976 lines
27 KiB
C++
976 lines
27 KiB
C++
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for flying through the mines
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include "joy.h"
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#include "dxxerror.h"
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#include "inferno.h"
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#include "segment.h"
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#include "object.h"
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#include "physics.h"
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#include "key.h"
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#include "game.h"
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#include "collide.h"
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#include "fvi.h"
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#include "newdemo.h"
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#include "gameseg.h"
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#include "timer.h"
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#include "ai.h"
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#include "wall.h"
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#include "laser.h"
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#if defined(DXX_BUILD_DESCENT_II)
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#include "bm.h"
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#include "player.h"
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#define MAX_OBJECT_VEL i2f(100)
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#endif
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#include "dxxsconf.h"
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#include "compiler-range_for.h"
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//Global variables for physics system
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#define ROLL_RATE 0x2000
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#define DAMP_ANG 0x400 //min angle to bank
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#define TURNROLL_SCALE (0x4ec4/2)
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//check point against each side of segment. return bitmask, where bit
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//set means behind that side
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int floor_levelling=0;
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//make sure matrix is orthogonal
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void check_and_fix_matrix(vms_matrix *m)
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{
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vms_matrix tempm;
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vm_vector_2_matrix(&tempm,&m->fvec,&m->uvec,NULL);
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*m = tempm;
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}
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static void do_physics_align_object( object * obj )
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{
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vms_vector desired_upvec;
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fixang delta_ang,roll_ang;
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//vms_vector forvec = {0,0,f1_0};
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vms_matrix temp_matrix;
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fix d,largest_d=-f1_0;
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int i,best_side;
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best_side=0;
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// bank player according to segment orientation
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//find side of segment that player is most alligned with
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for (i=0;i<6;i++) {
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d = vm_vec_dot(&Segments[obj->segnum].sides[i].normals[0],&obj->orient.uvec);
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if (d > largest_d) {largest_d = d; best_side=i;}
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}
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if (floor_levelling) {
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// old way: used floor's normal as upvec
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desired_upvec = Segments[obj->segnum].sides[3].normals[0];
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}
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else // new player leveling code: use normal of side closest to our up vec
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if (get_num_faces(&Segments[obj->segnum].sides[best_side])==2) {
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side *s = &Segments[obj->segnum].sides[best_side];
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desired_upvec.x = (s->normals[0].x + s->normals[1].x) / 2;
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desired_upvec.y = (s->normals[0].y + s->normals[1].y) / 2;
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desired_upvec.z = (s->normals[0].z + s->normals[1].z) / 2;
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vm_vec_normalize(&desired_upvec);
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}
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else
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desired_upvec = Segments[obj->segnum].sides[best_side].normals[0];
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if (labs(vm_vec_dot(&desired_upvec,&obj->orient.fvec)) < f1_0/2) {
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vms_angvec tangles;
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vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,&desired_upvec,NULL);
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delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec);
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delta_ang += obj->mtype.phys_info.turnroll;
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if (abs(delta_ang) > DAMP_ANG) {
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vms_matrix rotmat, new_pm;
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roll_ang = fixmul(FrameTime,ROLL_RATE);
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if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
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else if (delta_ang<0) roll_ang = -roll_ang;
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tangles.p = tangles.h = 0; tangles.b = roll_ang;
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vm_angles_2_matrix(&rotmat,&tangles);
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vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
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obj->orient = new_pm;
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}
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else floor_levelling=0;
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}
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}
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static void set_object_turnroll(object *obj)
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{
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fixang desired_bank;
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desired_bank = -fixmul(obj->mtype.phys_info.rotvel.y,TURNROLL_SCALE);
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if (obj->mtype.phys_info.turnroll != desired_bank) {
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fixang delta_ang,max_roll;
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max_roll = fixmul(ROLL_RATE,FrameTime);
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delta_ang = desired_bank - obj->mtype.phys_info.turnroll;
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if (labs(delta_ang) < max_roll)
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max_roll = delta_ang;
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else
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if (delta_ang < 0)
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max_roll = -max_roll;
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obj->mtype.phys_info.turnroll += max_roll;
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}
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}
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//list of segments went through
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int phys_seglist[MAX_FVI_SEGS],n_phys_segs;
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#define MAX_IGNORE_OBJS 100
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#ifndef NDEBUG
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#define EXTRA_DEBUG 1 //no extra debug when NDEBUG is on
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#endif
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#ifdef EXTRA_DEBUG
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object *debug_obj=NULL;
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#endif
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#ifndef NDEBUG
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int Total_retries=0, Total_sims=0;
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int Dont_move_ai_objects=0;
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#endif
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#define FT (f1_0/64)
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// -----------------------------------------------------------------------------------------------------------
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// add rotational velocity & acceleration
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static void do_physics_sim_rot(object *obj)
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{
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vms_angvec tangles;
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vms_matrix rotmat,new_orient;
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//fix rotdrag_scale;
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physics_info *pi;
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Assert(FrameTime > 0); //Get MATT if hit this!
