(int *axis, float frame_time)
{
int i;
#ifndef NDEBUG
// Make sure things get reset properly between missions.
if ( (Joystick_last_reading != -1) && (timestamp_until(Joystick_last_reading) > 1000) ) {
Int3(); // Get John! John, the joystick last reading didn't get reset btwn levels.
Joystick_last_reading = -1;
}
#endif
if ( (Joystick_last_reading == -1) || timestamp_elapsed(Joystick_last_reading) ) {
// Read the stick
control_get_axes_readings(&Joystick_saved_reading[0], &Joystick_saved_reading[1], &Joystick_saved_reading[2], &Joystick_saved_reading[3], &Joystick_saved_reading[4]);
Joystick_last_reading = timestamp( 1000/10 ); // Read 10x per second, like we did in Descent.
}
for (i=0; i<NUM_JOY_AXIS_ACTIONS; i++) {
axis[i] = Joystick_saved_reading[i];
}
if (Use_mouse_to_fly) {
int dx, dy, dz;
float factor;
factor = (float) Mouse_sensitivity + 1.77f;
factor = factor * factor / frame_time / 0.6f;
mouse_get_delta(&dx, &dy, &dz);
if ( Invert_axis[0] ) {
dx = -dx;
}
if ( Invert_axis[1] ) {
dy = -dy;
}
if ( Invert_axis[3] ) {
dz = -dz;
}
axis[0] += (int) ((float) dx * factor);
axis[1] += (int) ((float) dy * factor);
axis[3] += (int) ((float) dz * factor);
}
}
void read_keyboard_controls( control_info * ci, float frame_time, physics_info *pi )
{
float kh=0.0f, scaled, newspeed, delta, oldspeed;
int axis[NUM_JOY_AXIS_ACTIONS], slew_active=1;
static int afterburner_last = 0;
static float analog_throttle_last = 9e9f;
static int override_analog_throttle = 0;
static float savedspeed = ci->forward_cruise_percent; //Backslash
int ok_to_read_ci_pitch_yaw=1;
int centering_speed = 7; // the scale speed in which the camera will smoothly center when the player presses Center View
oldspeed = ci->forward_cruise_percent;
player_control_reset_ci( ci );
if ( Viewer_mode & VM_EXTERNAL ) {
control_used(VIEW_EXTERNAL);
if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
ok_to_read_ci_pitch_yaw=0;
}
do_view_external(frame_time);
do_thrust_keys(ci);
slew_active=0;
} else if ( Viewer_mode & VM_CHASE ) {
do_view_chase(frame_time);
slew_active=0;
} else { // We're in the cockpit.
if (view_centering) {
// If we're centering the view, check to see if we're actually centered and bypass any view modifications
// until the view has finally been centered.
if ((Viewer_slew_angles.h == 0.0f) && (Viewer_slew_angles.p == 0.0f)) {
view_centering = 0; // if the view has been centered, allow the player to freelook again.
}
slew_active = 0;
} else if ( Viewer_mode & VM_TRACK ) { // Player's vision will track current target.
do_view_track_target(frame_time);
} else {
// The Center View command check is here because
// we don't want the player centering the view in target padlock mode
if (check_control_timef(VIEW_CENTER) && !view_centering) {
view_centering = 1;
slew_active = 0;
}
do_view_slew(frame_time);
// Orthogonal padlock views moved here in order to get the springy chase effect when transitioning.
player_set_padlock_state();
}
}
if ( ok_to_read_ci_pitch_yaw ) {
// From keyboard...
do_thrust_keys(ci);
if ( check_control(BANK_WHEN_PRESSED) ) {
ci->bank = check_control_timef(BANK_LEFT) + check_control_timef(YAW_LEFT) - check_control_timef(YAW_RIGHT) - check_control_timef(BANK_RIGHT);
ci->heading = 0.0f;
} else {
kh = (check_control_timef(YAW_RIGHT) - check_control_timef(YAW_LEFT)) / 8.0f;
if (kh == 0.0f) {
ci->heading = 0.0f;
} else if (kh > 0.0f) {
if (ci->heading < 0.0f)
ci->heading = 0.0f;
} else { // kh < 0
if (ci->heading > 0.0f)
ci->heading = 0.0f;
}
ci->bank = check_control_timef(BANK_LEFT) - check_control_timef(BANK_RIGHT);
}
ci->heading += kh;
kh = (check_control_timef(PITCH_FORWARD) - check_control_timef(PITCH_BACK)) / 8.0f;
if (kh == 0.0f) {
ci->pitch = 0.0f;
} else if (kh > 0.0f) {
if (ci->pitch < 0.0f)
ci->pitch = 0.0f;
} else { // kh < 0
if (ci->pitch > 0.0f)
ci->pitch = 0.0f;
}
ci->pitch += kh;
}
if ( !slew_active ) {
// If we're not in a view that slews (ie, not a cockpit view), make the viewer slew angles spring to the center.
chase_slew_angles.h = 0.0f;
chase_slew_angles.p = 0.0f;
}
chase_angles_to_value(&Viewer_slew_angles, &chase_slew_angles, centering_speed);
if (!(Game_mode & GM_DEAD)) {
if ( button_info_query(&Player->bi, ONE_THIRD_THROTTLE) ) {
control_used(ONE_THIRD_THROTTLE);
player_clear_speed_matching();
if ( Player->ci.forward_cruise_percent < 33.3f ) {
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_UP)], 0.0f );
} else if ( Player->ci.forward_cruise_percent > 33.3f ) {
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_DOWN)], 0.0f );
}
Player->ci.forward_cruise_percent = 33.3f;
override_analog_throttle = 1;
}
if ( button_info_query(&Player->bi, TWO_THIRDS_THROTTLE) ) {
control_used(TWO_THIRDS_THROTTLE);
player_clear_speed_matching();
if ( Player->ci.forward_cruise_percent < 66.6f ) {
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_UP)], 0.0f );
} else if (Player->ci.forward_cruise_percent > 66.6f) {
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_DOWN)], 0.0f );
}
Player->ci.forward_cruise_percent = 66.6f;
override_analog_throttle = 1;
}
if ( button_info_query(&Player->bi, PLUS_5_PERCENT_THROTTLE) ) {
control_used(PLUS_5_PERCENT_THROTTLE);
Player->ci.forward_cruise_percent += 5.0f;
if (Player->ci.forward_cruise_percent > 100.0f)
Player->ci.forward_cruise_percent = 100.0f;
}
if ( button_info_query(&Player->bi, MINUS_5_PERCENT_THROTTLE) ) {
control_used(MINUS_5_PERCENT_THROTTLE);
Player->ci.forward_cruise_percent -= 5.0f;
if (Player->ci.forward_cruise_percent < 0.0f)
Player->ci.forward_cruise_percent = 0.0f;
}
if ( button_info_query(&Player->bi, ZERO_THROTTLE) ) {
control_used(ZERO_THROTTLE);
player_clear_speed_matching();
if ( ci->forward_cruise_percent > 0.0f && Player_obj->phys_info.fspeed > 0.5) {
snd_play( &Snds[ship_get_sound(Player_obj, SND_ZERO_THROTTLE)], 0.0f );
}
ci->forward_cruise_percent = 0.0f;
override_analog_throttle = 1;
}
if ( button_info_query(&Player->bi, MAX_THROTTLE) ) {
control_used(MAX_THROTTLE);
player_clear_speed_matching();
if ( ci->forward_cruise_percent < 100.0f ) {
snd_play( &Snds[ship_get_sound(Player_obj, SND_FULL_THROTTLE)], 0.0f );
}
ci->forward_cruise_percent = 100.0f;
override_analog_throttle = 1;
}
// AL 12-29-97: If afterburner key is down, player should have full forward thrust (even if afterburners run out)
if ( check_control(AFTERBURNER) ) {
ci->forward = 1.0f;
}
if ( check_control(REVERSE_THRUST) && check_control(AFTERBURNER) ) {
ci->forward = -pi->max_rear_vel * 1.0f;
}
if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
if ( (Player_ai->last_target == Player_ai->target_objnum) && (Player_ai->target_objnum != -1) && ( ci->forward_cruise_percent == oldspeed) ) {
float tspeed, pmax_speed;
object *targeted_objp = &Objects[Player_ai->target_objnum];
tspeed = targeted_objp->phys_info.speed; //changed from fspeed. If target is reversing, sliding, or gliding we still want to keep up. -- Backslash
// maybe need to get speed from docked partner
if ( tspeed < MATCH_SPEED_THRESHOLD ) {
Assert(targeted_objp->type == OBJ_SHIP);
// Goober5000
if (object_is_docked(targeted_objp))
{
tspeed = dock_calc_docked_speed(targeted_objp); //changed from fspeed
}
}
// Note, if closer than 100 units, scale down speed a bit. Prevents repeated collisions. -- MK, 12/17/97
float dist = vm_vec_dist(&Player_obj->pos, &targeted_objp->pos);
if (dist < 100.0f) {
tspeed = tspeed * (0.5f + dist/200.0f);
}
//SUSHI: If gliding, don't do anything for speed matching
if (!( (Objects[Player->objnum].phys_info.flags & PF_GLIDING) || (Objects[Player->objnum].phys_info.flags & PF_FORCE_GLIDE) )) {
pmax_speed = Ships[Player_obj->instance].current_max_speed;
if (pmax_speed > 0.0f) {
ci->forward_cruise_percent = (tspeed / pmax_speed) * 100.0f;
} else {
ci->forward_cruise_percent = 0.0f;
}
override_analog_throttle = 1;
}
} else
Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
}
// code to read joystick axis for pitch/heading. Code to read joystick buttons
// for bank.
