void supernova_get_eye(vec3d *eye_pos, matrix *eye_orient)
{
	// supernova camera pos
	vec3d Supernova_camera_pos;
	static matrix Supernova_camera_orient;

	vec3d at;
	vec3d sun_temp, sun_vec;
	vec3d view;

	// set the controls for the heart of the sun
	stars_get_sun_pos(0, &sun_temp);
	vm_vec_add2(&sun_temp, &Player_obj->pos);
	vm_vec_sub(&sun_vec, &sun_temp, &Player_obj->pos);
	vm_vec_normalize(&sun_vec);

	// always set the camera pos
	vec3d move;
	matrix whee;
	vm_vector_2_matrix(&whee, &move, NULL, NULL);
	vm_vec_scale_add(&Supernova_camera_pos, &Player_obj->pos, &whee.vec.rvec, sn_cam_distance);
	vm_vec_scale_add2(&Supernova_camera_pos, &whee.vec.uvec, 30.0f);
	//cam->set_position(&Supernova_camera_pos);
	*eye_pos = Supernova_camera_pos;

	// if we're no longer moving the camera
	if(Supernova_time < (SUPERNOVA_CUT_TIME - SUPERNOVA_CAMERA_MOVE_TIME)) {
		// *eye_pos = Supernova_camera_pos;
		//cam->set_rotation(&Supernova_camera_orient);
		*eye_orient = Supernova_camera_orient;
	}
	// otherwise move it
	else {
		// get a vector somewhere between the supernova shockwave and the player ship
		at = Player_obj->pos;
		vm_vec_scale_add2(&at, &sun_vec, sn_distance);
		vm_vec_sub(&move, &Player_obj->pos, &at);
		vm_vec_normalize(&move);

		// linearly move towards the player pos
		float pct = ((SUPERNOVA_CUT_TIME - Supernova_time) / SUPERNOVA_CAMERA_MOVE_TIME);
		vm_vec_scale_add2(&at, &move, sn_distance * pct);

		vm_vec_sub(&view, &at, &Supernova_camera_pos);
		vm_vec_normalize(&view);
		vm_vector_2_matrix(&Supernova_camera_orient, &view, NULL, NULL);
		//cam->set_rotation(&Supernova_camera_orient);
		*eye_orient = Supernova_camera_orient;
	}
	//return supernova_camera;
}
void orient_editor::update_object(object *ptr)
{
	if (ptr->type != OBJ_WAYPOINT && m_point_to) {
		vec3d v, loc;
		matrix m;

		memset(&v, 0, sizeof(vec3d));
		loc.xyz.x = convert(m_location_x);
		loc.xyz.y = convert(m_location_y);
		loc.xyz.z = convert(m_location_z);
		if (((CButton *) GetDlgItem(IDC_POINT_TO_OBJECT))->GetCheck() == 1) {
			v = Objects[index[m_object_index]].pos;
			vm_vec_sub2(&v, &ptr->pos);

		} else if (((CButton *) GetDlgItem(IDC_POINT_TO_LOCATION))->GetCheck() == 1) {
			vm_vec_sub(&v, &loc, &ptr->pos);

		} else {
			Assert(0);  // neither radio button is checked.
		}

		if (!v.xyz.x && !v.xyz.y && !v.xyz.z){
			return;  // can't point to itself.
		}

		vm_vector_2_matrix(&m, &v, NULL, NULL);
		ptr->orient = m;
	}
}
Exemple #3
0
/**
 * This function needs to be called by big ships which have shields. It should be able to be modified to deal with
 * the large polygons we use for their shield meshes - unknownplayer
 *
 * At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.
 */
void create_shield_low_detail(int objnum, int model_num, matrix *orient, vec3d *centerp, vec3d *tcp, int tr0, shield_info *shieldp)
{
    matrix	tom;
    int		gi;
    int		shnum;

    shnum = get_global_shield_tri();
    Shield_hits[shnum].type = SH_TYPE_1;

    gi = get_free_global_shield_index();

    Global_tris[gi].used = 1;
    Global_tris[gi].trinum = -1;		//	This tells triangle renderer to not render in case detail_level was switched.
    Global_tris[gi].creation_time = Missiontime;

    Shield_hits[shnum].tri_list[0] = gi;
    Shield_hits[shnum].num_tris = 1;
    Shield_hits[shnum].start_time = Missiontime;
    Shield_hits[shnum].objnum = objnum;

    Shield_hits[shnum].rgb[0] = 255;
    Shield_hits[shnum].rgb[1] = 255;
    Shield_hits[shnum].rgb[2] = 255;
    if((objnum >= 0) && (objnum < MAX_OBJECTS) && (Objects[objnum].type == OBJ_SHIP) && (Objects[objnum].instance >= 0) && (Objects[objnum].instance < MAX_SHIPS) && (Ships[Objects[objnum].instance].ship_info_index >= 0) && (Ships[Objects[objnum].instance].ship_info_index < Num_ship_classes)) {
        ship_info *sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];

        Shield_hits[shnum].rgb[0] = sip->shield_color[0];
        Shield_hits[shnum].rgb[1] = sip->shield_color[1];
        Shield_hits[shnum].rgb[2] = sip->shield_color[2];
    }

    vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);

    create_low_detail_poly(gi, tcp, &tom.vec.rvec, &tom.vec.uvec);
}
Exemple #4
0
// add some jitter to a flak gun's aiming direction, take into account range to target so that we're never _too_ far off
// assumes dir is normalized
void flak_jitter_aim(vec3d* dir, float dist_to_target, float weapon_subsys_strength)
{
	vec3d rand_twist_pre, rand_twist_post;
	matrix temp;
	vec3d final_aim;
	float error_val;

	// get the matrix needed to rotate the base direction to the actual direction		
	vm_vector_2_matrix(&temp, dir, NULL, NULL);

	// error value	
	error_val = Flak_error + (Flak_error * 0.65f * (1.0f - weapon_subsys_strength));

	// scale the rvec by some random value and make it the "pre-twist" value
	float rand_dist = frand_range(0.0f, error_val);
	// no jitter - so do nothing
	if (rand_dist <= 0.0f)
	{
		return;
	}
	vm_vec_copy_scale(&rand_twist_pre, &temp.vec.rvec, rand_dist);

	// now rotate the twist vector around the x axis (the base aim axis) at a random angle
	vm_rot_point_around_line(&rand_twist_post, &rand_twist_pre, fl_radian(359.0f * frand_range(0.0f,
		1.0f)), &vmd_zero_vector, dir);

	// add the resulting vector to the base aim vector and normalize
	final_aim = *dir;
	vm_vec_scale(&final_aim, dist_to_target);
	vm_vec_add(dir, &final_aim, &rand_twist_post);
	vm_vec_normalize(dir);
}
Exemple #5
0
//make sure matrix is orthogonal
void check_and_fix_matrix(vms_matrix *m)
{
	vms_matrix tempm;

	vm_vector_2_matrix(&tempm,&m->fvec,&m->uvec,NULL);
	*m  = tempm;
}
Exemple #6
0
// ---------------------------------------------------------------------------------------------------
// Do chase mode.
//	View current segment (Cursegp) from the previous segment.
void set_chase_matrix(segment *sp)
{
	int			v;
	vms_vector	forvec = ZERO_VECTOR, upvec;
	vms_vector	tv = ZERO_VECTOR;
	segment		*psp;

	// move back two segments, if possible, else move back one, if possible, else use current
	if (IS_CHILD(sp->children[WFRONT])) {
		psp = &Segments[sp->children[WFRONT]];
		if (IS_CHILD(psp->children[WFRONT]))
			psp = &Segments[psp->children[WFRONT]];
	} else
		psp = sp;

	for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++)
		vm_vec_add2(&forvec,&Vertices[sp->verts[v]]);
	vm_vec_scale(&forvec,F1_0/MAX_VERTICES_PER_SEGMENT);

	for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++)
		vm_vec_add2(&tv,&Vertices[psp->verts[v]]);
	vm_vec_scale(&tv,F1_0/MAX_VERTICES_PER_SEGMENT);

	Ed_view_target = forvec;

	vm_vec_sub2(&forvec,&tv);

	extract_up_vector_from_segment(psp,&upvec);

	if (!((forvec.x == 0) && (forvec.y == 0) && (forvec.z == 0)))
		vm_vector_2_matrix(&LargeView.ev_matrix,&forvec,&upvec,NULL);
}
Exemple #7
0
void get_turret_cam_orient(camera *cam, matrix *ori)
{
	object_h obj(cam->get_object_host());
	if(!obj.IsValid())
		return;
	vm_vector_2_matrix(ori, &normal_cache, vm_vec_same(&normal_cache, &cam->get_object_host()->orient.vec.uvec)?NULL:&cam->get_object_host()->orient.vec.uvec, NULL);
}
Exemple #8
0
//sets the player facing curseg/curside, normal to face0 of curside, and
//far enough away to see all of curside
int SetPlayerFromCursegMinusOne()
{
	vms_vector view_vec,view_vec2,side_center;
	vms_vector corner_v[4];
	vms_vector	upvec;
	g3s_point corner_p[4];
	int i;
	fix max,view_dist=f1_0*10;
        static int edgenum=0;
	int newseg;

	view_vec = Cursegp->sides[Curside].normals[0];
	vm_vec_negate(&view_vec);

	compute_center_point_on_side(&side_center,Cursegp,Curside);
	vm_vec_copy_scale(&view_vec2,&view_vec,view_dist);
	vm_vec_sub(&ConsoleObject->pos,&side_center,&view_vec2);

	vm_vec_sub(&upvec, &Vertices[Cursegp->verts[Side_to_verts[Curside][edgenum%4]]], &Vertices[Cursegp->verts[Side_to_verts[Curside][(edgenum+3)%4]]]);
	edgenum++;

	vm_vector_2_matrix(&ConsoleObject->orient,&view_vec,&upvec,NULL);

	gr_set_current_canvas(Canv_editor_game);
	g3_start_frame();
	g3_set_view_matrix(&ConsoleObject->pos,&ConsoleObject->orient,Render_zoom);

	for (i=max=0;i<4;i++) {
		corner_v[i] = Vertices[Cursegp->verts[Side_to_verts[Curside][i]]];
		g3_rotate_point(&corner_p[i],&corner_v[i]);
		if (labs(corner_p[i].p3_x) > max) max = labs(corner_p[i].p3_x);
		if (labs(corner_p[i].p3_y) > max) max = labs(corner_p[i].p3_y);
	}

	view_dist = fixmul(view_dist,fixdiv(fixdiv(max,SIDE_VIEW_FRAC),corner_p[0].p3_z));
	vm_vec_copy_scale(&view_vec2,&view_vec,view_dist);
	vm_vec_sub(&ConsoleObject->pos,&side_center,&view_vec2);

	//obj_relink(ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
	//update_object_seg(ConsoleObject);		//might have backed right out of curseg

	newseg = find_point_seg(&ConsoleObject->pos,SEG_PTR_2_NUM(Cursegp) );
	if (newseg != -1)
		obj_relink(ConsoleObject-Objects,newseg);

	Update_flags |= UF_ED_STATE_CHANGED | UF_GAME_VIEW_CHANGED;
	return 1;
}
Exemple #9
0
void move_player_2_segment_and_rotate(segment *seg,int side)
{
	vms_vector vp;
	vms_vector	upvec;
        static int edgenum=0;

	compute_segment_center(&ConsoleObject->pos,seg);
	compute_center_point_on_side(&vp,seg,side);
	vm_vec_sub2(&vp,&ConsoleObject->pos);

	vm_vec_sub(&upvec, &Vertices[Cursegp->verts[Side_to_verts[Curside][edgenum%4]]], &Vertices[Cursegp->verts[Side_to_verts[Curside][(edgenum+3)%4]]]);
	edgenum++;

	vm_vector_2_matrix(&ConsoleObject->orient,&vp,&upvec,NULL);
//	vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);

	obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
	
}
Exemple #10
0
void create_shield_explosion(int objnum, int model_num, matrix *orient, vec3d *centerp, vec3d *tcp, int tr0)
{
    matrix	tom;		//	Texture Orientation Matrix
    shield_info	*shieldp;
    polymodel	*pm;
    int		i;

    if (Objects[objnum].flags & OF_NO_SHIELDS)
        return;

    pm = model_get(model_num);
    Num_tris = pm->shield.ntris;
    shieldp = &pm->shield;

    if (Num_tris == 0)
        return;

    if ( (Detail.shield_effects == 1) || (Detail.shield_effects == 2) ) {
        create_shield_low_detail(objnum, model_num, orient, centerp, tcp, tr0, shieldp);
        return;
    }

    for (i=0; i<Num_tris; i++)
        shieldp->tris[i].used = 0;

    //	Compute orientation matrix from normal of surface hit.
    //	Note, this will cause the shape of the bitmap to change abruptly
    //	as the impact point moves to another triangle.  To prevent this,
    //	you could average the normals at the vertices, then interpolate the
    //	normals from the vertices to get a smoothly changing normal across the face.
    //	I had tried using the vector from the impact point to the center, which
    //	changes smoothly, but this looked surprisingly bad.
    vm_vector_2_matrix(&tom, &shieldp->tris[tr0].norm, NULL, NULL);

