Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
||
3 | * described in COPYING.txt. |
||
4 | * Portions of this file are copyright Parallax Software and licensed |
||
5 | * according to the Parallax license below. |
||
6 | * See COPYING.txt for license details. |
||
7 | |||
8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
||
9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
||
10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
||
11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
||
12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
||
13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
||
14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
||
15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
||
16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
||
17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
||
18 | */ |
||
19 | |||
20 | /* |
||
21 | * |
||
22 | * Basic slew system for moving around the mine |
||
23 | * |
||
24 | */ |
||
25 | |||
26 | #include <stdlib.h> |
||
27 | |||
28 | #include "inferno.h" |
||
29 | #include "game.h" |
||
30 | #include "vecmat.h" |
||
31 | #include "key.h" |
||
32 | #include "joy.h" |
||
33 | #include "object.h" |
||
34 | #include "dxxerror.h" |
||
35 | #include "physics.h" |
||
36 | #include "kconfig.h" |
||
37 | #include "slew.h" |
||
38 | #include "segment.h" |
||
39 | |||
40 | #if DXX_USE_EDITOR |
||
41 | #include "editor/editor.h" |
||
42 | #endif |
||
43 | |||
44 | |||
45 | //variables for slew system |
||
46 | |||
47 | object *slew_obj=NULL; //what object is slewing, or NULL if none |
||
48 | |||
49 | // ------------------------------------------------------------------- |
||
50 | //say start slewing with this object |
||
51 | void slew_init(const vmobjptr_t obj) |
||
52 | { |
||
53 | slew_obj = obj; |
||
54 | |||
55 | slew_obj->control_type = CT_SLEW; |
||
56 | slew_obj->movement_type = MT_NONE; |
||
57 | |||
58 | slew_stop(); //make sure not moving |
||
59 | } |
||
60 | |||
61 | |||
62 | int slew_stop() |
||
63 | { |
||
64 | if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0; |
||
65 | |||
66 | vm_vec_zero(slew_obj->mtype.phys_info.velocity); |
||
67 | return 1; |
||
68 | } |
||
69 | |||
70 | void slew_reset_orient() |
||
71 | { |
||
72 | if (!slew_obj || slew_obj->control_type!=CT_SLEW) return; |
||
73 | |||
74 | slew_obj->orient.rvec.x = slew_obj->orient.uvec.y = slew_obj->orient.fvec.z = f1_0; |
||
75 | |||
76 | slew_obj->orient.rvec.y = slew_obj->orient.rvec.z = slew_obj->orient.uvec.x = |
||
77 | slew_obj->orient.uvec.z = slew_obj->orient.fvec.x = slew_obj->orient.fvec.y = 0; |
||
78 | |||
79 | } |
||
80 | |||
81 | static int do_slew_movement(const vmobjptridx_t obj, int check_keys ) |
||
82 | { |
||
83 | auto &Objects = LevelUniqueObjectState.Objects; |
||
84 | auto &vmobjptr = Objects.vmptr; |
||
85 | constexpr int ROT_SPEED = 2; //rate of rotation while key held down |
||
86 | constexpr int SLIDE_SPEED = 700; |
||
87 | constexpr int ZOOM_SPEED_FACTOR = 1000; //(1500) |
||
88 | |||
89 | int moved = 0; |
||
90 | vms_vector svel; //scaled velocity (per this frame) |
||
91 | vms_angvec rotang; |
||
92 | |||
93 | if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0; |
||
94 | |||
95 | if (check_keys) { |
||
96 | #if 0 //def EDITOR // might be useful for people with playing keys set to modifiers or such, |
||
97 | if (EditorWindow) // or just use a separate player file for the editor |
||
98 | { |
||
99 | obj->mtype.phys_info.velocity.x += SLIDE_SPEED * keyd_pressed[KEY_PAD9] * FrameTime; |
||
100 | obj->mtype.phys_info.velocity.x -= SLIDE_SPEED * keyd_pressed[KEY_PAD7] * FrameTime; |
||
101 | obj->mtype.phys_info.velocity.y += SLIDE_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime; |
||
102 | obj->mtype.phys_info.velocity.y -= SLIDE_SPEED * keyd_pressed[KEY_PADPLUS] * FrameTime; |
||
103 | obj->mtype.phys_info.velocity.z += ZOOM_SPEED_FACTOR * keyd_pressed[KEY_PAD8] * FrameTime; |
||
104 | obj->mtype.phys_info.velocity.z -= ZOOM_SPEED_FACTOR * keyd_pressed[KEY_PAD2] * FrameTime; |
||
105 | |||
106 | rotang.p = rotang.b = rotang.h = 0; |
||
107 | rotang.p += keyd_pressed[KEY_LBRACKET] * FrameTime / ROT_SPEED; |
||
108 | rotang.p -= keyd_pressed[KEY_RBRACKET] * FrameTime / ROT_SPEED; |
||
109 | rotang.b += keyd_pressed[KEY_PAD1] * FrameTime / ROT_SPEED; |
||
110 | rotang.b -= keyd_pressed[KEY_PAD3] * FrameTime / ROT_SPEED; |
||
111 | rotang.h += keyd_pressed[KEY_PAD6] * FrameTime / ROT_SPEED; |
||
112 | rotang.h -= keyd_pressed[KEY_PAD4] * FrameTime / ROT_SPEED; |
||
113 | } |
||
114 | else |
||
115 | #endif |
||
116 | { |
||
117 | obj->mtype.phys_info.velocity.x = SLIDE_SPEED * Controls.sideways_thrust_time; |
||
118 | obj->mtype.phys_info.velocity.y = SLIDE_SPEED * Controls.vertical_thrust_time; |
||
119 | obj->mtype.phys_info.velocity.z = ZOOM_SPEED_FACTOR * Controls.forward_thrust_time; |
||
120 | |||
121 | rotang.p = Controls.pitch_time/ROT_SPEED ; |
||
122 | rotang.b = Controls.bank_time/ROT_SPEED; |
||
123 | rotang.h = Controls.heading_time/ROT_SPEED; |
||
124 | } |
||
125 | } |
||
126 | else |
||
127 | rotang.p = rotang.b = rotang.h = 0; |
||
128 | |||
129 | moved = rotang.p | rotang.b | rotang.h; |
||
130 | |||
131 | const auto &&rotmat = vm_angles_2_matrix(rotang); |
||
132 | const auto new_pm = vm_transposed_matrix(obj->orient = vm_matrix_x_matrix(obj->orient,rotmat)); //make those columns rows |
||
133 | |||
134 | moved |= obj->mtype.phys_info.velocity.x | obj->mtype.phys_info.velocity.y | obj->mtype.phys_info.velocity.z; |
||
135 | |||
136 | svel = obj->mtype.phys_info.velocity; |
||
137 | vm_vec_scale(svel,FrameTime); //movement in this frame |
||
138 | const auto movement = vm_vec_rotate(svel,new_pm); |
||
139 | |||
140 | vm_vec_add2(obj->pos,movement); |
||
141 | |||
142 | moved |= (movement.x || movement.y || movement.z); |
||
143 | |||
144 | if (moved) |
||
145 | update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); //update segment id |
||
146 | |||
147 | return moved; |
||
148 | } |
||
149 | |||
150 | //do slew for this frame |
||
151 | int slew_frame(int check_keys) |
||
152 | { |
||
153 | auto &Objects = LevelUniqueObjectState.Objects; |
||
154 | auto &vmobjptridx = Objects.vmptridx; |
||
155 | return do_slew_movement(vmobjptridx(slew_obj), !check_keys); |
||
156 | } |
||
157 |