/* * 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. * */ #ifndef _PLAYER_H #define _PLAYER_H #include "globalincs/globals.h" #include "hud/hudtarget.h" // for targeting hotkey lists #include "io/keycontrol.h" // for button_info #include "localization/localize.h" #include "network/multi_options.h" #include "parse/sexp.h" #include "parse/sexp_container.h" #include "physics/physics.h" #include "sound/sound.h" #include "stats/scoring.h" // for scoring/stats #define MAX_KEYED_TARGETS 8 // number of hot keys available to assign targets to // player image defines #define PLAYER_PILOT_PIC_W 160 #define PLAYER_PILOT_PIC_H 120 #define PLAYER_SQUAD_PIC_W 128 #define PLAYER_SQUAD_PIC_H 128 // player flags follow #define PLAYER_FLAGS_MATCH_TARGET (1<<0) // currently matching speed with selected target #define PLAYER_FLAGS_MSG_MODE (1<<1) // is the player in messaging mode? #define PLAYER_FLAGS_AUTO_TARGETING (1<<2) // is auto targeting on? #define PLAYER_FLAGS_AUTO_MATCH_SPEED (1<<3) // is auto speed matching on? #define PLAYER_FLAGS_STRUCTURE_IN_USE (1<<4) // is this structure in use -- for multiplayer games #define PLAYER_FLAGS_PROMOTED (1<<5) // possibly set in mission to automatically give player promotion #define PLAYER_FLAGS_IS_MULTI (1<<6) // this is a multiplayer pilot #define PLAYER_FLAGS_DIST_WARNING (1<<7) // is this player under warning for being too far from battle #define PLAYER_FLAGS_FORCE_MISSION_OVER (1<<8) // mission is being forced over for this player #define PLAYER_FLAGS_LINK_PRIMARY (1<<9) // primary weapons were linked last mission #define PLAYER_FLAGS_LINK_SECONDARY (1<<10) // secondary weapons were linked last mission #define PLAYER_FLAGS_NO_CHECK_ALL_ALONE_MSG (1<<11) // player can't receive 'you're all alone...' message from Terran Command #define PLAYER_FLAGS_KILLED_BY_EXPLOSION (1<<12) // player was killed by an instantaneous area-effect explosion #define PLAYER_FLAGS_HAS_PLAYED_PXO (1<<13) // this pilot has at least played PXO once in the past. #define PLAYER_FLAGS_DIST_TO_BE_KILLED (1<<14) // the pilot has been warned about distance and will be killed after message finishes playing #define PLAYER_FLAGS_KILLED_BY_ENGINE_WASH (1<<15) // player was killed by engine wash #define PLAYER_FLAGS_KILLED_SELF_UNKNOWN (1<<16) // player died by his own hand #define PLAYER_FLAGS_KILLED_SELF_MISSILES (1<<17) // player died by his own missile #define PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE (1<<18) // player died by his own shockwave #define PLAYER_FLAGS_PLR_VER_PRE_CONTROLS5 (1<<19) // loaded PLR file's plr_ver is a pre-controls5 version #define PLAYER_FLAGS_PLR_VER_IS_LOWER (1<<20) // loaded PLR file's plr_ver is lower than PLR_VERSION #define PLAYER_FLAGS_PLR_VER_IS_HIGHER (1<<21) // loaded PLR file's plr_ver is higher than PLR_VERSION #define PLAYER_KILLED_SELF ( PLAYER_FLAGS_KILLED_SELF_UNKNOWN | PLAYER_FLAGS_KILLED_SELF_MISSILES | PLAYER_FLAGS_KILLED_SELF_SHOCKWAVE ) #define PCM_NORMAL 0 // normal flying mode #define PCM_WARPOUT_STAGE1 1 // speed up to 40 km/s #define PCM_WARPOUT_STAGE2 2 // flying towards and through warp hole #define PCM_WARPOUT_STAGE3 3 // through warp hole, waiting for it to disapper. #define PCM_SUPERNOVA 4 // supernova. lock everything to where it is. // 'lua game control' settings #define LGC_NORMAL (1<<0) // normal controls #define LGC_STEERING (1<<1) // allow lua to fully override steering controls #define LGC_FULL (1<<2) // allow lua to fully override controls #define LGC_B_NORMAL (1<<3) // allow lua to keep recording button commands #define LGC_B_OVERRIDE (1<<4) // allow lua to override current button commands #define LGC_B_ADDITIVE (1<<5) // allow lua add current lua button commands to current commands #define LGC_B_POLL_ALL (1<<6) // tell game code to pass all button commands to lua. // number of times dude can fail a mission in a session before // having the opportunity to skip it #define PLAYER_MISSION_FAILURE_LIMIT 5 class player { public: void reset(); void assign(const player *pl); friend bool operator==(const player& lhs, const player& rhs); friend bool operator!