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fs2open.github.com/code/playerman/player.h
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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.
*
*/
/*
* $Logfile: /Freespace2/code/Playerman/Player.h $
* $Revision: 2.10 $
* $Date: 2006-04-20 06:32:23 $
* $Author: Goober5000 $
*
* Header file for player information
*
* $Log: not supported by cvs2svn $
* Revision 2.9 2006/03/18 22:43:16 Goober5000
* added set-death-message sexp
* --Goober5000
*
* Revision 2.8 2005/10/20 06:38:18 wmcoolmon
* More player warpout speed stuff
*
* Revision 2.7 2005/07/13 03:35:32 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.6 2005/04/05 05:53:23 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.5 2004/08/11 05:06:32 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.4 2004/03/05 09:02:05 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.3 2003/09/05 04:25:28 Goober5000
* well, let's see here...
*
* * persistent variables
* * rotating gun barrels
* * positive/negative numbers fixed
* * sexps to trigger whether the player is controlled by AI
* * sexp for force a subspace jump
*
* I think that's it :)
* --Goober5000
*
* Revision 2.2 2003/01/14 04:00:15 Goober5000
* allowed for up to 256 main halls
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:09 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/03 22:07:09 mharris
* got some stuff to compile
*
* Revision 1.1 2002/05/02 18:03:12 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 18 9/12/99 1:27p Jefff
* upped debug player_mission_failure_limit to 5
*
* 17 9/07/99 10:50a Jefff
*
* 16 9/06/99 9:43p Jefff
* skip mission support
*
* 15 8/29/99 4:18p Andsager
* New "burst" limit for friendly damage. Also credit more damage done
* against large friendly ships.
*
* 14 8/27/99 10:36a Dave
* Impose a 2% penalty for hitting the shield balance key.
*
* 13 8/02/99 9:13p Dave
* Added popup tips.
*
* 12 7/21/99 8:10p Dave
* First run of supernova effect.
*
* 11 7/19/99 7:20p Dave
* Beam tooling. Specialized player-killed-self messages. Fixed d3d nebula
* pre-rendering.
*
* 10 6/16/99 4:06p Dave
* New pilot info popup. Added new draw-bitmap-as-poly function.
*
* 9 5/21/99 5:03p Andsager
* Add code to display engine wash death. Modify ship_kill_packet
*
* 8 5/18/99 10:08a Andsager
* Modified single maximum range before blown up to also be multi
* friendly.
*
* 7 3/28/99 12:37p Dave
* Tentative beginnings to warpin effect.
*
* 6 3/24/99 4:05p Dave
* Put in support for assigning the player to a specific squadron with a
* specific logo. Preliminary work for doing pos/orient checksumming in
* multiplayer to reduce bandwidth.
*
* 5 1/14/99 6:06p Dave
* 100% full squad logo support for single player and multiplayer.
*
* 4 12/14/98 12:13p Dave
* Spiffed up xfer system a bit. Put in support for squad logo file xfer.
* Need to test now.
*
* 3 11/12/98 12:13a Dave
* Tidied code up for multiplayer test. Put in network support for flak
* guns.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 96 9/17/98 3:08p Dave
* PXO to non-pxo game warning popup. Player icon stuff in create and join
* game screens. Upped server count refresh time in PXO to 35 secs (from
* 20).
*
* 95 5/19/98 12:19p Mike
* Cheat codes!
*
* 94 5/09/98 4:52p Lawrance
* Implement padlock view (up/rear/left/right)
*
* 93 5/04/98 5:52p Comet
* Fixed bug with Galatea/Bastion selection when finishing missions.
*
* 92 4/25/98 3:49p Lawrance
* Save briefing auto-advance pref
*
* 91 4/21/98 11:55p Dave
* Put in player deaths statskeeping. Use arrow keys in the ingame join
* ship select screen. Don't quit the game if in the debriefing and server
* leaves.
*
* 90 4/20/98 6:07p Hoffoss
* Added code to track if player is stationed on the galatea or the
* bastion.
*
* 89 4/08/98 10:34p Allender
* make threat indicators work in multiplayer. Fix socket problem (once
* and for all???)
