// ----------------------------------------------------------------------------------------------------------- // Simulate a physics object for this frame. Used by the editor. The difference between // this function and physics_sim() is that this one uses a heading change to rotate around // the universal Y axis, rather than the local orientation's Y axis. Banking is also ignored. void physics_sim_editor(vec3d *position, matrix * orient, physics_info * pi, float sim_time ) { physics_sim_vel(position, pi, sim_time, orient); physics_sim_rot_editor(orient, pi, sim_time); pi->speed = vm_vec_mag_quick(&pi->vel); pi->fspeed = vm_vec_dot(&orient->vec.fvec, &pi->vel); // instead of vector magnitude -- use only forward vector since we are only interested in forward velocity }
void radar_plot_object( object * objp, int hue ) { ubyte flags; g3s_point pos; int color; fix dist, rscale, zdist, distance; int xpos, ypos; flags = g3_rotate_point(&pos,&objp->pos); dist = vm_vec_mag_quick(&pos.p3_vec); // Make distance be 1.0 to 0.0, where 0.0 is maximum segments away; if ( dist >= Radar_farthest_dist ) return; distance = F1_0 - fixdiv( dist, Radar_farthest_dist ); color = f2i( distance*31 ); zdist = fix_sqrt( fixmul(pos.p3_x,pos.p3_x)+fixmul(pos.p3_y,pos.p3_y) ); if (zdist < 100 ) return; // Watch for divide overflow rscale = fix_acos( fixdiv(pos.p3_z,dist) )/2; xpos = f2i(fixmul( rox+fixmul(fixdiv(pos.p3_x,zdist),rscale), radx)); ypos = f2i(fixmul( roy-fixmul(fixdiv(pos.p3_y,zdist),rscale), rady)); if ( xpos < Hostage_monitor_x ) xpos = Hostage_monitor_x; if ( ypos < Hostage_monitor_y ) ypos = Hostage_monitor_y; if ( xpos > Hostage_monitor_x+Hostage_monitor_size-1 ) xpos = Hostage_monitor_x+Hostage_monitor_size-1; if ( ypos > Hostage_monitor_y+Hostage_monitor_size-1 ) ypos = Hostage_monitor_y+Hostage_monitor_size-1; Blips[N_blips].c = gr_fade_table[hue+color*256]; Blips[N_blips].x = xpos; Blips[N_blips].y = ypos; N_blips++; }
//Compute the lighting from the headlight for a given vertex on a face. //Takes: // point - the 3d coords of the point // face_light - a scale factor derived from the surface normal of the face //If no surface normal effect is wanted, pass F1_0 for face_light fix compute_headlight_light(vms_vector *point,fix face_light) { fix light; light = Beam_brightness; if (light) { //if no beam, don't bother with the rest of this fix point_dist; if (face_light < 0) face_light = 0; point_dist = vm_vec_mag_quick(point); //note: beam scale not used if !use_beam if (point_dist >= MAX_DIST) light = 0; else { fix dist_scale,temp_lightval; dist_scale = (MAX_DIST - point_dist) >> MAX_DIST_LOG; temp_lightval = f1_0/4 + face_light/2; light = Beam_brightness; if (use_beam) { fix beam_scale; beam_scale = fixdiv(point->z,point_dist); beam_scale = fixmul(beam_scale,beam_scale); //square it light = fixmul(light,beam_scale); } light = fixmul(light,fixmul(dist_scale,temp_lightval)); } } return light; }
void Tactile_apply_force (vms_vector *force_vec,vms_matrix *orient) { int feedforce; fix feedmag,tempfix=0; vms_angvec feedang; vms_vector feedvec; unsigned short tempangle; int realangle; if (TactileStick==TACTILE_IMMERSION) { vm_vec_rotate (&feedvec,force_vec,orient); vm_extract_angles_vector(&feedang,&feedvec); feedmag=vm_vec_mag_quick (force_vec); feedforce=f2i(fixmuldiv (feedmag,i2f(100),MAX_FORCE)); mprintf ((0,"feedforce=%d\n",feedforce)); if (feedforce<0) feedforce=0; if (feedforce>100) feedforce=100; tempangle=(unsigned short)feedang.h; tempfix=tempangle; realangle=f2i(fixmul(tempfix,i2f(360))); realangle-=180; if (realangle<0) realangle+=360; Jolt (feedforce,realangle,feedforce*7); } }