if ( !(Game_mode & GM_DEAD) ) {
playercontrol_read_stick(axis, frame_time);
} else {
axis[0] = axis[1] = axis[2] = axis[3] = axis[4] = 0;
}
if (Axis_map_to[JOY_HEADING_AXIS] >= 0) {
// check the heading on the x axis
if ( check_control(BANK_WHEN_PRESSED) ) {
delta = f2fl( axis[JOY_HEADING_AXIS] );
if ( (delta > 0.05f) || (delta < -0.05f) ) {
ci->bank -= delta;
}
} else {
ci->heading += f2fl( axis[JOY_HEADING_AXIS] );
}
}
// check the pitch on the y axis
if (Axis_map_to[JOY_PITCH_AXIS] >= 0) {
ci->pitch -= f2fl( axis[JOY_PITCH_AXIS] );
}
if (Axis_map_to[JOY_BANK_AXIS] >= 0) {
ci->bank -= f2fl( axis[JOY_BANK_AXIS] ) * 1.5f;
}
// axis 2 is for throttle
if (Axis_map_to[JOY_ABS_THROTTLE_AXIS] >= 0) {
scaled = (float) axis[JOY_ABS_THROTTLE_AXIS] * 1.2f / (float) F1_0 - 0.1f; // convert to -0.1 - 1.1 range
oldspeed = ci->forward_cruise_percent;
newspeed = (1.0f - scaled) * 100.0f;
delta = analog_throttle_last - newspeed;
if (!override_analog_throttle || (delta < -1.5f) || (delta > 1.5f)) {
ci->forward_cruise_percent = newspeed;
analog_throttle_last = newspeed;
override_analog_throttle = 0;
}
}
if (Axis_map_to[JOY_REL_THROTTLE_AXIS] >= 0)
ci->forward_cruise_percent += f2fl(axis[JOY_REL_THROTTLE_AXIS]) * 100.0f * frame_time;
if ( ci->forward_cruise_percent > 100.0f )
ci->forward_cruise_percent = 100.0f;
if ( ci->forward_cruise_percent < 0.0f )
ci->forward_cruise_percent = 0.0f;
// set up the firing stuff. Read into control info ala Descent so that weapons will be
// created during the object simulation phase, and not immediately as was happening before.
//keyboard: fire the current primary weapon
if (check_control(FIRE_PRIMARY)) {
ci->fire_primary_count++;
}
// for debugging, check to see if the debug key is down -- if so, make fire the debug laser instead
#ifndef NDEBUG
if ( keyd_pressed[KEY_DEBUG_KEY] ) {
ci->fire_debug_count = ci->fire_primary_count;
ci->fire_primary_count = 0;
}
#endif
// keyboard: fire the current secondary weapon
if (check_control(FIRE_SECONDARY)) {
ci->fire_secondary_count++;
// if we're a multiplayer client, set our accum bits now
if( MULTIPLAYER_CLIENT && (Net_player != NULL)){
Net_player->s_info.accum_buttons |= OOC_FIRE_SECONDARY;
}
}
// keyboard: launch countermeasures, but not if AI controlling Player
if (button_info_query(&Player->bi, LAUNCH_COUNTERMEASURE) && !Player_use_ai) {
control_used(LAUNCH_COUNTERMEASURE);
ci->fire_countermeasure_count++;
hud_gauge_popup_start(HUD_CMEASURE_GAUGE);
}
// see if the afterburner has been started (keyboard + joystick)
if (check_control(AFTERBURNER) && !Player_use_ai) {
if (!afterburner_last) {
Assert(Player_ship);
if ( !(Ship_info[Player_ship->ship_info_index].flags & SIF_AFTERBURNER) ) {
gamesnd_play_error_beep();
} else {
ci->afterburner_start = 1;
}
}
afterburner_last = 1;
} else {
if (afterburner_last)
ci->afterburner_stop = 1;
afterburner_last = 0;
}
// new gliding systems combining code by Backslash, Turey, Kazan, and WMCoolmon
// Check for toggle button pressed.
if ( button_info_query(&Player->bi, TOGGLE_GLIDING) ) {
control_used(TOGGLE_GLIDING);
if ( Player_obj != NULL && Ship_info[Player_ship->ship_info_index].can_glide ) {
toggle_glide = !toggle_glide;
}
}
// This logic is a bit tricky. It checks to see if the glide_when_pressed button is in a different state
// than press_glide. Since it sets press_glide equal to glide_when_pressed inside of this if statement,
// this only evaluates to true when the state of the button is different than it was last time.
if ( check_control(GLIDE_WHEN_PRESSED) != press_glide ) {
if ( Player_obj != NULL && Ship_info[Player_ship->ship_info_index].can_glide ) {
// This only works if check_control returns only 1 or 0. Shouldn't be a problem,
// but this comment's here just in case it is.
press_glide = !press_glide;
}
}
// if the player is warping out, cancel gliding
if (Player_ship->flags & SF_DEPART_WARP) {
toggle_glide = 0;
press_glide = 0;
}
// Do we want to be gliding?
if ( toggle_glide || press_glide ) {
// Probably don't need to do this check, but just in case...
if ( Player_obj != NULL && Ship_info[Player_ship->ship_info_index].can_glide ) {
// Only bother doing this if we need to.