    //	Create the shield from the current triangle, as well as its neighbors.
    create_shield_from_triangle(tr0, orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.vec.rvec, &tom.vec.uvec);

    for (i=0; i<3; i++)
        create_shield_from_triangle(shieldp->tris[tr0].neighbors[i], orient, shieldp, tcp, centerp, Objects[objnum].radius, &tom.vec.rvec, &tom.vec.uvec);

    copy_shield_to_globals(objnum, shieldp);
}
Exemple #11
0
void camera::set_rotation_facing(vec3d *in_target, float in_rotation_time, float in_rotation_acceleration_time, float in_rotation_deceleration_time)
{
	matrix temp_matrix = IDENTITY_MATRIX;

	if(in_target != NULL)
	{
		vec3d position = vmd_zero_vector;
		this->get_info(&position, NULL);

		if(in_target->xyz.x == position.xyz.x && in_target->xyz.y == position.xyz.y && in_target->xyz.z == position.xyz.z)
		{
			Warning(LOCATION, "Camera tried to point to self");
			return;
		}

		vec3d targetvec;
		vm_vec_normalized_dir(&targetvec, in_target, &position);
		vm_vector_2_matrix(&temp_matrix, &targetvec, NULL, NULL);
	}

	set_rotation(&temp_matrix, in_rotation_time, in_rotation_acceleration_time, in_rotation_deceleration_time);
}
matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, float fov, float aspect, float veryneardist, float neardist, float middist, float fardist)
{	
	if(Static_light.empty())
		return vmd_identity_matrix; 
	
	light *lp = *(Static_light.begin());

	if ( lp == NULL ) {
		return vmd_identity_matrix;
	}

	vec3d light_dir;
	matrix light_matrix;

	vm_vec_copy_normalize(&light_dir, &lp->vec);
	vm_vector_2_matrix(&light_matrix, &light_dir, &eye_orient->vec.uvec, NULL);

	shadows_construct_light_frustum(&Shadow_frustums[0], &light_matrix, eye_orient, eye_pos, fov, aspect, 0.0f, veryneardist);
	shadows_construct_light_frustum(&Shadow_frustums[1], &light_matrix, eye_orient, eye_pos, fov, aspect, veryneardist - (veryneardist - 0.0f)* 0.2f, neardist);
	shadows_construct_light_frustum(&Shadow_frustums[2], &light_matrix, eye_orient, eye_pos, fov, aspect, neardist - (neardist - veryneardist) * 0.2f, middist);
	shadows_construct_light_frustum(&Shadow_frustums[3], &light_matrix, eye_orient, eye_pos, fov, aspect, middist - (middist - neardist) * 0.2f, fardist);
	
	Shadow_cascade_distances[0] = veryneardist;
	Shadow_cascade_distances[1] = neardist;
	Shadow_cascade_distances[2] = middist;
	Shadow_cascade_distances[3] = fardist;

	Shadow_proj_matrix[0] = Shadow_frustums[0].proj_matrix;
	Shadow_proj_matrix[1] = Shadow_frustums[1].proj_matrix;
	Shadow_proj_matrix[2] = Shadow_frustums[2].proj_matrix;
	Shadow_proj_matrix[3] = Shadow_frustums[3].proj_matrix;

	gr_shadow_map_start(&Shadow_view_matrix, &light_matrix);

	return light_matrix;
}
Exemple #13
0
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;
		}
	}

}
Exemple #14
0
void do_physics_align_object( object * obj )
{
	vms_vector desired_upvec;
	fixang delta_ang,roll_ang;
	//vms_vector forvec = {0,0,f1_0};
	vms_matrix temp_matrix;
	fix d,largest_d=-f1_0;
	int i,best_side;

        best_side=0;
	// bank player according to segment orientation

	//find side of segment that player is most alligned with

	for (i=0;i<6;i++) {
#ifdef COMPACT_SEGS
			vms_vector _tv1;
			get_side_normal( &Segments[obj->segnum], i, 0, &_tv1 );
			d = vm_vec_dot(&_tv1,&obj->orient.uvec);
#else
			d = vm_vec_dot(&Segments[obj->segnum].sides[i].normals[0],&obj->orient.uvec);
#endif

		if (d > largest_d) {largest_d = d; best_side=i;}
	}

	if (floor_levelling) {

		// old way: used floor's normal as upvec
#ifdef COMPACT_SEGS
			get_side_normal(&Segments[obj->segnum], 3, 0, &desired_upvec );			
#else
			desired_upvec = Segments[obj->segnum].sides[3].normals[0];
#endif

	}
	else  // new player leveling code: use normal of side closest to our up vec
		if (get_num_faces(&Segments[obj->segnum].sides[best_side])==2) {
#ifdef COMPACT_SEGS
				vms_vector normals[2];
				get_side_normals(&Segments[obj->segnum], best_side, &normals[0], &normals[1] );			

				desired_upvec.x = (normals[0].x + normals[1].x) / 2;
				desired_upvec.y = (normals[0].y + normals[1].y) / 2;
				desired_upvec.z = (normals[0].z + normals[1].z) / 2;

				vm_vec_normalize(&desired_upvec);
#else
				side *s = &Segments[obj->segnum].sides[best_side];
				desired_upvec.x = (s->normals[0].x + s->normals[1].x) / 2;
				desired_upvec.y = (s->normals[0].y + s->normals[1].y) / 2;
				desired_upvec.z = (s->normals[0].z + s->normals[1].z) / 2;
		
				vm_vec_normalize(&desired_upvec);
#endif
		}
		else
#ifdef COMPACT_SEGS
				get_side_normal(&Segments[obj->segnum], best_side, 0, &desired_upvec );			
#else
				desired_upvec = Segments[obj->segnum].sides[best_side].normals[0];
#endif

	if (labs(vm_vec_dot(&desired_upvec,&obj->orient.fvec)) < f1_0/2) {
		vms_angvec tangles;
		
		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);

		delta_ang += obj->mtype.phys_info.turnroll;

		if (abs(delta_ang) > DAMP_ANG) {
			vms_matrix rotmat, new_pm;

			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;

			tangles.p = tangles.h = 0;  tangles.b = roll_ang;
			vm_angles_2_matrix(&rotmat,&tangles);

			vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
			obj->orient = new_pm;
		}
		else floor_levelling=0;
	}

}
// ********************************************************************************************
// Engages autopilot
// This does:
//        * Control switched from player to AI
//        * Time compression to 32x
//        * Lock time compression -WMC
//        * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
//		  * Sets max waypoint speed to the best-speed of the slowest ship tagged
bool StartAutopilot()
{
	// Check for support ship and dismiss it if it is not doing anything.
	// If the support ship is doing something then tell the user such.
	for ( object *objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
	{
		if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD))
		{
			Assertion((objp->instance >= 0) && (objp->instance < MAX_SHIPS),
				"objp does not have a valid pointer to a ship. Pointer is %d, which is smaller than 0 or bigger than %d",
				objp->instance, MAX_SHIPS);
			ship *shipp = &Ships[objp->instance];

			if (shipp->team != Player_ship->team)
				continue;

			Assertion((shipp->ship_info_index >= 0) && (shipp->ship_info_index < MAX_SHIP_CLASSES),
				"Ship '%s' does not have a valid pointer to a ship class. Pointer is %d, which is smaller than 0 or bigger than %d",
				shipp->ship_name, shipp->ship_info_index, MAX_SHIP_CLASSES);
			ship_info *sip = &Ship_info[shipp->ship_info_index];

			if ( !(sip->flags & SIF_SUPPORT) )
				continue;

			// don't deal with dying or departing support ships
			if ( shipp->flags & (SF_DYING | SF_DEPARTING) )
				continue;

			Assert(shipp->ai_index != -1);
			ai_info* support_ship_aip = &(Ai_info[Ships[objp->instance].ai_index]);

			// is support ship trying to rearm-repair
			if ( ai_find_goal_index( support_ship_aip->goals, AI_GOAL_REARM_REPAIR ) == -1 ) {
				// no, so tell it to depart
				ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WARP, -1, NULL, support_ship_aip );
			} else {
				// yes
				send_autopilot_msgID(NP_MSG_FAIL_SUPPORT_WORKING);
				return false;
			}
		}
	}
	if (!CanAutopilot())
		return false;

	AutoPilotEngaged = true;

	// find the ship that is "leading" all of the ships when the player starts
	// autopilot
	// by default the ship that is leading the autopilot session the player's
	// wing leader (if the player is the wing leader then it will be the
	// player).
	// TODO:implement a way to allow a FREDer to say a different ship is leader
	Autopilot_flight_leader = get_wing_leader(Player_ship->wingnum);
	if ( Autopilot_flight_leader == NULL ) {
		// force player to be the leader if he doesn't have a wing
		Autopilot_flight_leader = Player_obj;
	}

	if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
		LockAPConv = timestamp(); // lock convergence instantly
	else
		LockAPConv = timestamp(3000); // 3 seconds before we lock convergence
	Player_use_ai = 1;
	set_time_compression(1);
	lock_time_compression(true);

	// determine speed cap
	int i,j, wcount=1, tc_factor=1;
	float speed_cap = 1000000.0; // 1m is a safe starting point
	float radius = Player_obj->radius, distance = 0.0f, ftemp;
	bool capshipPresent = false;
	int capship_counts[3]; // three size classes
	capship_counts[0] = 0;
	capship_counts[1] = 0;
	capship_counts[2] = 0;

	int capship_placed[3]; // three size classes
	capship_placed[0] = 0;
	capship_placed[1] = 0;
	capship_placed[2] = 0;

	float capship_spreads[3];
	capship_spreads[0] = 0.0f;
	capship_spreads[1] = 0.0f;
	capship_spreads[2] = 0.0f;

	SCP_vector<int> capIndexes;

	// empty the autopilot wings map
	autopilot_wings.clear();

	// vars for usage w/ cinematic
	vec3d pos, norm1, perp, tpos, rpos = Player_obj->pos, zero;
	memset(&zero, 0, sizeof(vec3d));


	// instantly turn player toward tpos
	if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
	{
		vm_vec_sub(&norm1, Navs[CurrentNav].GetPosition(), &Player_obj->pos);
		vm_vector_2_matrix(&Player_obj->orient, &norm1, NULL, NULL);
	}

	for (i = 0; i < MAX_SHIPS; i++)
	{
		if (Ships[i].objnum != -1 && 
				(Ships[i].flags2 & SF2_NAVPOINT_CARRY || 
					(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)
				)
			)
		{
			if (speed_cap > vm_vec_mag(&Ship_info[Ships[i].ship_info_index].max_vel))
				speed_cap = vm_vec_mag(&Ship_info[Ships[i].ship_info_index].max_vel);
		}
	}

	// damp speed_cap to 90% of actual -- to make sure ships stay in formation
	if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
		speed_cap = 0.90f * speed_cap;

	if ( speed_cap < 1.0f ) {
		/* We need to deal with this so that incorrectly flagged ships will not
		cause the engine to fail to limit all the ships speeds correctly. */
		Warning(LOCATION, "Ship speed cap is way too small (%f)!\n"
			"This is normally caused by a ship that has nav-carry-status set, but cannot move itself (like a Cargo container).\n"
			"Speed cap has been set to 1.0 m/s.",
			speed_cap);
		speed_cap = 1.0f;
	}

	ramp_bias = speed_cap/50.0f;

	// assign ship goals
	// when assigning goals to individual ships only do so if Ships[shipnum].wingnum != -1 
	// we will assign wing goals below

	for (i = 0; i < MAX_SHIPS; i++)
	{
		if (Ships[i].objnum != -1 && 
				(Ships[i].flags2 & SF2_NAVPOINT_CARRY || 
					(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)
				)
			)
		{
			// do we have capital ships in the area?
			if (Ship_info[Ships[i].ship_info_index].flags 
				& ( SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER | SIF_FREIGHTER | SIF_TRANSPORT))
			{
				capshipPresent = true;

				capIndexes.push_back(i);
				// ok.. what size class

				if (Ship_info[Ships[i].ship_info_index].flags & (SIF_CAPITAL | SIF_SUPERCAP))
				{
					capship_counts[0]++;
					if (capship_spreads[0] < Objects[Ships[i].objnum].radius)
						capship_spreads[0] = Objects[Ships[i].objnum].radius;
				}
				else if (Ship_info[Ships[i].ship_info_index].flags & (SIF_CORVETTE))
				{
					capship_counts[1]++;
					if (capship_spreads[1] < Objects[Ships[i].objnum].radius)
						capship_spreads[1] = Objects[Ships[i].objnum].radius;
				}
				else
				{
					capship_counts[2]++;
					if (capship_spreads[2] < Objects[Ships[i].objnum].radius)
						capship_spreads[2] = Objects[Ships[i].objnum].radius;
				}
			}



			// check for bigger radius for usage later
			/*if (!vm_vec_cmp(&rpos, &Player_obj->pos)) 
				// want to make sure rpos isn't player pos - we can worry about it being largest object's later
			{
				rpos = Objects[Ships[i].objnum].pos;
			}*/

			if (Objects[Ships[i].objnum].radius > radius)
			{
				rpos = Objects[Ships[i].objnum].pos;
				radius = Objects[Ships[i].objnum].radius;
			}

			if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
			{// instantly turn the ship to match the direction player is looking
				//vm_vec_sub(&norm1, Navs[CurrentNav].GetPosition(), &Player_obj->pos);
				vm_vector_2_matrix(&Objects[Ships[i].objnum].orient, &norm1, NULL, NULL);
			}

			// snap wings into formation
			if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS &&  // only if using cinematics 
				(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY) // only if in a wing
				&& Autopilot_flight_leader != &Objects[Ships[i].objnum]) //only if not flight leader's object
			{	
				ai_info	*aip = &Ai_info[Ships[i].ai_index];
				int wingnum = aip->wing, wing_index = get_wing_index(&Objects[Ships[i].objnum], wingnum);
				vec3d goal_point;
				object *leader_objp = get_wing_leader(wingnum);
				
				if (leader_objp != &Objects[Ships[i].objnum])
				{
					// not leader.. get our position relative to leader
					get_absolute_wing_pos_autopilot(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
				}
				else
				{
					ai_clear_wing_goals(wingnum);
					j = 1+int( (float)floor(double(wcount-1)/2.0) );
					switch (wcount % 2)
					{
						case 1: // back-left
							vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
							//vm_vec_sub(&perp, &perp, &Player_obj->orient.vec.fvec);
							vm_vec_normalize(&perp);
							vm_vec_scale(&perp, -166.0f*j); // 166m is supposedly the optimal range according to tolwyn
							vm_vec_add(&goal_point, &Autopilot_flight_leader->pos, &perp);
							break;

						default: //back-right
						case 0:
							vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
							//vm_vec_sub(&perp, &perp, &Player_obj->orient.vec.fvec);
							vm_vec_normalize(&perp);
							vm_vec_scale(&perp, 166.0f*j);
							vm_vec_add(&goal_point, &Autopilot_flight_leader->pos, &perp);
							break;
					}
					autopilot_wings[wingnum] = wcount;
					wcount++;
				}
				Objects[Ships[i].objnum].pos = goal_point;			
				if (vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[i].objnum].pos) > distance)
				{
					distance = vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[i].objnum].pos);
				}
			}
			// lock primary and secondary weapons
			if ( LockWeaponsDuringAutopilot )
				Ships[i].flags2 |= (SF2_PRIMARIES_LOCKED | SF2_SECONDARIES_LOCKED);

