dxx-rebirth/similar/main/physics.cpp

953 lines
28 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for flying through the mines
*
*/
#include <stdio.h>
#include <stdlib.h>
#include "joy.h"
#include "dxxerror.h"
#include "inferno.h"
#include "segment.h"
#include "object.h"
#include "physics.h"
#include "robot.h"
#include "game.h"
#include "collide.h"
#include "fvi.h"
#include "gameseg.h"
#include "wall.h"
#include "laser.h"
#if defined(DXX_BUILD_DESCENT_II)
#include "bm.h"
#include "player.h"
#define MAX_OBJECT_VEL i2f(100)
#endif
#include "d_levelstate.h"
#include "compiler-range_for.h"
//Global variables for physics system
#define ROLL_RATE 0x2000
#define DAMP_ANG 0x400 //min angle to bank
#define TURNROLL_SCALE (0x4ec4/2)
//check point against each side of segment. return bitmask, where bit
//set means behind that side
//make sure matrix is orthogonal
void check_and_fix_matrix(vms_matrix &m)
{
m = vm_vector_2_matrix(m.fvec,&m.uvec,nullptr);
}
namespace {
static void do_physics_align_object(object_base &obj)
{
vms_vector desired_upvec;
fixang delta_ang,roll_ang;
fix largest_d = INT32_MIN;
const shared_side *best_side = nullptr;
// bank player according to segment orientation
//find side of segment that player is most alligned with
range_for (auto &i, vcsegptr(obj.segnum)->shared_segment::sides)
{
const auto d = vm_vec_dot(i.normals[0], obj.orient.uvec);
if (largest_d < d)
{
largest_d = d;
best_side = &i;
}
}
// new player leveling code: use normal of side closest to our up vec
if (!best_side)
return;
if (!get_side_is_quad(*best_side))
{
desired_upvec = vm_vec_avg(best_side->normals[0], best_side->normals[1]);
vm_vec_normalize(desired_upvec);
}
else
desired_upvec = best_side->normals[0];
if (labs(vm_vec_dot(desired_upvec, obj.orient.fvec)) < f1_0 / 2)
{
vms_angvec tangles;
const auto temp_matrix = vm_vector_2_matrix(obj.orient.fvec, &desired_upvec, nullptr);
delta_ang = vm_vec_delta_ang(obj.orient.uvec, temp_matrix.uvec, obj.orient.fvec);
delta_ang += obj.mtype.phys_info.turnroll;
if (abs(delta_ang) > DAMP_ANG) {
roll_ang = fixmul(FrameTime,ROLL_RATE);
if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
else if (delta_ang<0) roll_ang = -roll_ang;
tangles.p = tangles.h = 0; tangles.b = roll_ang;
const auto &&rotmat = vm_angles_2_matrix(tangles);
obj.orient = vm_matrix_x_matrix(obj.orient, rotmat);
}
}
}
static void set_object_turnroll(object_base &obj)
{
fixang desired_bank;
desired_bank = -fixmul(obj.mtype.phys_info.rotvel.y, TURNROLL_SCALE);
if (obj.mtype.phys_info.turnroll != desired_bank)
{
fixang delta_ang,max_roll;
max_roll = fixmul(ROLL_RATE,FrameTime);
delta_ang = desired_bank - obj.mtype.phys_info.turnroll;
if (labs(delta_ang) < max_roll)
max_roll = delta_ang;
else
if (delta_ang < 0)
max_roll = -max_roll;
obj.mtype.phys_info.turnroll += max_roll;
}
}
}
#define MAX_IGNORE_OBJS 100
#ifndef NDEBUG
int Total_retries=0, Total_sims=0;
int Dont_move_ai_objects=0;
#endif
#define FT (f1_0/64)
// -----------------------------------------------------------------------------------------------------------
// add rotational velocity & acceleration
namespace dsx {
namespace {
static void do_physics_sim_rot(object_base &obj)
{
vms_angvec tangles;
//fix rotdrag_scale;
physics_info *pi;
Assert(FrameTime > 0); //Get MATT if hit this!
