示例#1
0
//Used to set a countermeasure velocity after being launched from a ship as a countermeasure
//ie not as a primary or secondary.
void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand)
{
	vec3d vel, rand_vec;

	//Get cmeasure rear velocity in world
	vm_vec_scale_add(&vel, &parent_objp->phys_info.vel, &parent_objp->orient.vec.fvec, -25.0f);

	//Get random velocity vector
	static_randvec(arand+1, &rand_vec);

	//Add it to the rear velocity
	vm_vec_scale_add2(&vel, &rand_vec, 2.0f);

	objp->phys_info.vel = vel;

	//Zero out this stuff so it isn't moving
	vm_vec_zero(&objp->phys_info.rotvel);
	vm_vec_zero(&objp->phys_info.max_vel);
	vm_vec_zero(&objp->phys_info.max_rotvel);
	
	// blow out his reverse thrusters. Or drag, same thing.
	objp->phys_info.rotdamp = 10000.0f;
	objp->phys_info.side_slip_time_const = 10000.0f;

	objp->phys_info.max_vel.xyz.z = -25.0f;
	vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, objp->phys_info.max_vel.xyz.z );
}
示例#2
0
/**
 * Set view from x,y,z, viewer matrix, and zoom.  Must call one of g3_set_view_*()
 */
void g3_set_view_matrix(const vec3d *view_pos, const matrix *view_matrix, float zoom)
{
	Assert( G3_count == 1 );

	View_zoom = zoom;
	View_position = *view_pos;

	View_matrix = *view_matrix;

	Proj_fov = 1.39626348f * View_zoom;

	Eye_matrix = View_matrix;
	Eye_position = *view_pos;
	Eye_fov = zoom;

	scale_matrix();

	Light_matrix = vmd_identity_matrix;
	Light_base.xyz.x = 0.0f;
	Light_base.xyz.y = 0.0f;
	Light_base.xyz.z = 0.0f;

	vm_vec_zero(&Object_position);
	Object_matrix = vmd_identity_matrix;
}
示例#3
0
int slew_stop()
{
	if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0;

	vm_vec_zero(&slew_obj->mtype.phys_info.velocity);
	return 1;
}
示例#4
0
// Textured Poly
// +0      int         id
// +4      int         size 
// +8      vec3d      normal
// +20     vec3d      center
// +32     float      radius
// +36     int         nverts
// +40     int         tmap_num
// +44     nverts*(model_tmap_vert) vertlist (n,u,v)
void moff_tmappoly(ubyte* p, polymodel* pm, model_octant* oct, int just_count)
{
	int i, nv;
	model_tmap_vert* verts;

	nv = w(p + 36);
	if (nv < 0)
		return;

	verts = (model_tmap_vert*)(p + 44);

	if ((pm->version < 2003) && !just_count)
	{
		// Set the "normal_point" part of field to be the center of the polygon
		vec3d center_point;
		vm_vec_zero(&center_point);

		Assert(Interp_verts != NULL);

		for (i = 0; i < nv; i++)
		{
			vm_vec_add2(&center_point, Interp_verts[verts[i].vertnum]);
		}

		center_point.xyz.x /= nv;
		center_point.xyz.y /= nv;
		center_point.xyz.z /= nv;

		*vp(p + 20) = center_point;

		float rad = 0.0f;

		for (i = 0; i < nv; i++)
		{
			float dist = vm_vec_dist(&center_point, Interp_verts[verts[i].vertnum]);
			if (dist > rad)
			{
				rad = dist;
			}
		}
		fl(p + 32) = rad;
	}

	// Put each face into a particular octant
	if (point_in_octant(pm, oct, vp(p + 20)))
	{
		if (just_count)
			oct->nverts++;
		else
			oct->verts[oct->nverts++] = vp(p + 20);
		return;
	}
}
void dock_calc_docked_center(vec3d *dest, object *objp)
{
	vm_vec_zero(dest);

	dock_function_info dfi;
	dfi.maintained_variables.vecp_value = dest;

	dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_docked_center_helper);
	
	// overall center = sum of centers divided by sum of objects
	vm_vec_scale(dest, (1.0f / (float) dfi.maintained_variables.int_value));
}
void dock_calc_docked_center_of_mass(vec3d *dest, object *objp)
{
	vm_vec_zero(dest);

	dock_function_info dfi;
	dfi.maintained_variables.vecp_value = dest;

	dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_docked_center_of_mass_helper);

	// overall center of mass = weighted sum of centers of mass divided by total mass
	vm_vec_scale(dest, (1.0f / dfi.maintained_variables.float_value));
}
示例#7
0
object *object_create_debris(object *parent, int subobj_num)
{
	int objnum;
	object *obj;
	polymodel *po;

	Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER)  );

	objnum = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos,
				&parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num],
				CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ);

	if ((objnum < 0 ) && (Highest_object_index >= MAX_OBJECTS-1)) {
		mprintf((1, "Can't create object in object_create_debris.\n"));
		Int3();
		return NULL;
	}
	if ( objnum < 0 )
		return NULL;				// Not enough debris slots!
	obj = &Objects[objnum];

	Assert(subobj_num < 32);

	//Set polygon-object-specific data 

	obj->rtype.pobj_info.model_num = parent->rtype.pobj_info.model_num;
	obj->rtype.pobj_info.subobj_flags = 1<<subobj_num;
	obj->rtype.pobj_info.tmap_override = parent->rtype.pobj_info.tmap_override;