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pi = &obj->mtype.phys_info;
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if (!(pi->rotvel.x || pi->rotvel.y || pi->rotvel.z || pi->rotthrust.x || pi->rotthrust.y || pi->rotthrust.z))
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return;
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if (obj->mtype.phys_info.drag) {
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int count;
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vms_vector accel;
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fix drag,r,k;
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count = FrameTime / FT;
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r = FrameTime % FT;
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k = fixdiv(r,FT);
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drag = (obj->mtype.phys_info.drag*5)/2;
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if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
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vm_vec_copy_scale(&accel,&obj->mtype.phys_info.rotthrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
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while (count--) {
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vm_vec_add2(&obj->mtype.phys_info.rotvel,&accel);
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vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-drag);
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}
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//do linear scale on remaining bit of time
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vm_vec_scale_add2(&obj->mtype.phys_info.rotvel,&accel,k);
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vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-fixmul(k,drag));
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}
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else
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#if defined(DXX_BUILD_DESCENT_II)
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if (! (obj->mtype.phys_info.flags & PF_FREE_SPINNING))
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#endif
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{
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fix total_drag=f1_0;
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while (count--)
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total_drag = fixmul(total_drag,f1_0-drag);
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//do linear scale on remaining bit of time
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total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
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vm_vec_scale(&obj->mtype.phys_info.rotvel,total_drag);
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}
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}
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//now rotate object
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//unrotate object for bank caused by turn
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if (obj->mtype.phys_info.turnroll) {
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vms_matrix new_pm;
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tangles.p = tangles.h = 0;
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tangles.b = -obj->mtype.phys_info.turnroll;
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vm_angles_2_matrix(&rotmat,&tangles);
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vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
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obj->orient = new_pm;
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}
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tangles.p = fixmul(obj->mtype.phys_info.rotvel.x,FrameTime);
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tangles.h = fixmul(obj->mtype.phys_info.rotvel.y,FrameTime);
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tangles.b = fixmul(obj->mtype.phys_info.rotvel.z,FrameTime);
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vm_angles_2_matrix(&rotmat,&tangles);
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vm_matrix_x_matrix(&new_orient,&obj->orient,&rotmat);
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obj->orient = new_orient;
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if (obj->mtype.phys_info.flags & PF_TURNROLL)
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set_object_turnroll(obj);
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//re-rotate object for bank caused by turn
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if (obj->mtype.phys_info.turnroll) {
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vms_matrix new_pm;
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tangles.p = tangles.h = 0;
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tangles.b = obj->mtype.phys_info.turnroll;
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vm_angles_2_matrix(&rotmat,&tangles);
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vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
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obj->orient = new_pm;
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}
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check_and_fix_matrix(&obj->orient);
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}
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// 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.
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static void fix_illegal_wall_intersection(object *obj, vms_vector *origin)
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{
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int hseg = -1, hside = -1, hface = -1;
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if (!(obj->type == OBJ_PLAYER || obj->type == OBJ_ROBOT))
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return;
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if ( object_intersects_wall_d(obj,&hseg,&hside,&hface) )
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{
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vm_vec_scale_add2(&obj->pos,&Segments[hseg].sides[hside].normals[0],FrameTime*10);
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update_object_seg(obj);
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}
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}
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// -----------------------------------------------------------------------------------------------------------
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//Simulate a physics object for this frame
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void do_physics_sim(object *obj)
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{
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int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
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int iseg;
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int try_again;
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int fate=0;
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vms_vector frame_vec; //movement in this frame
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vms_vector new_pos,ipos; //position after this frame
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int count=0;
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int objnum;
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int WallHitSeg, WallHitSide;
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fvi_info hit_info;
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fvi_query fq;
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vms_vector save_pos;
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int save_seg;
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fix drag;
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fix sim_time;
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vms_vector start_pos;
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int obj_stopped=0;
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fix moved_time; //how long objected moved before hit something
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physics_info *pi;
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int orig_segnum = obj->segnum;
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int bounced=0;
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fix PhysTime = (FrameTime<DESIGNATED_GAME_FRAMETIME?DESIGNATED_GAME_FRAMETIME:FrameTime);
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Assert(obj->movement_type == MT_PHYSICS);
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#ifndef NDEBUG
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if (Dont_move_ai_objects)
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if (obj->control_type == CT_AI)
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return;
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#endif
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pi = &obj->mtype.phys_info;
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do_physics_sim_rot(obj);
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if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
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return;
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objnum = obj-Objects;
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n_phys_segs = 0;
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/* As this engine was not designed for that high FPS as we intend, we use DESIGNATED_GAME_FRAMETIME max. for sim_time to ensure
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scaling and dot products stay accurate and reliable. The object position intended for this frame will be scaled down later,
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after the main collision-loop is done.