pi = &obj.mtype.phys_info;
if (!(pi->rotvel.x || pi->rotvel.y || pi->rotvel.z || pi->rotthrust.x || pi->rotthrust.y || pi->rotthrust.z))
return;
if (obj.mtype.phys_info.drag)
{
int count;
fix drag,r,k;
count = FrameTime / FT;
r = FrameTime % FT;
k = fixdiv(r,FT);
drag = (obj.mtype.phys_info.drag * 5) / 2;
if (obj.mtype.phys_info.flags & PF_USES_THRUST)
{
const auto accel = vm_vec_copy_scale(obj.mtype.phys_info.rotthrust, fixdiv(f1_0, obj.mtype.phys_info.mass));
while (count--) {
vm_vec_add2(obj.mtype.phys_info.rotvel, accel);
vm_vec_scale(obj.mtype.phys_info.rotvel, f1_0 - drag);
}
//do linear scale on remaining bit of time
vm_vec_scale_add2(obj.mtype.phys_info.rotvel, accel, k);
vm_vec_scale(obj.mtype.phys_info.rotvel, f1_0 - fixmul(k, drag));
}
else
#if defined(DXX_BUILD_DESCENT_II)
if (! (obj.mtype.phys_info.flags & PF_FREE_SPINNING))
#endif
{
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.rotvel, total_drag);
}
}
//now rotate object
//unrotate object for bank caused by turn
if (obj.mtype.phys_info.turnroll)
{
tangles.p = tangles.h = 0;
tangles.b = -obj.mtype.phys_info.turnroll;
const auto &&rotmat = vm_angles_2_matrix(tangles);
obj.orient = vm_matrix_x_matrix(obj.orient, rotmat);
}
const auto frametime = FrameTime;
tangles.p = fixmul(obj.mtype.phys_info.rotvel.x, frametime);
tangles.h = fixmul(obj.mtype.phys_info.rotvel.y, frametime);
tangles.b = fixmul(obj.mtype.phys_info.rotvel.z, frametime);
obj.orient = vm_matrix_x_matrix(obj.orient, vm_angles_2_matrix(tangles));
if (obj.mtype.phys_info.flags & PF_TURNROLL)
set_object_turnroll(obj);
//re-rotate object for bank caused by turn
if (obj.mtype.phys_info.turnroll)
{
tangles.p = tangles.h = 0;
tangles.b = obj.mtype.phys_info.turnroll;
obj.orient = vm_matrix_x_matrix(obj.orient, vm_angles_2_matrix(tangles));
}
check_and_fix_matrix(obj.orient);
}
// On joining edges fvi tends to get inaccurate as hell. Approach is to check if the object interects with the wall and if so, move away from it.
static void fix_illegal_wall_intersection(const vmobjptridx_t obj)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vmobjptr = Objects.vmptr;
if (!(obj->type == OBJ_PLAYER || obj->type == OBJ_ROBOT))
return;
auto &vcvertptr = Vertices.vcptr;
const auto &&hresult = sphere_intersects_wall(vcsegptridx, vcvertptr, obj->pos, vcsegptridx(obj->segnum), obj->size);
if (hresult.seg)
{
vm_vec_scale_add2(obj->pos, hresult.seg->sides[hresult.side].normals[0], FrameTime*10);
update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, obj);
}
}
class ignore_objects_array_t
{
using array_t = std::array<vcobjidx_t, MAX_IGNORE_OBJS>;
array_t::iterator e;
union {
array_t a;
};
public:
/* The iterator should be initialized in a
* member-initialization-list. However, clang complains that the
* union is uninitialized during the member-initialization-list, but
* accepts the still-uninitialized union member once the constructor
* body starts. Assign the iterator in the body to silence this
* useless clang warning.