=(const player& lhs, const player& rhs); char callsign[CALLSIGN_LEN + 1]; char short_callsign[CALLSIGN_LEN + 1]; // callsign truncated to SHORT_CALLSIGN_PIXEL_W pixels int short_callsign_width; // useful for mutliplayer chat boxes. char image_filename[MAX_FILENAME_LEN+1]; // filename of the image for this pilot char s_squad_filename[MAX_FILENAME_LEN+1]; // filename of the squad image for this pilot char s_squad_name[NAME_LENGTH + 1]; // pilot's squadron name char m_squad_filename[MAX_FILENAME_LEN+1]; // filename of the squad image for this pilot (multiplayer) char m_squad_name[NAME_LENGTH + 1]; // pilot's squadron name (multiplayer) char current_campaign[MAX_FILENAME_LEN+1]; // Name of the currently active campaign, or zero-length string if none int readyroom_listing_mode; int flags; int save_flags; htarget_list keyed_targets[MAX_KEYED_TARGETS]; // linked list of hot-keyed targets int current_hotkey_set; // currently hotkey set in use, -1 if none vec3d lead_target_pos; // (x,y,z) of the lead target indicator int lead_target_cheat; // whether cheat for firing at lead indicator is active int lead_indicator_active; // flag that indicates the lead indicator is enabled int lock_indicator_x; // 2D screen x-coordinate of the lock indicator int lock_indicator_y; // 2D screen y-coordinate of the lock indicator int lock_indicator_start_x; // 2D screen x-coordinate of where lock indicator originated int lock_indicator_start_y; // 2D screen y-coordinate of where lock indicator originated int lock_indicator_visible; // flag indicating if the lock indicator is on screen or not float lock_time_to_target; // time left (in milliseconds) before minimum time to lock elapsed float lock_dist_to_target; // distance from lock indicator to target (in pixels) int last_ship_flown_si_index; // ship info index of ship most recently flown on a mission int objnum; // object number for this player button_info bi; // structure that holds bit vectors for button presses control_info ci; // control info structure for this player scoring_struct stats; // scoring and stats info for the player (points to multi_stats or single_stats) int friendly_hits; // Number of times hit a friendly ship this mission. float friendly_damage; // Total friendly damage done in mission. Diminishes over time. fix friendly_last_hit_time; // Missiontime of last hit on friendly. Used to decay friendly damage. fix last_warning_message_time; // Time at which last message to player was sent regarding friendly damage. int control_mode; // Used to determine what mode player control is in. For worm holes mainly. int saved_viewer_mode; // used to save viewer mode when warping out int check_warn_timestamp; // Timestamp used to determine when to check for possible warning, // done so we don't check each frame int distance_warning_count; // Number of distance warings int distance_warning_time; // Time at which distance warning was given int allow_warn_timestamp; // Timestamp used to regulate how often a player might receive // warning messages about ships attacking. int warn_count; // number of attack warnings player has received this mission float damage_this_burst; // amount of damage done this frame to friendly craft sound_handle repair_sound_loop; // Sound id for ship repair looping sound, this is in the player // file since the repair sound only plays when Player ship is getting repaired sound_handle cargo_scan_loop; // Sound id for scanning cargo looping sound int praise_count; // number of praises received this mission int allow_praise_timestamp; // timestamp marking time until next praise is allowed int praise_delay_timestamp; // timestamp used to delay a praise by a second or two int ask_help_count; // number of times wingmen have asked for help this mission int allow_ask_help_timestamp; // timestamp marking time until next 'ask help' is allowed int scream_count; // number of wingman screams received this mission int allow_scream_timestamp; // timestamp marking time until next wingman scream is allowed int low_ammo_complaint_count; // number of complaints about low ammo received in this mission int allow_ammo_timestamp; // timestamp marking time until next 'low ammo' complaint is allowed int praise_self_count; // number of boasts about kills received in this mission int praise_self_timestamp; // timestamp marking time until next boast is allowed int subsys_in_view; // set to -1 when this information needs to be re-evaluated int request_repair_timestamp; // timestamp marking time until next time we can be informed of a repair ship getting called in int cargo_inspect_time; // time that current cargo has been inspected for int target_is_dying; // The player target is dying, set to -1 if no target int current_target_sx; // Screen x-pos of current target (or subsystem if applicable) int current_target_sy; // Screen y-pos of current target (or subsystem if applicable) int target_in_lock_cone; // Is the current target in secondary weapon lock cone? ship_subsys *locking_subsys; // Subsystem pointer that missile lock is trying to seek int locking_subsys_parent; // objnum of the parent of locking_subsystem int locking_on_center; // boolean, whether missile lock is trying