	//Set physics data for this object

	po = &Polygon_models[obj->rtype.pobj_info.model_num];

	obj->mtype.phys_info.velocity.x = RAND_MAX/2 - rand();
	obj->mtype.phys_info.velocity.y = RAND_MAX/2 - rand();
	obj->mtype.phys_info.velocity.z = RAND_MAX/2 - rand();
	vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
	vm_vec_scale(&obj->mtype.phys_info.velocity,i2f(10 + (30 * rand() / RAND_MAX)));

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

	vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3);
	vm_vec_zero(&obj->mtype.phys_info.rotthrust);

	obj->lifeleft = DEBRIS_LIFE;

	obj->mtype.phys_info.mass = fixmuldiv(parent->mtype.phys_info.mass,obj->size,parent->size);
	obj->mtype.phys_info.drag = 0; //fl2f(0.2);		//parent->mtype.phys_info.drag;

	return obj;

}
float dock_calc_max_semilatus_rectum_parallel_to_axis(object *objp, axis_type axis)
{
	Assert(objp != NULL);

	vec3d local_line_end;
	vec3d *world_line_start, world_line_end;
	dock_function_info dfi;

	// to calculate the semilatus rectum, we need a directrix that will be parallel to the axis

	// the first endpoint is simply the position of the object
	world_line_start = &objp->pos;

	// the second endpoint extends in the axis direction
	vm_vec_zero(&local_line_end);
	switch(axis)
	{
		case X_AXIS:
			local_line_end.xyz.x = 1.0f;
			break;

		case Y_AXIS:
			local_line_end.xyz.y = 1.0f;
			break;

		case Z_AXIS:
			local_line_end.xyz.z = 1.0f;
			break;

		default:
			Int3();
			return 0.0f;
	}

	// rotate and move the endpoint to go through the axis of the actual object
	vm_vec_rotate(&world_line_end, &local_line_end, &objp->orient);
	vm_vec_add2(&world_line_end, &objp->pos);

	// now we have a unit vector starting at the object's position and pointing along the chosen axis
	// (although the length doesn't matter, as it's calculated as an endless line)

	// now determine the semilatus rectum

	// set parameters and call function for the semilatus rectum squared
	dfi.parameter_variables.vecp_value = world_line_start;
	dfi.parameter_variables.vecp_value2 = &world_line_end;
	dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper);

	// the semilatus rectum is the square root of our result
	return fl_sqrt(dfi.maintained_variables.float_value);
}
void model_collide_preprocess(matrix *orient, int model_instance_num)
{
	polymodel_instance	*pmi;
	polymodel *pm;

	pmi = model_get_instance(model_instance_num);
	pm = model_get(pmi->model_num);

	matrix current_orient = *orient;
	vec3d current_pos;

	vm_vec_zero(&current_pos);

	model_collide_preprocess_subobj(&current_pos, &current_orient, pm, pmi, pm->detail[0]);
}
示例#10
0
int observer_create(matrix *orient, vec3d *pos)
{
	int objnum,idx;	
	physics_info *pi;

	// try and find the first free observer slot
	for(idx=0;idx<MAX_OBSERVER_OBS;idx++){
		if(!(Observers[idx].flags & OBS_FLAG_USED))
			break;
	}
	// if we couldn't find an open slot
	if(idx == MAX_OBSERVER_OBS){
		mprintf(("Ran out of observer slots!\n"));
		return -1;
	}
	
	// attempt to create the object
    flagset<Object::Object_Flags> default_flagset;
	objnum = obj_create(OBJ_OBSERVER,-1,idx,orient,pos,1.0f, default_flagset);

	// fail situation
	if(objnum == -1)
		return -1;

	// give the observer Descent style physics
    Objects[objnum].flags.set(Object::Object_Flags::Physics);
	physics_init(&Objects[objnum].phys_info);
	pi = &Objects[objnum].phys_info;
	pi->flags |= PF_ACCELERATES | PF_SLIDE_ENABLED;
	
	
	// setup some physics parameters
	pi->max_vel.xyz.x = OBS_MAX_VEL_X;
	pi->max_vel.xyz.y = OBS_MAX_VEL_Y;
	pi->max_vel.xyz.z = OBS_MAX_VEL_Z;	
	vm_vec_zero(&pi->prev_ramp_vel);
	vm_vec_zero(&pi->desired_vel);
	vm_vec_zero(&pi->desired_rotvel);
	vm_vec_zero(&pi->vel);
	vm_vec_zero(&pi->rotvel);
	vm_vec_zero(&pi->prev_fvec);
	vm_set_identity(&pi->last_rotmat);
	pi->forward_thrust = 0.0f;
	pi->speed = 0.0f;
	pi->fspeed = 0.0f;
	pi->heading = 0.0f;
		
	// set up the observer data
	Observers[idx].flags |= OBS_FLAG_USED;
	Observers[idx].objnum = objnum;
	Observers[idx].target_objnum = -1;

	return objnum;
}
示例#11
0
//set view from x,y,z, viewer matrix, and zoom.  Must call one of g3_set_view_*()
void g3_set_view_matrix(vector *view_pos,matrix *view_matrix,float zoom)
{
	Assert( G3_count == 1 );

	View_zoom = zoom;
	View_position = *view_pos;

	View_matrix = *view_matrix;

	Eye_matrix = View_matrix;
	Eye_position = *view_pos;

	scale_matrix();