// get the total AWACS level for target to viewer // < 0.0f : untargetable // 0.0 - 1.0f : marginally targetable // >= 1.0f : fully targetable as normal float awacs_get_level(object *target, ship *viewer, int use_awacs) { Assert(target); // Goober5000 Assert(viewer); // Goober5000 vec3d dist_vec, subsys_pos; float closest = 0.0f; float test; int closest_index = -1; int idx, stealth_ship = 0, check_huge_ship = 0, friendly_stealth_invisible = 0; ship *shipp = NULL; ship_info *sip = NULL; int viewer_has_primitive_sensors = (viewer->flags[Ship::Ship_Flags::Primitive_sensors]); // calc distance from viewer to target vm_vec_sub(&dist_vec, &target->pos, &Objects[viewer->objnum].pos); int distance = (int) vm_vec_mag_quick(&dist_vec); // redone by Goober5000 #define ALWAYS_TARGETABLE 1.5f #define MARGINALLY_TARGETABLE 0.5f #define UNTARGETABLE -1.0f #define FULLY_TARGETABLE (viewer_has_primitive_sensors ? ((distance < viewer->primitive_sensor_range) ? MARGINALLY_TARGETABLE : UNTARGETABLE) : ALWAYS_TARGETABLE) // if the viewer is me, and I'm a multiplayer observer, its always viewable if ((viewer == Player_ship) && (Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) return ALWAYS_TARGETABLE; // check the targeting threshold if ((Hud_max_targeting_range > 0) && (distance > Hud_max_targeting_range)) { return UNTARGETABLE; } if (target->type == OBJ_SHIP) { // if no valid target then bail as never viewable if (target->instance < 0) return UNTARGETABLE; // Goober5000 shipp = &Ships[target->instance]; sip = &Ship_info[shipp->ship_info_index]; stealth_ship = (shipp->flags[Ship::Ship_Flags::Stealth]); friendly_stealth_invisible = (shipp->flags[Ship::Ship_Flags::Friendly_stealth_invis]); check_huge_ship = (sip->is_huge_ship()); } int nebula_enabled = (The_mission.flags[Mission::Mission_Flags::Fullneb]); // ships on the same team are always viewable if ((target->type == OBJ_SHIP) && (shipp->team == viewer->team)) { // not necessarily now! -- Goober5000 if ( !(stealth_ship && friendly_stealth_invisible) ) return FULLY_TARGETABLE; } // check for a tagged ship. TAG'd ships are _always_ visible if (target->type == OBJ_SHIP) { Assert( shipp != NULL ); if (shipp->tag_left > 0.0f || shipp->level2_tag_left > 0.0f) return FULLY_TARGETABLE; } // only check for Awacs if stealth ship or Nebula mission // determine the closest awacs on our team if ((stealth_ship || nebula_enabled) && use_awacs) { for (idx=0; idx<Awacs_count; idx++) { // if not on the same team as the viewer if (Awacs[idx].team != viewer->team) continue; // if this awacs source has somehow become invalid if (Awacs[idx].objp->type != OBJ_SHIP) continue; // get the subsystem position if (!get_subsystem_pos(&subsys_pos, Awacs[idx].objp, Awacs[idx].subsys)) continue; // determine if its the closest // special case for HUGE_SHIPS if (check_huge_ship) { // check if inside bbox expanded by awacs_radius if (check_world_pt_in_expanded_ship_bbox(&subsys_pos, target, Awacs[idx].subsys->awacs_radius)) { closest_index = idx; break; } } // not a huge ship else { // get distance from Subsys to target vm_vec_sub(&dist_vec, &subsys_pos, &target->pos); test = vm_vec_mag_quick(&dist_vec); if (test > Awacs[idx].subsys->awacs_radius) continue; if ((closest_index == -1) || (test < closest)) { closest = test; closest_index = idx; break; } } } } // if this is a stealth ship if (stealth_ship) { // if the ship is within range of an awacs if (closest_index >= 0) { // if the nebula effect is active, stealth ships are only partially targetable if (nebula_enabled) return MARGINALLY_TARGETABLE; // otherwise it's targetable return FULLY_TARGETABLE; } // otherwise its completely hidden else { return UNTARGETABLE; } } // all other ships else { // if this is not a nebula mission, its always targetable if (!nebula_enabled) return FULLY_TARGETABLE; // if the ship is within range of an awacs, its fully targetable if (closest_index >= 0) return FULLY_TARGETABLE; // fully targetable at half the nebula value // modify distance by species float