			// clear the ship goals and cap the waypoint speed
			ai_clear_ship_goals(&Ai_info[Ships[i].ai_index]);
			Ai_info[Ships[i].ai_index].waypoint_speed_cap = (int)speed_cap;

			
			// if they're not part of a wing set their goal
			if (Ships[i].wingnum == -1 || The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
			{ 
				if (Navs[CurrentNav].flags & NP_WAYPOINT)
				{
					ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name(), &Ai_info[Ships[i].ai_index] );
					//fixup has to wait until after wing goals
				}
				else
				{
					ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FLY_TO_SHIP, 0, ((ship*)Navs[CurrentNav].target_obj)->ship_name, &Ai_info[Ships[i].ai_index] );
				}

			}
		}
	}

	// assign wing goals
	if (!(The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS))
	{
		for (i = 0; i < MAX_WINGS; i++)
		{
			if (Wings[i].flags & WF_NAV_CARRY )
			{	
				//ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip );

				//ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_STAY_NEAR_SHIP, 0, target_shipname, wingnum );
				//ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, target_shipname, wingnum );
				//ai_clear_ship_goals( &(Ai_info[Ships[num].ai_index]) );
				
				ai_clear_wing_goals( i );
				if (Navs[CurrentNav].flags & NP_WAYPOINT)
				{
					
					ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name(), i );

					// "fix up" the goal
					for (j = 0; j < MAX_AI_GOALS; j++)
					{
						if (Wings[i].ai_goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
							Wings[i].ai_goals[j].ai_mode == AIM_WAYPOINTS )
						{
							autopilot_ai_waypoint_goal_fixup(&(Wings[i].ai_goals[j]));
						}
					}
				}
				else
				{
					ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_FLY_TO_SHIP, 0, ((ship*)Navs[CurrentNav].target_obj)->ship_name, i );

				}
			}
		}
	}

	// fixup has to go down here because ships are assigned goals during wing goals as well
	for (i = 0; i < MAX_SHIPS; i++)
	{
		if (Ships[i].objnum != -1)
		{
			if (Ships[i].flags2 & SF2_NAVPOINT_CARRY || 
				(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY))
				for (j = 0; j < MAX_AI_GOALS; j++)
				{
					if (Ai_info[Ships[i].ai_index].goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
						Ai_info[Ships[i].ai_index].goals[j].ai_mode == AIM_WAYPOINTS)
					{
						autopilot_ai_waypoint_goal_fixup( &(Ai_info[Ships[i].ai_index].goals[j]) );

						
						// formation fixup
						//ai_form_on_wing(&Objects[Ships[i].objnum], &Objects[Player_ship->objnum]);
					}
				}
		}
	}
	start_dist = DistanceTo(CurrentNav);

	// ----------------------------- setup cinematic -----------------------------
	if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
	{	
		if (capshipPresent)
		{
			// position capships

			vec3d right, front, up, offset;
			for (SCP_vector<int>::iterator idx = capIndexes.begin(); idx != capIndexes.end(); ++idx)
			{
				vm_vec_add(&right, &Autopilot_flight_leader->orient.vec.rvec, &zero);
				vm_vec_add(&front, &Autopilot_flight_leader->orient.vec.fvec, &zero);
				vm_vec_add(&up, &Autopilot_flight_leader->orient.vec.uvec, &zero);
				vm_vec_add(&offset, &zero, &zero);
				if (Ship_info[Ships[*idx].ship_info_index].flags & (SIF_CAPITAL | SIF_SUPERCAP))
				{
					//0 - below - three lines of position

					// front/back to zero
					vm_vec_add(&front, &zero, &zero);

					// position below
					vm_vec_scale(&up, capship_spreads[0]); // scale the up vector by the radius of the largest ship in this formation part


					switch (capship_placed[0] % 3)
					{
						case 1: // right
							vm_vec_scale(&right, capship_spreads[0]);
							break;
							
						case 2: // left
							vm_vec_scale(&right, -capship_spreads[0]);
							break;

						default: // straight
						case 0:
							vm_vec_add(&right, &zero, &zero);
							vm_vec_scale(&up, 1.5); // add an extra half-radius
							break;
					}
		
					// scale by  row
					vm_vec_scale(&right, (1+((float)floor((float)capship_placed[0]/3)))); 
					vm_vec_scale(&up, -(1+((float)floor((float)capship_placed[0]/3))));

					capship_placed[0]++;
				}
				else if (Ship_info[Ships[*idx].ship_info_index].flags & SIF_CORVETTE)
				{
					//1 above - 3 lines of position
					// front/back to zero
					vm_vec_add(&front, &zero, &zero);

					// position below
					vm_vec_scale(&up, capship_spreads[1]); // scale the up vector by the radius of the largest ship in this formation part


					switch (capship_placed[1] % 3)
					{
						case 1: // right
							vm_vec_scale(&right, capship_spreads[1]); 
							break;
							
						case 2: // left
							vm_vec_scale(&right, -capship_spreads[1]); 
							break;

						default: // straight
						case 0:
							vm_vec_add(&right, &zero, &zero);
							vm_vec_scale(&up, 1.5); // add an extra half-radius
							break;
					}
		
					// scale by  row
					vm_vec_scale(&right, (1+((float)floor((float)capship_placed[1]/3)))); 
					vm_vec_scale(&up, (1+((float)floor((float)capship_placed[1]/3))));

					// move ourselves up and out of the way of the smaller ships
					vm_vec_add(&perp, &Autopilot_flight_leader->orient.vec.uvec, &zero);
					vm_vec_scale(&perp, capship_spreads[2]);
					vm_vec_add(&up, &up, &perp);

					capship_placed[1]++;
				}
				else
				{
					//2 either side - 6 lines of position (right (dir, front, back), left (dir, front, back) )
					// placing pattern: right, left, front right, front left, rear right, rear left

					// up/down to zero
					vm_vec_add(&up, &zero, &zero);


					switch (capship_placed[2] % 6)
					{
						case 5:  // rear left
							vm_vec_scale(&right, -capship_spreads[2]);
							vm_vec_scale(&front, -capship_spreads[2]); 
							break;

						case 4:  // rear right
							vm_vec_scale(&right, capship_spreads[2]); 
							vm_vec_scale(&front, -capship_spreads[2]); 
							break;

						case 3:  // front left
							vm_vec_scale(&right, -capship_spreads[2]); 
							vm_vec_scale(&front, capship_spreads[2]); 
							break;

						case 2:  // front right
							vm_vec_scale(&right, capship_spreads[2]); 
							vm_vec_scale(&front, capship_spreads[2]);
							break;

						case 1:  // straight left
							vm_vec_scale(&right, 1.5);
							vm_vec_scale(&right, -capship_spreads[2]);
							vm_vec_add(&front, &zero, &zero);
							break;

						default: // straight right
						case 0:
							vm_vec_scale(&right, 1.5);
							vm_vec_scale(&right, capship_spreads[2]);
							vm_vec_add(&front, &zero, &zero);
							break;
					}
					// these ships seem to pack a little too tightly
					vm_vec_scale(&right, 2*(1+((float)floor((float)capship_placed[2]/3)))); 
					vm_vec_scale(&front, 2*(1+((float)floor((float)capship_placed[2]/3))));

					// move "out" by 166*(wcount-1) so we don't bump into fighters
					vm_vec_add(&perp, &Autopilot_flight_leader->orient.vec.rvec, &zero);
					vm_vec_scale(&perp, 166.0f*float(wcount-1));
					if ( (capship_placed[2] % 2) == 0)
						vm_vec_add(&right, &right, &perp);
					else
						vm_vec_sub(&right, &right, &perp);

					capship_placed[2]++;
				}

				// integrate the up/down componant
				vm_vec_add(&offset, &offset, &up);

				//integrate the left/right componant
				vm_vec_add(&offset, &offset, &right);

				//integrate the left/right componant
				vm_vec_add(&offset, &offset, &front);

				// global scale the position by 50%
				//vm_vec_scale(&offset, 1.5);

				vm_vec_add(&Objects[Ships[*idx].objnum].pos, &Autopilot_flight_leader->pos, &offset);

				if (vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[*idx].objnum].pos) > distance)
				{
					distance = vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[*idx].objnum].pos);
				}
			}
		}

		ftemp = floor(Autopilot_flight_leader->phys_info.max_vel.xyz.z/speed_cap);
		if (ftemp >= 2.0f && ftemp < 4.0f)
			tc_factor = 2;
		else if (ftemp >= 4.0f && ftemp < 8.0f)
			tc_factor = 4;
		else if (ftemp >= 8.0f)
			tc_factor = 8;



		tpos = *Navs[CurrentNav].GetPosition();
		// determine distance toward nav at which camera will be
		vm_vec_sub(&pos, &tpos, &Autopilot_flight_leader->pos);
		vm_vec_normalize(&pos); // pos is now a unit vector in the direction we will be moving the camera
		//norm1 = pos;
		vm_vec_scale(&pos, 5*speed_cap*tc_factor); // pos is now scaled by 5 times the speed (5 seconds ahead)
		vm_vec_add(&pos, &pos, &Autopilot_flight_leader->pos); // pos is now 5*speed cap in front of player ship

		switch (myrand()%24) 
		// 8 different ways of getting perp points
		// 4 of which will not be used when capships are present (anything below, or straight above)
		{

			case 1: // down
			case 9:
			case 16:
				if (capship_placed[0] == 0)
					vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.uvec);
				else
				{	// become up-left
					vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.uvec);
					vm_vec_sub(&perp, &perp, &Autopilot_flight_leader->orient.vec.rvec);
				}
				break;

			case 2: // up
			case 10:
			case 23:
				vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				if (capshipPresent) // become up-right
					vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.rvec);
				break;

			case 3: // left
			case 11:
			case 22:
				vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
				break;

			case 4: // up-left
			case 12:
			case 21:
				vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
				vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				break;

			case 5: // up-right
			case 13:
			case 20:
				vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
				vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				break;

			case 6: // down-left
			case 14:
			case 19:
				vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
				if (capship_placed[0] < 2)
					vm_vec_sub(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				else
					vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				break;

			case 7: // down-right
			case 15:
			case 18:
				vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec);
				if (capship_placed[0] < 1)
					vm_vec_sub(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				else
					vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec);
				break;

			default:
			case 0: // right
			case 8:
			case 17:
				perp = Autopilot_flight_leader->orient.vec.rvec;
				break;

		}
		vm_vec_normalize(&perp);
		//vm_vec_scale(&perp, 2*radius+distance);

		vm_vec_scale(&perp,  Autopilot_flight_leader->radius+radius);

		// randomly scale up/down by up to 20%
		j = 20-myrand()%40; // [-20,20]

		vm_vec_scale(&perp, 1.0f+(float(j)/100.0f));
		vm_vec_add(&cameraPos, &pos, &perp);

		if (capshipPresent)
		{
			vm_vec_normalize(&perp);

			// place it behind
			//vm_vec_copy_scale(&norm1, &Player_obj->orient.vec.fvec, -2*(Player_obj->radius+radius*(1.0f+(float(j)/100.0f))));
			//vm_vec_add(&cameraTarget, &cameraTarget, &norm1);

			vm_vec_copy_scale(&cameraTarget,&perp, radius/5.0f);

			//vm_vec_scale(&cameraTarget, Player_obj->radius+radius*(1.0f+(float(j)/100.0f)));

			//vm_vec_add(&cameraTarget, &pos, &cameraTarget);
			//CameraSpeed = (radius+distance)/25;

			//vm_vec_add(&cameraTarget, &zero, &perp);
			//vm_vec_scale(&CameraVelocity, (radius+distance/100.f));
			//vm_vec_scale(&CameraVelocity, 1.0f/float(NPS_TICKRATE*tc_factor));
		}
		else
		{
			vm_vec_add(&cameraTarget, &zero, &zero);
			//CameraSpeed = 0;
		}
		//CameraMoving = false;


		EndAPCinematic = timestamp((10000*tc_factor)+NPS_TICKRATE); // 10 objective seconds before end of cinematic 
		MoveCamera = timestamp((5500*tc_factor)+NPS_TICKRATE);
		camMovingTime = int(4.5*float(tc_factor));
		set_time_compression((float)tc_factor);
	}

	return true;
}
Exemple #16
0
//	-----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
void do_physics_sim(dxxobject *obj)
{
	objnum_t ignore_obj_list[MAX_IGNORE_OBJS];
	unsigned n_ignore_objs;
	segnum_t iseg;
	int try_again;
	int fate=0;
	vms_vector frame_vec;			//movement in this frame
	vms_vector new_pos,ipos;		//position after this frame
	int count=0;
	objnum_t objnum;
	segnum_t WallHitSeg;
	int WallHitSide;
	fvi_info hit_info;
	fvi_query fq;
	vms_vector save_pos;
	segnum_t save_seg;
	fix drag;
	fix sim_time,old_sim_time;
	vms_vector start_pos;
	int obj_stopped=0;
	fix moved_time;			//how long objected moved before hit something
	physics_info *pi;
	segnum_t orig_segnum = obj->segnum;
	int bounced=0;
	fix PhysTime = (FrameTime<F1_0/30?F1_0/30:FrameTime);

	Assert(obj->movement_type == MT_PHYSICS);

#ifndef NDEBUG
	if (Dont_move_ai_objects)
		if (obj->control_type == CT_AI)
			return;
#endif

	pi = &obj->mtype.phys_info;

	do_physics_sim_rot(obj);

	if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
		return;

	objnum = obj-Objects;

	n_phys_segs = 0;

	/* As this engine was not designed for that high FPS as we intend, we use F1_0/30 max. for sim_time to ensure
	   scaling and dot products stay accurate and reliable. The object position intended for this frame will be scaled down later,
	   after the main collision-loop is done.
	   This won't make collision results be equal in all FPS settings, but hopefully more accurate, the higher our FPS are.
	*/
	sim_time = PhysTime; //FrameTime;

	//debug_obj = obj;

#ifdef EXTRA_DEBUG
	//check for correct object segment
	if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
	{
		if (!update_object_seg(obj)) {
			if (!(Game_mode & GM_MULTI))
				Int3();
			compute_segment_center(&obj->pos,&Segments[obj->segnum]);
			obj->pos.x += objnum;
		}
	}
#endif

	start_pos = obj->pos;

	n_ignore_objs = 0;

	Assert(obj->mtype.phys_info.brakes==0);		//brakes not used anymore?

