// Determine if locking point is in the locking cone void hud_lock_check_if_target_in_lock_cone() { float dot; vec3d vec_to_target; vm_vec_normalized_dir(&vec_to_target, &lock_world_pos, &Player_obj->pos); dot = vm_vec_dot(&Player_obj->orient.vec.fvec, &vec_to_target); if ( dot > 0.85) { Player->target_in_lock_cone = 1; } else { Player->target_in_lock_cone = 0; } }
// Return true if objp will collide with some large object. // Don't check for an object this ship is docked to. int collide_predict_large_ship(object *objp, float distance) { object *objp2; vec3d cur_pos, goal_pos; ship_info *sip; sip = &Ship_info[Ships[objp->instance].ship_info_index]; cur_pos = objp->pos; vm_vec_scale_add(&goal_pos, &cur_pos, &objp->orient.vec.fvec, distance); for ( objp2 = GET_FIRST(&obj_used_list); objp2 != END_OF_LIST(&obj_used_list); objp2 = GET_NEXT(objp2) ) { if ((objp != objp2) && (objp2->type == OBJ_SHIP)) { if (Ship_info[Ships[objp2->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) { if (dock_check_find_docked_object(objp, objp2)) continue; if (cpls_aux(&goal_pos, objp2, objp)) return 1; } } else if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) && (objp2->type == OBJ_ASTEROID)) { if (vm_vec_dist_quick(&objp2->pos, &objp->pos) < (distance + objp2->radius)*2.5f) { vec3d pos, delvec; int count; float d1; d1 = 2.5f * distance + objp2->radius; count = (int) (d1/(objp2->radius + objp->radius)); // Scale up distance, else looks like there would be a collision. pos = cur_pos; vm_vec_normalized_dir(&delvec, &goal_pos, &cur_pos); vm_vec_scale(&delvec, d1/count); for (; count>0; count--) { if (vm_vec_dist_quick(&pos, &objp2->pos) < objp->radius + objp2->radius) return 1; vm_vec_add2(&pos, &delvec); } } } } return 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); }
// ----------------------------------------------------------------------------------------------------------- //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=0; 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; vms_vector start_pos; int obj_stopped=0; fix moved_time; //how long objected moved before hit something physics_info *pi; int orig_segnum = obj->segnum; 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) { //Int3(); Removed by Rob 10/5/94 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] = -1; 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) { object *objp = &Objects[hit_info.hit_object]; if (((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_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==-1) { //some sort of horrible error 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; 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) { 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; 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 { fix old_sim_time; attempted_dist = vm_vec_mag(&frame_vec); old_sim_time = sim_time; 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 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 > -1 ); Assert( WallHitSide > -1 ); if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) { Assert(! (obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick if (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 //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); // 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 (obj->mtype.phys_info.flags & PF_BOUNCE) //bounce off wall wall_part *= 2; //Subtract out wall part twice to achieve bounce vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part); 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: 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; Total_retries += count-1; Total_sims++; } } // 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 && ((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 *s; int vertnum,num_faces,i; fix dist; int vertex_list[6]; //bump object back s = &Segments[orig_segnum].sides[sidenum]; 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)==-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 }
// ----------------------------------------------------------------------------------------------------------- //Simulate a physics object for this frame 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; 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; 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)) 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; 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 { fix old_sim_time; //if (obj == debug_obj) // printf(" moved_vec = %x %x %x\n",XYZ(&moved_vec)); attempted_dist = vm_vec_mag(&frame_vec); old_sim_time = sim_time; 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) ) { Assert(! (obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick if (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 //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); if (obj->mtype.phys_info.flags & PF_BOUNCE) //bounce off wall wall_part *= 2; //Subtract out wall part twice to achieve bounce vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part); #ifdef EXTRA_DEBUG if (obj == debug_obj) { printf(" sliding - wall_norm %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: 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; Total_retries += count-1; Total_sims++; } } if (! obj_stopped) { //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(¢er,&Segments[obj->segnum]); vm_vec_normalized_dir_quick(&bump_vec,¢er,&obj->pos); vm_vec_scale_add2(&obj->pos,&bump_vec,obj->size/5); } #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]; 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 }
