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
read_flying_controls(object * obj)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 }
202