*
* Known bad:
* clang-5
* clang-7
*/
ignore_objects_array_t()
{
e = a.begin();
}
bool push_back(const vcobjidx_t o)
{
if (unlikely(e == a.end()))
return false;
std::uninitialized_fill_n(e, 1, o);
++e;
return true;
}
operator std::pair<const vcobjidx_t *, const vcobjidx_t *>() const
{
return {a.begin(), e};
}
};
}
// -----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
window_event_result do_physics_sim(const d_robot_info_array &Robot_info, const vmobjptridx_t obj, const vms_vector &obj_previous_position, phys_visited_seglist *const phys_segs)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vcobjptr = Objects.vcptr;
auto &vmobjptr = Objects.vmptr;
ignore_objects_array_t ignore_obj_list;
int try_again;
vms_vector ipos; //position after this frame
segnum_t WallHitSeg;
sidenum_t WallHitSide;
fvi_info hit_info;
vms_vector save_pos;
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;
auto orig_segnum = obj->segnum;
int bounced=0;
bool Player_ScrapeFrame=false;
auto result = window_event_result::handled;
#if defined(DXX_BUILD_DESCENT_II)
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
#endif
Assert(obj->movement_source == object::movement_type::physics);
#ifndef NDEBUG
if (Dont_move_ai_objects)
if (obj->control_source == object::control_type::ai)
return window_event_result::ignored;
#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 window_event_result::ignored;
sim_time = FrameTime;
start_pos = obj->pos;
//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
if ((drag = obj->mtype.phys_info.drag) != 0) {
int count;
fix r,k,have_accel;
count = FrameTime / FT;
r = FrameTime % FT;
k = fixdiv(r,FT);
if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
const auto accel = vm_vec_copy_scale(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);
}
}
int count = 0;
auto &vcvertptr = Vertices.vcptr;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
auto fate = fvi_hit_type::None;
do {
try_again = 0;
//Move the object
const auto frame_vec = vm_vec_copy_scale(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.
const auto new_pos = vm_vec_add(obj->pos,frame_vec);
int flags = 0;
if (obj->type == OBJ_WEAPON)
flags |= FQ_TRANSPOINT;
if (phys_segs)
flags |= FQ_GET_SEGLIST;
fate = find_vector_intersection(fvi_query{
obj->pos,
new_pos,
ignore_obj_list,
&LevelUniqueObjectState,
&Robot_info,
flags,
obj,
}, obj->segnum, obj->size, hit_info);
// Matt: Mike's hack.
if (fate == fvi_hit_type::Object)
{
auto &objp = *vcobjptr(hit_info.hit_object);
if ((objp.type == OBJ_WEAPON && is_proximity_bomb_or_player_smart_mine(get_weapon_id(objp))) ||
objp.type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement
count--;
}
#ifndef NDEBUG
if (fate == fvi_hit_type::BadP0)
Int3();
#endif
if (phys_segs && !hit_info.seglist.empty())
{
auto n_phys_segs = phys_segs->nsegs;
if (n_phys_segs && phys_segs->seglist[n_phys_segs - 1] == hit_info.seglist[0])
n_phys_segs--;
range_for (const auto &hs, hit_info.seglist)
{
if (!(n_phys_segs < phys_segs->seglist.size() - 1))
break;
phys_segs->seglist[n_phys_segs++] = hs;
}
phys_segs->nsegs = n_phys_segs;
}
ipos = hit_info.hit_pnt;
auto 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 == fvi_hit_type::Wall && (WallHitSeg == segment_none || WallHitSeg > Highest_segment_index)));
save_pos = obj->pos; //save the object's position
auto save_seg = obj->segnum;
// update object's position and segment number
obj->pos = ipos;
const auto &&obj_segp = Segments.vmptridx(iseg);
if ( iseg != obj->segnum )
obj_relink(vmobjptr, Segments.vmptr, obj, obj_segp);
//if start point not in segment, move object to center of segment