if ( toggle_glide && press_glide ) {
// Overkill -- if gliding is toggled on and glide_when_pressed is pressed, turn glide off
if ( object_get_gliding(Player_obj) && !object_glide_forced(Player_obj) ) {
object_set_gliding(Player_obj, false);
ci->forward_cruise_percent = savedspeed;
press_glide = !press_glide;
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_UP)], 0.0f );
}
} else if ( !object_get_gliding(Player_obj) ) {
object_set_gliding(Player_obj, true);
savedspeed = ci->forward_cruise_percent;
ci->forward_cruise_percent = 0.0f;
override_analog_throttle = 1;
if (Ship_info[Player_ship->ship_info_index].glide_start_snd > 0) {
//If a custom glide start sound was specified, play it
snd_play( &Snds[Ship_info[Player_ship->ship_info_index].glide_start_snd], 0.0f );
} else {
//If glide_start_snd wasn't set (probably == 0), use the default throttle down sound
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_DOWN)], 0.0f );
}
}
}
} else {
// Probably don't need to do the second half of this check, but just in case...
if ( Player_obj != NULL && Ship_info[Player_ship->ship_info_index].can_glide ) {
// Only bother doing this if we need to.
if ( object_get_gliding(Player_obj) && !object_glide_forced(Player_obj) ) {
object_set_gliding(Player_obj, false);
ci->forward_cruise_percent = savedspeed;
if (Ship_info[Player_ship->ship_info_index].glide_end_snd > 0) {
//If a custom glide end sound was specified, play it
snd_play( &Snds[Ship_info[Player_ship->ship_info_index].glide_end_snd], 0.0f );
} else {
//If glide_end_snd wasn't set (probably == 0), use the default throttle up sound
snd_play( &Snds[ship_get_sound(Player_obj, SND_THROTTLE_UP)], 0.0f );
}
}
}
}
}
if ( (Viewer_mode & VM_EXTERNAL) ) {
if ( !(Viewer_mode & VM_EXTERNAL_CAMERA_LOCKED) ) {
ci->heading=0.0f;
ci->pitch=0.0f;
ci->bank=0.0f;
}
}
}
void copy_control_info(control_info *dest_ci, control_info *src_ci)
{
if (dest_ci == NULL)
return;
if (src_ci == NULL) {
dest_ci->pitch = 0.0f;
dest_ci->vertical = 0.0f;
dest_ci->heading = 0.0f;
dest_ci->sideways = 0.0f;
dest_ci->bank = 0.0f;
dest_ci->forward = 0.0f;
dest_ci->forward_cruise_percent = 0.0f;
dest_ci->fire_countermeasure_count = 0;
dest_ci->fire_secondary_count = 0;
dest_ci->fire_primary_count = 0;
} else {
dest_ci->pitch = src_ci->pitch;
dest_ci->vertical = src_ci->vertical;
dest_ci->heading = src_ci->heading;
dest_ci->sideways = src_ci->sideways;
dest_ci->bank = src_ci->bank;
dest_ci->forward = src_ci->forward;
dest_ci->forward_cruise_percent = src_ci->forward_cruise_percent;
}
}
void read_player_controls(object *objp, float frametime)
{
float diff;
int can_warp = 0, warp_failed = 0;
float target_warpout_speed;
joy_ff_adjust_handling((int) objp->phys_info.speed);
switch( Player->control_mode )
{
case PCM_SUPERNOVA:
break;
case PCM_NORMAL:
read_keyboard_controls(&(Player->ci), frametime, &objp->phys_info );
if ( lua_game_control & LGC_STEERING ) {
// make sure to copy the control before reseting it
Player->lua_ci = Player->ci;
copy_control_info(&(Player->ci), NULL);
} else if ( lua_game_control & LGC_FULL ) {
control_info temp;
// first copy over the new values, then reset
temp = Player->ci;
copy_control_info(&(Player->ci), &(Player->lua_ci));
Player->lua_ci = temp;
} else {
// just copy the ci should that be needed in scripting
Player->lua_ci = Player->ci;
}
break;
case PCM_WARPOUT_STAGE1: // Accelerate to 40 km/s
case PCM_WARPOUT_STAGE2: // Go 40 km/s steady up to the effect
case PCM_WARPOUT_STAGE3: // Go 40 km/s steady through the effect
{
memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
if ( (objp->type == OBJ_SHIP) && (!(Game_mode & GM_DEAD)) )
{
Warpout_time += flFrametime;
target_warpout_speed = ship_get_warpout_speed(objp);
if ( Warpout_forced ) {
Ships[objp->instance].current_max_speed = target_warpout_speed * 2.0f;
diff = target_warpout_speed-objp->phys_info.fspeed;
if ( diff < 0.0f )
diff = 0.0f;
Player->ci.forward = ((target_warpout_speed+diff) / Ships[objp->instance].current_max_speed);
} else {
// check if warp ability has been disabled
if ( Ships[objp->instance].flags & ( SF_WARP_BROKEN|SF_WARP_NEVER ) ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR( "Cannot warp out at this time.", 81));
warp_failed = 1;
} else {
if ( (!warp_failed) && (Ships[objp->instance].current_max_speed >= target_warpout_speed) ) {
can_warp = 1;
} else {
Ships[objp->instance].current_max_speed = target_warpout_speed + 5.0f;
can_warp = 1;
}
if (can_warp) {
diff = target_warpout_speed - objp->phys_info.fspeed;
if ( diff < 0.0f )
diff = 0.0f;
Player->ci.forward = ((target_warpout_speed + diff) / Ships[objp->instance].current_max_speed);
}
}
if ( warp_failed ) {
snd_play(&Snds[SND_PLAYER_WARP_FAIL]);
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
}
}
if ( Player->control_mode == PCM_WARPOUT_STAGE1 )
{
float warpout_delay;
ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
if (sip->warpout_engage_time >= 0)
warpout_delay = sip->warpout_engage_time / 1000.0f;
else
warpout_delay = MINIMUM_PLAYER_WARPOUT_TIME;
// Wait at least 3 seconds before making sure warp speed is set.
if ( Warpout_time > warpout_delay) {
// If we are going around 5% of the target speed, progress to next stage
float diffSpeed = objp->phys_info.fspeed;
if(target_warpout_speed != 0.0f) {
diffSpeed = fl_abs(objp->phys_info.fspeed - target_warpout_speed )/target_warpout_speed;
}
if ( diffSpeed < TARGET_WARPOUT_MATCH_PERCENT ) {
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 );
}
}
}
}
break;
}
}
// the ships maximum velocity now depends on the energy flowing to engines
if(objp->type != OBJ_OBSERVER){
objp->phys_info.max_vel.xyz.z = Ships[objp->instance].current_max_speed;
}
if(Player_obj->type == OBJ_SHIP && !Player_use_ai){
// only read player control info if player ship is not dead
// or if Player_use_ai is disabed
if ( !(Ships[Player_obj->instance].flags & SF_DYING) ) {
vec3d wash_rot;
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)) ) {
float intensity = 0.3f * MIN(Ships[objp->instance].wash_intensity, 1.0f);
vm_vec_copy_scale(&wash_rot, &Ships[objp->instance].wash_rot_axis, intensity);
physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime, &wash_rot);
} else {
physics_read_flying_controls( &objp->orient, &objp->phys_info, &(Player->ci), flFrametime);
}
}
} else if(Player_obj->type == OBJ_OBSERVER){
physics_read_flying_controls(&objp->orient,&objp->phys_info,&(Player->ci), flFrametime);
}
}
void player_controls_init()
{
static int initted = 0;
if (initted)
return;
initted = 1;
physics_init( &Descent_physics );
Descent_physics.flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
Viewer_slew_angles_delta.p = 0.0f;
Viewer_slew_angles_delta.b = 0.0f;
Viewer_slew_angles_delta.h = 0.0f;
}
/**
* Clear current speed matching and auto-speed matching flags
*/
void player_clear_speed_matching()
{
if ( !Player ) {
Int3(); // why is Player NULL?
