/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ void do_object_physics( object * obj ) { vms_angvec rotang; vms_vector frame_vec; //movement in this frame vms_vector new_pos,ipos; //position after this frame int iseg; int hit; vms_matrix rotmat,new_pm; int count=0; short joy_x,joy_y,btns; int joyx_moved,joyy_moved; fix speed; vms_vector *desired_upvec; fixang delta_ang,roll_ang; vms_vector forvec = {0,0,f1_0}; vms_matrix temp_matrix; //check keys rotang.pitch = ROT_SPEED * (key_down_time(KEY_UP) - key_down_time(KEY_DOWN)); rotang.head = ROT_SPEED * (key_down_time(KEY_RIGHT) - key_down_time(KEY_LEFT)); rotang.bank = 0; //check for joystick movement joy_get_pos(&joy_x,&joy_y); btns=joy_get_btns(); joyx_moved = (abs(joy_x - _old_joy_x)>JOY_NULL); joyy_moved = (abs(joy_y - _old_joy_y)>JOY_NULL); if (abs(joy_x) < JOY_NULL) joy_x = 0; if (abs(joy_y) < JOY_NULL) joy_y = 0; if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 128,FrameTime); if (!rotang.head) rotang.head = fixmul(joy_x * 128,FrameTime); if (joyx_moved) _old_joy_x = joy_x; if (joyy_moved) _old_joy_y = joy_y; speed = ((btns&2) || keyd_pressed[KEY_A])?SLOW_SPEED*3:(keyd_pressed[KEY_Z]?SLOW_SPEED/2:SLOW_SPEED); //now build matrices, do rotations, etc., etc. vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; //move player vm_vec_copy_scale(&obj->velocity,&obj->orient.fvec,speed); vm_vec_copy_scale(&frame_vec,&obj->velocity,FrameTime); do { fix wall_part; vms_vector tvec; count++; vm_vec_add(&new_pos,&obj->pos,&frame_vec); hit = find_vector_intersection(&ipos,&iseg,&obj->pos,obj->seg_id,&new_pos,obj->size,-1); obj->seg_id = iseg; obj->pos = ipos; //-FIXJOHN-if (hit==HIT_OBJECT) ExplodeObject(hit_objnum); if (hit==HIT_WALL) { vm_vec_sub(&frame_vec,&new_pos,&obj->pos); //part through wall wall_part = vm_vec_dot(wall_norm,&frame_vec); vm_vec_copy_scale(&tvec,wall_norm,wall_part); if ((wall_part == 0) || (vm_vec_mag(&tvec) < 5)) Int3(); vm_vec_sub2(&frame_vec,&tvec); } } while (hit == HIT_WALL); Assert(check_point_in_seg(&obj->pos,obj->seg_id,0).centermask==0); //now bank player according to segment orientation desired_upvec = &Segments[obj->seg_id].sides[3].faces[0].normal; if (labs(vm_vec_dot(desired_upvec,&obj->orient.fvec)) < f1_0/2) { vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,desired_upvec,NULL); delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec); if (rotang.head) delta_ang += (rotang.head<0)?TURNROLL_ANG:-TURNROLL_ANG; if (abs(delta_ang) > DAMP_ANG) { roll_ang = fixmul(FrameTime,ROLL_RATE); if (abs(delta_ang) < roll_ang) roll_ang = delta_ang; else if (delta_ang<0) roll_ang = -roll_ang; vm_vec_ang_2_matrix(&rotmat,&forvec,roll_ang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; } } }