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fix NASMFLAGS bug
[btb/d2x.git] / main / controls.c
1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 static char rcsid[] = "$Id: controls.c,v 1.2 2001-01-31 15:17:49 bradleyb Exp $";
20 #endif
21
22 #include <stdio.h>
23 #include <stdlib.h>
24
25 #include "pstypes.h"
26 #include "mono.h"
27 #include "key.h"
28 #include "joy.h"
29 #include "timer.h"
30 #include "error.h"
31
32 #include "inferno.h"
33 #include "game.h"
34 #include "object.h"
35 #include "player.h"
36
37 #include "controls.h"
38 #include "joydefs.h"
39 #include "render.h"
40 #include "args.h"
41 #include "palette.h"
42 #include "mouse.h"
43 #include "kconfig.h"
44 #include "laser.h"
45 #include "multi.h"
46 #include "vclip.h"
47 #include "fireball.h"
48
49 //look at keyboard, mouse, joystick, CyberMan, whatever, and set 
50 //physics vars rotvel, velocity
51
52 fix Afterburner_charge=f1_0;
53
54 #define AFTERBURNER_USE_SECS    3                               //use up in 3 seconds
55 #define DROP_DELTA_TIME                 (f1_0/15)       //drop 3 per second
56
57 extern int Drop_afterburner_blob_flag;          //ugly hack
58
59 extern fix      Seismic_tremor_magnitude;
60
61 void read_flying_controls( object * obj )
62 {
63         fix     forward_thrust_time;
64
65         Assert(FrameTime > 0);          //Get MATT if hit this!
66
67         if (Player_is_dead) {
68                 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
69                 vm_vec_zero(&obj->mtype.phys_info.thrust);
70                 return;
71         }
72
73         if ((obj->type!=OBJ_PLAYER) || (obj->id!=Player_num)) return;   //references to player_ship require that this obj be the player
74
75         if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
76                 vms_angvec rotangs;
77                 vms_matrix rotmat,tempm;
78                 fix speed;
79
80                 //this is a horrible hack.  guided missile stuff should not be
81                 //handled in the middle of a routine that is dealing with the player
82
83                 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
84
85                 rotangs.p = Controls.pitch_time / 2 + Seismic_tremor_magnitude/64;
86                 rotangs.b = Controls.bank_time / 2 + Seismic_tremor_magnitude/16;
87                 rotangs.h = Controls.heading_time / 2 + Seismic_tremor_magnitude/64;
88
89                 vm_angles_2_matrix(&rotmat,&rotangs);
90
91                 vm_matrix_x_matrix(&tempm,&Guided_missile[Player_num]->orient,&rotmat);
92
93                 Guided_missile[Player_num]->orient = tempm;
94
95                 speed = Weapon_info[Guided_missile[Player_num]->id].speed[Difficulty_level];
96
97                 vm_vec_copy_scale(&Guided_missile[Player_num]->mtype.phys_info.velocity,&Guided_missile[Player_num]->orient.fvec,speed);
98 #ifdef NETWORK
99                 if (Game_mode & GM_MULTI)
100                         multi_send_guided_info (Guided_missile[Player_num],0);
101 #endif
102
103         }
104         else {
105                 obj->mtype.phys_info.rotthrust.x = Controls.pitch_time;
106                 obj->mtype.phys_info.rotthrust.y = Controls.heading_time;
107                 obj->mtype.phys_info.rotthrust.z = Controls.bank_time;
108         }
109
110 //      mprintf( (0, "Rot thrust = %.3f,%.3f,%.3f\n", f2fl(obj->mtype.phys_info.rotthrust.x),f2fl(obj->mtype.phys_info.rotthrust.y), f2fl(obj->mtype.phys_info.rotthrust.z) ));
111
112         forward_thrust_time = Controls.forward_thrust_time;
113
114         if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
115         {
116                 if (Controls.afterburner_state) {                       //player has key down
117                         //if (forward_thrust_time >= 0) {               //..and isn't moving backward
118                         {
119                                 fix afterburner_scale;
120                                 int old_count,new_count;
121         
122                                 //add in value from 0..1
123                                 afterburner_scale = f1_0 + min(f1_0/2,Afterburner_charge) * 2;
124         
125                                 forward_thrust_time = fixmul(FrameTime,afterburner_scale);      //based on full thrust
126         
127                                 old_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
128
129                                 Afterburner_charge -= FrameTime/AFTERBURNER_USE_SECS;
130
131                                 if (Afterburner_charge < 0)
132                                         Afterburner_charge = 0;
133
134                                 new_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
135
136                                 if (old_count != new_count)
137                                         Drop_afterburner_blob_flag = 1; //drop blob (after physics called)
138                         }
139                 }
140                 else {
141                         fix cur_energy,charge_up;
142         
143                         //charge up to full
144                         charge_up = min(FrameTime/8,f1_0 - Afterburner_charge); //recharge over 8 seconds
145         
146                         cur_energy = max(Players[Player_num].energy-i2f(10),0); //don't drop below 10
147
148                         //maybe limit charge up by energy
149                         charge_up = min(charge_up,cur_energy/10);
150         
151                         Afterburner_charge += charge_up;
152         
153                         Players[Player_num].energy -= charge_up * 100 / 10;     //full charge uses 10% of energy
154                 }
155         }
156
157         // Set object's thrust vector for forward/backward
158         vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->orient.fvec, forward_thrust_time );
159         
160         // slide left/right
161         vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.rvec, Controls.sideways_thrust_time );
162
163         // slide up/down
164         vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.uvec, Controls.vertical_thrust_time );
165
166         if (obj->mtype.phys_info.flags & PF_WIGGLE) {
167                 fix swiggle;
168                 fix_fastsincos(GameTime, &swiggle, NULL);
169                 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
170         }
171
172         // As of now, obj->mtype.phys_info.thrust & obj->mtype.phys_info.rotthrust are 
173         // in units of time... In other words, if thrust==FrameTime, that
174         // means that the user was holding down the Max_thrust key for the
175         // whole frame.  So we just scale them up by the max, and divide by
176         // FrameTime to make them independant of framerate
177
178         //      Prevent divide overflows on high frame rates.
179         //      In a signed divide, you get an overflow if num >= div<<15
180         {
181                 fix     ft = FrameTime;
182
183                 //      Note, you must check for ft < F1_0/2, else you can get an overflow  on the << 15.
184                 if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_thrust)) {
185                         mprintf((0, "Preventing divide overflow in controls.c for Max_thrust!\n"));
186                         ft = (Player_ship->max_thrust >> 15) + 1;
187                 }
188
189                 vm_vec_scale( &obj->mtype.phys_info.thrust, fixdiv(Player_ship->max_thrust,ft) );
190
191                 if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_rotthrust)) {
192                         mprintf((0, "Preventing divide overflow in controls.c for max_rotthrust!\n"));
193                         ft = (Player_ship->max_thrust >> 15) + 1;
194                 }
195
196                 vm_vec_scale( &obj->mtype.phys_info.rotthrust, fixdiv(Player_ship->max_rotthrust,ft) );
197         }
198
199 }