	Light_matrix = vmd_identity_matrix;
	Light_base.xyz.x = 0.0f;
	Light_base.xyz.y = 0.0f;
	Light_base.xyz.z = 0.0f;

	vm_vec_zero(&Object_position);
	Object_matrix = vmd_identity_matrix;
}
示例#12
0
void HudGaugeRadarOrb::drawBlipsSorted(int distort)
{
    g3_start_instance_matrix(&vmd_zero_vector, &view_perturb, false);

    vm_vec_zero(&target_position);
    // draw dim blips first, then bright blips
    for (int is_bright = 0; is_bright < 2; is_bright++)
    {
        drawBlips(BLIP_TYPE_JUMP_NODE, is_bright, distort);
        drawBlips(BLIP_TYPE_WARPING_SHIP, is_bright, distort);
        drawBlips(BLIP_TYPE_NAVBUOY_CARGO, is_bright, distort);
        drawBlips(BLIP_TYPE_NORMAL_SHIP, is_bright, distort);
        drawBlips(BLIP_TYPE_BOMB, is_bright, distort);
        drawBlips(BLIP_TYPE_TAGGED_SHIP, is_bright, distort);
    }

    if (radar_target_id_flags & RTIF_CROSSHAIRS) {
        drawCrosshairs(target_position);
    }

    g3_done_instance(false);
}
示例#13
0
int _do_slew_movement(object *obj, int check_keys, int check_joy )
{
	int moved = 0;
	vms_vector svel, movement;				//scaled velocity (per this frame)
	vms_matrix rotmat,new_pm;
	int joy_x,joy_y,btns;
	int joyx_moved,joyy_moved;
	vms_angvec rotang;

	if (keyd_pressed[KEY_PAD5])
		vm_vec_zero(&obj->phys_info.velocity);

	if (check_keys) {
		obj->phys_info.velocity.x += VEL_SPEED * (key_down_time(KEY_PAD9) - key_down_time(KEY_PAD7));
		obj->phys_info.velocity.y += VEL_SPEED * (key_down_time(KEY_PADMINUS) - key_down_time(KEY_PADPLUS));
		obj->phys_info.velocity.z += VEL_SPEED * (key_down_time(KEY_PAD8) - key_down_time(KEY_PAD2));

		rotang.pitch =  (key_down_time(KEY_LBRACKET) - key_down_time(KEY_RBRACKET))/ROT_SPEED;
		rotang.bank  = (key_down_time(KEY_PAD1) - key_down_time(KEY_PAD3))/ROT_SPEED;
		rotang.head  = (key_down_time(KEY_PAD6) - key_down_time(KEY_PAD4))/ROT_SPEED;
	}
	else
		rotang.pitch = rotang.bank  = rotang.head  = 0;

	//check for joystick movement

	if (check_joy && joy_present)	{
		joy_get_pos(&joy_x,&joy_y);
		btns=joy_get_btns();
	
		joyx_moved = (abs(joy_x - old_joy_x)>JOY_NULL);
		joyy_moved = (abs(joy_y - old_joy_y)>JOY_NULL);
	
		if (abs(joy_x) < JOY_NULL) joy_x = 0;
		if (abs(joy_y) < JOY_NULL) joy_y = 0;
	
		if (btns)
			if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 512,FrameTime); else;
		else
			if (joyy_moved) obj->phys_info.velocity.z = -joy_y * 8192;
	
		if (!rotang.head) rotang.head = fixmul(joy_x * 512,FrameTime);
	
		if (joyx_moved) old_joy_x = joy_x;
		if (joyy_moved) old_joy_y = joy_y;
	}

	moved = rotang.pitch | rotang.bank | rotang.head;

	vm_angles_2_matrix(&rotmat,&rotang);
	vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
	obj->orient = new_pm;
	vm_transpose_matrix(&new_pm);		//make those columns rows

	moved |= obj->phys_info.velocity.x | obj->phys_info.velocity.y | obj->phys_info.velocity.z;

	svel = obj->phys_info.velocity;
	vm_vec_scale(&svel,FrameTime);		//movement in this frame
	vm_vec_rotate(&movement,&svel,&new_pm);

	vm_vec_add2(&obj->pos,&movement);

	moved |= (movement.x || movement.y || movement.z);

	return moved;
}
示例#14
0
// function looks at the flying controls and the current velocity to determine a goal velocity
// function determines velocity in object's reference frame and goal velocity in object's reference frame
void physics_read_flying_controls( matrix * orient, physics_info * pi, control_info * ci, float sim_time, vec3d *wash_rot)
{
	vec3d goal_vel;		// goal velocity in local coords, *not* accounting for ramping of velcity
	float ramp_time_const;		// time constant for velocity ramping

	// apply throttle, unless reverse thrusters are held down
	if (ci->forward != -1.0f)
		ci->forward += (ci->forward_cruise_percent / 100.0f);

	// give control input to cause rotation in engine wash
	extern int Wash_on;
	if ( wash_rot && Wash_on ) {
		ci->pitch += wash_rot->xyz.x;
		ci->bank += wash_rot->xyz.z;
		ci->heading += wash_rot->xyz.y;
	}

	if (ci->pitch > 1.0f ) ci->pitch = 1.0f;
	else if (ci->pitch < -1.0f ) ci->pitch = -1.0f;

	if (ci->vertical > 1.0f ) ci->vertical = 1.0f;
	else if (ci->vertical < -1.0f ) ci->vertical = -1.0f;

	if (ci->heading > 1.0f ) ci->heading = 1.0f;
	else if (ci->heading < -1.0f ) ci->heading = -1.0f;

	if (ci->sideways > 1.0f  ) ci->sideways = 1.0f;
	else if (ci->sideways < -1.0f  ) ci->sideways = -1.0f;

	if (ci->bank > 1.0f ) ci->bank = 1.0f;
	else if (ci->bank < -1.0f ) ci->bank = -1.0f;

	if ( pi->flags & PF_AFTERBURNER_ON ){
		//SparK: modifield to accept reverse burners
		if (!(pi->afterburner_max_reverse_vel > 0.0f)){
			ci->forward = 1.0f;
		}
	}