// hud_do_lock_indicator() manages missle locking, both the non-rendering calculations and the 2D HUD rendering void hud_do_lock_indicator(float frametime) { ship_weapon *swp; weapon_info *wip; // if i'm a multiplayer observer, bail here if((Game_mode & GM_MULTIPLAYER) && ((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)) ){ return; } Assert(Player_ai->target_objnum >= 0); // be sure to unset this flag, then possibly set later in this function so that // threat indicators work properly. Player_ai->ai_flags.remove(AI::AI_Flags::Seek_lock); if ( hud_abort_lock() ) { hud_lock_reset(); return; } // if there is an EMP effect active, never update lock if(emp_active_local()){ hud_lock_reset(); return; } swp = &Player_ship->weapons; wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]]; Lock_start_dist = wip->min_lock_time * wip->lock_pixels_per_sec; // if secondary weapons change, reset the lock if ( hud_lock_secondary_weapon_changed(swp) ) { hud_lock_reset(); } Player_ai->last_secondary_index = swp->current_secondary_bank; object *tobjp = &Objects[Player_ai->target_objnum]; vec3d dir_to_target; vm_vec_normalized_dir(&dir_to_target, &tobjp->pos, &Player_obj->pos); if ( !(wip->is_locked_homing()) ) { hud_lock_reset(); return; } // Allow locking on ships and bombs (only targeted weapon allowed is a bomb, so don't bother checking flags) if ( (Objects[Player_ai->target_objnum].type != OBJ_SHIP) && (Objects[Player_ai->target_objnum].type != OBJ_WEAPON) ) { hud_lock_reset(); return; } // Javelins must lock on engines if locking on a ship and those must be in sight if (wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && tobjp->type == OBJ_SHIP && Player->locking_subsys != NULL) { vec3d subobj_pos; vm_vec_unrotate(&subobj_pos, &Player->locking_subsys->system_info->pnt, &tobjp->orient); vm_vec_add2(&subobj_pos, &tobjp->pos); int target_subsys_in_sight = ship_subsystem_in_sight(tobjp, Player->locking_subsys, &Player_obj->pos, &subobj_pos); if (!target_subsys_in_sight || Player->locking_subsys->system_info->type != SUBSYSTEM_ENGINE) { Player->locking_subsys = ship_get_closest_subsys_in_sight(&Ships[tobjp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos); } } if (wip->wi_flags[Weapon::Info_Flags::Homing_javelin] && tobjp->type == OBJ_SHIP && Player->locking_subsys == NULL) { Player->locking_subsys = ship_get_closest_subsys_in_sight(&Ships[tobjp->instance], SUBSYSTEM_ENGINE, &Player_obj->pos); if (Player->locking_subsys == NULL) { hud_lock_reset(); return; } } hud_lock_determine_lock_point(&lock_world_pos); if ( !hud_lock_has_homing_point() ) { Player->target_in_lock_cone=0; } hud_lock_check_if_target_in_lock_cone(); // check if the target is within range of the current secondary weapon. If it is not, // a lock will not be detected if ( !hud_lock_target_in_range() ) { Player->target_in_lock_cone = 0; } // If locking on a subsystem, and not in sight... can't lock // Changed by MK on 4/3/98. It was confusing me that my hornets would not lock on my target. // It will now be confusing that they lock, but don't home on your subsystem, but I think that's preferable. // Often you really care about destroying the target, not just the subsystem. /*if ( Player_ai->targeted_subsys ) { if ( !hud_lock_on_subsys_ok() ) { Player->target_in_lock_cone=0; } }*/ if ( !Player->target_in_lock_cone ) { Player->locking_on_center=0; Player->locking_subsys_parent=-1; Player->locking_subsys=NULL; } hud_calculate_lock_position(frametime); if (!Players[Player_num].lock_indicator_visible) return; if (Player_ai->current_target_is_locked) { if ( Missile_track_loop > -1 ) { snd_stop(Missile_track_loop); Missile_track_loop = -1; if (wip->hud_locked_snd >= 0) { Missile_lock_loop = snd_play(&Snds[wip->hud_locked_snd]); } else { Missile_lock_loop = snd_play(&Snds[ship_get_sound(Player_obj, SND_MISSILE_LOCK)]); } } } else { Player_ai->ai_flags.set(AI::AI_Flags::Seek_lock); // set this flag so multiplayer's properly track lock on other ships if ( Missile_lock_loop != -1 && snd_is_playing(Missile_lock_loop) ) { snd_stop(Missile_lock_loop); Missile_lock_loop = -1; } } }
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; } }
int ship_weapon_check_collision(object *ship_objp, object *weapon_objp, float time_limit = 0.0f, int *next_hit = NULL) { mc_info mc, mc_shield, mc_hull; ship *shipp; ship_info *sip; weapon *wp; weapon_info *wip; Assert( ship_objp != NULL ); Assert( ship_objp->type == OBJ_SHIP ); Assert( ship_objp->instance >= 0 ); shipp = &Ships[ship_objp->instance]; sip = &Ship_info[shipp->ship_info_index]; Assert( weapon_objp != NULL ); Assert( weapon_objp->type == OBJ_WEAPON ); Assert( weapon_objp->instance >= 0 ); wp = &Weapons[weapon_objp->instance]; wip = &Weapon_info[wp->weapon_info_index]; Assert( shipp->objnum == OBJ_INDEX(ship_objp)); // Make ships that are warping in not get collision detection done if ( shipp->is_arriving() ) return 0; // Return information for AI to detect incoming fire. // Could perhaps be done elsewhere at lower cost --MK, 11/7/97 float dist = vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos); if (dist < weapon_objp->phys_info.speed) { update_danger_weapon(ship_objp, weapon_objp); } int valid_hit_occurred = 0; // If this is set, then hitpos is set int quadrant_num = -1; polymodel *pm = model_get(sip->model_num); // total time is flFrametime + time_limit (time_limit used to predict collisions into the future) vec3d