		//if uses thrust, cannot have zero drag
	Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);

	//do thrust & drag
	// NOTE: this always must be dependent on FrameTime, if sim_time differs!
	if ((drag = obj->mtype.phys_info.drag) != 0) {

		int count;
		vms_vector accel;
		fix r,k,have_accel;

		count = FrameTime / FT;
		r = FrameTime % FT;
		k = fixdiv(r,FT);

		if (obj->mtype.phys_info.flags & PF_USES_THRUST) {

			vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
			have_accel = (accel.x || accel.y || accel.z);

			while (count--) {
				if (have_accel)
					vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);

				vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
			}

			//do linear scale on remaining bit of time

			vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
			if (drag)
				vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
		}
		else if (drag)
		{
			fix total_drag=f1_0;

			while (count--)
				total_drag = fixmul(total_drag,f1_0-drag);

			//do linear scale on remaining bit of time

			total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));

			vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
		}
	}

	do {
		try_again = 0;

		//Move the object
		vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);


		if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )	
			break;

		count++;

		//	If retry count is getting large, then we are trying to do something stupid.
		if (count > 8) break; // in original code this was 3 for all non-player objects. still leave us some limit in case fvi goes apeshit.

		vm_vec_add(&new_pos,&obj->pos,&frame_vec);

		ignore_obj_list[n_ignore_objs] = object_none;

		fq.p0						= &obj->pos;
		fq.startseg				= obj->segnum;
		fq.p1						= &new_pos;
		fq.rad					= obj->size;
		fq.thisobjnum			= objnum;
		fq.ignore_obj_list	= ignore_obj_list;
		fq.flags					= FQ_CHECK_OBJS;

		if (obj->type == OBJ_WEAPON)
			fq.flags |= FQ_TRANSPOINT;

		if (obj->type == OBJ_PLAYER)
			fq.flags |= FQ_GET_SEGLIST;

		fate = find_vector_intersection(&fq,&hit_info);
		//	Matt: Mike's hack.
		if (fate == HIT_OBJECT) {
			dxxobject	*objp = &Objects[hit_info.hit_object];

			if (((objp->type == OBJ_WEAPON) && ((objp->id == PROXIMITY_ID) || (objp->id == SUPERPROX_ID))) || objp->type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement
				count--;
		}

#ifndef NDEBUG
		if (fate == HIT_BAD_P0) {
			Int3();
		}
#endif

		if (obj->type == OBJ_PLAYER) {
			int i;

			if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
				n_phys_segs--;

			for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1);  )
				phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
		}

		ipos = hit_info.hit_pnt;
		iseg = hit_info.hit_seg;
		WallHitSide = hit_info.hit_side;
		WallHitSeg = hit_info.hit_side_seg;

		if (iseg==segment_none) {		//some sort of horrible error
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
			break;
		}

		Assert(!((fate==HIT_WALL) && ((WallHitSeg == segment_none) || (WallHitSeg > Highest_segment_index))));

		//if(!get_seg_masks(&hit_info.hit_pnt, hit_info.hit_seg, 0, __FILE__, __LINE__).centermask == 0)
		//	Int3();

		save_pos = obj->pos;			//save the object's position
		save_seg = obj->segnum;

		// update object's position and segment number
		obj->pos = ipos;

		if ( iseg != obj->segnum )
			obj_relink(objnum, iseg );

		//if start point not in segment, move object to center of segment
		if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask !=0 )
		{
			segnum_t n;

			if ((n=find_object_seg(obj))==segment_none) {
				//Int3();
				if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=segment_none) {
					obj->pos = obj->last_pos;
					obj_relink(objnum, n );
				}
				else {
					compute_segment_center(&obj->pos,&Segments[obj->segnum]);
					obj->pos.x += objnum;
				}
				if (obj->type == OBJ_WEAPON)
					obj->flags |= OF_SHOULD_BE_DEAD;
			}
			return;
		}

		//calulate new sim time
		{
			//vms_vector moved_vec;
			vms_vector moved_vec_n;
			fix attempted_dist,actual_dist;

			old_sim_time = sim_time;

			actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);

			if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) {		//moved backwards

				//don't change position or sim_time

				obj->pos = save_pos;
		
				//iseg = obj->segnum;		//don't change segment

				obj_relink(objnum, save_seg );

				moved_time = 0;
			}
			else {

				attempted_dist = vm_vec_mag(&frame_vec);

				sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);

				moved_time = old_sim_time - sim_time;

				if (sim_time < 0 || sim_time>old_sim_time) {
					sim_time = old_sim_time;
					//WHY DOES THIS HAPPEN??

					moved_time = 0;
				}
			}
		}


		switch( fate )		{

			case HIT_WALL:		{
				vms_vector moved_v;
				//@@fix total_d,moved_d;
				fix hit_speed=0,wall_part=0;

				// Find hit speed	

				vm_vec_sub(&moved_v,&obj->pos,&save_pos);

				wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);

				if ((wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0) || obj->type == OBJ_WEAPON || obj->type == OBJ_DEBRIS)
					collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
				if (obj->type == OBJ_PLAYER)
					scrape_player_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );

				Assert( WallHitSeg != segment_none && WallHitSeg <= Highest_segment_index );
				Assert( WallHitSide > -1 );

				if ( !(obj->flags&OF_SHOULD_BE_DEAD) )	{
					int forcefield_bounce;		//bounce off a forcefield

					Assert(cheats.bouncyfire || !(obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE));	//can't be bounce and stick

					forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_FIELD);

					if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) {		//stop moving

						add_stuck_object(obj, WallHitSeg, WallHitSide);

						vm_vec_zero(&obj->mtype.phys_info.velocity);
						obj_stopped = 1;
						try_again = 0;
					}
					else {					// Slide object along wall
						int check_vel=0;

						wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);

						// if wall_part, make sure the value is sane enough to get usable velocity computed
						if (wall_part < 0 && wall_part > -f1_0) wall_part = -f1_0;
						if (wall_part > 0 && wall_part < f1_0) wall_part = f1_0;

						if (forcefield_bounce || (obj->mtype.phys_info.flags & PF_BOUNCE)) {		//bounce off wall
							wall_part *= 2;	//Subtract out wall part twice to achieve bounce

							if (forcefield_bounce) {
								check_vel = 1;				//check for max velocity
								if (obj->type == OBJ_PLAYER)
									wall_part *= 2;		//player bounce twice as much
							}

							if ( obj->mtype.phys_info.flags & PF_BOUNCES_TWICE) {
								Assert(obj->mtype.phys_info.flags & PF_BOUNCE);
								if (obj->mtype.phys_info.flags & PF_BOUNCED_ONCE)
									obj->mtype.phys_info.flags &= ~(PF_BOUNCE+PF_BOUNCED_ONCE+PF_BOUNCES_TWICE);
								else
									obj->mtype.phys_info.flags |= PF_BOUNCED_ONCE;
							}

							bounced = 1;		//this object bounced
						}

						vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);

						if (check_vel) {
							fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);

							if (vel > MAX_OBJECT_VEL)
								vm_vec_scale(&obj->mtype.phys_info.velocity,fixdiv(MAX_OBJECT_VEL,vel));
						}

						if (bounced && obj->type == OBJ_WEAPON)
							vm_vector_2_matrix(&obj->orient,&obj->mtype.phys_info.velocity,&obj->orient.uvec,NULL);

						try_again = 1;
					}
				}

				break;
			}

			case HIT_OBJECT:		{
				vms_vector old_vel;

				// Mark the hit object so that on a retry the fvi code
				// ignores this object.

				Assert(hit_info.hit_object != object_none);

				//	Calculcate the hit point between the two objects.
				{	vms_vector	*ppos0, *ppos1, pos_hit;
					fix			size0, size1;
					ppos0 = &Objects[hit_info.hit_object].pos;
					ppos1 = &obj->pos;
					size0 = Objects[hit_info.hit_object].size;
					size1 = obj->size;
					Assert(size0+size1 != 0);	// Error, both sizes are 0, so how did they collide, anyway?!?
					//vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
					//vm_vec_add2(&pos_hit, ppos0);
					vm_vec_sub(&pos_hit, ppos1, ppos0);
					vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));

					old_vel = obj->mtype.phys_info.velocity;

					collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);

				}

				// Let object continue its movement
				if ( !(obj->flags&OF_SHOULD_BE_DEAD)  )	{
					//obj->pos = save_pos;

					if (obj->mtype.phys_info.flags&PF_PERSISTENT || (old_vel.x == obj->mtype.phys_info.velocity.x && old_vel.y == obj->mtype.phys_info.velocity.y && old_vel.z == obj->mtype.phys_info.velocity.z)) {
						//if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
							ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
						try_again = 1;
					}
				}

				break;
			}	
			case HIT_NONE:		
				break;

#ifndef NDEBUG
			case HIT_BAD_P0:
				Int3();		// Unexpected collision type: start point not in specified segment.
				break;
			default:
				// Unknown collision type returned from find_vector_intersection!!
				Int3();
				break;
#endif
		}
	} while ( try_again );

	//	Pass retry count info to AI.
	if (obj->control_type == CT_AI) {
		if (count > 0) {
			Ai_local_info[objnum].retry_count = count-1;
#ifndef NDEBUG
			Total_retries += count-1;
			Total_sims++;
#endif
		}
	}

	// As sim_time may not base on FrameTime, scale actual object position to get accurate movement
	if (PhysTime/FrameTime > 0)
	{
		vms_vector md;
		vm_vec_sub(&md, &obj->pos, &start_pos);
		vm_vec_scale(&md, F1_0/((float)PhysTime/FrameTime));
		vm_vec_add(&obj->pos,&start_pos, &md);
		//check for and update correct object segment
		if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
		{
			if (!update_object_seg(obj)) {
				if (!(Game_mode & GM_MULTI))
					Int3();
				compute_segment_center(&obj->pos,&Segments[obj->segnum]);
				obj->pos.x += objnum;
			}
		}
	}

	// After collision with objects and walls, set velocity from actual movement
	if (!obj_stopped && !bounced 
		&& ((obj->type == OBJ_PLAYER) || (obj->type == OBJ_ROBOT) || (obj->type == OBJ_DEBRIS)) 
		&& ((fate == HIT_WALL) || (fate == HIT_OBJECT) || (fate == HIT_BAD_P0))
		)
	{	
		vms_vector moved_vec;
		vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
		vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
	}

	fix_illegal_wall_intersection(obj, &start_pos);

	//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);

	//if (obj->control_type == CT_FLYING)
	if (obj->mtype.phys_info.flags & PF_LEVELLING)
		do_physics_align_object( obj );

	//hack to keep player from going through closed doors
	if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (!cheats.ghostphysics) ) {
		int sidenum;

		sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);

		if (sidenum != -1) {

			if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
				side_t *s;
				int vertnum,num_faces,i;
				fix dist;
				int vertex_list[6];

				//bump object back

				s = &Segments[orig_segnum].sides[sidenum];

				if (orig_segnum==segment_none)
					Error("orig_segnum == -1 in physics");

				create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum, __FILE__, __LINE__);

				//let's pretend this wall is not triangulated
				vertnum = vertex_list[0];
				for (i=1;i<4;i++)
					if (vertex_list[i] < vertnum)
						vertnum = vertex_list[i];

#ifdef COMPACT_SEGS
					{
						vms_vector _vn;
						get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
						dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
						vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
					}
#else
					dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
					vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
#endif
				update_object_seg(obj);

			}
		}
	}

//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#ifndef NDEBUG
	//if end point not in segment, move object to last pos, or segment center
	if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
	{
		if (find_object_seg(obj)==segment_none) {
			segnum_t n;