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This won't make collision results be equal in all FPS settings, but hopefully more accurate, the higher our FPS are.
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*/
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sim_time = PhysTime; //FrameTime;
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//debug_obj = obj;
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#ifdef EXTRA_DEBUG
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//check for correct object segment
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if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
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{
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if (!update_object_seg(obj)) {
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if (!(Game_mode & GM_MULTI))
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Int3();
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compute_segment_center(&obj->pos,&Segments[obj->segnum]);
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obj->pos.x += objnum;
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}
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}
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#endif
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start_pos = obj->pos;
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n_ignore_objs = 0;
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//if uses thrust, cannot have zero drag
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Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);
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//do thrust & drag
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// NOTE: this always must be dependent on FrameTime, if sim_time differs!
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if ((drag = obj->mtype.phys_info.drag) != 0) {
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int count;
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vms_vector accel;
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fix r,k,have_accel;
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count = FrameTime / FT;
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r = FrameTime % FT;
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k = fixdiv(r,FT);
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if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
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vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
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have_accel = (accel.x || accel.y || accel.z);
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while (count--) {
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if (have_accel)
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vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);
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vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
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}
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//do linear scale on remaining bit of time
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vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
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if (drag)
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vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
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}
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else if (drag)
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{
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fix total_drag=f1_0;
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while (count--)
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total_drag = fixmul(total_drag,f1_0-drag);
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//do linear scale on remaining bit of time
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total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
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vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
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}
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}
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do {
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try_again = 0;
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//Move the object
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vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);
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if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )
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break;
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count++;
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// If retry count is getting large, then we are trying to do something stupid.
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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.
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vm_vec_add(&new_pos,&obj->pos,&frame_vec);
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ignore_obj_list[n_ignore_objs] = -1;
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fq.p0 = &obj->pos;
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fq.startseg = obj->segnum;
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fq.p1 = &new_pos;
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fq.rad = obj->size;
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fq.thisobjnum = objnum;
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fq.ignore_obj_list = ignore_obj_list;
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fq.flags = FQ_CHECK_OBJS;
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if (obj->type == OBJ_WEAPON)
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fq.flags |= FQ_TRANSPOINT;
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if (obj->type == OBJ_PLAYER)
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fq.flags |= FQ_GET_SEGLIST;
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fate = find_vector_intersection(&fq,&hit_info);
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// Matt: Mike's hack.
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if (fate == HIT_OBJECT) {
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object *objp = &Objects[hit_info.hit_object];
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if (((objp->type == OBJ_WEAPON) && is_proximity_bomb_or_smart_mine(get_weapon_id(objp))) || objp->type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement
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count--;
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}
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#ifndef NDEBUG
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if (fate == HIT_BAD_P0) {
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Int3();
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}
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#endif
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if (obj->type == OBJ_PLAYER) {
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if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
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n_phys_segs--;
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range_for (const auto &hs, hit_info.seglist)
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{
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if (!(n_phys_segs < MAX_FVI_SEGS-1))
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break;
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phys_seglist[n_phys_segs++] = hs;
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}
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}
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ipos = hit_info.hit_pnt;
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iseg = hit_info.hit_seg;
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WallHitSide = hit_info.hit_side;
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WallHitSeg = hit_info.hit_side_seg;
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if (iseg==-1) { //some sort of horrible error
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if (obj->type == OBJ_WEAPON)
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obj->flags |= OF_SHOULD_BE_DEAD;
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break;
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}
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Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));
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save_pos = obj->pos; //save the object's position
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save_seg = obj->segnum;
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// update object's position and segment number
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obj->pos = ipos;
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if ( iseg != obj->segnum )
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obj_relink(objnum, iseg );
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//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) ) {
|
|
int forcefield_bounce; //bounce off a forcefield
|
|
|
|
#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.
|
|
*/
|
|
forcefield_bounce = 0;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_FIELD);
|
|
int check_vel=0;
|
|
#endif
|
|
|
|
if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) { //stop moving
|
|
|
|
add_stuck_object(obj, WallHitSeg, WallHitSide);
|
|
|
|
vm_vec_zero(&obj->mtype.phys_info.velocity);
|
|
obj_stopped = 1;
|
|
try_again = 0;
|
|
}
|
|
else { // Slide object along wall
|
|
|
|
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,NULL);
|
|
#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.