if (get_seg_masks(vcvertptr, obj->pos, Segments.vcptr(obj->segnum), 0).centermask != sidemask_t{})
{
auto n = find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj);
if (n == segment_none)
{
//Int3();
if (obj->type == OBJ_PLAYER && (n = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj_previous_position, obj_segp)) != segment_none)
{
obj->pos = obj_previous_position;
obj_relink(vmobjptr, Segments.vmptr, obj, n);
}
else {
compute_segment_center(vcvertptr, obj->pos, obj_segp);
obj->pos.x += obj;
}
if (obj->type == OBJ_WEAPON)
obj->flags |= OF_SHOULD_BE_DEAD;
}
return window_event_result::ignored;
}
//calulate new sim time
{
//vms_vector moved_vec;
vms_vector moved_vec_n;
const auto actual_dist = vm_vec_normalized_dir(moved_vec_n,obj->pos,save_pos);
if (fate == fvi_hit_type::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(vmobjptr, Segments.vmptr, obj, Segments.vmptridx(save_seg));
moved_time = 0;
}
else {
const auto attempted_dist = vm_vec_mag(frame_vec);
const auto 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 fvi_hit_type::Wall: {
fix hit_speed=0,wall_part=0;
// Find hit speed
const auto moved_v = vm_vec_sub(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)
result = collide_object_with_wall(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedSegmentState.DestructibleLights,
#endif
Robot_info, obj, hit_speed, Segments.vmptridx(WallHitSeg), WallHitSide, hit_info.hit_pnt);
/*
* Due to the nature of this loop, it's possible that a local player may receive scrape damage multiple times in one frame.
* Check if we received damage and do not apply more damage (nor produce damage sounds/flashes/bumps, etc) for the rest of the loop.
* It's possible that other walls later in the loop would still be valid for scraping but due to the generalized outcome, this should be negligible (practical wall sliding is handled below).
* NOTE: Remote players will return false and never receive damage. But since we handle only one object (remote or local) per loop, this is no problem.
*/
if (obj->type == OBJ_PLAYER && Player_ScrapeFrame == false)
Player_ScrapeFrame = scrape_player_on_wall(obj, Segments.vmptridx(WallHitSeg), WallHitSide, hit_info.hit_pnt);
Assert( WallHitSeg != segment_none );
if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
#if defined(DXX_BUILD_DESCENT_II)
if (!cheats.bouncyfire)
#endif
Assert(!(obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick
#if defined(DXX_BUILD_DESCENT_I)
/*
* Force fields are not supported in Descent 1. Use
* this as a placeholder to make the code match the
* force field handling in Descent 2.
*/
const auto forcefield_bounce = false;
#elif defined(DXX_BUILD_DESCENT_II)
const unique_segment &useg = vcsegptr(WallHitSeg);
auto &uside = useg.sides[WallHitSide];
const auto forcefield_bounce = (TmapInfo[get_texture_index(uside.tmap_num)].flags & tmapinfo_flag::force_field); //bounce off a forcefield
int check_vel=0;
#endif
if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) { //stop moving
LevelUniqueStuckObjectState.add_stuck_object(vcwallptr, obj, Segments.vmptr(WallHitSeg), WallHitSide);
vm_vec_zero(obj->mtype.phys_info.velocity);
obj_stopped = 1;
try_again = 0;
}
else { // Slide object along wall
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 defined(DXX_BUILD_DESCENT_II)
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
#endif
}
vm_vec_scale_add2(obj->mtype.phys_info.velocity,hit_info.hit_wallnorm,-wall_part);
#if defined(DXX_BUILD_DESCENT_II)
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,nullptr);
#endif
try_again = 1;
}
}
break;
}
case fvi_hit_type::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.