weapon_end_pos; vm_vec_scale_add( &weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit ); // Goober5000 - I tried to make collision code here much saner... here begin the (major) changes mc_info_init(&mc); // set up collision structs mc.model_instance_num = shipp->model_instance_num; mc.model_num = sip->model_num; mc.submodel_num = -1; mc.orient = &ship_objp->orient; mc.pos = &ship_objp->pos; mc.p0 = &weapon_objp->last_pos; mc.p1 = &weapon_end_pos; mc.lod = sip->collision_lod; memcpy(&mc_shield, &mc, sizeof(mc_info)); memcpy(&mc_hull, &mc, sizeof(mc_info)); // (btw, these are leftover comments from below...) // // Note: This code is obviously stupid. We want to add the shield point if there is shield to hit, but: // 1. We want the size/color of the hit effect to indicate shield damage done. (i.e., for already-weak shield, smaller effect) // 2. Currently (8/9/97), apply_damage_to_shield() passes lefer damage to hull, which might not make sense. If // wouldn't have collided with hull, shouldn't do damage. Once this is fixed, the code below needs to cast the // vector through to the hull if there is leftover damage. // // WIF2_PIERCE_SHIELDS pierces shields // AL 1-14-97: "Puncture" doesn't mean penetrate shield anymore, it means that it punctures // hull to inflict maximum subsystem damage // // _argv[-1], 16 Jan 2005: Surface shields. // Surface shields allow for shields on a ship without a shield mesh. Good for putting real shields // on the Lucifer. This also fixes the strange bug where shots will occasionally go through the // shield mesh when they shouldn't. I don't know what causes this, but this fixes that -- shields // will absorb it when it hits the hull instead. This has no fancy graphical effect, though. // Someone should make one. // check both kinds of collisions int shield_collision = 0; int hull_collision = 0; // check shields for impact if (!(ship_objp->flags[Object::Object_Flags::No_shields])) { if (sip->flags[Ship::Info_Flags::Auto_spread_shields]) { // The weapon is not allowed to impact the shield before it reaches this point vec3d shield_ignored_until = weapon_objp->last_pos; float weapon_flown_for = vm_vec_dist(&wp->start_pos, &weapon_objp->last_pos); float min_weapon_span; if (sip->auto_shield_spread_min_span >= 0.0f) { min_weapon_span = sip->auto_shield_spread_min_span; } else { min_weapon_span = sip->auto_shield_spread; } // If weapon hasn't yet flown a distance greater than the maximum ignore // range, then some part of the currently checked range needs to be // ignored if (weapon_flown_for < min_weapon_span) { vm_vec_sub(&shield_ignored_until, &weapon_end_pos, &wp->start_pos); vm_vec_normalize(&shield_ignored_until); vm_vec_scale(&shield_ignored_until, min_weapon_span); vm_vec_add2(&shield_ignored_until, &wp->start_pos); } float this_range = vm_vec_dist(&weapon_objp->last_pos, &weapon_end_pos); // The range during which the weapon is not allowed to collide with the // shield, except if it actually hits the hull float ignored_range; // If the weapon has not yet surpassed the ignore range, calculate the // remaining ignore range if (vm_vec_dist(&wp->start_pos, &shield_ignored_until) > weapon_flown_for) ignored_range = vm_vec_dist(&weapon_objp->last_pos, &shield_ignored_until); else ignored_range = 0.0f; // The range during which the weapon may impact the shield float active_range = this_range - ignored_range; // During the ignored range, we only check for a ray collision with // the model if (ignored_range > 0.0f) { mc_shield.flags = MC_CHECK_MODEL; mc_shield.p1 = &shield_ignored_until; shield_collision = model_collide(&mc_shield); mc_shield.p1 = &weapon_end_pos; mc_shield.hit_dist = mc_shield.hit_dist * (ignored_range / this_range); } // If no collision with the model found in the ignore range, only // then do we check for sphereline collisions with the model during the // non-ignored range if (!shield_collision && weapon_flown_for + this_range > min_weapon_span) { mc_shield.p0 = &shield_ignored_until; mc_shield.p1 = &weapon_end_pos; mc_shield.radius = sip->auto_shield_spread; if (sip->auto_shield_spread_from_lod > -1) { mc_shield.lod = sip->auto_shield_spread_from_lod; } mc_shield.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE; shield_collision = model_collide(&mc_shield); mc_shield.lod = sip->collision_lod; mc_shield.submodel_num = -1; // Because we manipulated p0 and p1 above, hit_dist will be // relative to the values we used, not the values the rest of // the code expects; this fixes that mc_shield.p0 = &weapon_objp->last_pos; mc_shield.p1 = &weapon_end_pos; mc_shield.hit_dist = (ignored_range + (active_range * mc_shield.hit_dist)) / this_range; } if (shield_collision) { // If we used a sphereline check, then the collision point will lie // somewhere on the ship's hull; this re-positions it to lie on the // correct point along the weapon's path if (mc_shield.flags & MC_CHECK_SPHERELINE) { vec3d tempv; vm_vec_sub(&tempv, mc_shield.p1, mc_shield.p0); vm_vec_scale(&tempv, mc_shield.hit_dist); vm_vec_add2(&tempv, mc_shield.p0); mc_shield.hit_point_world = tempv; } // Re-calculate hit_point because it's likely pointing to the wrong // place vec3d tempv; vm_vec_sub(&tempv, &mc_shield.hit_point_world, &ship_objp->pos); vm_vec_rotate(&mc_shield.hit_point, &tempv, &ship_objp->orient); } } else if (sip->flags[Ship::Info_Flags::Surface_shields]) { if (pm->shield.ntris > 0) { // If there is a shield mesh, we need to check that first mc_shield.flags = MC_CHECK_SHIELD; shield_collision = model_collide(&mc_shield); } if (!shield_collision) { // But if no shield mesh or it was missed, check for a hull collision mc_shield.flags = MC_CHECK_MODEL; shield_collision = model_collide(&mc_shield); // Because we used MC_CHECK_MODEL, the returned hit position might be // in a submodel's frame of reference, so we need to ensure we end up // in the ship's frame of reference vec3d local_pos; vm_vec_sub(&local_pos, &mc_shield.hit_point_world, &ship_objp->pos); vm_vec_rotate(&mc_shield.hit_point, &local_pos, &ship_objp->orient); } } else { // Normal collision check against a shield mesh mc_shield.flags = MC_CHECK_SHIELD; shield_collision = (pm->shield.ntris > 0) ? model_collide(&mc_shield) : 0; } } // If we found a shield collision but were only checking for a simple model // collision, we can re-use the same collision info for the hull as well if (shield_collision && mc_shield.flags == MC_CHECK_MODEL) { memcpy(&mc_hull, &mc_shield, sizeof(mc_info)); hull_collision = shield_collision; // The weapon has impacted on the hull, so if it should therefore bypass // the shields altogether, we do it here if (sip->auto_shield_spread_bypass) { shield_collision = 0; } } else { mc_hull.flags = MC_CHECK_MODEL; hull_collision = model_collide(&mc_hull); } if (shield_collision) { // pick out the shield quadrant quadrant_num = get_quadrant(&mc_shield.hit_point, ship_objp); // make sure that the shield is active in that quadrant if (shipp->flags[Ship::Ship_Flags::Dying] || !ship_is_shield_up(ship_objp, quadrant_num)) quadrant_num = -1; // see if we hit the shield if (quadrant_num >= 0) { // do the hit effect if ( mc_shield.shield_hit_tri != -1 && (mc_shield.hit_dist*(flFrametime + time_limit) - flFrametime) < 0.0f ) { add_shield_point(OBJ_INDEX(ship_objp), mc_shield.shield_hit_tri, &mc_shield.hit_point); } // if this weapon pierces the shield, then do the hit effect, but act like a shield collision never occurred; // otherwise, we have a valid hit on this shield if (wip->wi_flags[Weapon::Info_Flags::Pierce_shields]) quadrant_num = -1; else valid_hit_occurred = 1; } } // see which impact we use if (shield_collision && valid_hit_occurred) { memcpy(&mc, &mc_shield, sizeof(mc_info)); Assert(quadrant_num >= 0); } else if (hull_collision) { memcpy(&mc, &mc_hull, sizeof(mc_info)); valid_hit_occurred = 1; } // check if the hit point is beyond the clip plane when warping out. if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) && (shipp->warpout_effect) && (valid_hit_occurred)) { vec3d warp_pnt, hit_direction; matrix warp_orient; shipp->warpout_effect->getWarpPosition(&warp_pnt); shipp->warpout_effect->getWarpOrientation(&warp_orient); vm_vec_sub(&hit_direction, &mc.hit_point_world, &warp_pnt); if (vm_vec_dot(&hit_direction, &warp_orient.vec.fvec) < 0.0f) { valid_hit_occurred = 0; } } // deal with predictive collisions. Find their actual hit time and see if they occured in current frame if (next_hit && valid_hit_occurred) { // find hit time *next_hit = (int) (1000.0f * (mc.hit_dist*(flFrametime + time_limit) - flFrametime) ); if (*next_hit > 0) // if hit occurs outside of this frame, do not do damage return 1; } if ( valid_hit_occurred ) { wp->collisionInfo = new mc_info; // The weapon will free this memory later memcpy(wp->collisionInfo, &mc, sizeof(mc_info)); Script_system.SetHookObjects(4, "Ship", ship_objp, "Weapon", weapon_objp, "Self",ship_objp, "Object", weapon_objp); bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, ship_objp); Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp); bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, weapon_objp); if(!ship_override && !weapon_override) { if (shield_collision && quadrant_num >= 0) { if ((sip->shield_impact_explosion_anim > -1) && (wip->shield_impact_explosion_radius > 0)) { shield_impact_explosion(&mc.hit_point, ship_objp, wip->shield_impact_explosion_radius, sip->shield_impact_explosion_anim); } } ship_weapon_do_hit_stuff(ship_objp, weapon_objp, &mc.hit_point_world, &mc.hit_point, quadrant_num, mc.hit_submodel, mc.hit_normal); } Script_system.SetHookObjects(2, "Self",ship_objp, "Object", weapon_objp); if(!(weapon_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, ship_objp, wp->weapon_info_index); Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp); if((weapon_override && !ship_override) || (!weapon_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, weapon_objp); Script_system.RemHookVars(4, "Ship", "Weapon", "Self","Object"); } else if ((Missiontime - wp->creation_time > F1_0/2) && (wip->is_homing()) && (wp->homing_object == ship_objp)) { if (dist < wip->shockwave.inner_rad) { vec3d vec_to_ship; vm_vec_normalized_dir(&vec_to_ship, &ship_objp->pos, &weapon_objp->pos); if (vm_vec_dot(&vec_to_ship, &weapon_objp->orient.vec.fvec) < 0.0f) { // check if we're colliding against "invisible" ship if (!(shipp->flags[Ship::Ship_Flags::Dont_collide_invis])) { wp->lifeleft = 0.001f; if (ship_objp == Player_obj) nprintf(("Jim", "Frame %i: Weapon %d set to detonate, dist = %7.3f.\n", Framecount, OBJ_INDEX(weapon_objp), dist)); valid_hit_occurred = 1; } } } } return valid_hit_occurred; }