	if (ci->forward > 1.0f ) ci->forward = 1.0f;
	else if (ci->forward < -1.0f ) ci->forward = -1.0f;

	if (!Flight_controls_follow_eyepoint_orientation || (Player_obj == NULL) || (Player_obj->type != OBJ_SHIP)) {
		// Default behavior; eyepoint orientation has no effect on controls
		pi->desired_rotvel.xyz.x = ci->pitch * pi->max_rotvel.xyz.x;
		pi->desired_rotvel.xyz.y = ci->heading * pi->max_rotvel.xyz.y;
	} else {
		// Optional behavior; pitch and yaw are always relative to the eyepoint
		// orientation (excluding slew)
		vec3d tmp_vec, new_rotvel;
		matrix tmp_mat, eyemat, rotvelmat;

		ship_get_eye(&tmp_vec, &eyemat, Player_obj, false);

		vm_copy_transpose_matrix(&tmp_mat, &Player_obj->orient);
		vm_matrix_x_matrix(&rotvelmat, &tmp_mat, &eyemat);

		vm_vec_rotate(&new_rotvel, &pi->max_rotvel, &rotvelmat);
		vm_vec_unrotate(&tmp_vec, &pi->max_rotvel, &rotvelmat);
		new_rotvel.xyz.x = tmp_vec.xyz.x;

		new_rotvel.xyz.x = ci->pitch * new_rotvel.xyz.x;
		new_rotvel.xyz.y = ci->heading * new_rotvel.xyz.y;

		vm_vec_unrotate(&tmp_vec, &new_rotvel, &rotvelmat);

		pi->desired_rotvel = tmp_vec;
	}

	float	delta_bank;

#ifdef BANK_WHEN_TURN
	//	To change direction of bank, negate the whole expression.
	//	To increase magnitude of banking, decrease denominator.
	//	Adam: The following statement is all the math for banking while turning.
	delta_bank = - (ci->heading * pi->max_rotvel.xyz.y) * pi->delta_bank_const;
#else
	delta_bank = 0.0f;
#endif

	pi->desired_rotvel.xyz.z = ci->bank * pi->max_rotvel.xyz.z + delta_bank;
	pi->forward_thrust = ci->forward;
	pi->vert_thrust = ci->vertical;	//added these two in order to get side and forward thrusters
	pi->side_thrust = ci->sideways;	//to glow brighter when the ship is moving in the right direction -Bobboau

	if ( pi->flags & PF_AFTERBURNER_ON ) {
		goal_vel.xyz.x = ci->sideways*pi->afterburner_max_vel.xyz.x;
		goal_vel.xyz.y = ci->vertical*pi->afterburner_max_vel.xyz.y;
		if(ci->forward < 0.0f)
			goal_vel.xyz.z = ci->forward* pi->afterburner_max_reverse_vel;
		else
			goal_vel.xyz.z = ci->forward* pi->afterburner_max_vel.xyz.z;
	}
	else if ( pi->flags & PF_BOOSTER_ON ) {
		goal_vel.xyz.x = ci->sideways*pi->booster_max_vel.xyz.x;
		goal_vel.xyz.y = ci->vertical*pi->booster_max_vel.xyz.y;
		goal_vel.xyz.z = ci->forward* pi->booster_max_vel.xyz.z;
	}
	else {
		goal_vel.xyz.x = ci->sideways*pi->max_vel.xyz.x;
		goal_vel.xyz.y = ci->vertical*pi->max_vel.xyz.y;
		goal_vel.xyz.z = ci->forward* pi->max_vel.xyz.z;
	}

	if ( goal_vel.xyz.z < -pi->max_rear_vel && !(pi->flags & PF_AFTERBURNER_ON) )
		goal_vel.xyz.z = -pi->max_rear_vel;


	if ( pi->flags & PF_ACCELERATES )	{
		//
		// Determine *resultant* DESIRED VELOCITY (desired_vel) accounting for RAMPING of velocity
		// Use LOCAL coordinates
		// if slide_enabled, ramp velocity for x and y, otherwise set goal (0)
		//    always ramp velocity for z
		//

		// If reduced damp in effect, then adjust ramp_velocity and desired_velocity can not change as fast.
		// Scale according to reduced_damp_time_expansion.
		float reduced_damp_ramp_time_expansion;
		if ( pi->flags & PF_REDUCED_DAMP && !timestamp_elapsed(pi->reduced_damp_decay) ) {
			float reduced_damp_fraction_time_left = timestamp_until( pi->reduced_damp_decay ) / (float) REDUCED_DAMP_TIME;
			reduced_damp_ramp_time_expansion = 1.0f + (REDUCED_DAMP_FACTOR-1) * reduced_damp_fraction_time_left;
		} else {
			reduced_damp_ramp_time_expansion = 1.0f;
		}

		if (pi->flags & PF_SLIDE_ENABLED)  {
			// determine the local velocity
			// deterimine whether accelerating or decleration toward goal for x
			if ( goal_vel.xyz.x > 0.0f )  {
				if ( goal_vel.xyz.x >= pi->prev_ramp_vel.xyz.x )
					ramp_time_const = pi->slide_accel_time_const;
				else
					ramp_time_const = pi->slide_decel_time_const;
			} else if ( goal_vel.xyz.x < 0.0f ) {
				if ( goal_vel.xyz.x <= pi->prev_ramp_vel.xyz.x )
					ramp_time_const = pi->slide_accel_time_const;
				else
					ramp_time_const = pi->slide_decel_time_const;
			} else {
				ramp_time_const = pi->slide_decel_time_const;
			}
			// If reduced damp in effect, then adjust ramp_velocity and desired_velocity can not change as fast
			if ( pi->flags & PF_REDUCED_DAMP ) {
				ramp_time_const *= reduced_damp_ramp_time_expansion;
			}
			pi->prev_ramp_vel.xyz.x = velocity_ramp(pi->prev_ramp_vel.xyz.x, goal_vel.xyz.x, ramp_time_const, sim_time);

