Move */main/slew.c -> similar/main/slew.c
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6025ceaa80
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@ -384,6 +384,7 @@ class DXXProgram(DXXCommon):
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'main/newmenu.c',
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'main/paging.c',
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'main/scores.c',
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'main/slew.c',
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'mem/mem.c',
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'misc/hash.c',
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'misc/physfsx.c',
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@ -628,7 +629,6 @@ class D1XProgram(DXXProgram):
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'main/powerup.c',
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'main/render.c',
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'main/robot.c',
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'main/slew.c',
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'main/snddecom.c',
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'main/songs.c',
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'main/state.c',
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@ -751,7 +751,6 @@ class D2XProgram(DXXProgram):
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'main/render.c',
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'main/robot.c',
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'main/segment.c',
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'main/slew.c',
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'main/songs.c',
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'main/state.c',
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'main/switch.c',
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@ -1,157 +0,0 @@
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Basic slew system for moving around the mine
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*
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*/
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#include <stdlib.h>
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#include "inferno.h"
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#include "game.h"
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#include "vecmat.h"
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#include "key.h"
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#include "joy.h"
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#include "object.h"
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#include "dxxerror.h"
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#include "physics.h"
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#include "kconfig.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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//variables for slew system
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object *slew_obj=NULL; //what object is slewing, or NULL if none
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#define JOY_NULL 15
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#define ROT_SPEED 2 //rate of rotation while key held down
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#define SLIDE_SPEED (700)
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#define ZOOM_SPEED_FACTOR (1000) //(1500)
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short old_joy_x,old_joy_y; //position last time around
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// Function Prototypes
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int slew_stop(void);
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// -------------------------------------------------------------------
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//say start slewing with this object
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void slew_init(object *obj)
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{
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slew_obj = obj;
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slew_obj->control_type = CT_SLEW;
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slew_obj->movement_type = MT_NONE;
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slew_stop(); //make sure not moving
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}
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int slew_stop()
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{
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if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0;
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vm_vec_zero(&slew_obj->mtype.phys_info.velocity);
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return 1;
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}
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void slew_reset_orient()
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{
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if (!slew_obj || slew_obj->control_type!=CT_SLEW) return;
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slew_obj->orient.rvec.x = slew_obj->orient.uvec.y = slew_obj->orient.fvec.z = f1_0;
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slew_obj->orient.rvec.y = slew_obj->orient.rvec.z = slew_obj->orient.uvec.x =
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slew_obj->orient.uvec.z = slew_obj->orient.fvec.x = slew_obj->orient.fvec.y = 0;
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}
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int do_slew_movement(object *obj, int check_keys )
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{
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int moved = 0;
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vms_vector svel, movement; //scaled velocity (per this frame)
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vms_matrix rotmat,new_pm;
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vms_angvec rotang;
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if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0;
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if (check_keys) {
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#if 0 //def EDITOR // might be useful for people with playing keys set to modifiers or such,
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if (EditorWindow) // or just use a separate player file for the editor
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{
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obj->mtype.phys_info.velocity.x += SLIDE_SPEED * keyd_pressed[KEY_PAD9] * FrameTime;
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obj->mtype.phys_info.velocity.x -= SLIDE_SPEED * keyd_pressed[KEY_PAD7] * FrameTime;
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obj->mtype.phys_info.velocity.y += SLIDE_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime;
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obj->mtype.phys_info.velocity.y -= SLIDE_SPEED * keyd_pressed[KEY_PADPLUS] * FrameTime;
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obj->mtype.phys_info.velocity.z += ZOOM_SPEED_FACTOR * keyd_pressed[KEY_PAD8] * FrameTime;
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obj->mtype.phys_info.velocity.z -= ZOOM_SPEED_FACTOR * keyd_pressed[KEY_PAD2] * FrameTime;
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rotang.p = rotang.b = rotang.h = 0;
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rotang.p += keyd_pressed[KEY_LBRACKET] * FrameTime / ROT_SPEED;
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rotang.p -= keyd_pressed[KEY_RBRACKET] * FrameTime / ROT_SPEED;
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rotang.b += keyd_pressed[KEY_PAD1] * FrameTime / ROT_SPEED;
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rotang.b -= keyd_pressed[KEY_PAD3] * FrameTime / ROT_SPEED;
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rotang.h += keyd_pressed[KEY_PAD6] * FrameTime / ROT_SPEED;
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rotang.h -= keyd_pressed[KEY_PAD4] * FrameTime / ROT_SPEED;
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}
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else
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#endif
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{
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obj->mtype.phys_info.velocity.x = SLIDE_SPEED * Controls.sideways_thrust_time;
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obj->mtype.phys_info.velocity.y = SLIDE_SPEED * Controls.vertical_thrust_time;
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obj->mtype.phys_info.velocity.z = ZOOM_SPEED_FACTOR * Controls.forward_thrust_time;
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rotang.p = Controls.pitch_time/ROT_SPEED ;
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rotang.b = Controls.bank_time/ROT_SPEED;
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rotang.h = Controls.heading_time/ROT_SPEED;
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}
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}
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else
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rotang.p = rotang.b = rotang.h = 0;
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moved = rotang.p | rotang.b | rotang.h;
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vm_angles_2_matrix(&rotmat,&rotang);
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vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
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obj->orient = new_pm;
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vm_transpose_matrix(&new_pm); //make those columns rows
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moved |= obj->mtype.phys_info.velocity.x | obj->mtype.phys_info.velocity.y | obj->mtype.phys_info.velocity.z;
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svel = obj->mtype.phys_info.velocity;
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vm_vec_scale(&svel,FrameTime); //movement in this frame
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vm_vec_rotate(&movement,&svel,&new_pm);
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// obj->last_pos = obj->pos;
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vm_vec_add2(&obj->pos,&movement);
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moved |= (movement.x || movement.y || movement.z);
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if (moved)
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update_object_seg(obj); //update segment id
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return moved;
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}
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//do slew for this frame
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int slew_frame(int check_keys)
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{
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return do_slew_movement( slew_obj, !check_keys );
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}
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