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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 1.3 2001-10-25 02:15:55 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 #ifdef NETWORK
46 #include "multi.h"
47 #endif
48 #include "vclip.h"
49 #include "fireball.h"
50
51 //look at keyboard, mouse, joystick, CyberMan, whatever, and set 
52 //physics vars rotvel, velocity
53
54 fix Afterburner_charge=f1_0;
55
56 #define AFTERBURNER_USE_SECS    3                               //use up in 3 seconds
57 #define DROP_DELTA_TIME                 (f1_0/15)       //drop 3 per second
58
59 extern int Drop_afterburner_blob_flag;          //ugly hack
60
61 extern fix      Seismic_tremor_magnitude;
62
63 void read_flying_controls( object * obj )
64 {
65         fix     forward_thrust_time;
66
67         Assert(FrameTime > 0);          //Get MATT if hit this!
68
69         if (Player_is_dead) {
70                 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
71                 vm_vec_zero(&obj->mtype.phys_info.thrust);
72                 return;
73         }
74
75         if ((obj->type!=OBJ_PLAYER) || (obj->id!=Player_num)) return;   //references to player_ship require that this obj be the player
76
77         if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
78                 vms_angvec rotangs;
79                 vms_matrix rotmat,tempm;
80                 fix speed;
81
82                 //this is a horrible hack.  guided missile stuff should not be
83                 //handled in the middle of a routine that is dealing with the player
84
85                 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
86
87                 rotangs.p = Controls.pitch_time / 2 + Seismic_tremor_magnitude/64;
88                 rotangs.b = Controls.bank_time / 2 + Seismic_tremor_magnitude/16;
89                 rotangs.h = Controls.heading_time / 2 + Seismic_tremor_magnitude/64;
90
91                 vm_angles_2_matrix(&rotmat,&rotangs);
92
93                 vm_matrix_x_matrix(&tempm,&Guided_missile[Player_num]->orient,&rotmat);
94
95                 Guided_missile[Player_num]->orient = tempm;
96
97                 speed = Weapon_info[Guided_missile[Player_num]->id].speed[Difficulty_level];
98
99                 vm_vec_copy_scale(&Guided_missile[Player_num]->mtype.phys_info.velocity,&Guided_missile[Player_num]->orient.fvec,speed);
100 #ifdef NETWORK
101                 if (Game_mode & GM_MULTI)
102                         multi_send_guided_info (Guided_missile[Player_num],0);
103 #endif
104
105         }
106         else {
107                 obj->mtype.phys_info.rotthrust.x = Controls.pitch_time;
108                 obj->mtype.phys_info.rotthrust.y = Controls.heading_time;
109                 obj->mtype.phys_info.rotthrust.z = Controls.bank_time;
110         }
111
112 //      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) ));
113
114         forward_thrust_time = Controls.forward_thrust_time;
115
116         if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
117         {
118                 if (Controls.afterburner_state) {                       //player has key down
119                         //if (forward_thrust_time >= 0) {               //..and isn't moving backward
120                         {
121                                 fix afterburner_scale;
122                                 int old_count,new_count;
123         
124                                 //add in value from 0..1
125                                 afterburner_scale = f1_0 + min(f1_0/2,Afterburner_charge) * 2;
126         
127                                 forward_thrust_time = fixmul(FrameTime,afterburner_scale);      //based on full thrust
128         
129                                 old_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
130
131                                 Afterburner_charge -= FrameTime/AFTERBURNER_USE_SECS;
132
133                                 if (Afterburner_charge < 0)
134                                         Afterburner_charge = 0;
135
136                                 new_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
137
138                                 if (old_count != new_count)
139                                         Drop_afterburner_blob_flag = 1; //drop blob (after physics called)
140                         }
141                 }
142                 else {
143                         fix cur_energy,charge_up;
144         
145                         //charge up to full
146                         charge_up = min(FrameTime/8,f1_0 - Afterburner_charge); //recharge over 8 seconds
147         
148                         cur_energy = max(Players[Player_num].energy-i2f(10),0); //don't drop below 10
149
150                         //maybe limit charge up by energy
151                         charge_up = min(charge_up,cur_energy/10);
152         
153                         Afterburner_charge += charge_up;
154         
155                         Players[Player_num].energy -= charge_up * 100 / 10;     //full charge uses 10% of energy
156                 }
157         }
158
159         // Set object's thrust vector for forward/backward
160         vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->orient.fvec, forward_thrust_time );
161         
162         // slide left/right
163         vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.rvec, Controls.sideways_thrust_time );
164
165         // slide up/down
166         vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.uvec, Controls.vertical_thrust_time );
167
168         if (obj->mtype.phys_info.flags & PF_WIGGLE) {
169                 fix swiggle;
170                 fix_fastsincos(GameTime, &swiggle, NULL);
171                 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
172         }
173
174         // As of now, obj->mtype.phys_info.thrust & obj->mtype.phys_info.rotthrust are 
175         // in units of time... In other words, if thrust==FrameTime, that
176         // means that the user was holding down the Max_thrust key for the
177         // whole frame.  So we just scale them up by the max, and divide by
178         // FrameTime to make them independant of framerate
179
180         //      Prevent divide overflows on high frame rates.
181         //      In a signed divide, you get an overflow if num >= div<<15
182         {
183                 fix     ft = FrameTime;
184
185                 //      Note, you must check for ft < F1_0/2, else you can get an overflow  on the << 15.
186                 if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_thrust)) {
187                         mprintf((0, "Preventing divide overflow in controls.c for Max_thrust!\n"));
188                         ft = (Player_ship->max_thrust >> 15) + 1;
189                 }
190
191                 vm_vec_scale( &obj->mtype.phys_info.thrust, fixdiv(Player_ship->max_thrust,ft) );
192
193                 if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_rotthrust)) {
194                         mprintf((0, "Preventing divide overflow in controls.c for max_rotthrust!\n"));
195                         ft = (Player_ship->max_thrust >> 15) + 1;
196                 }
197
198                 vm_vec_scale( &obj->mtype.phys_info.rotthrust, fixdiv(Player_ship->max_rotthrust,ft) );
199         }
200
201 }