			// deterimine whether accelerating or decleration toward goal for y
			if ( goal_vel.xyz.y > 0.0f )  {
				if ( goal_vel.xyz.y >= pi->prev_ramp_vel.xyz.y )
					ramp_time_const = pi->slide_accel_time_const;
				else
					ramp_time_const = pi->slide_decel_time_const;
			} else if ( goal_vel.xyz.y < 0.0f ) {
				if ( goal_vel.xyz.y <= pi->prev_ramp_vel.xyz.y )
					ramp_time_const = pi->slide_accel_time_const;
				else
					ramp_time_const = pi->slide_decel_time_const;
			} else {
				ramp_time_const = pi->slide_decel_time_const;
			}
			// If reduced damp in effect, then adjust ramp_velocity and desired_velocity can not change as fast
			if ( pi->flags & PF_REDUCED_DAMP ) {
				ramp_time_const *= reduced_damp_ramp_time_expansion;
			}
			pi->prev_ramp_vel.xyz.y = velocity_ramp( pi->prev_ramp_vel.xyz.y, goal_vel.xyz.y, ramp_time_const, sim_time);
		} else  {
			// slide not enabled
			pi->prev_ramp_vel.xyz.x = 0.0f;
			pi->prev_ramp_vel.xyz.y = 0.0f;
		}

		// deterimine whether accelerating or decleration toward goal for z
		if ( goal_vel.xyz.z > 0.0f )  {
			if ( goal_vel.xyz.z >= pi->prev_ramp_vel.xyz.z )  {
				if ( pi->flags & PF_AFTERBURNER_ON )
					ramp_time_const = pi->afterburner_forward_accel_time_const;
				else if (pi->flags & PF_BOOSTER_ON)
					ramp_time_const = pi->booster_forward_accel_time_const;
				else
					ramp_time_const = pi->forward_accel_time_const;
			} else {
				ramp_time_const = pi->forward_decel_time_const;
			}
		} else if ( goal_vel.xyz.z < 0.0f ) {
			if ( pi->flags & PF_AFTERBURNER_ON )
				ramp_time_const = pi->afterburner_reverse_accel;
			else
				ramp_time_const = pi->forward_decel_time_const;
		} else {
			ramp_time_const = pi->forward_decel_time_const;
		}

		// If reduced damp in effect, then adjust ramp_velocity and desired_velocity can not change as fast
		if ( pi->flags & PF_REDUCED_DAMP ) {
			ramp_time_const *= reduced_damp_ramp_time_expansion;
		}
		pi->prev_ramp_vel.xyz.z = velocity_ramp(pi->prev_ramp_vel.xyz.z, goal_vel.xyz.z, ramp_time_const, sim_time);

		//Deternine the current dynamic glide cap, and ramp to it
		//This is outside the normal "glide" block since we want the cap to adjust whether or not the ship is in glide mode
		float dynamic_glide_cap_goal = 0.0;
		if (pi->flags & PF_AFTERBURNER_ON) {
			dynamic_glide_cap_goal = ( goal_vel.xyz.z >= 0.0f ) ? pi->afterburner_max_vel.xyz.z : pi->afterburner_max_reverse_vel;
		}
		else {
			//Use the maximum value in X, Y, and Z (including overclocking)
			dynamic_glide_cap_goal = MAX(MAX(pi->max_vel.xyz.x,pi->max_vel.xyz.y), pi->max_vel.xyz.z);
		}
		pi->cur_glide_cap = velocity_ramp(pi->cur_glide_cap, dynamic_glide_cap_goal, ramp_time_const, sim_time);


		if ( (pi->flags & PF_GLIDING) || (pi->flags & PF_FORCE_GLIDE ) ) {
			pi->desired_vel = pi->vel;

			//SUSHI: A (hopefully better) approach to dealing with accelerations in glide mode
			//Get *actual* current velocities along each axis and use those instead of ramped velocities
			vec3d local_vel;
			vm_vec_rotate(&local_vel, &pi->vel, orient);

			//Having pi->glide_cap == 0 means we're using a dynamic glide cap
			float curGlideCap = 0.0f;
			if (pi->glide_cap == 0.0f) 
				curGlideCap = pi->cur_glide_cap;
			else 
				curGlideCap = pi->glide_cap;

			//If we're near the (positive) glide cap, decay velocity where we aren't thrusting
			//This is a hack, but makes the flight feel a lot smoother
			//Don't do this if we aren't applying any thrust, we have no glide cap, or the accel multiplier is 0 (no thrust while gliding)
			float cap_decay_threshold = 0.95f;
			float cap_decay_amount = 0.2f;
			if (curGlideCap >= 0.0f && vm_vec_mag(&pi->desired_vel) >= cap_decay_threshold * curGlideCap && 
					vm_vec_mag(&goal_vel) > 0.0f &&
					pi->glide_accel_mult != 0.0f) 
			{
				if (goal_vel.xyz.x == 0.0f)
					vm_vec_scale_add2(&pi->desired_vel, &orient->vec.rvec, -cap_decay_amount * local_vel.xyz.x);
				if (goal_vel.xyz.y == 0.0f)
					vm_vec_scale_add2(&pi->desired_vel, &orient->vec.uvec, -cap_decay_amount * local_vel.xyz.y);
				if (goal_vel.xyz.z == 0.0f)
					vm_vec_scale_add2(&pi->desired_vel, &orient->vec.fvec, -cap_decay_amount * local_vel.xyz.z);
			}