{
fix size0, size1;
const auto &&hit = obj.absolute_sibling(hit_info.hit_object);
const auto &ppos0 = hit->pos;
const auto &ppos1 = obj->pos;
size0 = hit->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);
auto pos_hit = vm_vec_sub(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(Robot_info, obj, hit, 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)
if (ignore_obj_list.push_back(hit_info.hit_object))
try_again = 1;
}
}
break;
}
case fvi_hit_type::None:
break;
case fvi_hit_type::BadP0:
#ifndef NDEBUG
Int3(); // Unexpected collision type: start point not in specified segment.
#endif
break;
}
} while ( try_again );
// Pass retry count info to AI.
if (obj->control_source == object::control_type::ai)
{
if (count > 0) {
obj->ctype.ai_info.ail.retry_count = count-1;
#ifndef NDEBUG
Total_retries += count-1;
Total_sims++;
#endif
}
}
// 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 == fvi_hit_type::Wall || fate == fvi_hit_type::Object || fate == fvi_hit_type::BadP0)
)
{
const auto moved_vec = vm_vec_sub(obj->pos,start_pos);
vm_vec_copy_scale(obj->mtype.phys_info.velocity,moved_vec,fixdiv(f1_0,FrameTime));
}
fix_illegal_wall_intersection(obj);
//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);
//if (obj->control_source == object::control_type::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) ) {
const cscusegment orig_segp = vcsegptr(orig_segnum);
const auto &&sidenum = find_connect_side(vcsegptridx(obj->segnum), orig_segp);
if (sidenum != side_none)
{
if (! (WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, orig_segp, sidenum) & WALL_IS_DOORWAY_FLAG::fly))
{
fix dist;
//bump object back
auto &s = orig_segp.s.sides[sidenum];
const auto &&vertex_list = create_abs_vertex_lists(orig_segp, s, sidenum).second;
//let's pretend this wall is not triangulated
const auto b = begin(vertex_list);
const auto vertnum = *std::min_element(b, std::next(b, 4));
dist = vm_dist_to_plane(start_pos, s.normals[0], vcvertptr(vertnum));
vm_vec_scale_add(obj->pos, start_pos, s.normals[0], obj->size-dist);
update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, 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(vcvertptr, obj->pos, vcsegptr(obj->segnum), 0).centermask != sidemask_t{})
{
if (find_object_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj) == segment_none)
{
segnum_t n;
//Int3();
const auto &&obj_segp = Segments.vmptridx(obj->segnum);
if (obj->type == OBJ_PLAYER && (n = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, obj_previous_position, obj_segp)) != segment_none)
{
obj->pos = obj_previous_position;
obj_relink(vmobjptr, Segments.vmptr, obj, Segments.vmptridx(n));
}
else {
compute_segment_center(vcvertptr, obj->pos, obj_segp);
obj->pos.x += obj;
}
if (obj->type == OBJ_WEAPON)
obj->flags |= OF_SHOULD_BE_DEAD;
}
}
return result;
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #endif
}
}
namespace dcx {
//Applies an instantaneous force on an object, resulting in an instantaneous
//change in velocity.
void phys_apply_force(object_base &obj, const vms_vector &force_vec)
{
if (obj.movement_source != object::movement_type::physics)
return;
// Put in by MK on 2/13/96 for force getting applied to Omega blobs, which have 0 mass,
// in collision with crazy reactor robot thing on d2levf-s.
if (obj.mtype.phys_info.mass == 0)
return;
//Add in acceleration due to force
vm_vec_scale_add2(obj.mtype.phys_info.velocity, force_vec, fixdiv(f1_0, obj.mtype.phys_info.mass));
}
namespace {
// ----------------------------------------------------------------
// Do *dest = *delta unless:
// *delta is pretty small
// and they are of different signs.
static void physics_set_rotvel_and_saturate(fix &dest, fix delta)
{
if ((delta ^ dest) < 0) {
if (abs(delta) < F1_0/8) {
dest = delta/4;
} else
dest = delta;
} else {
dest = delta;
}
}
static inline vms_angvec vm_extract_angles_vector(const vms_vector &v)
{
vms_angvec a;
return vm_extract_angles_vector(a, v), a;
}
}
// ------------------------------------------------------------------------------------------------------
// Note: This is the old ai_turn_towards_vector code.
