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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "asteroid/asteroid.h"
#include "debris/debris.h"
#include "debugconsole/console.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "hud/hudmessage.h"
#include "hud/hudshield.h"
#include "io/joy_ff.h"
#include "io/timer.h"
#include "network/multi.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "object/objectshield.h"
#include "scripting/global_hooks.h"
#include "playerman/player.h"
#include "render/3d.h" // needed for View_position, which is used when playing 3d sound
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#define COLLIDE_DEBUG
#undef COLLIDE_DEBUG
// GENERAL COLLISIONS FUNCTIONS
// calculates the inverse moment of inertia matrix in world coordinates
static void get_I_inv (matrix* I_inv, matrix* I_inv_body, matrix* orient);
// calculate the physics of extended two body collisions
void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info);
#ifndef NDEBUG
static int Collide_friendly = 1;
DCF_BOOL( collide_friendly, Collide_friendly )
#endif
static sound_handle Player_collide_sound, AI_collide_sound;
static sound_handle Player_collide_shield_sound, AI_collide_shield_sound;
/**
* Return true if two ships are docking or if one of the two is indirectly docking to the other.
*/
static bool check_for_docking_collision(object *objp1, object *objp2)
{
ai_info *aip1, *aip2;
ship *shipp1, *shipp2;
shipp1 = &Ships[objp1->instance];
shipp2 = &Ships[objp2->instance];
aip1 = &Ai_info[shipp1->ai_index];
aip2 = &Ai_info[shipp2->ai_index];
if (dock_check_find_docked_object(objp1, objp2)) {
return true;
}
if (aip1->mode == AIM_DOCK && aip1->goal_objnum >= 0 && aip1->goal_objnum < MAX_OBJECTS) {
if (dock_check_find_docked_object(&Objects[aip1->goal_objnum], objp2))
return true;
}
if (aip2->mode == AIM_DOCK && aip2->goal_objnum >= 0 && aip2->goal_objnum < MAX_OBJECTS) {
if (dock_check_find_docked_object(&Objects[aip2->goal_objnum], objp1))
return true;
}
return false;
}
/**
* If light_obj emerging from or departing to dock bay in heavy_obj, no collision detection.
*/
static int bay_emerge_or_depart(object *heavy_objp, object *light_objp)
{
if (light_objp->type != OBJ_SHIP)
return 0;
ai_info *aip = &Ai_info[Ships[light_objp->instance].ai_index];
// the player shouldn't be allowed to fly through the ship just cause the rest of their wing can
if ((Player_obj == light_objp) && !Player_use_ai){
return 0;
}
if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART)) {
if (aip->goal_objnum == OBJ_INDEX(heavy_objp))
return 1;
}
return 0;
}
int ship_ship_check_collision(collision_info_struct *ship_ship_hit_info)
{
object *heavy_obj = ship_ship_hit_info->heavy;
object *light_obj = ship_ship_hit_info->light;
__UNUSED int player_involved; // flag to indicate that A or B is the Player_obj
Assert( heavy_obj->type == OBJ_SHIP );
Assert( light_obj->type == OBJ_SHIP );
ship *heavy_shipp = &Ships[heavy_obj->instance];
ship *light_shipp = &Ships[light_obj->instance];
ship_info *heavy_sip = &Ship_info[heavy_shipp->ship_info_index];
ship_info *light_sip = &Ship_info[light_shipp->ship_info_index];
// AL 12-4-97: we use the player_involved flag to ensure collisions are always
// done with the player, regardless of team.
if ( heavy_obj == Player_obj || light_obj == Player_obj ) {
player_involved = 1;
} else {
player_involved = 0;
}
// Make ships that are warping in not get collision detection done
if ( heavy_shipp->is_arriving(ship::warpstage::STAGE1, false) ||
light_shipp->is_arriving(ship::warpstage::STAGE1, false)) {
return 0;
}
// Don't do collision detection for docking ships, since they will always collide while trying to dock
if (check_for_docking_collision(heavy_obj, light_obj) ) {
return 0;
}
// If light_obj emerging from or departing to dock bay in heavy_obj, no collision detection.
if (bay_emerge_or_depart(heavy_obj, light_obj)) {
return 0;
}
// Ships which are dying should not do collision detection.
// Also, this is the only clean way I could figure to get ships to not do damage to each other for one frame
// when they are docked and departing. Due to sequencing, they would not show up as docked, yet they
// would still come through here, so they would harm each other, if on opposing teams. -- MK, 2/2/98
if ((heavy_obj->flags[Object::Object_Flags::Should_be_dead]) || (light_obj->flags[Object::Object_Flags::Should_be_dead])) {
return 0;
}
#ifndef NDEBUG
// Don't do collision detection on a pair of ships on the same team.