			//The glide_ramp function uses (basically) the same math as the velocity ramp so that thruster power is consistent
			//Only ramp if the glide cap is positive
			float xVal = glide_ramp(local_vel.xyz.x, goal_vel.xyz.x, pi->slide_accel_time_const, pi->glide_accel_mult, sim_time);
			float yVal = glide_ramp(local_vel.xyz.y, goal_vel.xyz.y, pi->slide_accel_time_const, pi->glide_accel_mult, sim_time);
			float zVal = 0.0;
			if (pi->flags & PF_AFTERBURNER_ON) 
				zVal = glide_ramp(local_vel.xyz.z, goal_vel.xyz.z, pi->afterburner_forward_accel_time_const, pi->glide_accel_mult, sim_time);
			else {
				if (goal_vel.xyz.z >= 0.0f)
					zVal = glide_ramp(local_vel.xyz.z, goal_vel.xyz.z, pi->forward_accel_time_const, pi->glide_accel_mult, sim_time);
				else
					zVal = glide_ramp(local_vel.xyz.z, goal_vel.xyz.z, pi->forward_decel_time_const, pi->glide_accel_mult, sim_time);
			}

			//Compensate for effect of dampening: normal flight cheats here, so /we make up for it this way so glide acts the same way
			xVal *= pi->side_slip_time_const / sim_time;
			yVal *= pi->side_slip_time_const / sim_time;
			if (pi->use_newtonian_damp) zVal *= pi->side_slip_time_const / sim_time;

			vm_vec_scale_add2(&pi->desired_vel, &orient->vec.fvec, zVal);
			vm_vec_scale_add2(&pi->desired_vel, &orient->vec.rvec, xVal);
			vm_vec_scale_add2(&pi->desired_vel, &orient->vec.uvec, yVal);

			// Only do the glide cap if we have one and are actively thrusting in some direction.
			if ( curGlideCap >= 0.0f && (ci->forward != 0.0f || ci->sideways != 0.0f || ci->vertical != 0.0f) ) {
				float currentmag = vm_vec_mag(&pi->desired_vel);
				if ( currentmag > curGlideCap ) {
					vm_vec_scale( &pi->desired_vel, curGlideCap / currentmag );
				}
			}
		}
		else
		{
			// this translates local desired velocities to world velocities
			vm_vec_zero(&pi->desired_vel);
			vm_vec_scale_add2( &pi->desired_vel, &orient->vec.rvec, pi->prev_ramp_vel.xyz.x );
			vm_vec_scale_add2( &pi->desired_vel, &orient->vec.uvec, pi->prev_ramp_vel.xyz.y );
			vm_vec_scale_add2( &pi->desired_vel, &orient->vec.fvec, pi->prev_ramp_vel.xyz.z );
		}
	} else  // object does not accelerate  (PF_ACCELERATES not set)
		pi->desired_vel = pi->vel;
}
示例#15
0
// ------------------------------------------------------------------
// 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);
}
示例#16
0
文件: controls.c 项目: jihnsius/d2r
void read_flying_controls( object * obj )
{

	//if ((Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING) && (!in_free)) return;		// jinx 02-01-13 spec

	fix	forward_thrust_time;

	Assert(FrameTime > 0); 		//Get MATT if hit this!

// this section commented and moved to the bottom by WraithX
//	if (Player_is_dead) {
//		vm_vec_zero(&obj->mtype.phys_info.rotthrust);
//		vm_vec_zero(&obj->mtype.phys_info.thrust);
//		return;
//	}
// end of section to be moved.

	if (((obj->type!=OBJ_PLAYER) || (obj->id!=Player_num)) && (!(Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING))) return;	//references to player_ship require that this obj be the player		// jinx 02-01-13 spec

	if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
		vms_angvec rotangs;
		vms_matrix rotmat,tempm;
		fix speed;

		//this is a horrible hack.  guided missile stuff should not be
		//handled in the middle of a routine that is dealing with the player

		vm_vec_zero(&obj->mtype.phys_info.rotthrust);

		rotangs.p = Controls.pitch_time / 2 + Seismic_tremor_magnitude/64;
		rotangs.b = Controls.bank_time / 2 + Seismic_tremor_magnitude/16;
		rotangs.h = Controls.heading_time / 2 + Seismic_tremor_magnitude/64;

		vm_angles_2_matrix(&rotmat,&rotangs);

		vm_matrix_x_matrix(&tempm,&Guided_missile[Player_num]->orient,&rotmat);

		Guided_missile[Player_num]->orient = tempm;

		speed = Weapon_info[Guided_missile[Player_num]->id].speed[Difficulty_level];

		vm_vec_copy_scale(&Guided_missile[Player_num]->mtype.phys_info.velocity,&Guided_missile[Player_num]->orient.fvec,speed);
#ifdef NETWORK
		if (Game_mode & GM_MULTI)
			multi_send_guided_info (Guided_missile[Player_num],0);
#endif

	}
	else {
		obj->mtype.phys_info.rotthrust.x = Controls.pitch_time;
		obj->mtype.phys_info.rotthrust.y = Controls.heading_time;
		obj->mtype.phys_info.rotthrust.z = Controls.bank_time;
	}

	forward_thrust_time = Controls.forward_thrust_time;

	if ((Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) || (Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING))		// jinx 02-01-13 spec
	{
		if (Controls.afterburner_state) {			//player has key down
			//if (forward_thrust_time >= 0) { 		//..and isn't moving backward
			{
				fix afterburner_scale;
				int old_count,new_count;
	