// phys_apply_rot used to call ai_turn_towards_vector until I fixed it, which broke phys_apply_rot.
void physics_turn_towards_vector(const vms_vector &goal_vector, object_base &obj, fix rate)
{
fix delta_p, delta_h;
// Make this object turn towards the goal_vector. Changes orientation, doesn't change direction of movement.
// If no one moves, will be facing goal_vector in 1 second.
// Detect null vector.
if ((goal_vector.x == 0) && (goal_vector.y == 0) && (goal_vector.z == 0))
return;
// Make morph objects turn more slowly.
if (obj.control_source == object::control_type::morph)
rate *= 2;
const auto dest_angles = vm_extract_angles_vector(goal_vector);
const auto cur_angles = vm_extract_angles_vector(obj.orient.fvec);
delta_p = (dest_angles.p - cur_angles.p);
delta_h = (dest_angles.h - cur_angles.h);
if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
delta_p = fixdiv(delta_p, rate);
delta_h = fixdiv(delta_h, rate);
if (abs(delta_p) < F1_0/16) delta_p *= 4;
if (abs(delta_h) < F1_0/16) delta_h *= 4;
auto &rotvel_ptr = obj.mtype.phys_info.rotvel;
physics_set_rotvel_and_saturate(rotvel_ptr.x, delta_p);
physics_set_rotvel_and_saturate(rotvel_ptr.y, delta_h);
rotvel_ptr.z = 0;
}
}
namespace dsx {
// -----------------------------------------------------------------------------
// Applies an instantaneous whack on an object, resulting in an instantaneous
// change in orientation.
void phys_apply_rot(object &obj, const vms_vector &force_vec)
{
fix rate;
if (obj.movement_source != object::movement_type::physics)
return;
#if defined(DXX_BUILD_DESCENT_II)
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
#endif
auto vecmag = vm_vec_mag(force_vec);
if (vecmag < F1_0/32)
rate = 4*F1_0;
else if (vecmag < obj.mtype.phys_info.mass >> 11)
rate = 4*F1_0;
else {
rate = fixdiv(obj.mtype.phys_info.mass, vecmag / 8);
if (obj.type == OBJ_ROBOT) {
if (rate < F1_0/4)
rate = F1_0/4;
#if defined(DXX_BUILD_DESCENT_I)
obj.ctype.ai_info.SKIP_AI_COUNT = 2;
#elif defined(DXX_BUILD_DESCENT_II)
// Changed by mk, 10/24/95, claw guys should not slow down when attacking!
if (!Robot_info[get_robot_id(obj)].thief && !Robot_info[get_robot_id(obj)].attack_type) {
if (obj.ctype.ai_info.SKIP_AI_COUNT * FrameTime < 3*F1_0/4) {
fix tval = fixdiv(F1_0, 8*FrameTime);
int addval;
addval = f2i(tval);
if ( (d_rand() * 2) < (tval & 0xffff))
addval++;
obj.ctype.ai_info.SKIP_AI_COUNT += addval;
}
}
#endif
} else {
if (rate < F1_0/2)
rate = F1_0/2;
}
}
// Turn amount inversely proportional to mass. Third parameter is seconds to do 360 turn.
physics_turn_towards_vector(force_vec, obj, rate);
}
}
namespace dcx {
//this routine will set the thrust for an object to a value that will
//(hopefully) maintain the object's current velocity
void set_thrust_from_velocity(object_base &obj)
{
Assert(obj.movement_source == object::movement_type::physics);
auto &phys_info = obj.mtype.phys_info;
vm_vec_copy_scale(phys_info.thrust, phys_info.velocity,
fixmuldiv(phys_info.mass, phys_info.drag, F1_0 - phys_info.drag)
);
}
}