return;
}
Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
Player->flags &= ~PLAYER_FLAGS_AUTO_MATCH_SPEED;
}
/**
* Computes the forward_thrust_time needed for the player ship to match velocities with the currently selected target
*
* @param no_target_text Default parm (NULL), used to override HUD output when no target exists
* @param match_off_text Default parm (NULL), used to overide HUD output when matching toggled off
* @param match_on_text Default parm (NULL), used to overide HUD output when matching toggled on
*/
void player_match_target_speed(char *no_target_text, char *match_off_text, char *match_on_text)
{
// multiplayer observers can't match target speed
if((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){
return;
}
if ( Player_ai->target_objnum == -1) {
if ( no_target_text ) {
if ( no_target_text[0] ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, no_target_text );
}
} else {
// HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No currently selected target.",-1) );
}
return;
}
object *targeted_objp = &Objects[Player_ai->target_objnum];
if ( targeted_objp->type != OBJ_SHIP ) {
return;
}
if ( Player->flags & PLAYER_FLAGS_MATCH_TARGET ) {
Player->flags &= ~PLAYER_FLAGS_MATCH_TARGET;
if ( match_off_text ) {
if ( match_off_text[0] ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_off_text );
}
} else {
// HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("No longer matching speed with current target.",-1) );
}
} else {
int can_match=0;
if ( targeted_objp->phys_info.fspeed > MATCH_SPEED_THRESHOLD ) {
can_match=1;
} else {
// account for case of matching speed with docked ship
if (object_is_docked(targeted_objp))
{
if (dock_calc_docked_fspeed(targeted_objp) > MATCH_SPEED_THRESHOLD)
{
can_match=1;
}
}
}
if ( can_match ) {
Player->flags |= PLAYER_FLAGS_MATCH_TARGET;
if ( match_on_text ) {
if ( match_on_text[0] ) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, match_on_text );
}
} else {
// HUD_sourced_printf(HUD_SOURCE_HIDDEN, XSTR("Matching speed with current target.",-1) );
}
}
}
}
// toggle_player_object toggles between the player objects (i.e. the ship they are currently flying)
// and a descent style ship.
int use_descent = 0;
LOCAL physics_info phys_save;
void toggle_player_object()
{
if ( use_descent ) {
memcpy( &Player_obj->phys_info, &phys_save, sizeof(physics_info) );
} else {
memcpy( &phys_save, &Player_obj->phys_info, sizeof(physics_info) );
memcpy( &Player_obj->phys_info, &Descent_physics, sizeof(physics_info) );
}
use_descent = !use_descent;
HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("Using %s style physics for player ship."), use_descent ? NOX("DESCENT") : NOX("FreeSpace"));
}
/**
* Initialise the data required for determining whether 'all alone' message should play
*/
void player_init_all_alone_msg()
{
ship_obj *so;
object *objp;
Player->check_for_all_alone_msg=timestamp(0);
// See if there are any friendly ships present, if so return without preventing msg
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if ( objp == Player_obj ) {
continue;
}
if ( Ships[objp->instance].team == Player_ship->team ) {
int ship_type = Ship_info[Ships[objp->instance].ship_info_index].class_type;
if ( ship_type != -1 && (Ship_types[ship_type].message_bools & STI_MSG_COUNTS_FOR_ALONE) ) {
return;
}
}
}
// There must be no friendly ships present, so prevent the 'all alone' message from ever playing
Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
}
/**
* Called when a new pilot is created
*/
void player_set_pilot_defaults(player *p)
{
// Enable auto-targeting by default for all new pilots
p->flags |= PLAYER_FLAGS_AUTO_TARGETING;
p->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
p->auto_advance = 1;
}
/**
* Store some player preferences to ::Player->save_flags
*/
void player_save_target_and_weapon_link_prefs()
{
Player->save_flags = 0;
if ( Player->flags & PLAYER_FLAGS_AUTO_TARGETING ) {
Player->save_flags |= PLAYER_FLAGS_AUTO_TARGETING;
}
if ( Player->flags & PLAYER_FLAGS_AUTO_MATCH_SPEED ) {
// multiplayer observers can't match target speed
if(!((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER))) )
{
Player->save_flags |= PLAYER_FLAGS_AUTO_MATCH_SPEED;
}
}
// if we're in multiplayer mode don't do this because we will desync ourselves with the server
if(!(Game_mode & GM_MULTIPLAYER)){
if ( Player_ship->flags & SF_PRIMARY_LINKED ) {
Player->save_flags |= PLAYER_FLAGS_LINK_PRIMARY;
} else {
Player->flags &= ~PLAYER_FLAGS_LINK_PRIMARY;
}
if ( Player_ship->flags & SF_SECONDARY_DUAL_FIRE ) {
Player->save_flags |= PLAYER_FLAGS_LINK_SECONDARY;
} else {
Player->flags &= ~PLAYER_FLAGS_LINK_SECONDARY;
}
}
}
/**
* Store some player preferences to ::Player->save_flags
*/
void player_restore_target_and_weapon_link_prefs()
{
ship_info *player_sip;
player_sip = &Ship_info[Player_ship->ship_info_index];
polymodel *pm = model_get(player_sip->model_num);
// Don't restores the save flags in training, as we must ensure certain things are off, such as speed matching.
if ( !(The_mission.game_type & MISSION_TYPE_TRAINING )) {
Player->flags |= Player->save_flags;
}
if ( Player->flags & PLAYER_FLAGS_LINK_PRIMARY && !(player_sip->flags2 & SIF2_NO_PRIMARY_LINKING) ) {
if ( Player_ship->weapons.num_primary_banks > 1 ) {
Player_ship->flags |= SF_PRIMARY_LINKED;
}
}
if ( Player->flags & PLAYER_FLAGS_LINK_SECONDARY && (pm->n_missiles > 0 && pm->missile_banks[0].num_slots > 1) ) {
Player_ship->flags |= SF_SECONDARY_DUAL_FIRE;
}
}
/**
* Initialise player statistics on a per mission basis
* @todo Don't use memset(0) approach to setting up Player->ci
*/
void player_level_init()
{
toggle_glide = 0;
press_glide = 0;
memset(&(Player->ci), 0, sizeof(control_info) ); // set the controls to 0
Viewer_slew_angles.p = 0.0f; Viewer_slew_angles.b = 0.0f; Viewer_slew_angles.h = 0.0f;
Viewer_external_info.angles.p = 0.0f;
Viewer_external_info.angles.b = 0.0f;
Viewer_external_info.angles.h = 0.0f;
Viewer_external_info.distance = 0.0f;
Viewer_mode = 0;
Player_obj = NULL;
Player_ship = NULL;
Player_ai = NULL;
Player_use_ai = 0; // Goober5000
Joystick_last_reading = -1; // Make the joystick read right away.
if(Player == NULL)
return;
Player->flags = PLAYER_FLAGS_STRUCTURE_IN_USE; // reset the player flags
Player->flags |= Player->save_flags;
// Init variables for friendly fire monitoring.