scan_nebula_range = Neb2_awacs * Species_info[Ship_info[viewer->ship_info_index].species].awacs_multiplier; // special case for huge ship - check inside expanded bounding boxes if (check_huge_ship) { if (check_world_pt_in_expanded_ship_bbox(&Objects[viewer->objnum].pos, target, scan_nebula_range)) { if (check_world_pt_in_expanded_ship_bbox(&Objects[viewer->objnum].pos, target, 0.5f * scan_nebula_range)) return FULLY_TARGETABLE; return MARGINALLY_TARGETABLE; } } // otherwise check straight up nebula numbers else { vm_vec_sub(&dist_vec, &target->pos, &Objects[viewer->objnum].pos); test = vm_vec_mag_quick(&dist_vec); if (test < (0.5f * scan_nebula_range)) return FULLY_TARGETABLE; else if (test < scan_nebula_range) return MARGINALLY_TARGETABLE; } // untargetable at longer range return UNTARGETABLE; } }
// ------------------------------------------------------------------ // swarm_update_direction() // // Check if we want to update the direction of a swarm missile. // void swarm_update_direction(object *objp, float frametime) { weapon_info *wip; weapon *wp; object *hobjp; swarm_info *swarmp; vec3d obj_to_target; float vel, target_dist, radius, missile_speed, missile_dist; physics_info *pi; Assert(objp->instance >= 0 && objp->instance < MAX_WEAPONS); wp = &Weapons[objp->instance]; if (wp->swarm_index == -1) { return; } wip = &Weapon_info[wp->weapon_info_index]; hobjp = wp->homing_object; pi = &Objects[wp->objnum].phys_info; swarmp = &Swarm_missiles[wp->swarm_index]; // check if homing is lost.. if it is then get a new path to move swarm missile along if ( swarmp->homing_objnum != -1 && hobjp == &obj_used_list ) { swarmp->change_timestamp = 1; swarmp->path_num = -1; swarmp->homing_objnum = -1; } if ( hobjp != &obj_used_list ) { swarmp->homing_objnum = OBJ_INDEX(hobjp); } if ( timestamp_elapsed(swarmp->change_timestamp) ) { if ( swarmp->path_num == -1 ) { if ( Objects[objp->parent].type != OBJ_SHIP ) { //AL: parent ship died... so just pick some random paths swarmp->path_num = myrand()%4; } else { ship *parent_shipp; parent_shipp = &Ships[Objects[objp->parent].instance]; swarmp->path_num = (parent_shipp->next_swarm_path++)%4; if ( parent_shipp->next_swarm_path%4 == 0 ) { swarmp->flags ^= SWARM_POSITIVE_PATH; } } vm_vec_scale_add(&swarmp->original_target, &objp->pos, &objp->orient.vec.fvec, SWARM_CONE_LENGTH); swarmp->circle_rvec = objp->orient.vec.rvec; swarmp->circle_uvec = objp->orient.vec.uvec; swarmp->change_count = 1; swarmp->change_time = fl2i(SWARM_CHANGE_DIR_TIME + SWARM_TIME_VARIANCE*(frand() - 0.5f) * 2); vm_vec_zero(&swarmp->last_offset); missile_speed = pi->speed; missile_dist = missile_speed * swarmp->change_time/1000.0f; if ( missile_dist < SWARM_DIST_OFFSET ) { missile_dist=i2fl(SWARM_DIST_OFFSET); } swarmp->angle_offset = (float)(asin(SWARM_DIST_OFFSET / missile_dist)); Assert(!_isnan(swarmp->angle_offset) ); } swarmp->change_timestamp = timestamp(swarmp->change_time); // check if swarm missile is homing, if so need to calculate a new target pos to turn towards if ( hobjp != &obj_used_list && f2fl(Missiontime - wp->creation_time) > 0.5f && ( f2fl(Missiontime - wp->creation_time) > wip->free_flight_time ) ) { swarmp->original_target = wp->homing_pos; // Calculate a rvec and uvec that will determine the displacement from the // intended target. Use crossprod to generate a right vector, from the missile // up vector and the vector connecting missile to the homing object. swarmp->circle_uvec = objp->orient.vec.uvec; swarmp->circle_rvec = objp->orient.vec.rvec; missile_speed = pi->speed; missile_dist = missile_speed * swarmp->change_time/1000.0f; if ( missile_dist < SWARM_DIST_OFFSET ) { missile_dist = i2fl(SWARM_DIST_OFFSET); } swarmp->angle_offset = (float)(asin(SWARM_DIST_OFFSET / missile_dist)); Assert(!