dxx-rebirth/similar/main/controls.cpp

212 lines
6.6 KiB
C++

/*
* 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.
*/
/*
*
* Code for controlling player movement
*
*/
#include <algorithm>
#include <stdlib.h>
#include "key.h"
#include "joy.h"
#include "timer.h"
#include "dxxerror.h"
#include "inferno.h"
#include "game.h"
#include "object.h"
#include "player.h"
#include "weapon.h"
#include "bm.h"
#include "controls.h"
#include "render.h"
#include "args.h"
#include "palette.h"
#include "mouse.h"
#include "kconfig.h"
#if defined(DXX_BUILD_DESCENT_II)
#include "laser.h"
#include "multi.h"
#include "vclip.h"
#include "fireball.h"
//look at keyboard, mouse, joystick, CyberMan, whatever, and set
//physics vars rotvel, velocity
fix Afterburner_charge=f1_0;
#define AFTERBURNER_USE_SECS 3 //use up in 3 seconds
#define DROP_DELTA_TIME (f1_0/15) //drop 3 per second
#endif
using std::min;
using std::max;
namespace dsx {
void read_flying_controls(object &obj)
{
fix forward_thrust_time;
Assert(FrameTime > 0); //Get MATT if hit this!
#if defined(DXX_BUILD_DESCENT_II)
if (obj.type != OBJ_PLAYER || get_player_id(obj) != Player_num)
return; //references to player_ship require that this obj be the player
const auto control_guided_missile = [&] {
const auto gm = Guided_missile[Player_num];
if (!gm)
return false;
const auto &&m = vmobjptr(gm);
if (m->type != OBJ_WEAPON)
return false;
if (m->signature != Guided_missile_sig[Player_num])
return false;
vms_angvec rotangs;
//this is a horrible hack. guided missile stuff should not be
//handled in the middle of a routine that is dealing with the player
vm_vec_zero(obj.mtype.phys_info.rotthrust);
rotangs.p = Controls.pitch_time / 2 + Seismic_tremor_magnitude/64;
rotangs.b = Controls.bank_time / 2 + Seismic_tremor_magnitude/16;
rotangs.h = Controls.heading_time / 2 + Seismic_tremor_magnitude/64;
const auto &&rotmat = vm_angles_2_matrix(rotangs);
m->orient = vm_matrix_x_matrix(m->orient, rotmat);
const auto speed = Weapon_info[get_weapon_id(*m)].speed[Difficulty_level];
vm_vec_copy_scale(m->mtype.phys_info.velocity, m->orient.fvec, speed);
if (Game_mode & GM_MULTI)
multi_send_guided_info(m, 0);
return true;
};
if (!control_guided_missile())
#endif
{
auto &rotthrust = obj.mtype.phys_info.rotthrust;
rotthrust.x = Controls.pitch_time;
rotthrust.y = Controls.heading_time;
rotthrust.z = Controls.bank_time;
}
forward_thrust_time = Controls.forward_thrust_time;
#if defined(DXX_BUILD_DESCENT_II)
auto &player_info = obj.ctype.player_info;
if (player_info.powerup_flags & PLAYER_FLAGS_AFTERBURNER)
{
if (Controls.state.afterburner) { //player has key down
{
fix afterburner_scale;
int old_count,new_count;
//add in value from 0..1
afterburner_scale = f1_0 + min(f1_0/2,Afterburner_charge) * 2;
forward_thrust_time = fixmul(FrameTime,afterburner_scale); //based on full thrust
old_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
Afterburner_charge -= FrameTime/AFTERBURNER_USE_SECS;
if (Afterburner_charge < 0)
Afterburner_charge = 0;
new_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
if (old_count != new_count)
Drop_afterburner_blob_flag = 1; //drop blob (after physics called)
}
}
else {
fix cur_energy,charge_up;
//charge up to full
charge_up = min(FrameTime/8,f1_0 - Afterburner_charge); //recharge over 8 seconds
auto &energy = player_info.energy;
cur_energy = max(energy - i2f(10), 0); //don't drop below 10
//maybe limit charge up by energy
charge_up = min(charge_up,cur_energy/10);
Afterburner_charge += charge_up;
energy -= charge_up * 100 / 10; //full charge uses 10% of energy
}
}
#endif
// Set object's thrust vector for forward/backward
vm_vec_copy_scale(obj.mtype.phys_info.thrust, obj.orient.fvec, forward_thrust_time );
// slide left/right
vm_vec_scale_add2(obj.mtype.phys_info.thrust, obj.orient.rvec, Controls.sideways_thrust_time );
// slide up/down
vm_vec_scale_add2(obj.mtype.phys_info.thrust, obj.orient.uvec, Controls.vertical_thrust_time );
if (obj.mtype.phys_info.flags & PF_WIGGLE)
{
auto swiggle = fix_fastsin(static_cast<fix>(GameTime64));
if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
swiggle = fixmul(swiggle*DESIGNATED_GAME_FPS, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at DESIGNATED_GAME_FPS)
vm_vec_scale_add2(obj.mtype.phys_info.velocity, obj.orient.uvec, fixmul(swiggle, Player_ship->wiggle));
}
// As of now, obj.mtype.phys_info.thrust & obj->mtype.phys_info.rotthrust are
// in units of time... In other words, if thrust==FrameTime, that
// means that the user was holding down the Max_thrust key for the
// whole frame. So we just scale them up by the max, and divide by
// FrameTime to make them independant of framerate
// Prevent divide overflows on high frame rates.
// In a signed divide, you get an overflow if num >= div<<15
{
fix ft = FrameTime;
// Note, you must check for ft < F1_0/2, else you can get an overflow on the << 15.
if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_thrust)) {
ft = (Player_ship->max_thrust >> 15) + 1;
}
vm_vec_scale(obj.mtype.phys_info.thrust, fixdiv(Player_ship->max_thrust, ft));
if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_rotthrust)) {
ft = (Player_ship->max_thrust >> 15) + 1;
}
vm_vec_scale(obj.mtype.phys_info.rotthrust, fixdiv(Player_ship->max_rotthrust, ft));
}
// moved here by WraithX
if (Player_dead_state != player_dead_state::no)
{
//vm_vec_zero(&obj.mtype.phys_info.rotthrust); // let dead players rotate, changed by WraithX
vm_vec_zero(obj.mtype.phys_info.thrust); // don't let dead players move, changed by WraithX
return;
}// end if
}
}