dxx-rebirth/d2x-rebirth/main/slew.c

158 lines
4.7 KiB
C

/*
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 <stdlib.h>
#include "inferno.h"
#include "game.h"
#include "vecmat.h"
#include "key.h"
#include "joy.h"
#include "object.h"
#include "dxxerror.h"
#include "physics.h"
#include "kconfig.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
//variables for slew system
object *slew_obj=NULL; //what object is slewing, or NULL if none
#define JOY_NULL 15
#define ROT_SPEED 2 //rate of rotation while key held down
#define SLIDE_SPEED (700)
#define ZOOM_SPEED_FACTOR (1000) //(1500)
short old_joy_x,old_joy_y; //position last time around
// Function Prototypes
int slew_stop(void);
// -------------------------------------------------------------------
//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 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;
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 );
}