void generate_banked_curve(fix maxscale, vms_equation coeffs) { vms_vector vec_dir, tvec, b4r4t; vms_vector coord,prev_point; fix enddist, nextdist; int firstsegflag; fixang rangle, uangle, angle, scaled_ang=0; fix t; if (CurveNumSegs) { const vcsegptr_t cursegp = Cursegp; extract_up_vector_from_segment(cursegp, b4r4t); uangle = vm_vec_delta_ang( b4r4t, 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, b4r4t); rangle = vm_vec_delta_ang( b4r4t, 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; angle = uangle; if (abs(rangle) < abs(uangle)) angle = rangle; delete_curve(); coord = prev_point = p1; #define MAGIC_NUM 0.707*F1_0 if (maxscale) scaled_ang = fixdiv(angle,fixmul(maxscale,MAGIC_NUM)); t=0; tvec = r1save; 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_vec_ang_2_matrix(vec_dir,scaled_ang); med_rotate_segment( Cursegp, rotmat2 ); prev_point = coord; Curside = Side_opposite[AttachSide]; CurveSegs[CurveNumSegs]=Cursegp; CurveNumSegs++; } } } }
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; }
// returns true if powerup consumed int do_powerup(dxxobject *obj) { int used=0; int special_used=0; //for when hitting vulcan cannon gets vulcan ammo int id=obj->id; if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0)) return 0; if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime64<obj->ctype.powerup_info.creation_time+i2f(2)) return 0; //not enough time elapsed if (Game_mode & GM_MULTI) { /* * The fact: Collecting a powerup is decided Client-side and due to PING it takes time for other players to know if one collected a powerup actually. This may lead to the case two players collect the same powerup! * The solution: Let us check if someone else is closer to a powerup and if so, do not collect it. * NOTE: Player positions computed by 'shortpos' and PING can still cause a small margin of error. */ int i = 0; vms_vector tvec; fix mydist = vm_vec_normalized_dir(&tvec, &obj->pos, &ConsoleObject->pos); for (i = 0; i < MAX_PLAYERS; i++) { if (i == Player_num || Players[i].connected != CONNECT_PLAYING) continue; if (Objects[Players[i].objnum].type == OBJ_GHOST || Players[i].shields < 0) continue; if (mydist > vm_vec_normalized_dir(&tvec, &obj->pos, &Objects[Players[i].objnum].pos)) return 0; } } switch (obj->id) { case POW_EXTRA_LIFE: Players[Player_num].lives++; powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE); used=1; break; case POW_ENERGY: used = pick_up_energy(); break; case POW_SHIELD_BOOST: if (Players[Player_num].shields < MAX_SHIELDS) { fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level); if (Difficulty_level == 0) boost += boost/2; Players[Player_num].shields += boost; if (Players[Player_num].shields > MAX_SHIELDS) Players[Player_num].shields = MAX_SHIELDS; powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields)); used=1; } else HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_SHIELD); break; case POW_LASER: if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) { //Players[Player_num].laser_level = MAX_LASER_LEVEL; HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_LASER); } else { if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1); Players[Player_num].laser_level++; powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1); update_laser_weapon_info(); pick_up_primary (LASER_INDEX); used=1; } if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_MISSILE_1: used=pick_up_secondary(CONCUSSION_INDEX,1); break; case POW_MISSILE_4: used=pick_up_secondary(CONCUSSION_INDEX,4); break; case POW_KEY_BLUE: if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) break; #ifdef NETWORK multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 ); Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY; powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED); if (Game_mode & GM_MULTI) used=0; else used=1; invalidate_escort_goal(); break; case POW_KEY_RED: if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) break; #ifdef NETWORK multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 ); Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY; powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED); if (Game_mode & GM_MULTI) used=0; else used=1; invalidate_escort_goal(); break; case POW_KEY_GOLD: if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) break; #ifdef NETWORK multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 ); Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY; powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED); if (Game_mode & GM_MULTI) used=0; else used=1; invalidate_escort_goal(); break; case POW_QUAD_FIRE: if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) { Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS; powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS); update_laser_weapon_info(); used=1; } else HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_VULCAN_WEAPON: case POW_GAUSS_WEAPON: { int ammo = obj->ctype.powerup_info.count; used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX); //didn't get the weapon (because we already have it), but //maybe snag some of the ammo. if single-player, grab all the ammo //and remove the powerup. If multi-player take ammo in excess of //the amount in a powerup, and leave the rest. if (! used) if ((Game_mode & GM_MULTI) ) ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo if (ammo > 0) { int ammo_used; ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo); obj->ctype.powerup_info.count -= ammo_used; if (!used && ammo_used) { powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s (now ammo=%i/%i)!", TXT_VULCAN_AMMO, PRINTABLE_VULCAN_AMMO(Players[Player_num].primary_ammo[1]), PRINTABLE_VULCAN_AMMO(CURRENT_VULCAN_AMMO_CAPACITY(Player_num))); special_used = 1; id = POW_VULCAN_AMMO; //set new id for making sound at end of this function if (obj->ctype.powerup_info.count == 0) used = 