_isnan(swarmp->angle_offset) ); } vm_vec_sub(&obj_to_target, &swarmp->original_target, &objp->pos); target_dist = vm_vec_mag_quick(&obj_to_target); swarmp->last_dist = target_dist; // If homing swarm missile is close to target, let missile home in on original target if ( target_dist < SWARM_DIST_STOP_SWARMING ) { swarmp->new_target = swarmp->original_target; goto swarm_new_target_calced; } radius = (float)tan(swarmp->angle_offset) * target_dist; vec3d rvec_component, uvec_component; swarmp->change_count++; if ( swarmp->change_count > 2 ) { swarmp->flags ^= SWARM_POSITIVE_PATH; swarmp->change_count = 0; } // pick a new path number to follow once at center if ( swarmp->change_count == 1 ) { swarmp->path_num = swarmp->path_num + myrand()%3; if ( swarmp->path_num > 3 ) { swarmp->path_num = 0; } } vm_vec_zero(&rvec_component); vm_vec_zero(&uvec_component); switch ( swarmp->path_num ) { case 0: // straight up and down if ( swarmp->flags & SWARM_POSITIVE_PATH ) vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, radius); else vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, -radius); break; case 1: // left/right if ( swarmp->flags & SWARM_POSITIVE_PATH ) vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, radius); else vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, -radius); break; case 2: // top/right - bottom/left if ( swarmp->flags & SWARM_POSITIVE_PATH ) { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, radius); } else { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, -radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, -radius); } break; case 3: // top-left - bottom/right if ( swarmp->flags & SWARM_POSITIVE_PATH ) { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, -radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, radius); } else { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, -radius); } break; default: Int3(); break; } swarmp->new_target = swarmp->original_target; vm_vec_zero(&swarmp->last_offset); vm_vec_add(&swarmp->last_offset, &uvec_component, &rvec_component); vm_vec_add2(&swarmp->new_target, &swarmp->last_offset); } else { if ( hobjp != &obj_used_list && f2fl(Missiontime - wp->creation_time) > 0.5f ) { swarmp->new_target = swarmp->original_target; if ( swarmp->last_dist < SWARM_DIST_STOP_SWARMING ) { swarmp->new_target = wp->homing_pos; goto swarm_new_target_calced; } vm_vec_add2(&swarmp->new_target, &swarmp->last_offset); } } swarm_new_target_calced: ai_turn_towards_vector(&swarmp->new_target, objp, frametime, wip->turn_time, NULL, NULL, 0.0f, 0); vel = vm_vec_mag(&objp->phys_info.desired_vel); vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, vel); }
/** * Checks asteroid-ship collisions. * @param pair obj_pair pointer to the two objects. pair->a is asteroid and pair->b is ship. * @return 1 if all future collisions between these can be ignored */ int collide_asteroid_ship( obj_pair * pair ) { if (!Asteroids_enabled) return 0; float dist; object *pasteroid = pair->a; object *pship = pair->b; // Don't check collisions for warping out player if ( Player->control_mode != PCM_NORMAL ) { if ( pship == Player_obj ) return 0; } if (pasteroid->hull_strength < 0.0f) return 0; Assert( pasteroid->type == OBJ_ASTEROID ); Assert( pship->type == OBJ_SHIP ); dist = vm_vec_dist( &pasteroid->pos, &pship->pos ); if ( dist < pasteroid->radius + pship->radius ) { int hit; vec3d hitpos; // create and initialize ship_ship_hit_info struct collision_info_struct asteroid_hit_info; init_collision_info_struct(&asteroid_hit_info); if ( pasteroid->phys_info.mass > pship->phys_info.mass ) { asteroid_hit_info.heavy = pasteroid; asteroid_hit_info.light = pship; } else { asteroid_hit_info.heavy = pship; asteroid_hit_info.light = pasteroid; } hit = asteroid_check_collision(pasteroid, pship, &hitpos, &asteroid_hit_info ); if ( hit ) { //Scripting support (WMC) Script_system.SetHookObjects(4, "Ship", pship, "Asteroid", pasteroid, "Self",pship, "Object", pasteroid); bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, pship); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", pship); bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, pasteroid); if(!ship_override && !asteroid_override) { float ship_damage; float asteroid_damage; vec3d asteroid_vel = pasteroid->phys_info.vel; // do collision physics calculate_ship_ship_collision_physics( &asteroid_hit_info ); if ( asteroid_hit_info.impulse < 0.5f ) return 0; // limit damage from impulse by making max impulse (for damage) 2*m*v_max_relative float max_ship_impulse = (2.0f*pship->phys_info.max_vel.xyz.z+vm_vec_mag_quick(&asteroid_vel)) * (pship->phys_info.mass*pasteroid->phys_info.mass) / (pship->phys_info.mass + pasteroid->phys_info.mass); if (asteroid_hit_info.impulse > max_ship_impulse) { ship_damage = 0.001f * max_ship_impulse; } else { ship_damage = 0.001f * asteroid_hit_info.impulse; // Cut collision-based damage in half. } // Decrease heavy damage by 2x. if (ship_damage > 5.0f) ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f; if ((ship_damage > 500.0f) && (ship_damage > Ships[pship->instance].ship_max_hull_strength/8.0f)) { ship_damage = Ships[pship->instance].ship_max_hull_strength/8.0f; nprintf(("AI", "Pinning damage to %s from asteroid at %7.3f (%7.3f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ships[pship->instance].ship_max_hull_strength)); } // Decrease damage during warp out because it's annoying when your escoree dies during warp out. if (Ai_info[Ships[pship->instance].ai_index].mode == AIM_WARP_OUT) ship_damage /= 3.0f; // calculate asteroid damage and set asteroid damage to greater or asteroid and ship // asteroid damage is needed since we can really whack some small asteroid with afterburner and not do // significant damage to ship but the asteroid goes off faster than afterburner speed. asteroid_damage = asteroid_hit_info.impulse/pasteroid->phys_info.mass; // ie, delta velocity of asteroid asteroid_damage = (asteroid_damage > ship_damage) ? asteroid_damage : ship_damage; // apply damage to asteroid asteroid_hit( pasteroid, pship, &hitpos, asteroid_damage); // speed => damage //extern fix Missiontime; int quadrant_num; if ( asteroid_hit_info.heavy == pship ) { quadrant_num = get_ship_quadrant_from_global(&hitpos, pship); if ((pship->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(pship, quadrant_num) ) { quadrant_num = -1; } ship_apply_local_damage(asteroid_hit_info.heavy, asteroid_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, asteroid_hit_info.submodel_num); } else { // don't draw sparks (using sphere hitpos) ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS); } // maybe print Collision on HUD if ( pship == Player_obj ) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } collide_ship_ship_do_sound(&hitpos, pship, pasteroid, pship==Player_obj); } Script_system.SetHookObjects(2, "Self",pship, "Object", pasteroid); if(!(asteroid_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, pship); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", pship); if((asteroid_override && !ship_override) || (!asteroid_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, pasteroid); Script_system.RemHookVars(4, "Ship", "Asteroid", "Self", "Object"); return 0; } return 0; } else { // estimate earliest time at which pair can hit float asteroid_max_speed, ship_max_speed, time; ship *shipp = &Ships[pship->instance]; asteroid_max_speed = vm_vec_mag(&pasteroid->phys_info.vel); // Asteroid... vel gets reset, not max vel.z asteroid_max_speed = MAX(asteroid_max_speed, 10.0f); if (ship_is_beginning_warpout_speedup(pship)) { ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(pship)); } else { ship_max_speed = ship_get_max_speed(shipp); } ship_max_speed = MAX(ship_max_speed, 10.0f); ship_max_speed = MAX(ship_max_speed, pship->phys_info.vel.xyz.z); time = 1000.0f * (dist - pship->radius - pasteroid->radius - 10.0f) / (asteroid_max_speed + ship_max_speed); // 10.0f is a safety factor time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 100) { pair->next_check_time = timestamp( fl2i(time) ); } else { pair->next_check_time = timestamp(0); // check next time } return 0; } }