			//Int3();
			if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=segment_none) {
				obj->pos = obj->last_pos;
				obj_relink(objnum, n );
			}
			else {
				compute_segment_center(&obj->pos,&Segments[obj->segnum]);
				obj->pos.x += objnum;
			}
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
		}
	}
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#endif
}
Exemple #17
0
int generate_curve( fix r1scale, fix r4scale ) {
    vms_vector vec_dir, tvec;
    vms_vector coord,prev_point;
    vms_equation coeffs;
    fix enddist, nextdist;
    int firstsegflag;
    fix t, maxscale;
    fixang rangle, uangle;

	const vcsegptr_t cursegp = Cursegp;
	compute_center_point_on_side(p1, cursegp, Curside);

    switch( Curside ) {
        case WLEFT:
            extract_right_vector_from_segment(cursegp, r1);
            vm_vec_scale(r1, -F1_0 );
            break;
        case WTOP:
            extract_up_vector_from_segment(cursegp, r1);
            break;
        case WRIGHT:
            extract_right_vector_from_segment(cursegp, r1);
            break;
        case WBOTTOM:
            extract_up_vector_from_segment(cursegp, r1);
            vm_vec_scale(r1, -F1_0 );
            break;
        case WBACK:
            extract_forward_vector_from_segment(cursegp, r1);
            break;
        case WFRONT:
            extract_forward_vector_from_segment(cursegp, r1);
            vm_vec_scale(r1, -F1_0 );
            break;
        }            

	const vcsegptr_t markedsegp = Markedsegp;
	compute_center_point_on_side(p4, markedsegp, Markedside);

    switch( Markedside ) {
        case WLEFT:
            extract_right_vector_from_segment(markedsegp, r4);
            extract_up_vector_from_segment(markedsegp, r4t);
            break;
        case WTOP:
            extract_up_vector_from_segment(markedsegp, r4);
            vm_vec_scale(r4, -F1_0 );
            extract_forward_vector_from_segment(markedsegp, r4t);
            vm_vec_scale(r4t, -F1_0 );
            break;
        case WRIGHT:
            extract_right_vector_from_segment(markedsegp, r4);
            vm_vec_scale(r4, -F1_0 );
            extract_up_vector_from_segment(markedsegp, r4t);
            break;
        case WBOTTOM:
            extract_up_vector_from_segment(markedsegp, r4);
            extract_forward_vector_from_segment(markedsegp, r4t);
            break;
        case WBACK:
            extract_forward_vector_from_segment(markedsegp, r4);
            vm_vec_scale(r4, -F1_0 );
            extract_up_vector_from_segment(markedsegp, r4t);
            break;
        case WFRONT:
            extract_forward_vector_from_segment(markedsegp, r4);
            extract_up_vector_from_segment(markedsegp, r4t);
            break;
        }

    r1save = r1;
    tvec = r1;
    vm_vec_scale(r1,r1scale);
    vm_vec_scale(r4,r4scale);

    create_curve( p1, p4, r1, r4, coeffs );
    OriginalSeg = Cursegp;
    OriginalMarkedSeg = Markedsegp;
    OriginalSide = Curside;
    OriginalMarkedSide = Markedside;
    CurveNumSegs = 0;
    coord = prev_point = p1;

    t=0;
    firstsegflag = 1;
    enddist = F1_0; nextdist = 0;
    while ( enddist > fixmul( nextdist, 1.5*F1_0 )) {
            vms_matrix  rotmat;
            if (firstsegflag==1)
                firstsegflag=0;
            else
                extract_forward_vector_from_segment(cursegp, tvec);
            nextdist = vm_vec_mag(tvec);                                   // nextdist := distance to next point
            t = curve_dist(&coeffs, 3, t, prev_point, nextdist);               // t = argument at which function is forward vector magnitude units away from prev_point (in 3-space, not along curve)
            coord = evaluate_curve(&coeffs, 3, t);                                          // coord := point about forward vector magnitude units away from prev_point
            enddist = vm_vec_dist(coord, p4);                  // enddist := distance from current to end point, vec_dir used as a temporary variable
            //vm_vec_normalize(vm_vec_sub(&vec_dir, &coord, &prev_point));
            vm_vec_normalized_dir(vec_dir, coord, prev_point);
			if (!med_attach_segment(Cursegp, vmsegptr(&New_segment), Curside, AttachSide))
		{
			med_extract_matrix_from_segment(cursegp, &rotmat);                   // rotmat := matrix describing orientation of Cursegp
			const auto tdest = vm_vec_rotate(vec_dir,rotmat);	// tdest := vec_dir in reference frame of Cursegp
			vec_dir = tdest;

            const auto rotmat2 = vm_vector_2_matrix(vec_dir,nullptr,nullptr);

            med_rotate_segment( Cursegp, rotmat2 );
			prev_point = coord;
            Curside = Side_opposite[AttachSide];

            CurveSegs[CurveNumSegs]=Cursegp;
            CurveNumSegs++;
        } else return 0;
	}

    extract_up_vector_from_segment(cursegp, tvec);
    uangle = vm_vec_delta_ang( tvec, r4t, r4 );
    if (uangle >= F1_0 * 1/8) uangle -= F1_0 * 1/4;
    if (uangle >= F1_0 * 1/8) uangle -= F1_0 * 1/4;
    if (uangle <= -F1_0 * 1/8) uangle += F1_0 * 1/4;
    if (uangle <= -F1_0 * 1/8) uangle += F1_0 * 1/4;
    extract_right_vector_from_segment(cursegp, tvec);
    rangle = vm_vec_delta_ang( tvec, r4t, r4 );
    if (rangle >= F1_0/8) rangle -= F1_0/4;
    if (rangle >= F1_0/8) rangle -= F1_0/4;
    if (rangle <= -F1_0/8) rangle += F1_0/4;
    if (rangle <= -F1_0/8) rangle += F1_0/4;

    if ((uangle != 0) && (rangle != 0)) {
        maxscale = CurveNumSegs*F1_0;
        generate_banked_curve(maxscale, coeffs);
    }

    if (CurveNumSegs) {
        med_form_bridge_segment( Cursegp, Side_opposite[AttachSide], Markedsegp, Markedside );
        CurveSegs[CurveNumSegs] = vmsegptr(Markedsegp->children[Markedside]);
        CurveNumSegs++;
	}

    Cursegp = OriginalSeg;
    Curside = OriginalSide;

	med_create_new_segment_from_cursegp();

	//warn_if_concave_segments();

    if (CurveNumSegs) return 1;
        else return 0;
}
Exemple #18
0
//	----------------------------------------------------------------------------------------------------------
void robotmaker_proc( FuelCenter * robotcen )
{
	fix		dist_to_player;
	vms_vector	cur_object_loc; //, direction;
	int		matcen_num, segnum, objnum;
	object	*obj;
	fix		top_time;
	vms_vector	direction;

	if (robotcen->Enabled == 0)
		return;

	if (robotcen->Disable_time > 0) {
		robotcen->Disable_time -= FrameTime;
		if (robotcen->Disable_time <= 0) {
			robotcen->Enabled = 0;
		}
	}

	//	No robot making in multiplayer mode.
#ifdef NETWORK
#ifndef SHAREWARE
	if ((Game_mode & GM_MULTI) && (!(Game_mode & GM_MULTI_ROBOTS) || !multi_i_am_master()))
		return;
#else
	if (Game_mode & GM_MULTI)
		return;
#endif
#endif

	// Wait until transmorgafier has capacity to make a robot...
	if ( robotcen->Capacity <= 0 ) {
		return;
	}

	matcen_num = Segment2s[robotcen->segnum].matcen_num;

	if ( matcen_num == -1 ) {
		return;
	}

	if (RobotCenters[matcen_num].robot_flags[0]==0 && RobotCenters[matcen_num].robot_flags[1]==0) {
		return;
	}

	// Wait until we have a free slot for this puppy...
   //	  <<<<<<<<<<<<<<<< Num robots in mine >>>>>>>>>>>>>>>>>>>>>>>>>>    <<<<<<<<<<<< Max robots in mine >>>>>>>>>>>>>>>
	if ( (Players[Player_num].num_robots_level - Players[Player_num].num_kills_level) >= (Gamesave_num_org_robots + Num_extry_robots ) ) {
		return;
	}

	robotcen->Timer += FrameTime;

	switch( robotcen->Flag )	{
	case 0:		// Wait until next robot can generate
		if (Game_mode & GM_MULTI)
		{
			top_time = ROBOT_GEN_TIME;	
		}
		else
		{
			dist_to_player = vm_vec_dist_quick( &ConsoleObject->pos, &robotcen->Center );
			top_time = dist_to_player/64 + d_rand() * 2 + F1_0*2;
			if ( top_time > ROBOT_GEN_TIME )
				top_time = ROBOT_GEN_TIME + d_rand();
			if ( top_time < F1_0*2 )
				top_time = F1_0*3/2 + d_rand()*2;
		}

		if (robotcen->Timer > top_time )	{
			int	count=0;
			int	i, my_station_num = robotcen-Station;
			object *obj;

			//	Make sure this robotmaker hasn't put out its max without having any of them killed.
			for (i=0; i<=Highest_object_index; i++)
				if (Objects[i].type == OBJ_ROBOT)
					if ((Objects[i].matcen_creator^0x80) == my_station_num)
						count++;
			if (count > Difficulty_level + 3) {
				robotcen->Timer /= 2;
				return;
			}

			//	Whack on any robot or player in the matcen segment.
			count=0;
			segnum = robotcen->segnum;
			for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next)	{
				count++;
				if ( count > MAX_OBJECTS )	{
					Int3();
					return;
				}
				if (Objects[objnum].type==OBJ_ROBOT) {
					collide_robot_and_materialization_center(&Objects[objnum]);
					robotcen->Timer = top_time/2;
					return;
				} else if (Objects[objnum].type==OBJ_PLAYER ) {
					collide_player_and_materialization_center(&Objects[objnum]);
					robotcen->Timer = top_time/2;
					return;
				}
			}

			compute_segment_center(&cur_object_loc, &Segments[robotcen->segnum]);
			// HACK!!! The 10 under here should be something equal to the 1/2 the size of the segment.
			obj = object_create_explosion(robotcen->segnum, &cur_object_loc, i2f(10), VCLIP_MORPHING_ROBOT );

			if (obj)
				extract_orient_from_segment(&obj->orient,&Segments[robotcen->segnum]);

			if ( Vclip[VCLIP_MORPHING_ROBOT].sound_num > -1 )		{
				digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, robotcen->segnum, 0, &cur_object_loc, 0, F1_0 );
			}
			robotcen->Flag	= 1;
			robotcen->Timer = 0;

		}
		break;
	case 1:			// Wait until 1/2 second after VCLIP started.
		if (robotcen->Timer > (Vclip[VCLIP_MORPHING_ROBOT].play_time/2) )	{

			robotcen->Capacity -= EnergyToCreateOneRobot;
			robotcen->Flag = 0;

			robotcen->Timer = 0;
			compute_segment_center(&cur_object_loc, &Segments[robotcen->segnum]);

			// If this is the first materialization, set to valid robot.
			if (RobotCenters[matcen_num].robot_flags[0] != 0 || RobotCenters[matcen_num].robot_flags[1] != 0) {
				int	type;
				uint	flags;
				sbyte   legal_types[64];   // 64 bits, the width of robot_flags[].
				int	num_types, robot_index, i;

				num_types = 0;
				for (i=0;i<2;i++) {
					robot_index = i*32;
					flags = RobotCenters[matcen_num].robot_flags[i];
					while (flags) {
						if (flags & 1)
							legal_types[num_types++] = robot_index;
						flags >>= 1;
						robot_index++;
					}
				}

				if (num_types == 1)
					type = legal_types[0];
				else
					type = legal_types[(d_rand() * num_types) / 32768];

				obj = create_morph_robot(&Segments[robotcen->segnum], &cur_object_loc, type );
				if (obj != NULL) {
#ifndef SHAREWARE
#ifdef NETWORK
					if (Game_mode & GM_MULTI)
						multi_send_create_robot(robotcen-Station, obj-Objects, type);
#endif
#endif
					obj->matcen_creator = (robotcen-Station) | 0x80;

					// Make object faces player...
					vm_vec_sub( &direction, &ConsoleObject->pos,&obj->pos );
					vm_vector_2_matrix( &obj->orient, &direction, &obj->orient.uvec, NULL);
	
					morph_start( obj );
					//robotcen->last_created_obj = obj;
					//robotcen->last_created_sig = robotcen->last_created_obj->signature;
				}
			}
 
		}
Exemple #19
0
//	-----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
void do_physics_sim(object *obj)
{
	int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
	int iseg;
	int try_again;
	int fate;
	vms_vector frame_vec;			//movement in this frame
	vms_vector new_pos,ipos;		//position after this frame
	int count=0;
	int objnum;
	int WallHitSeg, WallHitSide;
	fvi_info hit_info;
	fvi_query fq;
	vms_vector save_pos;
	int save_seg;
	fix drag;
	fix sim_time,old_sim_time;
	vms_vector start_pos;
	int obj_stopped=0;
	fix moved_time;			//how long objected moved before hit something
	vms_vector save_p0,save_p1;
	physics_info *pi;
	int orig_segnum = obj->segnum;
	int bounced=0;

	Assert(obj->type != OBJ_NONE);
	Assert(obj->movement_type == MT_PHYSICS);

#ifndef NDEBUG
if (Dont_move_ai_objects)
	if (obj->control_type == CT_AI)
		return;
#endif

	pi = &obj->mtype.phys_info;

	do_physics_sim_rot(obj);

	if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
		return;

	objnum = obj-Objects;

	n_phys_segs = 0;

	disable_new_fvi_stuff = (obj->type != OBJ_PLAYER);

	sim_time = FrameTime;

//debug_obj = obj;

	#ifdef EXTRA_DEBUG
	if (obj == debug_obj) {
		printf("object %d:\n  start pos = %x %x %x\n",objnum,XYZ(&obj->pos));
		printf("  thrust = %x %x %x\n",XYZ(&obj->mtype.phys_info.thrust));
		printf("  sim_time = %x\n",sim_time);
	}

	//check for correct object segment 
	if(!get_seg_masks(&obj->pos,obj->segnum,0).centermask==0) {
		#ifndef NDEBUG
		mprintf((0,"Warning: object %d not in given seg!\n",objnum));
		#endif
		//Int3();  Removed by Rob 10/5/94
		if (!update_object_seg(obj)) {
			#ifndef NDEBUG
			mprintf((0,"Warning: can't find seg for object %d - moving\n",objnum));
			#endif
			if (!(Game_mode & GM_MULTI))
				Int3();
			compute_segment_center(&obj->pos,&Segments[obj->segnum]);
			obj->pos.x += objnum;
		}
	}
	#endif

	start_pos = obj->pos;

	n_ignore_objs = 0;

	Assert(obj->mtype.phys_info.brakes==0);		//brakes not used anymore?