for center of ship or not int killer_objtype; // type of object that killed player int killer_species; // Species which killed player int killer_weapon_index; // weapon used to kill player (if applicable) char killer_parent_name[NAME_LENGTH]; // name of parent object that killed the player int check_for_all_alone_msg; // timestamp to check for playing of 'all alone' msg int update_dumbfire_time; // when to update dumbfire threat indicators int update_lock_time; // when to update lock threat indicators int threat_flags; // threat flags int auto_advance; // auto-advance through briefing? multi_local_options m_local_options; // options for local player in multiplayer mode (ignore for single player pilots) multi_server_options m_server_options; // options for netgame host/server in multiplayer mode int insignia_texture; // player's insignia bitmap (or -1 if none). should correspond to squad filename // NOTE : this bitmap is in TEXTURE format. do not try to use this bitmap to // render in screen format int tips; // show tips or not int shield_penalty_stamp; // timestamp for when we can next apply a shield balance penalty int failures_this_session; // number of times dude has failed the mission he is on this session ubyte show_skip_popup; // false if dude clicked "don't show this again" -- persists for current mission only // player-persistent variables - Goober5000 SCP_vector variables; // player-persistent containers - jg18 SCP_vector containers; SCP_string death_message; // Goober5000 control_info lua_ci; // copy of control info for scripting purposes (not to disturb real controls). button_info lua_bi; // copy of button info for scripting purposes (not to disturb real controls). button_info lua_bi_full; // gets all the button controls, not just the ones usually allowed int player_was_multi; // 1 if the player file was last used in Multiplayer char language[LCL_LANG_NAME_LEN+1]; // language the pilot was created with }; extern player Players[MAX_PLAYERS]; extern int Player_num; // player num of person playing on this machine extern player *Player; // pointer to my information extern int Player_use_ai; extern angles chase_slew_angles; // The viewing angles in which viewer_slew_angles will chase to. extern void player_init(); // initialization per level extern void player_level_init(); extern void player_controls_init(); // initialize Descent style controls for use in various places extern void player_match_target_speed(char *no_target_text=NULL, char *match_off_text=NULL, char *match_on_text=NULL); // call to continually match speed with selected target extern void player_clear_speed_matching(); extern int lua_game_control; // defines the level of control set to lua scripting void player_set_pilot_defaults(player *p); int player_process_pending_praise(); float player_farthest_weapon_range(); void player_save_target_and_weapon_link_prefs(); void player_restore_target_and_weapon_link_prefs(); // functions for controlling looping sounds associated with the player void player_stop_looped_sounds(); void player_maybe_start_repair_sound(); void player_stop_repair_sound(); void player_stop_cargo_scan_sound(); void player_maybe_start_cargo_scan_sound(); // will attempt to load an insignia bitmap and set it as active for the player void player_set_squad_bitmap(player *p, const char *fnamem, bool ismulti); // set squadron void player_set_squad(player *p, char *squad_name); int player_inspect_cargo(float frametime, char *outstr); extern int use_descent; // player is using descent-style physics extern void toggle_player_object(); // toggles between descent-style ship and player ship extern void read_player_controls( object *obj, float frametime); extern void player_control_reset_ci( control_info *ci ); void player_generate_death_message(player *player_p); void player_show_death_message(); void player_maybe_play_all_alone_msg(); void player_set_next_all_alone_msg_timestamp(); void player_display_padlock_view(); // get the player's eye position and orient camid player_get_cam(); //============================================================= //===================== PLAYER WARPOUT STUFF ================== extern float Player_warpout_speed; // speed you need to be going to warpout extern float Target_warpout_match_percent; // how close to TARGET_WARPOUT_SPEED you need to be extern float Minimum_player_warpout_time; // How long before you can press 'ESC' to abort warpout extern float Warpout_time; // Declared in freespace.cpp extern int Warpout_forced; // If non-zero, bash the player to speed and go through effect //============================================================= #endif