It was a convenient transition macro, but its presence was always intended to be temporary. Expand it to ease the conversion of usage sites that already have access to local player data through a local variable.
211 lines
6.7 KiB
C++
211 lines
6.7 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for controlling player movement
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*
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*/
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#include <algorithm>
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#include <stdlib.h>
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#include "key.h"
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#include "joy.h"
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#include "timer.h"
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#include "dxxerror.h"
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#include "inferno.h"
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#include "game.h"
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#include "object.h"
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#include "player.h"
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#include "weapon.h"
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#include "bm.h"
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#include "controls.h"
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#include "render.h"
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#include "args.h"
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#include "palette.h"
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#include "mouse.h"
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#include "kconfig.h"
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#if defined(DXX_BUILD_DESCENT_II)
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#include "laser.h"
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#include "multi.h"
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#include "vclip.h"
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#include "fireball.h"
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//look at keyboard, mouse, joystick, CyberMan, whatever, and set
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//physics vars rotvel, velocity
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fix Afterburner_charge=f1_0;
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#define AFTERBURNER_USE_SECS 3 //use up in 3 seconds
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#define DROP_DELTA_TIME (f1_0/15) //drop 3 per second
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#endif
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using std::min;
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using std::max;
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namespace dsx {
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void read_flying_controls(const vobjptr_t obj)
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{
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fix forward_thrust_time;
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Assert(FrameTime > 0); //Get MATT if hit this!
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#if defined(DXX_BUILD_DESCENT_II)
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if (obj->type != OBJ_PLAYER || get_player_id(obj) != Player_num)
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return; //references to player_ship require that this obj be the player
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const auto control_guided_missile = [&] {
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const auto gm = Guided_missile[Player_num];
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if (!gm)
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return false;
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const auto &&m = vobjptr(gm);
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if (m->type != OBJ_WEAPON)
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return false;
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if (m->signature != Guided_missile_sig[Player_num])
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return false;
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vms_angvec rotangs;
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//this is a horrible hack. guided missile stuff should not be
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//handled in the middle of a routine that is dealing with the player
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vm_vec_zero(obj->mtype.phys_info.rotthrust);
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rotangs.p = Controls.pitch_time / 2 + Seismic_tremor_magnitude/64;
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rotangs.b = Controls.bank_time / 2 + Seismic_tremor_magnitude/16;
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rotangs.h = Controls.heading_time / 2 + Seismic_tremor_magnitude/64;
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const auto &&rotmat = vm_angles_2_matrix(rotangs);
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m->orient = vm_matrix_x_matrix(m->orient, rotmat);
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const auto speed = Weapon_info[get_weapon_id(*m)].speed[Difficulty_level];
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vm_vec_copy_scale(m->mtype.phys_info.velocity, m->orient.fvec, speed);
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if (Game_mode & GM_MULTI)
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multi_send_guided_info(m, 0);
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return true;
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};
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if (!control_guided_missile())
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#endif
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{
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obj->mtype.phys_info.rotthrust.x = Controls.pitch_time;
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obj->mtype.phys_info.rotthrust.y = Controls.heading_time;
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obj->mtype.phys_info.rotthrust.z = Controls.bank_time;
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}
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forward_thrust_time = Controls.forward_thrust_time;
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#if defined(DXX_BUILD_DESCENT_II)
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if (get_local_player_flags() & PLAYER_FLAGS_AFTERBURNER)
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{
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if (Controls.state.afterburner) { //player has key down
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{
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fix afterburner_scale;
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int old_count,new_count;
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//add in value from 0..1
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afterburner_scale = f1_0 + min(f1_0/2,Afterburner_charge) * 2;
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forward_thrust_time = fixmul(FrameTime,afterburner_scale); //based on full thrust
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old_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
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Afterburner_charge -= FrameTime/AFTERBURNER_USE_SECS;
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if (Afterburner_charge < 0)
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Afterburner_charge = 0;
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new_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
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if (old_count != new_count)
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Drop_afterburner_blob_flag = 1; //drop blob (after physics called)
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}
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}
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else {
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fix cur_energy,charge_up;
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//charge up to full
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charge_up = min(FrameTime/8,f1_0 - Afterburner_charge); //recharge over 8 seconds
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auto &player_info = get_local_plrobj().ctype.player_info;
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auto &energy = player_info.energy;
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cur_energy = max(energy - i2f(10), 0); //don't drop below 10
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//maybe limit charge up by energy
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charge_up = min(charge_up,cur_energy/10);
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Afterburner_charge += charge_up;
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energy -= charge_up * 100 / 10; //full charge uses 10% of energy
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}
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}
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#endif
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// Set object's thrust vector for forward/backward
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vm_vec_copy_scale(obj->mtype.phys_info.thrust,obj->orient.fvec, forward_thrust_time );
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// slide left/right
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vm_vec_scale_add2(obj->mtype.phys_info.thrust,obj->orient.rvec, Controls.sideways_thrust_time );
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// slide up/down
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vm_vec_scale_add2(obj->mtype.phys_info.thrust,obj->orient.uvec, Controls.vertical_thrust_time );
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if (obj->mtype.phys_info.flags & PF_WIGGLE)
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{
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auto swiggle = fix_fastsin(static_cast<fix>(GameTime64));
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if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
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swiggle = fixmul(swiggle*DESIGNATED_GAME_FPS, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at DESIGNATED_GAME_FPS)
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vm_vec_scale_add2(obj->mtype.phys_info.velocity,obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
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}
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// As of now, obj->mtype.phys_info.thrust & obj->mtype.phys_info.rotthrust are
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// in units of time... In other words, if thrust==FrameTime, that
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// means that the user was holding down the Max_thrust key for the
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// whole frame. So we just scale them up by the max, and divide by
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// FrameTime to make them independant of framerate
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// Prevent divide overflows on high frame rates.
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// In a signed divide, you get an overflow if num >= div<<15
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{
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fix ft = FrameTime;
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// Note, you must check for ft < F1_0/2, else you can get an overflow on the << 15.
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if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_thrust)) {
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ft = (Player_ship->max_thrust >> 15) + 1;
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}
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vm_vec_scale(obj->mtype.phys_info.thrust, fixdiv(Player_ship->max_thrust,ft) );
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if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_rotthrust)) {
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ft = (Player_ship->max_thrust >> 15) + 1;
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}
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vm_vec_scale(obj->mtype.phys_info.rotthrust, fixdiv(Player_ship->max_rotthrust,ft) );
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}
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// moved here by WraithX
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if (Player_dead_state != player_dead_state::no)
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{
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//vm_vec_zero(&obj->mtype.phys_info.rotthrust); // let dead players rotate, changed by WraithX
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vm_vec_zero(obj->mtype.phys_info.thrust); // don't let dead players move, changed by WraithX
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return;
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}// end if
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}
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}
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