Player->friendly_last_hit_time = 0;
Player->friendly_hits = 0;
Player->friendly_damage = 0.0f;
Player->last_warning_message_time = 0;
Player->control_mode = PCM_NORMAL;
Player->allow_warn_timestamp = 1; // init timestamp that is used for managing attack warnings sent to player
Player->check_warn_timestamp = 1;
Player->warn_count = 0; // number of attack warnings player has received this mission
Player->distance_warning_count = 0; // Number of warning too far from origin
Player->distance_warning_time = 0; // Time at which last warning was given
Player->praise_count = 0; // number of praises player has received this mission
Player->allow_praise_timestamp = 1; // timestamp until next praise is allowed
Player->praise_delay_timestamp = 0; // timstamp used to delay praises given to the player
Player->ask_help_count = 0; // number of times player has been asked for help by wingmen
Player->allow_ask_help_timestamp = 1; // timestamp until next ask_help is allowed
Player->scream_count = 0; // number of times player has heard wingman screams this mission
Player->allow_scream_timestamp = 1; // timestamp until next wingman scream is allowed
Player->low_ammo_complaint_count = 0; // number of complaints about low ammo received in this mission
Player->allow_ammo_timestamp = 1; // timestamp until next 'Ammo low' message can be played
Player->praise_self_count = 0; // number of boasts about kills received in this mission
Player->praise_self_timestamp = 1; // timestamp marking time until next boast is allowed
Player->request_repair_timestamp = 1; // timestamp until next 'requesting repair sir' message can be played
Player->repair_sound_loop = -1;
Player->cargo_scan_loop = -1;
Player->cargo_inspect_time = 0; // time that current target's cargo has been inspected for
Player->target_is_dying = -1; // The player target is dying, set to -1 if no target
Player->current_target_sx = -1; // Screen x-pos of current target (or subsystem if applicable)
Player->current_target_sy = -1; // Screen y-pos of current target (or subsystem if applicable)
Player->target_in_lock_cone = -1; // Is the current target in secondary weapon lock cone?
Player->locking_subsys=NULL; // Subsystem pointer that missile lock is trying to seek
Player->locking_on_center=0; // boolean, whether missile lock is trying for center of ship or not
Player->locking_subsys_parent=-1;
Player->killer_objtype=-1; // type of object that killed player
Player->killer_weapon_index = -1; // weapon used to kill player (if applicable)
Player->killer_parent_name[0]=0; // name of parent object that killed the player
Player_all_alone_msg_inited=0;
Player->flags &= ~PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
Player->death_message = "";
}
/**
* Initializes global variables once a game -- needed because of mallocing that
* goes on in structures in the player file
*/
void player_init()
{
Player_num = 0;
Player = &Players[Player_num];
Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
Player->failures_this_session = 0;
Player->show_skip_popup = (ubyte) 1;
}
/**
* Stop any looping sounds associated with the Player, called from ::game_stop_looped_sounds().
*/
void player_stop_looped_sounds()
{
Assert(Player);
if ( Player->repair_sound_loop > -1 ) {
snd_stop(Player->repair_sound_loop);
Player->repair_sound_loop = -1;
}
if ( Player->cargo_scan_loop > -1 ) {
snd_stop(Player->cargo_scan_loop);
Player->cargo_scan_loop = -1;
}
}
/**
* Start the repair sound if it hasn't already been started. Called when a player ship is being
* repaired by a support ship
*/
void player_maybe_start_repair_sound()
{
Assert(Player);
if ( Player->repair_sound_loop == -1 ) {
Player->repair_sound_loop = snd_play_looping( &Snds[SND_SHIP_REPAIR] );
}
}
/**
* Stop the player repair sound if it is already playing
*/
void player_stop_repair_sound()
{
Assert(Player);
if ( Player->repair_sound_loop != -1 ) {
snd_stop(Player->repair_sound_loop);
Player->repair_sound_loop = -1;
}
}
/**
* Start the cargo scanning sound if it hasn't already been started
*/
void player_maybe_start_cargo_scan_sound()
{
Assert(Player);
if ( Player->cargo_scan_loop == -1 ) {
Player->cargo_scan_loop = snd_play_looping( &Snds[ship_get_sound(Player_obj, SND_CARGO_SCAN)] );
}
}
/**
* Stop the player repair sound if it is already playing
*/
void player_stop_cargo_scan_sound()
{
Assert(Player);
if ( Player->cargo_scan_loop != -1 ) {
snd_stop(Player->cargo_scan_loop);
Player->cargo_scan_loop = -1;
}
}
/**
* @brief See if there is a praise message to deliver to the player. We want to delay the praise messages
* a bit, to make them more realistic
*
* @return 1 if a praise message was delivered to the player, or a praise is pending; 0 if no praise is pending
*/
int player_process_pending_praise()
{
// in multiplayer, never praise
if(Game_mode & GM_MULTIPLAYER){
return 0;
}
if ( timestamp_elapsed(Player->praise_delay_timestamp) ) {
int ship_index;
Player->praise_delay_timestamp = 0;
ship_index = ship_get_random_player_wing_ship( SHIP_GET_UNSILENCED, 1000.0f );
if ( ship_index >= 0 ) {
// Only praise if above 50% integrity
if ( get_hull_pct(&Objects[Ships[ship_index].objnum]) > 0.5f ) {
if (Player->stats.m_kill_count_ok > 10) { // this number should probably be in the AI profile or mission file rather than hardcoded
message_send_builtin_to_player(MESSAGE_HIGH_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
}
else {
message_send_builtin_to_player(MESSAGE_PRAISE, &Ships[ship_index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, -1, -1);
}
Player->allow_praise_timestamp = timestamp(Builtin_messages[MESSAGE_PRAISE].min_delay * (Game_skill_level+1) );
Player->allow_scream_timestamp = timestamp(20000); // prevent death scream following praise
Player->praise_count++;
return 1;
}
}
}
if ( Player->praise_delay_timestamp == 0 ) {
return 0;
}
return 1;
}
int player_inspect_cap_subsys_cargo(float frametime, char *outstr);
/**
* See if the player should be inspecting cargo, and update progress.
*
* @param frametime Time since last frame in seconds
* @param outstr (output parm) holds string that HUD should display
*
* @return 1 if player should display outstr on HUD; 0if don't display cargo on HUD
*/
int player_inspect_cargo(float frametime, char *outstr)
{
object *cargo_objp;
ship *cargo_sp;
ship_info *cargo_sip;
vec3d vec_to_cargo;
float dot;
int scan_subsys;
outstr[0] = 0;
if ( Player_ai->target_objnum < 0 ) {
return 0;
}
cargo_objp = &Objects[Player_ai->target_objnum];
Assert(cargo_objp->type == OBJ_SHIP);
cargo_sp = &Ships[cargo_objp->instance];
cargo_sip = &Ship_info[cargo_sp->ship_info_index];
// Goober5000 - possibly swap cargo scan behavior
scan_subsys = (cargo_sip->flags & SIF_HUGE_SHIP);
if (cargo_sp->flags2 & SF2_TOGGLE_SUBSYSTEM_SCANNING)
scan_subsys = !scan_subsys;
if (scan_subsys)
return player_inspect_cap_subsys_cargo(frametime, outstr);
// check if target is ship class that can be inspected
// MWA -- 1/27/98 -- added fighters/bombers to this list. For multiplayer, we