		//if uses thrust, cannot have zero drag
	Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);

//mprintf((0,"thrust=%x  speed=%x\n",vm_vec_mag(&obj->mtype.phys_info.thrust),vm_vec_mag(&obj->mtype.phys_info.velocity)));

	//do thrust & drag
	
	if ((drag = obj->mtype.phys_info.drag) != 0) {

		int count;
		vms_vector accel;
		fix r,k;

		count = sim_time / FT;
		r = sim_time % FT;
		k = fixdiv(r,FT);

		if (obj->mtype.phys_info.flags & PF_USES_THRUST) {

			vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));

			while (count--) {

				vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);

				vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
			}

			//do linear scale on remaining bit of time

			vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);

			vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
		}
		else {
			fix total_drag=f1_0;

			while (count--)
				total_drag = fixmul(total_drag,f1_0-drag);

			//do linear scale on remaining bit of time

			total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));

			vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
		}
	}

	#ifdef EXTRA_DEBUG
	if (obj == debug_obj)
		printf("  velocity = %x %x %x\n",XYZ(&obj->mtype.phys_info.velocity));
	#endif

	do {
		try_again = 0;

		//Move the object
		vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("  pass %d, frame_vec = %x %x %x\n",count,XYZ(&frame_vec));
		#endif

		if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )	
			break;

		count++;

		//	If retry count is getting large, then we are trying to do something stupid.
		if ( count > 3) 	{
			if (obj->type == OBJ_PLAYER) {
				if (count > 8)
					break;
			} else
				break;
		}

		vm_vec_add(&new_pos,&obj->pos,&frame_vec);

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("   desired_pos  = %x %x %x\n",XYZ(&new_pos));
		#endif

		ignore_obj_list[n_ignore_objs] = -1;

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj) {
			printf("   FVI parms: p0 = %8x %8x %8x, segnum=%x, size=%x\n",XYZ(&obj->pos),obj->segnum,obj->size);
			printf("              p1 = %8x %8x %8x\n",XYZ(&new_pos));
		}
		#endif

		fq.p0						= &obj->pos;
		fq.startseg				= obj->segnum;
		fq.p1						= &new_pos;
		fq.rad					= obj->size;
		fq.thisobjnum			= objnum;
		fq.ignore_obj_list	= ignore_obj_list;
		fq.flags					= FQ_CHECK_OBJS;

		if (obj->type == OBJ_WEAPON)
			fq.flags |= FQ_TRANSPOINT;

		if (obj->type == OBJ_PLAYER)
			fq.flags |= FQ_GET_SEGLIST;

//@@			if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0)
//@@				Int3();

save_p0 = *fq.p0;
save_p1 = *fq.p1;


		fate = find_vector_intersection(&fq,&hit_info);
		//	Matt: Mike's hack.
		if (fate == HIT_OBJECT) {
			object	*objp = &Objects[hit_info.hit_object];

			if ((objp->type == OBJ_WEAPON) && ((objp->id == PROXIMITY_ID) || (objp->id == SUPERPROX_ID)))
				count--;
		}

		#ifndef NDEBUG
		if (fate == HIT_BAD_P0) {
			mprintf((0,"Warning: Bad p0 in physics!  Object = %i, type = %i [%s]\n", obj-Objects, obj->type, Object_type_names[obj->type]));
			Int3();
		}
		#endif

		if (obj->type == OBJ_PLAYER) {
			int i;

			if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
				n_phys_segs--;

			for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1);  )
				phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
		}

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("   fate  = %d, hit_pnt = %8x %8x %8x\n",fate,XYZ(&hit_info.hit_pnt));;
		#endif

		ipos = hit_info.hit_pnt;
		iseg = hit_info.hit_seg;
		WallHitSide = hit_info.hit_side;
		WallHitSeg = hit_info.hit_side_seg;

		if (iseg==-1) {		//some sort of horrible error
			#ifndef NDEBUG
			mprintf((1,"iseg==-1 in physics!  Object = %i, type = %i (%s)\n", obj-Objects, obj->type, Object_type_names[obj->type]));
			#endif
			//Int3();
			//compute_segment_center(&ipos,&Segments[obj->segnum]);
			//ipos.x += objnum;
			//iseg = obj->segnum;
			//fate = HIT_NONE;
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
			break;
		}

		Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));

		//if(!get_seg_masks(&hit_info.hit_pnt,hit_info.hit_seg,0).centermask==0)
		//	Int3();

		save_pos = obj->pos;			//save the object's position
		save_seg = obj->segnum;

		// update object's position and segment number
		obj->pos = ipos;

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("   new pos = %x %x %x\n",XYZ(&obj->pos));
		#endif

		if ( iseg != obj->segnum )
			obj_relink(objnum, iseg );

		//if start point not in segment, move object to center of segment
		if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0) {
			int n;

			if ((n=find_object_seg(obj))==-1) {
				//Int3();
				if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
					obj->pos = obj->last_pos;
					obj_relink(objnum, n );
				}
				else {
					compute_segment_center(&obj->pos,&Segments[obj->segnum]);
					obj->pos.x += objnum;
				}
				if (obj->type == OBJ_WEAPON)
					obj->flags |= OF_SHOULD_BE_DEAD;
			}
			return;
		}

		//calulate new sim time
		{
			//vms_vector moved_vec;
			vms_vector moved_vec_n;
			fix attempted_dist,actual_dist;

			old_sim_time = sim_time;

			actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);

			if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) {		//moved backwards

				//don't change position or sim_time

//*******					mprintf((0,"Obj %d moved backwards\n",obj-Objects));

				#ifdef EXTRA_DEBUG
				if (obj == debug_obj)
					printf("   Warning: moved backwards!\n");
				#endif

				obj->pos = save_pos;
		
				//iseg = obj->segnum;		//don't change segment

				obj_relink(objnum, save_seg );

				moved_time = 0;
			}
			else {

				//if (obj == debug_obj)
				//	printf("   moved_vec = %x %x %x\n",XYZ(&moved_vec));
			
				attempted_dist = vm_vec_mag(&frame_vec);

				sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);

				moved_time = old_sim_time - sim_time;

				if (sim_time < 0 || sim_time>old_sim_time) {
					#ifndef NDEBUG
					mprintf((0,"Bogus sim_time = %x, old = %x\n",sim_time,old_sim_time));
					if (obj == debug_obj)
						printf("   Bogus sim_time = %x, old = %x, attempted_dist = %x, actual_dist = %x\n",sim_time,old_sim_time,attempted_dist,actual_dist);
					//Int3(); Removed by Rob
					#endif
					sim_time = old_sim_time;
					//WHY DOES THIS HAPPEN??

					moved_time = 0;
				}
			}

			#ifdef EXTRA_DEBUG
			if (obj == debug_obj)
				printf("   new sim_time = %x\n",sim_time);
			#endif

		}


		switch( fate )		{

			case HIT_WALL:		{
				vms_vector moved_v;
				//@@fix total_d,moved_d;
				fix hit_speed,wall_part;
	
				// Find hit speed	

				vm_vec_sub(&moved_v,&obj->pos,&save_pos);

				wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);

				if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
					collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
				else
					scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );

				Assert( WallHitSeg > -1 );
				Assert( WallHitSide > -1 );

				if ( !(obj->flags&OF_SHOULD_BE_DEAD) )	{
					int forcefield_bounce;		//bounce off a forcefield

					Assert(BounceCheat || !(obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE));	//can't be bounce and stick

					forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_FIELD);

					if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) {		//stop moving

						// mprintf((0, "Object %i stuck at %i:%i\n", obj-Objects, WallHitSeg, WallHitSide));
						add_stuck_object(obj, WallHitSeg, WallHitSide);

						vm_vec_zero(&obj->mtype.phys_info.velocity);
						obj_stopped = 1;
						try_again = 0;
					}
					else {					// Slide object along wall
						int check_vel=0;

						//We're constrained by wall, so subtract wall part from 
						//velocity vector

						wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);

//						mprintf((0, "%d", f2i(vm_vec_mag(&hit_info.hit_wallnorm)) ));

						if (forcefield_bounce || (obj->mtype.phys_info.flags & PF_BOUNCE)) {		//bounce off wall
							wall_part *= 2;	//Subtract out wall part twice to achieve bounce

							if (forcefield_bounce) {
								check_vel = 1;				//check for max velocity
								if (obj->type == OBJ_PLAYER)
									wall_part *= 2;		//player bounce twice as much
							}

							if ( obj->mtype.phys_info.flags & PF_BOUNCES_TWICE) {
								Assert(obj->mtype.phys_info.flags & PF_BOUNCE);
								if (obj->mtype.phys_info.flags & PF_BOUNCED_ONCE)
									obj->mtype.phys_info.flags &= ~(PF_BOUNCE+PF_BOUNCED_ONCE+PF_BOUNCES_TWICE);
								else
									obj->mtype.phys_info.flags |= PF_BOUNCED_ONCE;
							}

							bounced = 1;		//this object bounced
						}

						vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);

//						mprintf((0, "Velocity at bounce time = %d\n", f2i(vm_vec_mag(&obj->mtype.phys_info.velocity))));

//if (obj==ConsoleObject)
//	mprintf((0,"player vel = %x\n",vm_vec_mag_quick(&obj->mtype.phys_info.velocity)));

						if (check_vel) {
							fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);

							if (vel > MAX_OBJECT_VEL)
								vm_vec_scale(&obj->mtype.phys_info.velocity,fixdiv(MAX_OBJECT_VEL,vel));
						}

						if (bounced && obj->type == OBJ_WEAPON)
							vm_vector_2_matrix(&obj->orient,&obj->mtype.phys_info.velocity,&obj->orient.uvec,NULL);

						#ifdef EXTRA_DEBUG
						if (obj == debug_obj) {
							printf("   sliding - wall_norm %x %x %x %x\n",wall_part,XYZ(&hit_info.hit_wallnorm));
							printf("   wall_part %x, new velocity = %x %x %x\n",wall_part,XYZ(&obj->mtype.phys_info.velocity));
						}
						#endif

						try_again = 1;
					}
				}
				break;
			}

			case HIT_OBJECT:		{
				vms_vector old_vel;

				// Mark the hit object so that on a retry the fvi code
				// ignores this object.

				Assert(hit_info.hit_object != -1);

				//	Calculcate the hit point between the two objects.
				{	vms_vector	*ppos0, *ppos1, pos_hit;
					fix			size0, size1;
					ppos0 = &Objects[hit_info.hit_object].pos;
					ppos1 = &obj->pos;
					size0 = Objects[hit_info.hit_object].size;
					size1 = obj->size;
					Assert(size0+size1 != 0);	// Error, both sizes are 0, so how did they collide, anyway?!?
					//vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
					//vm_vec_add2(&pos_hit, ppos0);
					vm_vec_sub(&pos_hit, ppos1, ppos0);
					vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));

					old_vel = obj->mtype.phys_info.velocity;

					collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);

				}

				// Let object continue its movement
				if ( !(obj->flags&OF_SHOULD_BE_DEAD)  )	{
					//obj->pos = save_pos;

					if (obj->mtype.phys_info.flags&PF_PERSISTENT || (old_vel.x == obj->mtype.phys_info.velocity.x && old_vel.y == obj->mtype.phys_info.velocity.y && old_vel.z == obj->mtype.phys_info.velocity.z)) {
						//if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
							ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
						try_again = 1;
					}
				}

				break;
			}	
			case HIT_NONE:		
			#ifdef TACTILE
				if (TactileStick && obj==ConsoleObject && !(FrameCount & 15))
				 Tactile_Xvibrate_clear ();
			#endif
				break;

			#ifndef NDEBUG
			case HIT_BAD_P0:
				Int3();		// Unexpected collision type: start point not in specified segment.
				mprintf((0,"Warning: Bad p0 in physics!!!\n"));
				break;
			default:
				// Unknown collision type returned from find_vector_intersection!!
				Int3();
				break;
			#endif
		}

	} while ( try_again );

	//	Pass retry count info to AI.
	if (obj->control_type == CT_AI) {
		if (count > 0) {
			Ai_local_info[objnum].retry_count = count-1;
			#ifndef NDEBUG
			Total_retries += count-1;
			Total_sims++;
			#endif
		}
	}

	//I'm not sure why we do this.  I wish there were a comment that
	//explained it.  I think maybe it only needs to be done if the object
	//is sliding, but I don't know
	if (!obj_stopped && !bounced)	{	//Set velocity from actual movement
		vms_vector moved_vec;

		vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
		vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));

		#ifdef BUMP_HACK
		if (obj==ConsoleObject && (obj->mtype.phys_info.velocity.x==0 && obj->mtype.phys_info.velocity.y==0 && obj->mtype.phys_info.velocity.z==0) &&
			  !(obj->mtype.phys_info.thrust.x==0 && obj->mtype.phys_info.thrust.y==0 && obj->mtype.phys_info.thrust.z==0)) {
			vms_vector center,bump_vec;

			//bump player a little towards center of segment to unstick

			compute_segment_center(&center,&Segments[obj->segnum]);
			vm_vec_normalized_dir_quick(&bump_vec,&center,&obj->pos);

			//don't bump player toward center of reactor segment
			if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
				vm_vec_negate(&bump_vec);

			vm_vec_scale_add2(&obj->pos,&bump_vec,obj->size/5);

			//if moving away from seg, might move out of seg, so update
			if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
				update_object_seg(obj);
		}
		#endif
	}

	//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);

	//if (obj->control_type == CT_FLYING)
	if (obj->mtype.phys_info.flags & PF_LEVELLING)
		do_physics_align_object( obj );


	//hack to keep player from going through closed doors
	if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (Physics_cheat_flag!=0xBADA55) ) {
		int sidenum;

		sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);

		if (sidenum != -1) {

			if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
				side *s;
				int vertnum,num_faces,i;
				fix dist;
				int vertex_list[6];

				//bump object back

				s = &Segments[orig_segnum].sides[sidenum];

				if (orig_segnum==-1)
					Error("orig_segnum == -1 in physics");

				create_abs_vertex_lists( &num_faces, vertex_list, orig_segnum, sidenum);

				//let's pretend this wall is not triangulated
				vertnum = vertex_list[0];
				for (i=1;i<4;i++)
					if (vertex_list[i] < vertnum)
						vertnum = vertex_list[i];

				#ifdef COMPACT_SEGS
					{
					vms_vector _vn;
					get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
					dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
					vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
					}
				#else
					dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
					vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
				#endif
				update_object_seg(obj);

			}
		}
	}

//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#ifndef NDEBUG
	//if end point not in segment, move object to last pos, or segment center
	if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0) {
		if (find_object_seg(obj)==-1) {
			int n;