1; //say used if all ammo taken } } break; } case POW_SPREADFIRE_WEAPON: used = pick_up_primary(SPREADFIRE_INDEX); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_PLASMA_WEAPON: used = pick_up_primary(PLASMA_INDEX); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_FUSION_WEAPON: used = pick_up_primary(FUSION_INDEX); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_HELIX_WEAPON: used = pick_up_primary(HELIX_INDEX); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_PHOENIX_WEAPON: used = pick_up_primary(PHOENIX_INDEX); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_OMEGA_WEAPON: used = pick_up_primary(OMEGA_INDEX); if (used) Omega_charge = obj->ctype.powerup_info.count; if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_PROXIMITY_WEAPON: used=pick_up_secondary(PROXIMITY_INDEX,4); break; case POW_SMARTBOMB_WEAPON: used=pick_up_secondary(SMART_INDEX,1); break; case POW_MEGA_WEAPON: used=pick_up_secondary(MEGA_INDEX,1); break; case POW_SMISSILE1_1: used=pick_up_secondary(SMISSILE1_INDEX,1); break; case POW_SMISSILE1_4: used=pick_up_secondary(SMISSILE1_INDEX,4); break; case POW_GUIDED_MISSILE_1: used=pick_up_secondary(GUIDED_INDEX,1); break; case POW_GUIDED_MISSILE_4: used=pick_up_secondary(GUIDED_INDEX,4); break; case POW_SMART_MINE: used=pick_up_secondary(SMART_MINE_INDEX,4); break; case POW_MERCURY_MISSILE_1: used=pick_up_secondary(SMISSILE4_INDEX,1); break; case POW_MERCURY_MISSILE_4: used=pick_up_secondary(SMISSILE4_INDEX,4); break; case POW_EARTHSHAKER_MISSILE: used=pick_up_secondary(SMISSILE5_INDEX,1); break; case POW_VULCAN_AMMO: used = pick_up_vulcan_ammo(); break; case POW_HOMING_AMMO_1: used=pick_up_secondary(HOMING_INDEX,1); break; case POW_HOMING_AMMO_4: used=pick_up_secondary(HOMING_INDEX,4); break; case POW_CLOAK: if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED); break; } else { Players[Player_num].cloak_time = GameTime64; // Not! changed by awareness events (like player fires laser). Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED; ai_do_cloak_stuff(); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_cloak(); #endif powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE); used = 1; break; } case POW_INVULNERABILITY: if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE); break; } else { Players[Player_num].invulnerable_time = GameTime64; Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE; powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY); used = 1; break; } #ifndef RELEASE case POW_MEGAWOW: do_megawow_powerup(50); used = 1; break; #endif case POW_FULL_MAP: if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the FULL MAP"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL; powerup_basic(15, 0, 15, 0, "FULL MAP!"); used=1; } break; case POW_CONVERTER: if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Converter"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER; powerup_basic(15, 0, 15, 0, "Energy -> shield converter!"); used=1; } break; case POW_SUPER_LASER: if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) { Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL; HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "SUPER LASER MAXED OUT!"); } else { int old_level=Players[Player_num].laser_level; if (Players[Player_num].laser_level <= MAX_LASER_LEVEL) Players[Player_num].laser_level = MAX_LASER_LEVEL; Players[Player_num].laser_level++; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_laser_level(old_level, Players[Player_num].laser_level); powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1); update_laser_weapon_info(); if (Primary_weapon!=LASER_INDEX) check_to_use_primary (SUPER_LASER_INDEX); used=1; } if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_AMMO_RACK: if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Ammo rack"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK; #ifdef NETWORK multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 ); powerup_basic(15, 0, 15, 0, "AMMO RACK!"); used=1; } break; case POW_AFTERBURNER: if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Afterburner"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER; #ifdef NETWORK multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 ); powerup_basic(15, 15, 15, 0, "AFTERBURNER!"); Afterburner_charge = f1_0; used=1; } break; case POW_HEADLIGHT: if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Headlight boost"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT; #ifdef NETWORK multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 ); powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is %s)",PlayerCfg.HeadlightActiveDefault?"ON":"OFF"); if (PlayerCfg.HeadlightActiveDefault) Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON; used=1; #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_flags (Player_num); #endif } break; #ifdef NETWORK case POW_FLAG_BLUE: if (Game_mode & GM_CAPTURE) if (get_team(Player_num) == TEAM_RED) { powerup_basic(15, 0, 15, 0, "BLUE FLAG!"); Players[Player_num].flags |= PLAYER_FLAGS_FLAG; used=1; multi_send_got_flag (Player_num); } break; case POW_HOARD_ORB: if (Game_mode & GM_HOARD) if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) { powerup_basic(15, 0, 15, 0, "Orb!!!"); Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++; Players[Player_num].flags |= PLAYER_FLAGS_FLAG; used=1; multi_send_got_orb (Player_num); } break; case POW_FLAG_RED: if (Game_mode & GM_CAPTURE) if (get_team(Player_num) == TEAM_BLUE) { powerup_basic(15, 0, 15, 0, "RED FLAG!"); Players[Player_num].flags |= PLAYER_FLAGS_FLAG; used=1; multi_send_got_flag (Player_num); } break; #endif // case POW_HOARD_ORB: default: break; } //always say used, until physics problem (getting stuck on unused powerup) //is solved. Note also the break statements above that are commented out //!! used=1; if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) { #ifdef NETWORK if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games! multi_send_play_sound(Powerup_info[id].hit_sound, F1_0); #endif digi_play_sample( Powerup_info[id].hit_sound, F1_0 ); detect_escort_goal_accomplished(obj-Objects); } return used; }