				//add in value from 0..1
				afterburner_scale = f1_0 + min(f1_0/2,Afterburner_charge) * 2;
	
				forward_thrust_time = fixmul(FrameTime,afterburner_scale);	//based on full thrust
				if (Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING)	forward_thrust_time *= 1.3;	// jinx 01-25-13 spec
				
				old_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));

				if (!(Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING))		// jinx 01-25-13 spec
					Afterburner_charge -= FrameTime/AFTERBURNER_USE_SECS;

				if (Afterburner_charge < 0)
					Afterburner_charge = 0;

				
				
				new_count = (Afterburner_charge / (DROP_DELTA_TIME/AFTERBURNER_USE_SECS));

				if (old_count != new_count)
					Drop_afterburner_blob_flag = 1;	//drop blob (after physics called)
			}
		}
		else {
			fix cur_energy,charge_up;
	
			//charge up to full
			charge_up = min(FrameTime/8,f1_0 - Afterburner_charge);	//recharge over 8 seconds
	
			cur_energy = max(Players[Player_num].energy-i2f(10),0);	//don't drop below 10

			//maybe limit charge up by energy
			charge_up = min(charge_up,cur_energy/10);
	
			Afterburner_charge += charge_up;
	
			if (!(Players[Player_num].spec_flags & PLAYER_FLAGS_SPECTATING))		// jinx 01-25-13 spec
				Players[Player_num].energy -= charge_up * 100 / 10;	//full charge uses 10% of energy
		}
	}

	// Set object's thrust vector for forward/backward
	vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->orient.fvec, forward_thrust_time );
	
	// slide left/right
	vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.rvec, Controls.sideways_thrust_time );

	// slide up/down
	vm_vec_scale_add2(&obj->mtype.phys_info.thrust,&obj->orient.uvec, Controls.vertical_thrust_time );

	if (obj->mtype.phys_info.flags & PF_WIGGLE)
	{
		fix swiggle;
		fix_fastsincos(((fix)GameTime64), &swiggle, NULL);
		if (FrameTime < F1_0) // Only scale wiggle if getting at least 1 FPS, to avoid causing the opposite problem.
			swiggle = fixmul(swiggle*20, FrameTime); //make wiggle fps-independent (based on pre-scaled amount of wiggle at 20 FPS)
		vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&obj->orient.uvec,fixmul(swiggle,Player_ship->wiggle));
	}

	// As of now, obj->mtype.phys_info.thrust & obj->mtype.phys_info.rotthrust are 
	// in units of time... In other words, if thrust==FrameTime, that
	// means that the user was holding down the Max_thrust key for the
	// whole frame.  So we just scale them up by the max, and divide by
	// FrameTime to make them independant of framerate

	//	Prevent divide overflows on high frame rates.
	//	In a signed divide, you get an overflow if num >= div<<15
	{
		fix	ft = FrameTime;

		//	Note, you must check for ft < F1_0/2, else you can get an overflow  on the << 15.
		if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_thrust)) {
			ft = (Player_ship->max_thrust >> 15) + 1;
		}

		vm_vec_scale( &obj->mtype.phys_info.thrust, fixdiv(Player_ship->max_thrust,ft) );

		if ((ft < F1_0/2) && (ft << 15 <= Player_ship->max_rotthrust)) {
			ft = (Player_ship->max_thrust >> 15) + 1;
		}
示例#17
0
//this function is for when the player intentionally drops a powerup
//this function is based on drop_powerup()
objnum_t spit_powerup(dxxobject *spitter, int id,int seed)
{
	objnum_t		objnum;
	dxxobject	*obj;
	vms_vector	new_velocity, new_pos;

	d_srand(seed);

	vm_vec_scale_add(&new_velocity,&spitter->mtype.phys_info.velocity,&spitter->orient.fvec,i2f(SPIT_SPEED));

	new_velocity.x += (d_rand() - 16384) * SPIT_SPEED * 2;
	new_velocity.y += (d_rand() - 16384) * SPIT_SPEED * 2;
	new_velocity.z += (d_rand() - 16384) * SPIT_SPEED * 2;

	// Give keys zero velocity so they can be tracked better in multi

	if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
		vm_vec_zero(&new_velocity);

	//there's a piece of code which lets the player pick up a powerup if
	//the distance between him and the powerup is less than 2 time their
	//combined radii.  So we need to create powerups pretty far out from
	//the player.

	vm_vec_scale_add(&new_pos,&spitter->pos,&spitter->orient.fvec,spitter->size);

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
		{
			return object_none;
		}
	}
#endif

	objnum = obj_create( OBJ_POWERUP, id, spitter->segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);

	if (objnum == object_none ) {
		Int3();
		return objnum;
	}

	obj = &Objects[objnum];

	obj->mtype.phys_info.velocity = new_velocity;
	obj->mtype.phys_info.drag = 512;	//1024;
	obj->mtype.phys_info.mass = F1_0;

	obj->mtype.phys_info.flags = PF_BOUNCE;

	obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
	obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
	obj->rtype.vclip_info.framenum = 0;

	if (spitter == ConsoleObject)
		obj->ctype.powerup_info.flags |= PF_SPAT_BY_PLAYER;

	switch (obj->id) {
		case POW_MISSILE_1:
		case POW_MISSILE_4:
		case POW_SHIELD_BOOST:
		case POW_ENERGY:
			obj->lifeleft = (d_rand() + F1_0*3) * 64;		//	Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
			if (Game_mode & GM_MULTI)
				obj->lifeleft /= 2;
			break;
		default:
			//if (Game_mode & GM_MULTI)
			//	obj->lifeleft = (d_rand() + F1_0*3) * 64;		//	Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
			break;
	}

	return objnum;
}
示例#18
0
//	-----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
void do_physics_sim(object *obj)
{
	int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
	int iseg;
	int try_again;
	int fate=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
}
示例#19
0
//	-----------------------------------------------------------------------------------------------------------
//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(&center,&Segments[obj->segnum]);
			vm_vec_normalized_dir_quick(&bump_vec,&center,&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