// Change this someday, but for now, it's a problem.
if ( !Collide_friendly ) { // Collide_friendly is a global value changed via debug console
if ( (!player_involved) && (heavy_shipp->team == light_shipp->team) ) {
return 0;
}
}
#endif
// Apparently we're doing same team collisions.
// But, if both are offscreen, ignore the collision
if (heavy_shipp->team == light_shipp->team) {
if ( (!(heavy_obj->flags[Object::Object_Flags::Was_rendered]) && !(light_obj->flags[Object::Object_Flags::Was_rendered])) ) {
return 0;
}
}
// Set up model_collide info
mc_info mc;
// Do in heavy object RF
mc.model_num = heavy_sip->model_num; // Fill in the model to check
mc.model_instance_num = heavy_shipp->model_instance_num;
mc.orient = &heavy_obj->orient; // The object's orient
vec3d zero, p0, p1;
vm_vec_zero(&zero); // we need the physical vector and can not set its value to zero
vm_vec_sub(&p0, &light_obj->last_pos, &heavy_obj->last_pos);
vm_vec_sub(&p1, &light_obj->pos, &heavy_obj->pos);
// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
vec3d p0_temp, p0_rotated;
// Collision detection from rotation enabled if at max rotational velocity and 5fps, rotation is less than PI/2
// This should account for all ships
if ( (vm_vec_mag_squared( &heavy_obj->phys_info.max_rotvel ) * .04) < (PI*PI/4) ) {
// collide_rotate calculate (1) start position and (2) relative velocity
ship_ship_hit_info->collide_rotate = true;
vm_vec_rotate(&p0_temp, &p0, &heavy_obj->last_orient);
vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy_obj->orient);
mc.p0 = &p0_rotated; // Point 1 of ray to check
vm_vec_sub(&ship_ship_hit_info->light_rel_vel, &p1, &p0_rotated);
vm_vec_scale(&ship_ship_hit_info->light_rel_vel, 1/flFrametime);
}
// should be no ships that can rotate this fast
else {
#ifndef NDEBUG
static bool Warned_about_fast_rotational_collisions = false;
if (!Warned_about_fast_rotational_collisions) {
Warning(LOCATION, "Ship '%s' rotates too quickly! Rotational collision detection has been skipped.", heavy_sip->name);
Warned_about_fast_rotational_collisions = true;
}
#endif
ship_ship_hit_info->collide_rotate = false;
mc.p0 = &p0; // Point 1 of ray to check
vm_vec_sub(&ship_ship_hit_info->light_rel_vel, &light_obj->phys_info.vel, &heavy_obj->phys_info.vel);
}
// Set up collision info
mc.pos = &zero; // The object's position
mc.p1 = &p1; // Point 2 of ray to check
mc.radius = model_get_core_radius(light_sip->model_num);
mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE); // flags
// Only check invisible face polygons for ship:ship of different teams.
if ( !(heavy_shipp->flags[Ship::Ship_Flags::Dont_collide_invis]) ) {
if ((heavy_obj->flags[Object::Object_Flags::Player_ship]) || (light_obj->flags[Object::Object_Flags::Player_ship]) || (heavy_shipp->team != light_shipp->team) ) {
mc.flags |= MC_CHECK_INVISIBLE_FACES;
}
}
// copy important data
int orig_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
vec3d orig_p0 = *mc.p0;
vec3d orig_p1 = *mc.p1;
// first test against the sphere - if this fails then don't do any submodel tests
mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
int valid_hit_occured = 0;
polymodel *pm_light;
pm_light = model_get(Ship_info[light_shipp->ship_info_index].model_num);
if(pm_light->submodel[pm_light->detail[0]].flags[Model::Submodel_flags::No_collisions]) {
return 0;
}
if (model_collide(&mc)) {
// Set earliest hit time
ship_ship_hit_info->hit_time = FLT_MAX;
auto pmi = model_get_instance(heavy_shipp->model_instance_num);
auto pm = model_get(pmi->model_num);
// Do collision the cool new way
if ( ship_ship_hit_info->collide_rotate ) {
// We collide with the sphere, find the list of moving submodels and test one at a time
SCP_vector<int> submodel_vector;
model_get_moving_submodel_list(submodel_vector, heavy_obj);
// turn off all moving submodels, collide against only 1 at a time.