/** * When inside radius of big ship, check if we can cull collision pair determine the time when pair should next be checked * @return 1 if pair can be culled * @return 0 if pair can not be culled */ int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair ) { vec3d error_vel; // vel perpendicular to laser float error_vel_mag; // magnitude of error_vel float time_to_max_error, time_to_exit_sphere; float ship_speed_at_exit_sphere, error_at_exit_sphere; float max_error = (float) ERROR_STD / 150.0f * ship->radius; if (max_error < 2) max_error = 2.0f; time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_obj->phys_info.max_vel.xyz.z - ship->phys_info.max_vel.xyz.z); ship_speed_at_exit_sphere = estimate_ship_speed_upper_limit( ship, time_to_exit_sphere ); // update estimated time to exit sphere time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_obj->phys_info.max_vel.xyz.z - ship_speed_at_exit_sphere); vm_vec_scale_add( &error_vel, &ship->phys_info.vel, &weapon_obj->orient.vec.fvec, -vm_vec_dot(&ship->phys_info.vel, &weapon_obj->orient.vec.fvec) ); error_vel_mag = vm_vec_mag_quick( &error_vel ); error_vel_mag += 0.5f * (ship->phys_info.max_vel.xyz.z - error_vel_mag)*(time_to_exit_sphere/ship->phys_info.forward_accel_time_const); // error_vel_mag is now average velocity over period error_at_exit_sphere = error_vel_mag * time_to_exit_sphere; time_to_max_error = max_error / error_at_exit_sphere * time_to_exit_sphere; // find the minimum time we can safely check into the future. // limited by (1) time to exit sphere (2) time to weapon expires // if ship_weapon_check_collision comes back with a hit_time > error limit, ok // if ship_weapon_check_collision comes finds no collision, next check time based on error time float limit_time; // furthest time to check (either lifetime or exit sphere) if ( time_to_exit_sphere < Weapons[weapon_obj->instance].lifeleft ) { limit_time = time_to_exit_sphere; } else { limit_time = Weapons[weapon_obj->instance].lifeleft; } // Note: when estimated hit time is less than 200 ms, look at every frame int hit_time; // estimated time of hit in ms // modify ship_weapon_check_collision to do damage if hit_time is negative (ie, hit occurs in this frame) if ( ship_weapon_check_collision( ship, weapon_obj, limit_time, &hit_time ) ) { // hit occured in while in sphere if (hit_time < 0) { // hit occured in the frame return 1; } else if (hit_time > 200) { pair->next_check_time = timestamp(hit_time - 200); return 0; // set next check time to time - 200 } else { // set next check time to next frame pair->next_check_time = 1; return 0; } } else { if (limit_time > time_to_max_error) { // no hit, but beyond error tolerance if (1000*time_to_max_error > 200) { pair->next_check_time = timestamp( (int)(1000*time_to_max_error) - 200 ); } else { pair->next_check_time = 1; } return 0; } else { // no hit and within error tolerance return 1; } } }
// ----------------------------------------------------------------------------------------------------------- //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(¢er,&Segments[obj->segnum]); vm_vec_normalized_dir_quick(&bump_vec,¢er,&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 }
// ----------------------------------------------------------------------------------------------------------- //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 }