dxx-rebirth/main/slew.c
2006-03-20 16:43:15 +00:00

267 lines
7.9 KiB
C
Executable file

/*
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 <stdlib.h>
#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 "joydefs.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 check_joy )
{
int moved = 0;
vms_vector svel, movement; //scaled velocity (per this frame)
vms_matrix rotmat,new_pm;
int joy_x,joy_y,btns;
int joyx_moved,joyy_moved;
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;
//check for joystick movement
if (check_joy && joy_present && (Function_mode == FMODE_EDITOR) ) {
joy_get_pos(&joy_x,&joy_y);
btns=joy_get_btns();
joyx_moved = (abs(joy_x - old_joy_x)>JOY_NULL);
joyy_moved = (abs(joy_y - old_joy_y)>JOY_NULL);
if (abs(joy_x) < JOY_NULL) joy_x = 0;
if (abs(joy_y) < JOY_NULL) joy_y = 0;
if (btns)
{
if (!rotang.p)
rotang.p = fixmul(-joy_y * 512,FrameTime);
}
else
{
if (joyy_moved)
obj->mtype.phys_info.velocity.z = -joy_y * 8192;
}
if (!rotang.h) rotang.h = fixmul(joy_x * 512,FrameTime);
if (joyx_moved) old_joy_x = joy_x;
if (joyy_moved) old_joy_y = joy_y;
}
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, 1 );
}