int ship_weapon_check_collision(object *ship_objp, object *weapon_objp, float time_limit = 0.0f, int *next_hit = NULL) { mc_info mc, mc_shield, mc_hull; ship *shipp; ship_info *sip; weapon *wp; weapon_info *wip; Assert( ship_objp != NULL ); Assert( ship_objp->type == OBJ_SHIP ); Assert( ship_objp->instance >= 0 ); shipp = &Ships[ship_objp->instance]; sip = &Ship_info[shipp->ship_info_index]; Assert( weapon_objp != NULL ); Assert( weapon_objp->type == OBJ_WEAPON ); Assert( weapon_objp->instance >= 0 ); wp = &Weapons[weapon_objp->instance]; wip = &Weapon_info[wp->weapon_info_index]; Assert( shipp->objnum == OBJ_INDEX(ship_objp)); // Make ships that are warping in not get collision detection done if ( shipp->flags & SF_ARRIVING ) return 0; // if one object is a capital, only check player and player weapons with // the capital -- too slow for now otherwise. // if ( Polygon_models[Ships[num].modelnum].use_grid && !( (other_objp == Player_obj) || (&Objects[other_objp->parent] == Player_obj)) ) // return 0; // If either of these objects doesn't get collision checks, abort. if (Ship_info[shipp->ship_info_index].flags & SIF_NO_COLLIDE) return 0; // Return information for AI to detect incoming fire. // Could perhaps be done elsewhere at lower cost --MK, 11/7/97 float dist = vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos); if (dist < weapon_objp->phys_info.speed) { update_danger_weapon(ship_objp, weapon_objp); } ship_model_start(ship_objp); int valid_hit_occurred = 0; // If this is set, then hitpos is set int quadrant_num = -1; polymodel *pm = model_get(sip->model_num); // total time is flFrametime + time_limit (time_limit used to predict collisions into the future) vec3d weapon_end_pos; vm_vec_scale_add( &weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit ); // Goober5000 - I tried to make collision code here much saner... here begin the (major) changes // set up collision structs mc.model_num = sip->model_num; mc.submodel_num = -1; mc.orient = &ship_objp->orient; mc.pos = &ship_objp->pos; mc.p0 = &weapon_objp->last_pos; mc.p1 = &weapon_end_pos; memcpy(&mc_shield, &mc, sizeof(mc_info)); memcpy(&mc_hull, &mc, sizeof(mc_info)); // (btw, these are leftover comments from below...) // // Note: This code is obviously stupid. We want to add the shield point if there is shield to hit, but: // 1. We want the size/color of the hit effect to indicate shield damage done. (i.e., for already-weak shield, smaller effect) // 2. Currently (8/9/97), apply_damage_to_shield() passes lefer damage to hull, which might not make sense. If // wouldn't have collided with hull, shouldn't do damage. Once this is fixed, the code below needs to cast the // vector through to the hull if there is leftover damage. // // WIF2_PIERCE_SHIELDS pierces shields // AL 1-14-97: "Puncture" doesn't mean penetrate shield anymore, it means that it punctures // hull to inflict maximum subsystem damage // // _argv[-1], 16 Jan 2005: Surface shields. // Surface shields allow for shields on a ship without a shield mesh. Good for putting real shields // on the Lucifer. This also fixes the strange bug where shots will occasionally go through the // shield mesh when they shouldn't. I don't know what causes this, but this fixes that -- shields // will absorb it when it hits the hull instead. This has no fancy graphical effect, though. // Someone should make one. // set flags mc_shield.flags = MC_CHECK_SHIELD; mc_hull.flags = MC_CHECK_MODEL; // check both kinds of collisions int shield_collision = (pm->shield.ntris > 0) ? model_collide(&mc_shield) : 0; int hull_collision = model_collide(&mc_hull); // check shields for impact if (!(ship_objp->flags & OF_NO_SHIELDS)) { // pick out the shield quadrant if (shield_collision) quadrant_num = get_quadrant(&mc_shield.hit_point); else if (hull_collision && (sip->flags2 & SIF2_SURFACE_SHIELDS)) quadrant_num = get_quadrant(&mc_hull.hit_point); // make sure that the shield is active in that quadrant if ((quadrant_num >= 0) && ((shipp->flags & SF_DYING) || !ship_is_shield_up(ship_objp, quadrant_num))) quadrant_num = -1; // see if we hit the shield if (quadrant_num >= 0) { // do the hit effect if (shield_collision) add_shield_point(OBJ_INDEX(ship_objp), mc_shield.shield_hit_tri, &mc_shield.hit_point); else /* TODO */; // if this weapon pierces the shield, then do the hit effect, but act like a shield collision never occurred; // otherwise, we have a valid hit on this shield if (wip->wi_flags2 & WIF2_PIERCE_SHIELDS) quadrant_num = -1; else valid_hit_occurred = 1; } } // see which impact we use if (shield_collision && valid_hit_occurred) { memcpy(&mc, &mc_shield, sizeof(mc_info)); Assert(quadrant_num >= 0); } else if (hull_collision) { memcpy(&mc, &mc_hull, sizeof(mc_info)); valid_hit_occurred = 1; } //nprintf(("AI", "Frame %i, Hit tri = %i\n", Framecount, mc.shield_hit_tri)); ship_model_stop(ship_objp); // deal