}
示例#20
0
//	------------------------------------------------------------------------------------
int place_object(segment *segp, vms_vector *object_pos, int object_type)
{
	short objnum;
	object *obj;
	vms_matrix seg_matrix;

	med_extract_matrix_from_segment(segp,&seg_matrix);

	switch(ObjType[object_type]) {

		case OL_HOSTAGE:

			objnum = obj_create(OBJ_HOSTAGE, -1, 
					segp-Segments,object_pos,&seg_matrix,HOSTAGE_SIZE,
					CT_NONE,MT_NONE,RT_HOSTAGE);

			if ( objnum < 0 )
				return 0;

			obj = &Objects[objnum];

			// Fill in obj->id and other hostage info
			hostage_init_info( objnum );
		
			obj->control_type = CT_POWERUP;
			
			obj->rtype.vclip_info.vclip_num = Hostage_vclip_num[ObjId[object_type]];
			obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
			obj->rtype.vclip_info.framenum = 0;

			break;

		case OL_ROBOT:

			objnum = obj_create(OBJ_ROBOT,ObjId[object_type],segp-Segments,object_pos,
				&seg_matrix,Polygon_models[Robot_info[ObjId[object_type]].model_num].rad,
				CT_AI,MT_PHYSICS,RT_POLYOBJ);

			if ( objnum < 0 )
				return 0;

			obj = &Objects[objnum];

			//Set polygon-object-specific data 

			obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
			obj->rtype.pobj_info.subobj_flags = 0;

			//set Physics info
		
			obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
			obj->mtype.phys_info.drag = Robot_info[obj->id].drag;

			obj->mtype.phys_info.flags |= (PF_LEVELLING);

			obj->shields = Robot_info[obj->id].strength;

			{	int	hide_segment;
			if (Markedsegp)
				hide_segment = Markedsegp-Segments;
			else
				hide_segment = -1;
			//	robots which lunge forward to attack cannot have behavior type still.
			if (Robot_info[obj->id].attack_type)
				init_ai_object(obj-Objects, AIB_NORMAL, hide_segment);
			else
				init_ai_object(obj-Objects, AIB_STILL, hide_segment);
			}
			break;

		case OL_POWERUP:

			objnum = obj_create(OBJ_POWERUP,ObjId[object_type],
					segp-Segments,object_pos,&seg_matrix,Powerup_info[ObjId[object_type]].size,
					CT_POWERUP,MT_NONE,RT_POWERUP);

			if ( objnum < 0 )
				return 0;

			obj = &Objects[objnum];

			//set powerup-specific data

			obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
			obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].play_time/Vclip[obj->rtype.vclip_info.vclip_num].num_frames;
			obj->rtype.vclip_info.framenum = 0;

			if (obj->id == POW_VULCAN_WEAPON)
				obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
			else
				obj->ctype.powerup_info.count = 1;

			break;

		case OL_CLUTTER:
		case OL_CONTROL_CENTER: 
		{
			int obj_type,control_type;

			if (ObjType[object_type]==OL_CONTROL_CENTER) {
				obj_type = OBJ_CNTRLCEN;
				control_type = CT_CNTRLCEN;
			}
			else {
				obj_type = OBJ_CLUTTER;
				control_type = CT_NONE;
			}

			objnum = obj_create(obj_type,object_type,segp-Segments,object_pos,
					&seg_matrix,Polygon_models[ObjId[object_type]].rad,
					control_type,MT_NONE,RT_POLYOBJ);

			if ( objnum < 0 )
				return 0;

			obj = &Objects[objnum];

			obj->shields = ObjStrength[object_type];

			//Set polygon-object-specific data 
			obj->shields = ObjStrength[object_type];
			obj->rtype.pobj_info.model_num = ObjId[object_type];
			obj->rtype.pobj_info.subobj_flags = 0;

			break;
		}

		case OL_PLAYER:	{
			objnum = obj_create(OBJ_PLAYER,ObjId[object_type],segp-Segments,object_pos,
				&seg_matrix,Polygon_models[Player_ship->model_num].rad,
				CT_NONE,MT_PHYSICS,RT_POLYOBJ);

			if ( objnum < 0 )
				return 0;

			obj = &Objects[objnum];

			//Set polygon-object-specific data 

			obj->rtype.pobj_info.model_num = Player_ship->model_num;
			obj->rtype.pobj_info.subobj_flags = 0;
			//for (i=0;i<MAX_SUBMODELS;i++)
			//	vm_angvec_zero(&obj->rtype.pobj_info.anim_angles[i]);

			//set Physics info

			vm_vec_zero(&obj->mtype.phys_info.velocity);
			obj->mtype.phys_info.mass = Player_ship->mass;
			obj->mtype.phys_info.drag = Player_ship->drag;
			obj->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE;
			obj->shields = i2f(100);

			break;
		}
		default:
			break;	
		}

	Cur_object_index = objnum;
	//Cur_object_seg = Cursegp;

	show_objects_in_segment(Cursegp);		//mprintf the objects

	Update_flags |= UF_WORLD_CHANGED;

	return 1;
}