/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/slew.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:43:42 $ * * Basic slew system for moving around the mine * * $Log: slew.c,v $ * Revision 1.1.1.1 2006/03/17 19:43:42 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:11:33 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:29:32 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.34 1995/02/22 14:23:28 allender * remove anonymous unions from object structure * * Revision 1.33 1995/02/22 13:24:26 john * Removed the vecmat anonymous unions. * * Revision 1.32 1994/09/10 15:46:42 john * First version of new keyboard configuration. * * Revision 1.31 1994/08/31 18:29:58 matt * Made slew work with new key system * * Revision 1.30 1994/08/31 14:10:48 john * Made slew go faster. * * Revision 1.29 1994/08/29 19:16:38 matt * Made slew object not have physics movement type, so slew objects don't * get bumped. * * Revision 1.28 1994/08/24 18:59:59 john * Changed key_down_time to return fixed seconds instead of * milliseconds. * * Revision 1.27 1994/07/01 11:33:05 john * Fixed bug with looking for stick even if one not present. * * Revision 1.26 1994/05/20 11:56:33 matt * Cleaned up find_vector_intersection() interface * Killed check_point_in_seg(), check_player_seg(), check_object_seg() * * Revision 1.25 1994/05/19 12:08:41 matt * Use new vecmat macros and globals * * Revision 1.24 1994/05/14 17:16:18 matt * Got rid of externs in source (non-header) files * * Revision 1.23 1994/05/03 12:26:38 matt * Removed use of physics_info var rotvel, which wasn't used for rotational * velocity at all. * * Revision 1.22 1994/02/17 11:32:34 matt * Changes in object system * * Revision 1.21 1994/01/18 14:03:53 john * made joy_get_pos use the new ints instead of * shorts. * * Revision 1.20 1994/01/10 17:11:35 mike * Add prototype for check_object_seg * * Revision 1.19 1994/01/05 10:53:38 john * New object code by John. * * Revision 1.18 1993/12/22 15:32:50 john * took out previos code that attempted to make * modifiers cancel keydowntime. * * Revision 1.17 1993/12/22 11:41:56 john * Made so that keydowntime recognizes editor special case! * * Revision 1.16 1993/12/14 18:13:52 matt * Made slew work in editor even when game isn't in slew mode * * Revision 1.15 1993/12/07 23:53:39 matt * Made slew work in editor even when game isn't in slew mode * * Revision 1.14 1993/12/05 22:47:49 matt * Reworked include files in an attempt to cut down on build times * * Revision 1.13 1993/12/01 11:44:14 matt * Chagned Frfract to FrameTime * * Revision 1.12 1993/11/08 16:21:42 john * made stop_slew or whatever return an int * * Revision 1.11 1993/11/01 13:59:49 john * more slew experiments. * */ #include #include "inferno.h" #include "game.h" #include "vecmat.h" #include "key.h" #include "joy.h" #include "object.h" #include "error.h" #include "physics.h" #include "kconfig.h" #ifdef RCS #pragma off (unreferenced) static char rcsid[] = "$Id: slew.c,v 1.1.1.1 2006/03/17 19:43:42 zicodxx Exp $"; #pragma on (unreferenced) #endif int slew_stop(); //variables for slew system object *slew_obj=NULL; //what object is slewing, or NULL if none #define JOY_NULL 15 #define ROT_SPEED 8 //rate of rotation while key held down #define VEL_SPEED (2*55) //rate of acceleration while key held down short old_joy_x,old_joy_y; //position last time around //say start slewing with this object void slew_init(object *obj) { slew_obj = obj; slew_obj->control_type = CT_SLEW; slew_obj->movement_type = MT_NONE; slew_stop(); //make sure not moving } int slew_stop() { if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0; vm_vec_zero(&slew_obj->mtype.phys_info.velocity); return 1; } void slew_reset_orient() { if (!slew_obj || slew_obj->control_type!=CT_SLEW) return; slew_obj->orient.rvec.x = slew_obj->orient.uvec.y = slew_obj->orient.fvec.z = f1_0; slew_obj->orient.rvec.y = slew_obj->orient.rvec.z = slew_obj->orient.uvec.x = slew_obj->orient.uvec.z = slew_obj->orient.fvec.x = slew_obj->orient.fvec.y = 0; } int do_slew_movement(object *obj, int check_keys ) { int moved = 0; vms_vector svel, movement; //scaled velocity (per this frame) vms_matrix rotmat,new_pm; vms_angvec rotang; if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0; if (check_keys) { if (Function_mode == FMODE_EDITOR) { obj->mtype.phys_info.velocity.x += VEL_SPEED * (key_down_time(KEY_PAD9) - key_down_time(KEY_PAD7)); obj->mtype.phys_info.velocity.y += VEL_SPEED * (key_down_time(KEY_PADMINUS) - key_down_time(KEY_PADPLUS)); obj->mtype.phys_info.velocity.z += VEL_SPEED * (key_down_time(KEY_PAD8) - key_down_time(KEY_PAD2)); rotang.p = (key_down_time(KEY_LBRACKET) - key_down_time(KEY_RBRACKET))/ROT_SPEED ; rotang.b = (key_down_time(KEY_PAD1) - key_down_time(KEY_PAD3))/ROT_SPEED; rotang.h = (key_down_time(KEY_PAD6) - key_down_time(KEY_PAD4))/ROT_SPEED; } else { obj->mtype.phys_info.velocity.x += VEL_SPEED * Controls.sideways_thrust_time; obj->mtype.phys_info.velocity.y += VEL_SPEED * Controls.vertical_thrust_time; obj->mtype.phys_info.velocity.z += VEL_SPEED * Controls.forward_thrust_time; rotang.p = Controls.pitch_time/ROT_SPEED ; rotang.b = Controls.bank_time/ROT_SPEED; rotang.h = Controls.heading_time/ROT_SPEED; } } else rotang.p = rotang.b = rotang.h = 0; moved = rotang.p | rotang.b | rotang.h; vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; vm_transpose_matrix(&new_pm); //make those columns rows moved |= obj->mtype.phys_info.velocity.x | obj->mtype.phys_info.velocity.y | obj->mtype.phys_info.velocity.z; svel = obj->mtype.phys_info.velocity; vm_vec_scale(&svel,FrameTime); //movement in this frame vm_vec_rotate(&movement,&svel,&new_pm); // obj->last_pos = obj->pos; vm_vec_add2(&obj->pos,&movement); moved |= (movement.x || movement.y || movement.z); if (moved) update_object_seg(obj); //update segment id return moved; } //do slew for this frame int slew_frame(int check_keys) { return do_slew_movement( slew_obj, !check_keys ); }