// want to show callsign of player
// G5K -- 10/20/08 -- moved the callsign code into hud_stuff_ship_callsign, where
// it makes more sense
// scannable cargo behaves differently. Scannable cargo is either "scanned" or "not scanned". This flag
// can be set on any ship. Any ship with this set won't have "normal" cargo behavior
if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
if ( !(cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT)) ) {
return 0;
}
}
// if cargo is already revealed
if ( cargo_sp->flags & SF_CARGO_REVEALED ) {
if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
char *cargo_name = Cargo_names[cargo_sp->cargo1 & CARGO_INDEX_MASK];
Assert( cargo_sip->flags & (SIF_CARGO|SIF_TRANSPORT) );
if ( cargo_name[0] == '#' ) {
sprintf(outstr, XSTR("passengers: %s", 83), cargo_name+1 );
} else {
sprintf(outstr,XSTR("cargo: %s", 84), cargo_name );
}
} else {
strcpy(outstr, XSTR( "Scanned", 85) );
}
// always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
// are in the process of scanning
Player->cargo_inspect_time = 0;
return 1;
}
// see if player is within inspection range
if ( Player_ai->current_target_distance < MAX(CARGO_REVEAL_MIN_DIST, (cargo_objp->radius+CARGO_RADIUS_DELTA)) ) {
// check if player is facing cargo, do not proceed with inspection if not
vm_vec_normalized_dir(&vec_to_cargo, &cargo_objp->pos, &Player_obj->pos);
dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.vec.fvec);
if ( dot < CARGO_MIN_DOT_TO_REVEAL ) {
if ( !(cargo_sp->flags & SF_SCANNABLE) )
strcpy(outstr,XSTR( "cargo: <unknown>", 86));
else
strcpy(outstr,XSTR( "not scanned", 87));
hud_targetbox_end_flash(TBOX_FLASH_CARGO);
Player->cargo_inspect_time = 0;
return 1;
}
// player is facing the cargo, and withing range, so proceed with inspection
if ( hud_sensors_ok(Player_ship, 0) ) {
Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
}
if ( !(cargo_sp->flags & SF_SCANNABLE) )
strcpy(outstr,XSTR( "cargo: inspecting", 88));
else
strcpy(outstr,XSTR( "scanning", 89));
if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
ship_do_cargo_revealed( cargo_sp );
snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
Player->cargo_inspect_time = 0;
}
} else {
if ( !(cargo_sp->flags & SF_SCANNABLE) )
strcpy(outstr,XSTR( "cargo: <unknown>", 86));
else
strcpy(outstr,XSTR( "not scanned", 87));
}
return 1;
}
/**
* @return 1 if player should display outstr on HUD; 0 if don't display cargo on HUD
*/
int player_inspect_cap_subsys_cargo(float frametime, char *outstr)
{
object *cargo_objp;
ship *cargo_sp;
ship_info *cargo_sip;
vec3d vec_to_cargo;
float dot;
ship_subsys *subsys;
outstr[0] = 0;
subsys = Player_ai->targeted_subsys;
if ( subsys == NULL ) {
return 0;
}
cargo_objp = &Objects[Player_ai->target_objnum];
Assert(cargo_objp->type == OBJ_SHIP);
cargo_sp = &Ships[cargo_objp->instance];
cargo_sip = &Ship_info[cargo_sp->ship_info_index];
// don't do any sort of scanning thing unless capship has a non-"nothing" cargo
// this compensates for changing the "no display" index from -1 to 0
if (subsys->subsys_cargo_name == 0) {
return 0;
}
// don't scan cargo on turrets, radar, etc. only the majors: fighterbay, sensor, engines, weapons, nav, comm
if (!valid_cap_subsys_cargo_list(subsys->system_info->subobj_name)) {
return 0;
}
// if cargo is already revealed
if (subsys->flags & SSF_CARGO_REVEALED) {
if ( !(cargo_sp->flags & SF_SCANNABLE) ) {
char *cargo_name = Cargo_names[subsys->subsys_cargo_name & CARGO_INDEX_MASK];
if ( cargo_name[0] == '#' ) {
sprintf(outstr, XSTR("passengers: %s", 83), cargo_name+1 );
} else {
sprintf(outstr,XSTR("cargo: %s", 84), cargo_name );
}
} else {
strcpy(outstr, XSTR( "Scanned", 85) );
}
// always bash cargo_inspect_time to 0 since AI ships can reveal cargo that we
// are in the process of scanning
Player->cargo_inspect_time = 0;
return 1;
}
// see if player is within inspection range [ok for subsys]
vec3d subsys_pos;
float subsys_rad;
int subsys_in_view, x, y;
float scan_dist;
get_subsystem_world_pos(cargo_objp, Player_ai->targeted_subsys, &subsys_pos);
subsys_rad = subsys->system_info->radius;
// Goober5000
if (cargo_sip->flags & SIF_HUGE_SHIP) {
scan_dist = MAX(CAP_CARGO_REVEAL_MIN_DIST, (subsys_rad + CAPITAL_CARGO_RADIUS_DELTA));
} else {
scan_dist = MAX(CARGO_REVEAL_MIN_DIST, (subsys_rad + CARGO_RADIUS_DELTA));
}
if ( Player_ai->current_target_distance < scan_dist ) {
// check if player is facing cargo, do not proceed with inspection if not
vm_vec_normalized_dir(&vec_to_cargo, &subsys_pos, &Player_obj->pos);
dot = vm_vec_dot(&vec_to_cargo, &Player_obj->orient.vec.fvec);
int hud_targetbox_subsystem_in_view(object *target_objp, int *sx, int *sy);
subsys_in_view = hud_targetbox_subsystem_in_view(cargo_objp, &x, &y);
if ( (dot < CARGO_MIN_DOT_TO_REVEAL) || (!subsys_in_view) ) {
if ( !(cargo_sp->flags & SF_SCANNABLE) )
strcpy(outstr,XSTR( "cargo: <unknown>", 86));
else
strcpy(outstr,XSTR( "not scanned", 87));
hud_targetbox_end_flash(TBOX_FLASH_CARGO);
Player->cargo_inspect_time = 0;
return 1;
}
// player is facing the cargo, and within range, so proceed with inspection
if ( hud_sensors_ok(Player_ship, 0) ) {
Player->cargo_inspect_time += fl2i(frametime*1000+0.5f);
}
if ( !(cargo_sp->flags & SF_SCANNABLE) )
strcpy(outstr,XSTR( "cargo: inspecting", 88));
else
strcpy(outstr,XSTR( "scanning", 89));
if ( Player->cargo_inspect_time > cargo_sip->scan_time ) {
ship_do_cap_subsys_cargo_revealed( cargo_sp, subsys, 0);
snd_play( &Snds[SND_CARGO_REVEAL], 0.0f );
Player->cargo_inspect_time = 0;
}
} else {
if ( !(cargo_sp->flags & SF_SCANNABLE) )
strcpy(outstr,XSTR( "cargo: <unknown>", 86));
else
strcpy(outstr,XSTR( "not scanned", 87));
}
return 1;
}
/**
* Get the maximum weapon range for the player (of both primary and secondary)
* @return Maximum weapon range
*/
float player_farthest_weapon_range()
{
float prange,srange;
hud_get_best_primary_bank(&prange);
srange=ship_get_secondary_weapon_range(Player_ship);
return MAX(prange,srange);
}
/**
* Determine text name for the weapon that killed the player.
*
* @param weapon_info_index Weapon type that killed the player (can be -1 if no weapon involved)
* @param killer_species Species of ship that fired weapon
* @param weapon_name (Output parameter) Stores weapon name generated in this function
*/
void player_generate_killer_weapon_name(int weapon_info_index, int killer_species, char *weapon_name)
{
if ( weapon_info_index < 0 ) {
return;
}
#ifndef NDEBUG
if ( Show_killer_weapon || (killer_species == Ship_info[Player_ship->ship_info_index].species) ) {
#else
if (killer_species == Ship_info[Player_ship->ship_info_index].species) {
#endif
strcpy(weapon_name, Weapon_info[weapon_info_index].name);
} else {
if ( Weapon_info[weapon_info_index].subtype == WP_MISSILE ) {
strcpy(weapon_name, XSTR( "missile", 90));
} else {
strcpy(weapon_name, XSTR( "laser fire", 91));
}
}
}
/**
* Generates the message for death of a player given the information stored in the player object.