with predictive collisions. Find their actual hit time and see if they occured in current frame if (next_hit && valid_hit_occurred) { // find hit time *next_hit = (int) (1000.0f * (mc.hit_dist*(flFrametime + time_limit) - flFrametime) ); if (*next_hit > 0) // if hit occurs outside of this frame, do not do damage return 1; } if ( valid_hit_occurred ) { Script_system.SetHookObjects(4, "Ship", ship_objp, "Weapon", weapon_objp, "Self",ship_objp, "Object", weapon_objp); bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, ship_objp); Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp); bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, weapon_objp); if(!ship_override && !weapon_override) { ship_weapon_do_hit_stuff(ship_objp, weapon_objp, &mc.hit_point_world, &mc.hit_point, quadrant_num, mc.hit_submodel, mc.hit_normal); } Script_system.SetHookObjects(2, "Self",ship_objp, "Object", weapon_objp); if(!(weapon_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, ship_objp); Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp); if((weapon_override && !ship_override) || (!weapon_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, weapon_objp); Script_system.RemHookVars(4, "Ship", "Weapon", "Self","Object"); /* if(!Script_system.IsOverride(wip->sc_collide_ship)) { ship_weapon_do_hit_stuff(ship_objp, weapon_objp, &mc.hit_point_world, &mc.hit_point, quadrant_num, mc.hit_submodel, mc.hit_normal); } if(wip->sc_collide_ship.IsValid()) { ade_odata lua_self_obj = l_Weapon.Set(object_h(weapon_objp)); ade_odata lua_ship_obj = l_Ship.Set(object_h(ship_objp)); Script_system.SetHookVar("Self", 'o', &lua_self_obj); Script_system.SetHookVar("Ship", 'o', &lua_ship_obj); Script_system.RunBytecode(wip->sc_collide_ship); Script_system.RemHookVar("Self"); Script_system.RemHookVar("Ship"); }*/ } else if ((Missiontime - wp->creation_time > F1_0/2) && (wip->wi_flags & WIF_HOMING) && (wp->homing_object == ship_objp)) { if (dist < wip->shockwave.inner_rad) { vec3d vec_to_ship; vm_vec_normalized_dir(&vec_to_ship, &ship_objp->pos, &weapon_objp->pos); if (vm_vec_dot(&vec_to_ship, &weapon_objp->orient.vec.fvec) < 0.0f) { // check if we're colliding against "invisible" ship if (!(shipp->flags2 & SF2_DONT_COLLIDE_INVIS)) { wp->lifeleft = 0.001f; if (ship_objp == Player_obj) nprintf(("Jim", "Frame %i: Weapon %i set to detonate, dist = %7.3f.\n", Framecount, OBJ_INDEX(weapon_objp), dist)); valid_hit_occurred = 1; } } } } return valid_hit_occurred; }
do_flythrough(object *obj,int first_time) //set true if init { segment *pseg; int old_player_seg = obj->segnum; if (first_time) { //vms_vector zero_vector = {0,0,0}; obj->control_type = CT_FLYTHROUGH; //obj->fly_info.angle_step.p = 0; //obj->fly_info.angle_step.b = 0; //obj->fly_info.angle_step.h = 0; //obj->fly_info.heading = zero_vector; } //move the player for this frame if (!first_time) { //vms_vector tempv; //fix rot_step; vm_vec_scale_add2(&obj->pos,&player_step,FrameTime); angvec_add2_scale(&player_angles,&player_angstep,FrameTime); vm_angles_2_matrix(&obj->orient,&player_angles); } //check new player seg update_object_seg(obj); pseg = &Segments[obj->segnum]; if (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 //find new exit side if (!first_time) { entry_side = matt_find_connect_side(obj->segnum,old_player_seg); exit_side = Side_opposite[entry_side]; } if (first_time) ft_preference = FP_FORWARD; if (first_time || entry_side==-1 || pseg->children[exit_side]==-1 || ft_preference!=FP_FORWARD) { int i; vms_vector prefvec,segcenter,sidevec; fix best_val=-f2_0; int best_side; //find exit side if (ft_preference == FP_FORWARD) { if (first_time) prefvec = obj->orient.fvec; else prefvec = headvec; vm_vec_normalize(&prefvec); } else prefvec = obj->orient.vecs[ft_preference%3]; if (ft_preference >= 3) {prefvec.x = -prefvec.x; prefvec.y = -prefvec.y; prefvec.z = -prefvec.z;} compute_segment_center(&segcenter,pseg); best_side=-1; for (i=MAX_SIDES_PER_SEGMENT;--i >= 0;) { fix d; if (pseg->children[i]!=-1) { compute_center_point_on_side(&sidevec,pseg,i); //vm_vec_sub2(&sidevec,&segcenter); //vm_vec_normalize(&sidevec); vm_vec_normalized_dir(&sidevec,&sidevec,&segcenter); d = vm_vec_dotprod(&sidevec,&prefvec); if (labs(d) < MIN_D) d=0; if (d > best_val || (d==best_val && i==exit_side)) {best_val=d; best_side=i;} } } if (best_val > 0) ft_preference = FP_FORWARD; Assert(best_side!=-1); exit_side = best_side; } //update target point & angles compute_center_point_on_side(&dest_point,pseg,exit_side); //update target point and movement points vm_vec_sub(&player_step,&dest_point,&obj->pos); step_size = vm_vec_normalize(&player_step); vm_vec_scale(&player_step,player_speed); compute_segment_center(&curcenter,pseg); compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]); vm_vec_sub(&headvec,&nextcenter,&curcenter); //angles_from_vector(&dest_angles,&headvec); //extract angles vm_extract_angles_vector(&dest_angles,&headvec); //extract angles if (first_time) //angles_from_vector(&player_angles,&obj->orient.fvec); vm_extract_angles_vector(&player_angles,&obj->orient.fvec); seg_time = fixdiv(step_size,player_speed); //how long through seg if (seg_time) { player_angstep.p = fixdiv(delta_ang(player_angles.p,dest_angles.p),seg_time); player_angstep.b = fixdiv(delta_ang(player_angles.b,dest_angles.b),seg_time); player_angstep.h = fixdiv(delta_ang(player_angles.h,dest_angles.h),seg_time); } else { player_angles = dest_angles; player_angstep.p = player_angstep.b = player_angstep.h = 0; } } }