1 /* $Id: controls.c,v 1.7 2004-08-28 23:17:45 schaffner Exp $ */
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Code for controlling player movement
26 static char rcsid[] = "$Id: controls.c,v 1.7 2004-08-28 23:17:45 schaffner Exp $";
58 //look at keyboard, mouse, joystick, CyberMan, whatever, and set
59 //physics vars rotvel, velocity
61 fix Afterburner_charge=f1_0;
63 #define AFTERBURNER_USE_SECS 3 //use up in 3 seconds
64 #define DROP_DELTA_TIME (f1_0/15) //drop 3 per second
66 extern int Drop_afterburner_blob_flag; //ugly hack
68 extern fix Seismic_tremor_magnitude;
70 void read_flying_controls( object * obj )
72 fix forward_thrust_time;
74 Assert(FrameTime > 0); //Get MATT if hit this!
76 // this section commented and moved to the bottom by WraithX
77 // if (Player_is_dead) {
78 // vm_vec_zero(&obj->mtype.phys_info.rotthrust);
79 // vm_vec_zero(&obj->mtype.phys_info.thrust);
82 // end of section to be moved.
84 if ((obj->type!=OBJ_PLAYER) || (obj->id!=Player_num)) return; //references to player_ship require that this obj be the player
86 if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
88 vms_matrix rotmat,tempm;
91 //this is a horrible hack. guided missile stuff should not be
92 //handled in the middle of a routine that is dealing with the player
94 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
96 rotangs.p = Controls.pitch_time / 2 + Seismic_tremor_magnitude/64;
97 rotangs.b = Controls.bank_time / 2 + Seismic_tremor_magnitude/16;
98 rotangs.h = Controls.heading_time / 2 + Seismic_tremor_magnitude/64;
100 vm_angles_2_matrix(&rotmat,&rotangs);
102 vm_matrix_x_matrix(&tempm,&Guided_missile[Player_num]->orient,&rotmat);
104 Guided_missile[Player_num]->orient = tempm;
106 speed = Weapon_info[Guided_missile[Player_num]->id].speed[Difficulty_level];
108 vm_vec_copy_scale(&Guided_missile[Player_num]->mtype.phys_info.velocity,&Guided_missile[Player_num]->orient.fvec,speed);
110 if (Game_mode & GM_MULTI)
111 multi_send_guided_info (Guided_missile[Player_num],0);
116 obj->mtype.phys_info.rotthrust.x = Controls.pitch_time;
117 obj->mtype.phys_info.rotthrust.y = Controls.heading_time;
118 obj->mtype.phys_info.rotthrust.z = Controls.bank_time;
121 // 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) ));
123 forward_thrust_time = Controls.forward_thrust_time;
125 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)
127 if (Controls.afterburner_state) { //player has key down
128 //if (forward_thrust_time >= 0) { //..and isn't moving backward
130 fix afterburner_scale;
131 int old_count,new_count;
133 //add in value from 0..1
134 afterburner_scale = f1_0 + min(f1_0/2,Afterburner_charge) * 2;
136 forward_thrust_time = fixmul(FrameTime,afterburner_scale); //based on full thrust
138 old_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
140 Afterburner_charge -= FrameTime/AFTERBURNER_USE_SECS;
142 if (Afterburner_charge < 0)
143 Afterburner_charge = 0;
145 new_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));
147 if (old_count != new_count)
148 Drop_afterburner_blob_flag = 1; //drop blob (after physics called)
152 fix cur_energy,charge_up;
155 charge_up = min(FrameTime/8,f1_0 - Afterburner_charge); //recharge over 8 seconds
157 cur_energy = max(Players[Player_num].energy-i2f(10),0); //don't drop below 10
159 //maybe limit charge up by energy
160 charge_up = min(charge_up,cur_energy/10);
162 Afterburner_charge += charge_up;
164 Players[Player_num].energy -= charge_up * 100 / 10; //full charge uses 10% of energy
168 // Set object's thrust vector for forward/backward
169 vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->orient.fvec, forward_thrust_time );
172 vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.rvec, Controls.sideways_thrust_time );
175 vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.uvec, Controls.vertical_thrust_time );
177 if (obj->mtype.phys_info.flags & PF_WIGGLE)
180 fix_fastsincos(GameTime, &swiggle, NULL);
181 if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
182 swiggle = fixmul(swiggle*20, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at 20 FPS)
183 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
186 // As of now, obj->mtype.phys_info.thrust & obj->mtype.phys_info.rotthrust are
187 // in units of time... In other words, if thrust==FrameTime, that
188 // means that the user was holding down the Max_thrust key for the
189 // whole frame. So we just scale them up by the max, and divide by
190 // FrameTime to make them independant of framerate
192 // Prevent divide overflows on high frame rates.
193 // In a signed divide, you get an overflow if num >= div<<15
197 // Note, you must check for ft < F1_0/2, else you can get an overflow on the << 15.
198 if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_thrust)) {
199 mprintf((0, "Preventing divide overflow in controls.c for Max_thrust!\n"));
200 ft = (Player_ship->max_thrust >> 15) + 1;
203 vm_vec_scale( &obj->mtype.phys_info.thrust, fixdiv(Player_ship->max_thrust,ft) );
205 if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_rotthrust)) {
206 mprintf((0, "Preventing divide overflow in controls.c for max_rotthrust!\n"));
207 ft = (Player_ship->max_thrust >> 15) + 1;
210 vm_vec_scale( &obj->mtype.phys_info.rotthrust, fixdiv(Player_ship->max_rotthrust,ft) );
213 // moved here by WraithX
216 //vm_vec_zero(&obj->mtype.phys_info.rotthrust); // let dead players rotate, changed by WraithX
217 vm_vec_zero(&obj->mtype.phys_info.thrust); // don't let dead players move, changed by WraithX