dxx-rebirth/similar/main/slew.cpp
2021-02-06 21:38:50 +01:00

162 lines
5.2 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.
*/
/*
*
* Basic slew system for moving around the mine
*
*/
#include <stdlib.h>
#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);
}
}