			//Int3();
			if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
				obj->pos = obj->last_pos;
				obj_relink(objnum, n );
			}
			else {
				compute_segment_center(&obj->pos,&Segments[obj->segnum]);
				obj->pos.x += objnum;
			}
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
		}
	}
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#endif


}
Exemple #20
0
//called for each level to load & setup the exit sequence
load_endlevel_data(int level_num)
{
	char filename[13];
	char line[LINE_LEN],*p;
	CFILE *ifile;
	int var,segnum,sidenum;
	int exit_side, i;
	int have_binary = 0;

	endlevel_data_loaded = 0;		//not loaded yet

try_again:
	;

	if (level_num<0)		//secret level
		strcpy(filename,Secret_level_names[-level_num-1]);
	else					//normal level
		strcpy(filename,Level_names[level_num-1]);

	if (!convert_ext(filename,"END"))
		return;

	ifile = cfopen(filename,"rb");

	if (!ifile) {

		convert_ext(filename,"TXB");

		ifile = cfopen(filename,"rb");

		if (!ifile)
			if (level_num==1) {
				return;		//abort
				//Error("Cannot load file text of binary version of <%s>",filename);
			}
			else {
				level_num = 1;
				goto try_again;
			}

		have_binary = 1;
	}

	//ok...this parser is pretty simple.  It ignores comments, but
	//everything else must be in the right place

	var = 0;

	while (cfgets(line,LINE_LEN,ifile)) {

		if (have_binary) {
			for (i = 0; i < strlen(line) - 1; i++) {
				encode_rotate_left(&(line[i]));
				line[i] = line[i] ^ BITMAP_TBL_XOR;
				encode_rotate_left(&(line[i]));
			}
			p = line;
		}

		if ((p=strchr(line,';'))!=NULL)
			*p = 0;		//cut off comment

		for (p=line+strlen(line)-1;p>line && isspace(*p);*p--=0);
		for (p=line;isspace(*p);p++);

		if (!*p)		//empty line
			continue;

		switch (var) {

			case 0: {						//ground terrain
				int iff_error;
				ubyte pal[768];

				if (terrain_bm_instance.bm_data)
					free(terrain_bm_instance.bm_data);

				iff_error = iff_read_bitmap(p,&terrain_bm_instance,BM_LINEAR,pal);
				if (iff_error != IFF_NO_ERROR) {
					mprintf((1, "File %s - IFF error: %s",p,iff_errormsg(iff_error)));
					Error("File %s - IFF error: %s",p,iff_errormsg(iff_error));
				}

				terrain_bitmap = &terrain_bm_instance;
				gr_remap_bitmap_good( terrain_bitmap, pal, iff_transparent_color, -1);

				break;
			}

			case 1:							//height map

				load_terrain(p);
				break;


			case 2:

				sscanf(p,"%d,%d",&exit_point_bmx,&exit_point_bmy);
				break;

			case 3:							//exit heading

				exit_angles.h = i2f(atoi(p))/360;
				break;

			case 4: {						//planet bitmap
				int iff_error;
				ubyte pal[768];

				if (satellite_bm_instance.bm_data)
					free(satellite_bm_instance.bm_data);

				iff_error = iff_read_bitmap(p,&satellite_bm_instance,BM_LINEAR,pal);
				if (iff_error != IFF_NO_ERROR) {
					mprintf((1, "File %s - IFF error: %s",p,iff_errormsg(iff_error)));
					Error("File %s - IFF error: %s",p,iff_errormsg(iff_error));
				}

				satellite_bitmap = &satellite_bm_instance;
				gr_remap_bitmap_good( satellite_bitmap, pal, iff_transparent_color, -1);

				break;
			}

			case 5:							//earth pos
			case 7: {						//station pos
				vms_matrix tm;
				vms_angvec ta;
				int pitch,head;

				sscanf(p,"%d,%d",&head,&pitch);

				ta.h = i2f(head)/360;
				ta.p = -i2f(pitch)/360;
				ta.b = 0;

				vm_angles_2_matrix(&tm,&ta);

				if (var==5)
					satellite_pos = tm.fvec;
					//vm_vec_copy_scale(&satellite_pos,&tm.fvec,SATELLITE_DIST);
				else
					station_pos = tm.fvec;

				break;
			}

			case 6:						//planet size
				satellite_size = i2f(atoi(p));
				break;
		}

		var++;

	}

	Assert(var == NUM_VARS);


	// OK, now the data is loaded.  Initialize everything

	//find the exit sequence by searching all segments for a side with
	//children == -2

	for (segnum=0,exit_segnum=-1;exit_segnum==-1 && segnum<=Highest_segment_index;segnum++)
		for (sidenum=0;sidenum<6;sidenum++)
			if (Segments[segnum].children[sidenum] == -2) {
				exit_segnum = segnum;
				exit_side = sidenum;
				break;
			}

	Assert(exit_segnum!=-1);

	compute_segment_center(&mine_exit_point,&Segments[exit_segnum]);
	extract_orient_from_segment(&mine_exit_orient,&Segments[exit_segnum]);
	compute_center_point_on_side(&mine_side_exit_point,&Segments[exit_segnum],exit_side);

	vm_vec_scale_add(&mine_ground_exit_point,&mine_exit_point,&mine_exit_orient.uvec,-i2f(20));

	//compute orientation of surface
	{
		vms_vector tv;
		vms_matrix exit_orient,tm;

		vm_angles_2_matrix(&exit_orient,&exit_angles);
		vm_transpose_matrix(&exit_orient);
		vm_matrix_x_matrix(&surface_orient,&mine_exit_orient,&exit_orient);

		vm_copy_transpose_matrix(&tm,&surface_orient);
		vm_vec_rotate(&tv,&station_pos,&tm);
		vm_vec_scale_add(&station_pos,&mine_exit_point,&tv,STATION_DIST);

vm_vec_rotate(&tv,&satellite_pos,&tm);
vm_vec_scale_add(&satellite_pos,&mine_exit_point,&tv,SATELLITE_DIST);

vm_vector_2_matrix(&tm,&tv,&surface_orient.uvec,NULL);
vm_vec_copy_scale(&satellite_upvec,&tm.uvec,SATELLITE_HEIGHT);


	}

	cfclose(ifile);

	endlevel_data_loaded = 1;

}
Exemple #21
0
do_endlevel_flythrough(int n)
{
	object *obj;
	segment *pseg;
	int old_player_seg;

	flydata = &fly_objects[n];
	obj = flydata->obj;
	
	old_player_seg = obj->segnum;

	//move the player for this frame

	if (!flydata->first_time) {

		vm_vec_scale_add2(&obj->pos,&flydata->step,FrameTime);
		angvec_add2_scale(&flydata->angles,&flydata->angstep,FrameTime);

		vm_angles_2_matrix(&obj->orient,&flydata->angles);
	}

	//check new player seg

	update_object_seg(obj);
	pseg = &Segments[obj->segnum];

	if (flydata->first_time || obj->segnum != old_player_seg) {		//moved into new seg
		vms_vector curcenter,nextcenter;
		fix step_size,seg_time;
		short entry_side,exit_side;	//what sides we entry and leave through
		vms_vector dest_point;		//where we are heading (center of exit_side)
		vms_angvec dest_angles;		//where we want to be pointing
		vms_matrix dest_orient;
		int up_side;

		//find new exit side

		if (!flydata->first_time) {

			entry_side = matt_find_connect_side(obj->segnum,old_player_seg);
			exit_side = Side_opposite[entry_side];
		}

		if (flydata->first_time || entry_side==-1 || pseg->children[exit_side]==-1)
			exit_side = find_exit_side(obj);

		{										//find closest side to align to
			fix d,largest_d=-f1_0;
			int i;

			for (i=0;i<6;i++) {
				#ifdef COMPACT_SEGS
				vms_vector v1;
				get_side_normal(pseg, i, 0, &v1 );
				d = vm_vec_dot(&v1,&flydata->obj->orient.uvec);
				#else
				d = vm_vec_dot(&pseg->sides[i].normals[0],&flydata->obj->orient.uvec);
				#endif
				if (d > largest_d) {largest_d = d; up_side=i;}
			}

		}

		//update target point & angles

		compute_center_point_on_side(&dest_point,pseg,exit_side);

		//update target point and movement points

		//offset object sideways
		if (flydata->offset_frac) {
			int s0=-1,s1,i;
			vms_vector s0p,s1p;
			fix dist;

			for (i=0;i<6;i++)
				if (i!=entry_side && i!=exit_side && i!=up_side && i!=Side_opposite[up_side])
					if (s0==-1)
						s0 = i;
					else
						s1 = i;

			compute_center_point_on_side(&s0p,pseg,s0);
			compute_center_point_on_side(&s1p,pseg,s1);
			dist = fixmul(vm_vec_dist(&s0p,&s1p),flydata->offset_frac);

			if (dist-flydata->offset_dist > MAX_SLIDE_PER_SEGMENT)
				dist = flydata->offset_dist + MAX_SLIDE_PER_SEGMENT;

			flydata->offset_dist = dist;

			vm_vec_scale_add2(&dest_point,&obj->orient.rvec,dist);

		}

		vm_vec_sub(&flydata->step,&dest_point,&obj->pos);
		step_size = vm_vec_normalize_quick(&flydata->step);
		vm_vec_scale(&flydata->step,flydata->speed);

		compute_segment_center(&curcenter,pseg);
		compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]);
		vm_vec_sub(&flydata->headvec,&nextcenter,&curcenter);

		#ifdef COMPACT_SEGS	
		{
			vms_vector _v1;
			get_side_normal(pseg, up_side, 0, &_v1 );
			vm_vector_2_matrix(&dest_orient,&flydata->headvec,&_v1,NULL);
		}
		#else
		vm_vector_2_matrix(&dest_orient,&flydata->headvec,&pseg->sides[up_side].normals[0],NULL);
		#endif
		vm_extract_angles_matrix(&dest_angles,&dest_orient);

		if (flydata->first_time)
			vm_extract_angles_matrix(&flydata->angles,&obj->orient);

		seg_time = fixdiv(step_size,flydata->speed);	//how long through seg

		if (seg_time) {
			flydata->angstep.x = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.p,dest_angles.p),seg_time)));
			flydata->angstep.z = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.b,dest_angles.b),seg_time)));
			flydata->angstep.y = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.h,dest_angles.h),seg_time)));

		}
		else {
			flydata->angles = dest_angles;
			flydata->angstep.x = flydata->angstep.y = flydata->angstep.z = 0;
		}
	}

	flydata->first_time=0;
}
Exemple #22
0
void camera::get_info(vec3d *position, matrix *orientation)
{
	if(position == NULL && orientation == NULL)
		return;
	
	eye* eyep = NULL;
	vec3d host_normal;
	//POSITION
	if(!(flags & CAM_STATIONARY_POS) || object_host.IsValid())
	{
		c_pos = vmd_zero_vector;

		vec3d pt;
		pos_x.get(&pt.xyz.x, NULL);
		pos_y.get(&pt.xyz.y, NULL);
		pos_z.get(&pt.xyz.z, NULL);

		if(object_host.IsValid())
		{
			object *objp = object_host.objp;
			int model_num = object_get_model(objp);
			polymodel *pm = NULL;
			
			if(model_num > -1)
			{
				pm = model_get(model_num);
			}

			if(object_host_submodel < 0 || pm == NULL)
			{
				vm_vec_unrotate(&c_pos, &pt, &object_host.objp->orient);
				vm_vec_add2(&c_pos, &object_host.objp->pos);
			}
			else
			{
				eyep = get_submodel_eye(pm, object_host_submodel);
				if(eyep)
				{
					vec3d c_pos_in;
					find_submodel_instance_point_normal( &c_pos_in, &host_normal, objp, eyep->parent, &eyep->pnt, &eyep->norm);
					vm_vec_unrotate(&c_pos, &c_pos_in, &objp->orient);
					vm_vec_add2(&c_pos, &objp->pos);
				}
				else
				{
					model_find_world_point( &c_pos, &pt, pm->id, object_host_submodel, &objp->orient, &objp->pos );
				}
			}
		}
		else
		{
			c_pos = pt;
		}

		//Do custom position stuff, if needed
		if(func_custom_position != NULL && !eyep)
		{
			func_custom_position(this, &c_pos);
		}
	}

	if(position != NULL)
		*position = c_pos;

	//ORIENTATION
	if(orientation != NULL)
	{
		bool target_set = false;
		if(!(flags & CAM_STATIONARY_ORI) || object_target.IsValid() || object_host.IsValid())
		{
			if(object_target.IsValid())
			{
				object *objp = object_target.objp;
				int model_num = object_get_model(objp);
				polymodel *pm = NULL;
				vec3d target_pos = vmd_zero_vector;
				
				//See if we can get the model
				if(model_num > -1)
				{
					pm = model_get(model_num);
				}

