/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Basic slew system for moving around the mine * */ #include #include "inferno.h" #include "game.h" #include "vecmat.h" #include "joy.h" #include "object.h" #include "kconfig.h" #include "slew.h" #include "segment.h" #include "d_levelstate.h" //variables for slew system object *slew_obj=NULL; //what object is slewing, or NULL if none // ------------------------------------------------------------------- //say start slewing with this object void slew_init(const vmobjptr_t obj) { slew_obj = obj; slew_obj->control_source = object::control_type::slew; slew_obj->movement_source = object::movement_type::None; slew_stop(); //make sure not moving } int slew_stop() { if (!slew_obj || slew_obj->control_source != object::control_type::slew) return 0; vm_vec_zero(slew_obj->mtype.phys_info.velocity); return 1; } void slew_reset_orient() { if (!slew_obj || slew_obj->control_source != object::control_type::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; } namespace dsx { namespace { static int do_slew_movement(const vmobjptridx_t obj, int check_keys, const control_info &Controls) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; constexpr int ROT_SPEED = 2; //rate of rotation while key held down constexpr int SLIDE_SPEED = 700; constexpr int ZOOM_SPEED_FACTOR = 1000; //(1500) int moved = 0; vms_vector svel; //scaled velocity (per this frame) vms_angvec rotang; if (!slew_obj || slew_obj->control_source != object::control_type::slew) return 0; if (check_keys) { #if 0 //def EDITOR // might be useful for people with playing keys set to modifiers or such, if (EditorWindow) // or just use a separate player file for the editor { obj->mtype.phys_info.velocity.x += SLIDE_SPEED * keyd_pressed[KEY_PAD9] * FrameTime; obj->mtype.phys_info.velocity.x -= SLIDE_SPEED * keyd_pressed[KEY_PAD7] * FrameTime; obj->mtype.phys_info.velocity.y += SLIDE_SPEED * keyd_pressed[KEY_PADMINUS] * FrameTime; obj->mtype.phys_info.velocity.y -= SLIDE_SPEED * keyd_pressed[KEY_PADPLUS] * FrameTime; obj->mtype.phys_info.velocity.z += ZOOM_SPEED_FACTOR * keyd_pressed[KEY_PAD8] * FrameTime; obj->mtype.phys_info.velocity.z -= ZOOM_SPEED_FACTOR * keyd_pressed[KEY_PAD2] * FrameTime; rotang.p = rotang.b = rotang.h = 0; rotang.p += keyd_pressed[KEY_LBRACKET] * FrameTime / ROT_SPEED; rotang.p -= keyd_pressed[KEY_RBRACKET] * FrameTime / ROT_SPEED; rotang.b += keyd_pressed[KEY_PAD1] * FrameTime / ROT_SPEED; rotang.b -= keyd_pressed[KEY_PAD3] * FrameTime / ROT_SPEED; rotang.h += keyd_pressed[KEY_PAD6] * FrameTime / ROT_SPEED; rotang.h -= keyd_pressed[KEY_PAD4] * FrameTime / ROT_SPEED; } else #endif { obj->mtype.phys_info.velocity.x = SLIDE_SPEED * Controls.sideways_thrust_time; obj->mtype.phys_info.velocity.y = SLIDE_SPEED * Controls.vertical_thrust_time; obj->mtype.phys_info.velocity.z = ZOOM_SPEED_FACTOR * 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; const auto &&rotmat = vm_angles_2_matrix(rotang); const auto new_pm = vm_transposed_matrix(obj->orient = vm_matrix_x_matrix(obj->orient,rotmat)); //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 const auto movement = vm_vec_rotate(svel,new_pm); vm_vec_add2(obj->pos,movement); moved |= (movement.x || movement.y || movement.z); if (moved) update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj); //update segment id return moved; } } //do slew for this frame int slew_frame(int check_keys) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; return do_slew_movement(vmobjptridx(slew_obj), !check_keys, Controls); } }