*/
void player_generate_death_message(player *player_p)
{
char weapon_name[NAME_LENGTH];
weapon_name[0] = 0;
SCP_string &msg = player_p->death_message;
int ship_index;
player_generate_killer_weapon_name(player_p->killer_weapon_index, player_p->killer_species, weapon_name);
switch (player_p->killer_objtype)
{
case OBJ_SHOCKWAVE:
if (weapon_name[0])
{
sprintf(msg, XSTR( "%s was killed by a missile shockwave", 92), player_p->callsign);
}
else
{
sprintf(msg, XSTR( "%s was killed by a shockwave from %s exploding", 93), player_p->callsign, player_p->killer_parent_name);
}
break;
case OBJ_WEAPON:
Assert(weapon_name[0]);
// is this from a friendly ship?
ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
if ((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team))
{
sprintf(msg, XSTR( "%s was killed by friendly fire from %s", 1338), player_p->callsign, player_p->killer_parent_name);
}
else
{
sprintf(msg, XSTR( "%s was killed by %s", 94), player_p->callsign, player_p->killer_parent_name);
}
break;
case OBJ_SHIP:
if (player_p->flags & PLAYER_FLAGS_KILLED_BY_EXPLOSION)
{
sprintf(msg, XSTR( "%s was killed by a blast from %s exploding", 95), player_p->callsign, player_p->killer_parent_name);
}
else if (player_p->flags & PLAYER_FLAGS_KILLED_BY_ENGINE_WASH)
{
sprintf(msg, XSTR( "%s was killed by engine wash from %s", 1494), player_p->callsign, player_p->killer_parent_name);
}
else
{
sprintf(msg, XSTR( "%s was killed by a collision with %s", 96), player_p->callsign, player_p->killer_parent_name);
}
break;
case OBJ_DEBRIS:
sprintf(msg, XSTR( "%s was killed by a collision with debris", 97), player_p->callsign);
break;
case OBJ_ASTEROID:
sprintf(msg, XSTR( "%s was killed by a collision with an asteroid", 98), player_p->callsign);
break;
case OBJ_BEAM:
if (strlen(player_p->killer_parent_name) <= 0)
{
Warning(LOCATION, "Killer_parent_name not specified for beam!");
sprintf(msg, XSTR( "%s was killed by a beam from an unknown source", 1081), player_p->callsign);
}
else
{
// is this from a friendly ship?
ship_index = ship_name_lookup(player_p->killer_parent_name, 1);
if ((ship_index >= 0) && (Player_ship != NULL) && (Player_ship->team == Ships[ship_index].team))
{
sprintf(msg, XSTR( "%s was destroyed by friendly beam fire from %s", 1339), player_p->callsign, player_p->killer_parent_name);
}
else
{
sprintf(msg, XSTR( "%s was destroyed by a beam from %s", 1082), player_p->callsign, player_p->killer_parent_name);
}
}
break;
default:
sprintf(msg, XSTR( "%s was killed by unknown causes", 99), player_p->callsign);
break;
}
}
/**
* Display what/who killed the player
*/
void player_show_death_message()
{
SCP_string &msg = Player->death_message;
// make sure we don't already have a death message
if (msg.empty())
{
// check if player killed self
if (Player->flags & PLAYER_KILLED_SELF)
{
// reasons he killed himself
if (Player->flags & PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE)
{
msg = XSTR("You have killed yourself with a shockwave from your own weapon", 1421);
}
else if (Player->flags & PLAYER_FLAGS_KILLED_SELF_MISSILES)
{
msg = XSTR("You have killed yourself with your own missiles", 1422);
}
else
{
msg = XSTR("You have killed yourself", 100);
}
Player->flags &= ~PLAYER_KILLED_SELF;
}
else
{
player_generate_death_message(Player);
}
}
color col;
gr_init_color(&col, 255, 0, 0);
// display the message
HUD_fixed_printf(30.0f, col, const_cast<char *>(msg.c_str()));
}
void player_set_next_all_alone_msg_timestamp()
{
Player->check_for_all_alone_msg=timestamp(30000);
}
/**
* Maybe play message from Terran Command 'You're all alone now, pilot'
*/
void player_maybe_play_all_alone_msg()
{
if ( Game_mode & GM_MULTIPLAYER ){
return;
}
if ( !Player_all_alone_msg_inited ) {
player_init_all_alone_msg();
Player_all_alone_msg_inited=1;
return;
}
if ( Player->flags & PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG ) {
return;
}
// only check every N seconds
if ( !timestamp_elapsed(Player->check_for_all_alone_msg) ) {
return;
}
player_set_next_all_alone_msg_timestamp();
// at least one primary objective must be not complete (but not failed)
if ( !mission_goals_incomplete(PRIMARY_GOAL) ) {
Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
return;
}
// there must be no reinforcements available, hold off on message
if ( (Player_ship != NULL) && hud_squadmsg_reinforcements_available(Player_ship->team) ) {
return;
}
// there must be no ships present that are on the same team as the player
ship_obj *so;
object *objp;
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
objp = &Objects[so->objnum];
if ( objp == Player_obj ) {
continue;
}
if ( Ships[objp->instance].team == Player_ship->team ) {
int ship_type = Ship_info[Ships[objp->instance].ship_info_index].class_type;
if ( ship_type != -1 && (Ship_types[ship_type].message_bools & STI_MSG_COUNTS_FOR_ALONE) ) {
return;
}
}
}
// met all the requirements, now only play 50% of the time :)
if ( rand()&1 ) {
message_send_builtin_to_player(MESSAGE_ALL_ALONE, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1);
}
Player->flags |= PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG;
}
void player_set_padlock_state()
{
if ( check_control(PADLOCK_UP) ) {
chase_slew_angles.h = 0.0f;
chase_slew_angles.p = -PI_2;
Viewer_mode |= VM_PADLOCK_UP;
return;
}
if ( check_control(PADLOCK_DOWN) ) {
chase_slew_angles.h = -PI;
chase_slew_angles.p = 0.0f;
Viewer_mode |= VM_PADLOCK_REAR;
return;
}
if ( check_control(PADLOCK_RIGHT) ) {
chase_slew_angles.h = PI_2;
chase_slew_angles.p = 0.0f;
Viewer_mode |= VM_PADLOCK_RIGHT;
return;
}
if ( check_control(PADLOCK_LEFT) ) {
chase_slew_angles.h = -PI_2;
chase_slew_angles.p = 0.0f;
Viewer_mode |= VM_PADLOCK_LEFT;
return;
}
if ( Viewer_mode & VM_PADLOCK_ANY ) {
// clear padlock views and center the view once
// the player lets go of an orthogonal padlock command
Viewer_mode &= ~(VM_PADLOCK_ANY);
chase_slew_angles.h = 0.0f;
chase_slew_angles.p = 0.0f;
}
}
void player_get_padlock_orient(matrix *eye_orient)
{
Assert(Viewer_mode & VM_PADLOCK_ANY);
matrix old_eye_orient;
old_eye_orient = *eye_orient;
if ( Viewer_mode & VM_PADLOCK_UP ) {
eye_orient->vec.fvec = old_eye_orient.vec.uvec;
vm_vec_copy_scale( &eye_orient->vec.uvec, &old_eye_orient.vec.fvec, -1.0f );
} else if ( Viewer_mode & VM_PADLOCK_REAR ) {
vm_vec_negate(&eye_orient->vec.fvec);
vm_vec_negate(&eye_orient->vec.rvec);
} else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
vm_vec_copy_scale( &eye_orient->vec.fvec, &old_eye_orient.vec.rvec, -1.0f );
eye_orient->vec.rvec = old_eye_orient.vec.fvec;
} else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
eye_orient->vec.fvec = old_eye_orient.vec.rvec;
vm_vec_copy_scale( &eye_orient->vec.rvec, &old_eye_orient.vec.fvec, -1.0f );
} else {
Int3();
}
}
void player_display_padlock_view()
{
int padlock_view_index=0;
if ( Viewer_mode & VM_PADLOCK_UP ) {
padlock_view_index = 0;
} else if ( Viewer_mode & VM_PADLOCK_REAR ) {
padlock_view_index = 1;
} else if ( Viewer_mode & VM_PADLOCK_LEFT ) {
padlock_view_index = 2;
} else if ( Viewer_mode & VM_PADLOCK_RIGHT ) {
padlock_view_index = 3;
} else {
Int3();
return;
}
char str[128];
if ( !(Viewer_mode & (VM_CHASE|VM_EXTERNAL)) ) {
switch (padlock_view_index) {
case 0:
strcpy_s(str, XSTR( "top view", 101)); break;
case 1:
strcpy_s(str, XSTR( "rear view", 102)); break;
case 2:
strcpy_s(str, XSTR( "left view", 103)); break;
case 3:
strcpy_s(str, XSTR( "right view", 104)); break;
}
color col;
gr_init_color(&col, 0, 255, 0);
HUD_fixed_printf(0.01f, col, str);
}
}
extern vec3d Dead_camera_pos;
extern vec3d Dead_player_last_vel;
#define MIN_DIST_TO_DEAD_CAMERA 50.0f
/**
* Get the player's eye position and orient
*/
camid player_get_cam()
{
static camid player_camera;
if(!player_camera.isValid())
{
player_camera = cam_create("Player camera");
}
object *viewer_obj = NULL;
vec3d eye_pos = vmd_zero_vector;
matrix eye_orient = vmd_identity_matrix;
vec3d tmp_dir;
// if the player object is NULL, return
if(Player_obj == NULL){
return camid();
}
// standalone servers can bail here
if(Game_mode & GM_STANDALONE_SERVER){
return camid();
}
// if we're not in-mission, don't do this
if(!(Game_mode & GM_IN_MISSION)){
return camid();
}
if (Game_mode & GM_DEAD) {
vec3d vec_to_deader, view_pos;
float dist;
if (Player_ai->target_objnum != -1) {
int view_from_player = 1;
if (Viewer_mode & VM_OTHER_SHIP) {
// View from target.