|
|
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) {
|
|
obj->ctype.ai_info.ail.retry_count = count-1;
|
|
#ifndef NDEBUG
|
|
Total_retries += count-1;
|
|
Total_sims++;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// As sim_time may not base on FrameTime, scale actual object position to get accurate movement
|
|
if (PhysTime/FrameTime > 0)
|
|
{
|
|
vms_vector md;
|
|
vm_vec_sub(&md, &obj->pos, &start_pos);
|
|
vm_vec_scale(&md, F1_0/((float)PhysTime/FrameTime));
|
|
vm_vec_add(&obj->pos,&start_pos, &md);
|
|
//check for and update correct object segment
|
|
if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
|
|
{
|
|
if (!update_object_seg(obj)) {
|
|
if (!(Game_mode & GM_MULTI))
|
|
Int3();
|
|
compute_segment_center(&obj->pos,&Segments[obj->segnum]);
|
|
obj->pos.x += objnum;
|
|
}
|
|
}
|
|
}
|
|
|
|
// After collision with objects and walls, set velocity from actual movement
|
|
if (!obj_stopped && !bounced
|
|
&& ((obj->type == OBJ_PLAYER) || (obj->type == OBJ_ROBOT) || (obj->type == OBJ_DEBRIS))
|
|
&& ((fate == HIT_WALL) || (fate == HIT_OBJECT) || (fate == HIT_BAD_P0))
|
|
)
|
|
{
|
|
vms_vector moved_vec;
|
|
vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
|
|
vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
|
|
}
|
|
|
|
fix_illegal_wall_intersection(obj, &start_pos);
|
|
|
|
//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);
|
|
|
|
//if (obj->control_type == CT_FLYING)
|
|
if (obj->mtype.phys_info.flags & PF_LEVELLING)
|
|
do_physics_align_object( obj );
|
|
|
|
//hack to keep player from going through closed doors
|
|
if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (!cheats.ghostphysics) ) {
|
|
int sidenum;
|
|
|
|
sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);
|
|
|
|
if (sidenum != -1) {
|
|
|
|
if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
|
|
side *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];
|
|
|
|
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);
|
|
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
|
|
}
|
|
|
|
//Applies an instantaneous force on an object, resulting in an instantaneous
|
|
//change in velocity.
|
|
void phys_apply_force(object *obj,vms_vector *force_vec)
|
|
{
|
|
if (obj->movement_type != MT_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));
|
|
|
|
|
|
}
|
|
|
|
// ----------------------------------------------------------------
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// 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(vms_vector *goal_vector, object *obj, fix rate)
|
|
{
|
|
vms_angvec dest_angles, cur_angles;
|
|
fix delta_p, delta_h;
|
|
vms_vector *rotvel_ptr = &obj->mtype.phys_info.rotvel;
|
|
|
|
// 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_type == CT_MORPH)
|
|
rate *= 2;
|
|
|
|
vm_extract_angles_vector(&dest_angles, goal_vector);
|
|
vm_extract_angles_vector(&cur_angles, &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;
|
|
|
|
#ifdef WORDS_NEED_ALIGNMENT
|
|
if ((delta_p ^ rotvel_ptr->x) < 0) {
|
|
if (abs(delta_p) < F1_0/8)
|
|
rotvel_ptr->x = delta_p/4;
|
|
else
|
|
rotvel_ptr->x = delta_p;
|
|
} else
|
|
rotvel_ptr->x = delta_p;
|
|
if ((delta_h ^ rotvel_ptr->y) < 0) {
|
|
if (abs(delta_h) < F1_0/8)
|
|
rotvel_ptr->y = delta_h/4;
|
|
else
|
|
rotvel_ptr->y = delta_h;
|
|
} else
|
|
rotvel_ptr->y = delta_h;
|
|
|
|
#else
|
|
physics_set_rotvel_and_saturate(&rotvel_ptr->x, delta_p);
|
|
physics_set_rotvel_and_saturate(&rotvel_ptr->y, delta_h);
|
|
#endif
|
|
rotvel_ptr->z = 0;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Applies an instantaneous whack on an object, resulting in an instantaneous
|
|
// change in orientation.
|
|
void phys_apply_rot(object *obj,vms_vector *force_vec)
|
|
{
|
|
fix rate, vecmag;
|
|
|
|
if (obj->movement_type != MT_PHYSICS)
|
|
return;
|
|
|
|
vecmag = vm_vec_mag(force_vec)/8;
|
|
if (vecmag < F1_0/256)
|
|
rate = 4*F1_0;
|
|
else if (vecmag < obj->mtype.phys_info.mass >> 14)
|
|
rate = 4*F1_0;
|
|
else {
|
|
rate = fixdiv(obj->mtype.phys_info.mass, vecmag);
|
|
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);
|
|
|
|
|
|
}
|
|
|
|
|
|
//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 *obj)
|
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{
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fix k;
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Assert(obj->movement_type == MT_PHYSICS);
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k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
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vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->mtype.phys_info.velocity,k);
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}
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