*
* 88 4/05/98 7:43p Lawrance
* fix up saving/restoring of link status and auto-target/match-speed.
*
* 87 4/01/98 7:42p Lawrance
* Enable auto-targeting by default when a new pilot is created.
*
* 86 3/31/98 4:42p Allender
* mission objective support for team v. team mode. Chatbox changes to
* make input box be correct length when typing
*
* 85 3/30/98 6:27p Dave
* Put in a more official set of multiplayer options, including a system
* for distributing netplayer and netgame settings.
*
* 84 3/27/98 3:59p Hoffoss
* Due to everyone using different assumptions about what a length define
* means, changed code to account for safest assumption.
*
* 83 3/24/98 4:25p Lawrance
* Make finding out if player killed self easier and more reliable
*
* 82 3/19/98 5:35p Lawrance
* Correctly inform player if killed by ship explosion.
*
* 81 3/16/98 5:54p Lawrance
* Play cargo scanning sound
*
* 80 3/10/98 5:08p Allender
* fixed up multiplayer death messages (I hope). changes in object update
* packets
*
* 79 3/07/98 3:49p Lawrance
* store killer species in player struct
*
* 78 3/05/98 10:16p Lawrance
* Add 'save_flags' to player struct to save/restore certain player flags
* cleanly.
*
* $NoKeywords: $
*/
#ifndef _PLAYER_H
#define _PLAYER_H
#include "physics/physics.h"
#include "hud/hudtarget.h" // for targeting hotkey lists
#include "stats/scoring.h" // for scoring/stats
#include "io/keycontrol.h" // for button_info
#include "network/multi_options.h"
#include "parse/sexp.h"
#include "globalincs/globals.h"
struct campaign_info;
#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_KILLED_SELF ( 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.
// number of times dude can fail a mission in a session before
// having the opportunity to skip it
#ifdef RELEASE_REAL
#define PLAYER_MISSION_FAILURE_LIMIT 5
#else
#define PLAYER_MISSION_FAILURE_LIMIT 5
#endif // RELEASE_REAL
typedef struct campaign_stats {
char campaign_name[MAX_FILENAME_LEN+1]; // insurance
scoring_struct stats;
} campaign_stats;
typedef struct player {
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]; // filename of the image for this pilot
char squad_filename[MAX_FILENAME_LEN]; // filename of the squad image for this pilot
char squad_name[NAME_LENGTH + 1]; // pilot's squadron name
int num_campaigns; // tells how many array entries in the campaigns field
char current_campaign[MAX_FILENAME_LEN]; // Name of the currently active campaign, or zero-length string if none
campaign_info *campaigns; // holds information regarding all active campaigns the player is playing
int readyroom_listing_mode;
ubyte main_hall; // Goober5000 - now allows 256 halls; I didn't make this int because it would mess up the file compatibility
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
int 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
int 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 praises received 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 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
int num_variables;
sexp_variable player_variables[MAX_SEXP_VARIABLES];
char death_message[256]; // Goober5000
} player;
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 control_info PlayerControls;
extern int Player_use_ai;
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();
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, char *fname);
// set squadron
void player_set_squad(player *p, char *squad_name);
int player_inspect_cargo(float frametime, char *outstr);
//#ifndef NDEBUG
extern int use_descent; // player is using descent-style physics
extern void toggle_player_object(); // toggles between descent-style ship and player ship
//#endif
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_fire_turret(object *objp);
void player_maybe_play_all_alone_msg();
void player_set_next_all_alone_msg_timestamp();
void player_get_padlock_orient(matrix *eye_orient);
void player_display_packlock_view();
// get the player's eye position and orient
void player_get_eye(vec3d *eye_pos, matrix *eye_orient);
//=============================================================
//===================== PLAYER WARPOUT STUFF ==================
#define PLAYER_WARPOUT_SPEED 40.0f // speed you need to be going to warpout
#define TARGET_WARPOUT_MATCH_PERCENT 0.05f // how close to TARGET_WARPOUT_SPEED you need to be
#define MINIMUM_PLAYER_WARPOUT_TIME 3.0f // 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