				//If we don't have a submodel or don't have the model use object pos
				//Otherwise, find the submodel pos as it is rotated
				if(object_target_submodel < 0 || pm == NULL)
				{
					target_pos = objp->pos;
				}
				else
				{
					model_find_world_point( &target_pos, &vmd_zero_vector, pm->id, object_target_submodel, &objp->orient, &objp->pos );
				}

				vec3d targetvec;
				vm_vec_normalized_dir(&targetvec, &target_pos, &c_pos);
				vm_vector_2_matrix(&c_ori, &targetvec, NULL, NULL);
				target_set = true;
			}
			else if(object_host.IsValid())
			{
				if(eyep)
				{
					vm_vector_2_matrix(&c_ori, &host_normal, vm_vec_same(&host_normal, &object_host.objp->orient.vec.uvec)?NULL:&object_host.objp->orient.vec.uvec, NULL);
					target_set = true;
				}
				else
				{
					c_ori = object_host.objp->orient;
				}
			}
			else
			{
				c_ori = vmd_identity_matrix;
			}

			matrix mtxA = c_ori;
			matrix mtxB = IDENTITY_MATRIX;
			float pos = 0.0f;
			for(int i = 0; i < 9; i++)
			{
				ori[i].get(&pos, NULL);
				mtxB.a1d[i] = pos;
			}
			vm_matrix_x_matrix(&c_ori, &mtxA, &mtxB);

			vm_orthogonalize_matrix(&c_ori);
		}
		//Do custom orientation stuff, if needed
		if(func_custom_orientation != NULL && !target_set)
		{
			func_custom_orientation(this, &c_ori);
		}
		*orientation = c_ori;
	}
}
Exemple #23
0
do_endlevel_frame()
{
	static fix timer;
	vms_vector save_last_pos;
	static fix explosion_wait1=0;
	static fix explosion_wait2=0;
	static fix bank_rate;
	static fix ext_expl_halflife;

	save_last_pos = ConsoleObject->last_pos;	//don't let move code change this
	object_move_all();
	ConsoleObject->last_pos = save_last_pos;

	if (ext_expl_playing) {

		external_explosion.lifeleft -= FrameTime;
		do_explosion_sequence(&external_explosion);

		if (external_explosion.lifeleft < ext_expl_halflife)
			mine_destroyed = 1;

		if (external_explosion.flags & OF_SHOULD_BE_DEAD)
			ext_expl_playing = 0;
	}

	if (cur_fly_speed != desired_fly_speed) {
		fix delta = desired_fly_speed - cur_fly_speed;
		fix frame_accel = fixmul(FrameTime,FLY_ACCEL);

		if (abs(delta) < frame_accel)
			cur_fly_speed = desired_fly_speed;
		else
			if (delta > 0)
				cur_fly_speed += frame_accel;
			else
				cur_fly_speed -= frame_accel;
	}

	//do big explosions
	if (!outside_mine) {

		if (Endlevel_sequence==EL_OUTSIDE) {
			vms_vector tvec;

			vm_vec_sub(&tvec,&ConsoleObject->pos,&mine_side_exit_point);

			if (vm_vec_dot(&tvec,&mine_exit_orient.fvec) > 0) {
				object *tobj;

				outside_mine = 1;

				tobj = object_create_explosion(exit_segnum,&mine_side_exit_point,i2f(50),VCLIP_BIG_PLAYER_EXPLOSION);

				if (tobj) {
					external_explosion = *tobj;

					tobj->flags |= OF_SHOULD_BE_DEAD;

					flash_scale = 0;	//kill lights in mine

					ext_expl_halflife = tobj->lifeleft;

					ext_expl_playing = 1;
				}
	
				digi_link_sound_to_pos( SOUND_BIG_ENDLEVEL_EXPLOSION, exit_segnum, 0, &mine_side_exit_point, 0, i2f(3)/4 );
			}
		}

		//do explosions chasing player
		if ((explosion_wait1-=FrameTime) < 0) {
			vms_vector tpnt;
			int segnum;
			object *expl;
			static int sound_count;

			vm_vec_scale_add(&tpnt,&ConsoleObject->pos,&ConsoleObject->orient.fvec,-ConsoleObject->size*5);
			vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.rvec,(rand()-RAND_MAX/2)*15);
			vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.uvec,(rand()-RAND_MAX/2)*15);

			segnum = find_point_seg(&tpnt,ConsoleObject->segnum);

			if (segnum != -1) {
				expl = object_create_explosion(segnum,&tpnt,i2f(20),VCLIP_BIG_PLAYER_EXPLOSION);
				if (rand()<10000 || ++sound_count==7) {		//pseudo-random
					digi_link_sound_to_pos( SOUND_TUNNEL_EXPLOSION, segnum, 0, &tpnt, 0, F1_0 );
					sound_count=0;
				}
			}

			explosion_wait1 = 0x2000 + rand()/4;

		}
	}

	//do little explosions on walls
	if (Endlevel_sequence >= EL_FLYTHROUGH && Endlevel_sequence < EL_OUTSIDE)
		if ((explosion_wait2-=FrameTime) < 0) {
			vms_vector tpnt;
			fvi_query fq;
			fvi_info hit_data;

			//create little explosion on wall

			vm_vec_copy_scale(&tpnt,&ConsoleObject->orient.rvec,(rand()-RAND_MAX/2)*100);
			vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.uvec,(rand()-RAND_MAX/2)*100);
			vm_vec_add2(&tpnt,&ConsoleObject->pos);

			if (Endlevel_sequence == EL_FLYTHROUGH)
				vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.fvec,rand()*200);
			else
				vm_vec_scale_add2(&tpnt,&ConsoleObject->orient.fvec,rand()*60);

			//find hit point on wall

			fq.p0 = &ConsoleObject->pos;
			fq.p1 = &tpnt;
			fq.startseg = ConsoleObject->segnum;
			fq.rad = 0;
			fq.thisobjnum = 0;
			fq.ignore_obj_list = NULL;
			fq.flags = 0;

			find_vector_intersection(&fq,&hit_data);

			if (hit_data.hit_type==HIT_WALL && hit_data.hit_seg!=-1)
				object_create_explosion(hit_data.hit_seg,&hit_data.hit_pnt,i2f(3)+rand()*6,VCLIP_SMALL_EXPLOSION);

			explosion_wait2 = (0xa00 + rand()/8)/2;
		}

	switch (Endlevel_sequence) {

		case EL_OFF: return;

		case EL_FLYTHROUGH: {

			do_endlevel_flythrough(0);

			if (ConsoleObject->segnum == transition_segnum) {
				int objnum;

				Endlevel_sequence = EL_LOOKBACK;

				objnum = obj_create(OBJ_CAMERA, 0, 
					ConsoleObject->segnum,&ConsoleObject->pos,&ConsoleObject->orient,0,
					CT_NONE,MT_NONE,RT_NONE);

				if (objnum == -1) {				//can't get object, so abort
					mprintf((1, "Can't get object for endlevel sequence.  Aborting endlevel sequence.\n"));
					stop_endlevel_sequence();
					return;
				}

				Viewer = endlevel_camera = &Objects[objnum];

				select_cockpit(CM_LETTERBOX);

				fly_objects[1] = fly_objects[0];
				fly_objects[1].obj = endlevel_camera;
				fly_objects[1].speed = (5*cur_fly_speed)/4;
				fly_objects[1].offset_frac = 0x4000;

				vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.fvec,i2f(7));

				timer=0x20000;
			}

			break;
		}


		case EL_LOOKBACK: {

			do_endlevel_flythrough(0);
			do_endlevel_flythrough(1);

			if (timer>0) {

				timer -= FrameTime;

				if (timer < 0)		//reduce speed
					fly_objects[1].speed = fly_objects[0].speed;
			}

			if (endlevel_camera->segnum == exit_segnum) {
				vms_angvec cam_angles,exit_seg_angles;

				Endlevel_sequence = EL_OUTSIDE;

				timer = i2f(2);

				vm_vec_negate(&endlevel_camera->orient.fvec);
				vm_vec_negate(&endlevel_camera->orient.rvec);

				vm_extract_angles_matrix(&cam_angles,&endlevel_camera->orient);
				vm_extract_angles_matrix(&exit_seg_angles,&mine_exit_orient);
				bank_rate = (-exit_seg_angles.b - cam_angles.b)/2;

				ConsoleObject->control_type = endlevel_camera->control_type = CT_NONE;

				//_MARK_("Starting outside");//Commented out by KRB

#ifdef SLEW_ON
 slew_obj = endlevel_camera;
#endif
			}
				
			break;
		}

		case EL_OUTSIDE: {
			#ifndef SLEW_ON
			vms_angvec cam_angles;
			#endif

			vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));
#ifndef SLEW_ON
			vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.fvec,fixmul(FrameTime,-2*cur_fly_speed));
			vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.uvec,fixmul(FrameTime,-cur_fly_speed/10));

			vm_extract_angles_matrix(&cam_angles,&endlevel_camera->orient);
			cam_angles.b += fixmul(bank_rate,FrameTime);
			vm_angles_2_matrix(&endlevel_camera->orient,&cam_angles);
#endif

			timer -= FrameTime;

			if (timer < 0) {

				Endlevel_sequence = EL_STOPPED;

				vm_extract_angles_matrix(&player_angles,&ConsoleObject->orient);

				timer = i2f(3);

			}

			break;
		}

		case EL_STOPPED: {

			get_angs_to_object(&player_dest_angles,&station_pos,&ConsoleObject->pos);
			chase_angles(&player_angles,&player_dest_angles);
			vm_angles_2_matrix(&ConsoleObject->orient,&player_angles);

			vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));

			timer -= FrameTime;

			if (timer < 0) {

				#ifdef SLEW_ON
				slew_obj = endlevel_camera;
				_do_slew_movement(endlevel_camera,1,1);
				timer += FrameTime;		//make time stop
				break;
				#else

				#ifdef SHORT_SEQUENCE

				stop_endlevel_sequence();

				#else
				Endlevel_sequence = EL_PANNING;

				vm_extract_angles_matrix(&camera_cur_angles,&endlevel_camera->orient);


				timer = i2f(3);

				if (Game_mode & GM_MULTI) { // try to skip part of the seq if multiplayer
					stop_endlevel_sequence();
					return;
				}

				//mprintf((0,"Switching to pan...\n"));
				#endif		//SHORT_SEQUENCE
				#endif		//SLEW_ON

			}
			break;
		}

		#ifndef SHORT_SEQUENCE
		case EL_PANNING: {
			#ifndef SLEW_ON
			int mask;
			#endif

			get_angs_to_object(&player_dest_angles,&station_pos,&ConsoleObject->pos);
			chase_angles(&player_angles,&player_dest_angles);
			vm_angles_2_matrix(&ConsoleObject->orient,&player_angles);
			vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));

			#ifdef SLEW_ON
			_do_slew_movement(endlevel_camera,1,1);
			#else

			get_angs_to_object(&camera_desired_angles,&ConsoleObject->pos,&endlevel_camera->pos);
			mask = chase_angles(&camera_cur_angles,&camera_desired_angles);
			vm_angles_2_matrix(&endlevel_camera->orient,&camera_cur_angles);

			if ((mask&5) == 5) {

				vms_vector tvec;

				Endlevel_sequence = EL_CHASING;

				//_MARK_("Done outside");//Commented out -KRB

				vm_vec_normalized_dir_quick(&tvec,&station_pos,&ConsoleObject->pos);
				vm_vector_2_matrix(&ConsoleObject->orient,&tvec,&surface_orient.uvec,NULL);

				desired_fly_speed *= 2;

				//mprintf((0,"Switching to chase...\n"));

			}
			#endif

			break;
		}

		case EL_CHASING: {
			fix d,speed_scale;

			#ifdef SLEW_ON
			_do_slew_movement(endlevel_camera,1,1);
			#endif

			get_angs_to_object(&camera_desired_angles,&ConsoleObject->pos,&endlevel_camera->pos);
			chase_angles(&camera_cur_angles,&camera_desired_angles);

			#ifndef SLEW_ON
			vm_angles_2_matrix(&endlevel_camera->orient,&camera_cur_angles);
			#endif

			d = vm_vec_dist_quick(&ConsoleObject->pos,&endlevel_camera->pos);

			speed_scale = fixdiv(d,i2f(0x20));
			if (d<f1_0) d=f1_0;

			get_angs_to_object(&player_dest_angles,&station_pos,&ConsoleObject->pos);
			chase_angles(&player_angles,&player_dest_angles);
			vm_angles_2_matrix(&ConsoleObject->orient,&player_angles);

			vm_vec_scale_add2(&ConsoleObject->pos,&ConsoleObject->orient.fvec,fixmul(FrameTime,cur_fly_speed));
			#ifndef SLEW_ON
			vm_vec_scale_add2(&endlevel_camera->pos,&endlevel_camera->orient.fvec,fixmul(FrameTime,fixmul(speed_scale,cur_fly_speed)));

			if (vm_vec_dist(&ConsoleObject->pos,&station_pos) < i2f(10))
				stop_endlevel_sequence();
			#endif

			break;

		}
		#endif		//ifdef SHORT_SEQUENCE
	}
}
Exemple #24
0
//make a series of photographs
do_photos()
{
	FILE *vfile,*upvfile;
	int photo_num=0;
	char savename[13];
	grs_canvas *photo_canvas;
	vms_vector viewer_pos;
	vms_matrix viewer_orient;

	vfile=fopen("vectors.lst","rt");
	upvfile=fopen("upvecs.c","wt");

	Assert(vfile!=NULL && upvfile!=NULL);

	fprintf(upvfile,"\n\n#include \"vecmat.h\"\n\nvms_vector up_vecs[] = {\n");

	photo_canvas = gr_create_canvas(64,64);

	gr_set_current_canvas(photo_canvas);

	while (!feof(vfile)) {
		vms_vector v;
		vms_matrix m;
		float x,y,z;
		int nf;

		nf = fscanf(vfile,"%f %f %f",&x,&y,&z);

		if (nf!=3) break;

		vm_vec_make(&v,fl2f(x),fl2f(y),fl2f(z));

		vm_vector_2_matrix(&m,&v,NULL,NULL);

		fprintf(upvfile,"\t\t\t{%#x,%#x,%#x},\n",m.uvec.x,m.uvec.y,m.uvec.z);

		vm_vec_scale(&v,PHOTO_DIST);

		vm_vec_add(&viewer_pos,&cube_position,&v);

		viewer_orient = m;
		vm_vec_negate(&viewer_orient.fvec);
		vm_vec_negate(&viewer_orient.rvec);

		gr_clear_canvas(129);
		g3_start_frame();

		g3_set_view_matrix(&viewer_pos,&viewer_orient,0x9000);

		draw_cube();

		g3_end_frame();

gr_set_current_canvas(Canv_game);
gr_ubitmap(0,0,&photo_canvas->cv_bitmap);
gr_set_current_canvas(photo_canvas);

		sprintf(savename,"cube_%02d.bbm",photo_num);

		iff_write_bitmap(savename,&photo_canvas->cv_bitmap,gr_palette);

		photo_num++;

	}

	gr_free_canvas(photo_canvas);

	fprintf(upvfile,"\t\t};\n");

	fclose(vfile);
	fclose(upvfile);

}