// turn off collision detection for all moving submodels
for (auto submodel : submodel_vector) {
pmi->submodel[submodel].collision_checked = true;
}
// Only check single submodel now, since children of moving submodels are handled as moving as well
mc.flags = orig_flags | MC_SUBMODEL;
if (heavy_sip->collision_lod > -1) {
mc.lod = heavy_sip->collision_lod;
}
// check each submodel in turn
for (auto submodel : submodel_vector) {
auto smi = &pmi->submodel[submodel];
// turn on just one submodel for collision test
smi->collision_checked = false;
if (smi->blown_off)
{
smi->collision_checked = true;
continue;
}
// find the start and end positions of the sphere in submodel RF
model_instance_global_to_local_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos, true);
model_instance_global_to_local_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos);
mc.p0 = &p0;
mc.p1 = &p1;
mc.orient = &vmd_identity_matrix;
mc.submodel_num = submodel;
if ( model_collide(&mc) ) {
if (mc.hit_dist < ship_ship_hit_info->hit_time ) {
valid_hit_occured = 1;
// set up ship_ship_hit_info common
set_hit_struct_info(ship_ship_hit_info, &mc, true);
model_instance_local_to_global_point(&ship_ship_hit_info->hit_pos, &mc.hit_point, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
// set up ship_ship_hit_info for rotating submodel
if (!ship_ship_hit_info->edge_hit) {
model_instance_local_to_global_dir(&ship_ship_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
}
// find position in submodel RF of light object at collison
vec3d int_light_pos, diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
model_instance_local_to_global_point(&ship_ship_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero);
}
}
}
}
// Now complete base model collision checks that do not take into account rotating submodels.
mc.flags = orig_flags;
mc.p0 = &orig_p0;
mc.p1 = &orig_p1;
mc.orient = &heavy_obj->orient;
// usual ship_ship collision test
if ( model_collide(&mc) ) {
// check if this is the earliest hit
if (mc.hit_dist < ship_ship_hit_info->hit_time) {
valid_hit_occured = 1;
set_hit_struct_info(ship_ship_hit_info, &mc, false);
// get collision normal if not edge hit
if (!ship_ship_hit_info->edge_hit) {
model_instance_local_to_global_dir(&ship_ship_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient);
}
// find position in submodel RF of light object at collison
vec3d diff;
vm_vec_sub(&diff, mc.p1, mc.p0);
vm_vec_scale_add(&ship_ship_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
}
}
}
// check if the hit point is beyond the clip plane if one of the ships is warping in or out.
if (valid_hit_occured) {
WarpEffect* warp_effect = nullptr;
// this is extremely confusing but mc.hit_point_world isn't actually in world coords
// everything above was calculated relative to the heavy's position
vec3d actual_world_hit_pos = mc.hit_point_world + heavy_obj->pos;
if (heavy_shipp->flags[Ship::Ship_Flags::Depart_warp] && heavy_shipp->warpout_effect != nullptr)
warp_effect = heavy_shipp->warpout_effect;
else if (heavy_shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && heavy_shipp->warpin_effect != nullptr)
warp_effect = heavy_shipp->warpin_effect;
bool heavy_warp_no_collide = false;
if (warp_effect != nullptr)
heavy_warp_no_collide = point_is_clipped_by_warp(&actual_world_hit_pos, warp_effect);
warp_effect = nullptr;
if (light_shipp->flags[Ship::Ship_Flags::Depart_warp] && light_shipp->warpout_effect != nullptr)
warp_effect = light_shipp->warpout_effect;
else if (light_shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && light_shipp->warpin_effect != nullptr)
warp_effect = light_shipp->warpin_effect;
bool light_warp_no_collide = false;
if (warp_effect != nullptr)
light_warp_no_collide = point_is_clipped_by_warp(&actual_world_hit_pos, warp_effect);
if (heavy_warp_no_collide || light_warp_no_collide)
valid_hit_occured = 0;
}
if (valid_hit_occured) {
// Collision debug stuff
#ifndef NDEBUG
object *collide_obj = NULL;
if (heavy_obj == Player_obj) {
collide_obj = light_obj;
} else if (light_obj == Player_obj) {
collide_obj = heavy_obj;
}
if ((collide_obj != NULL) && (Ship_info[Ships[collide_obj->instance].ship_info_index].is_fighter_bomber())) {
const char *submode_string = "";
ai_info *aip;
extern const char *Mode_text[];
aip = &Ai_info[Ships[collide_obj->instance].ai_index];
if (aip->mode == AIM_CHASE)
submode_string = Submode_text[aip->submode];
nprintf(("AI", "Player collided with ship %s, AI mode = %s, submode = %s\n", Ships[collide_obj->instance].ship_name, Mode_text[aip->mode], submode_string));
}
#endif
}
return valid_hit_occured;
}
/**
* Gets modified mass of cruiser in cruiser/asteroid collision so cruisers don't get bumped so hard.