viewer_obj = &Objects[Player_ai->target_objnum];
if ( viewer_obj->type == OBJ_SHIP ) {
ship_get_eye( &eye_pos, &eye_orient, viewer_obj );
view_from_player = 0;
}
}
if ( view_from_player ) {
// View target from player ship.
viewer_obj = NULL;
eye_pos = Player_obj->pos;
vm_vec_normalized_dir(&tmp_dir, &Objects[Player_ai->target_objnum].pos, &eye_pos);
vm_vector_2_matrix(&eye_orient, &tmp_dir, NULL, NULL);
}
} else {
dist = vm_vec_normalized_dir(&vec_to_deader, &Player_obj->pos, &Dead_camera_pos);
if (dist < MIN_DIST_TO_DEAD_CAMERA){
dist += flFrametime * 16.0f;
}
vm_vec_scale(&vec_to_deader, -dist);
vm_vec_add(&Dead_camera_pos, &Player_obj->pos, &vec_to_deader);
view_pos = Player_obj->pos;
if (!(Game_mode & GM_DEAD_BLEW_UP)) {
} else if (Player_ai->target_objnum != -1) {
view_pos = Objects[Player_ai->target_objnum].pos;
} else {
// Make camera follow explosion, but gradually slow down.
vm_vec_scale_add2(&Player_obj->pos, &Dead_player_last_vel, flFrametime);
view_pos = Player_obj->pos;
}
eye_pos = Dead_camera_pos;
vm_vec_normalized_dir(&tmp_dir, &Player_obj->pos, &eye_pos);
vm_vector_2_matrix(&eye_orient, &tmp_dir, NULL, NULL);
viewer_obj = NULL;
}
}
// If already blown up, these other modes can override.
if (!(Game_mode & (GM_DEAD | GM_DEAD_BLEW_UP))) {
if(!(Viewer_mode & VM_FREECAMERA))
viewer_obj = Player_obj;
if (Viewer_mode & VM_OTHER_SHIP) {
if (Player_ai->target_objnum != -1){
viewer_obj = &Objects[Player_ai->target_objnum];
}
}
if(Viewer_mode & VM_FREECAMERA) {
Viewer_obj = NULL;
return cam_get_current();
} else if (Viewer_mode & VM_EXTERNAL) {
Assert(viewer_obj != NULL);
matrix tm, tm2;
vm_angles_2_matrix(&tm2, &Viewer_external_info.angles);
vm_matrix_x_matrix(&tm, &viewer_obj->orient, &tm2);
vm_vec_scale_add(&eye_pos, &viewer_obj->pos, &tm.vec.fvec, 2.0f * viewer_obj->radius + Viewer_external_info.distance);
vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos);
vm_vec_normalize(&tmp_dir);
vm_vector_2_matrix(&eye_orient, &tmp_dir, &viewer_obj->orient.vec.uvec, NULL);
viewer_obj = NULL;
// Modify the orientation based on head orientation.
compute_slew_matrix(&eye_orient, &Viewer_slew_angles);
} else if ( Viewer_mode & VM_CHASE ) {
vec3d move_dir;
if ( viewer_obj->phys_info.speed < 0.1 ){
move_dir = viewer_obj->orient.vec.fvec;
} else {
move_dir = viewer_obj->phys_info.vel;
vm_vec_normalize_safe(&move_dir);
}
vm_vec_scale_add(&eye_pos, &viewer_obj->pos, &move_dir, -3.0f * viewer_obj->radius - Viewer_chase_info.distance);
vm_vec_scale_add2(&eye_pos, &viewer_obj->orient.vec.uvec, 0.75f * viewer_obj->radius);
vm_vec_sub(&tmp_dir, &viewer_obj->pos, &eye_pos);
vm_vec_normalize(&tmp_dir);
// JAS: I added the following code because if you slew up using
// Descent-style physics, eye_dir and Viewer_obj->orient.vec.uvec are
// equal, which causes a zero-length vector in the vm_vector_2_matrix
// call because the up and the forward vector are the same. I fixed
// it by adding in a fraction of the right vector all the time to the
// up vector.
vec3d tmp_up = viewer_obj->orient.vec.uvec;
vm_vec_scale_add2( &tmp_up, &viewer_obj->orient.vec.rvec, 0.00001f );
vm_vector_2_matrix(&eye_orient, &tmp_dir, &tmp_up, NULL);
viewer_obj = NULL;
// Modify the orientation based on head orientation.
compute_slew_matrix(&eye_orient, &Viewer_slew_angles);
} else if ( Viewer_mode & VM_WARP_CHASE ) {
Warp_camera.get_info(&eye_pos, NULL);
ship * shipp = &Ships[Player_obj->instance];
vec3d warp_pos = Player_obj->pos;
shipp->warpout_effect->getWarpPosition(&warp_pos);
vm_vec_sub(&tmp_dir, &warp_pos, &eye_pos);
vm_vec_normalize(&tmp_dir);
vm_vector_2_matrix(&eye_orient, &tmp_dir, &Player_obj->orient.vec.uvec, NULL);
viewer_obj = NULL;
} else {
// get an eye position based upon the correct type of object
switch(viewer_obj->type)
{
case OBJ_SHIP:
// make a call to get the eye point for the player object
ship_get_eye( &eye_pos, &eye_orient, viewer_obj );
break;
case OBJ_OBSERVER:
// make a call to get the eye point for the player object
observer_get_eye( &eye_pos, &eye_orient, viewer_obj );
break;
default :
Int3();
}
}
}
player_camera.getCamera()->set_position(&eye_pos);
player_camera.getCamera()->set_rotation(&eye_orient);
return player_camera;
}
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