* modified mass is 10x, 4x, or 2x larger than asteroid mass
* @return 1 if modified mass is larger than given mass, 0 otherwise
*/
static int check_special_cruiser_asteroid_collision(object *heavy, object *lighter, float *cruiser_mass, int *cruiser_light)
{
int asteroid_type;
if (heavy->type == OBJ_ASTEROID) {
Assert(lighter->type == OBJ_SHIP);
if (Ship_info[Ships[lighter->instance].ship_info_index].is_big_or_huge()) {
asteroid_type = Asteroids[heavy->instance].asteroid_type;
if (asteroid_type == 0) {
*cruiser_mass = 10.0f * heavy->phys_info.mass;
} else if (asteroid_type == 1) {
*cruiser_mass = 4.0f * heavy->phys_info.mass;
} else {
*cruiser_mass = 2.0f * heavy->phys_info.mass;
}
if (*cruiser_mass > lighter->phys_info.mass) {
*cruiser_light = 1;
return 1;
}
}
} else if (lighter->type == OBJ_ASTEROID) {
Assert(heavy->type == OBJ_SHIP);
if (Ship_info[Ships[heavy->instance].ship_info_index].is_big_or_huge()) {
asteroid_type = Asteroids[lighter->instance].asteroid_type;
if (asteroid_type == 0) {
*cruiser_mass = 10.0f * lighter->phys_info.mass;
} else if (asteroid_type == 1) {
*cruiser_mass = 4.0f * lighter->phys_info.mass;
} else {
*cruiser_mass = 2.0f * lighter->phys_info.mass;
}
if (*cruiser_mass > heavy->phys_info.mass) {
*cruiser_light = 0;
return 1;
}
}
}
return 0;
}
/**
* Find the subobject corresponding to the submodel hit
*/
static bool check_subsystem_landing_allowed(ship_info *heavy_sip, collision_info_struct *ship_ship_hit_info) {
if (!(heavy_sip->flags[Ship::Info_Flags::Allow_landings]))
return false;
for (int i = 0; i < heavy_sip->n_subsystems; i++) {
if (heavy_sip->subsystems[i].flags[Model::Subsystem_Flags::Allow_landing] &&
heavy_sip->subsystems[i].subobj_num == ship_ship_hit_info->submodel_num)
{
return true;
}
}
return false;
}
/**
* Helper function that calculates the next time this ship should be allowed to collide with a client player on multiplayer.
*/
static int calculate_next_multiplayer_client_collision_time(float impulse_magnitude)
{
// Uses a continuous cubic rational function that allows us to space out collisions based on collision strength.
// based on some quick tests from Asteroth about how strong impuse is on average.
constexpr float IMPULSE_RANGE_FACTOR = 0.000000000001031f; // The inverse of the range of regular impulse values, 9900, to the third power
constexpr float MIN_IMPULSE = 100.0f; // The lowest values of collisions that we see. Ignore if lower than this.
constexpr float LONGEST_COLLISION_INTERVAL = 175.0f; // 1/5th of a second is usually enough time to get an update from the server.
constexpr float MINIMUM_INTERVAL = 25.0f; // if there is sufficient impulse, don't go below this value.
impulse_magnitude -= MIN_IMPULSE;
// if barely anything is happening, then do not limit collisions
if (impulse_magnitude < 0.0f) {
return 0;
}
// caculate the percentage of the max we are going to use. (CLAMP macro works best as a separate line)
float factor = powf(impulse_magnitude, 3.0f) * IMPULSE_RANGE_FACTOR;
CLAMP(factor, 0.0f, 1.0f);
// then multiply times the longest interval we could want.
factor *= LONGEST_COLLISION_INTERVAL;
factor += MINIMUM_INTERVAL;
return static_cast<int>(factor);
}
// ------------------------------------------------------------------------------------------------
// input: ship_ship_hit => structure containing ship_ship hit info
// (includes) A, B => objects colliding
// r_A, r_B => position to collision from center of mass
// collision_normal => collision_normal (outward from B)
//
// output: velocity, angular velocity, impulse
//
// ------------------------------------------------------------------------------------------------
//
// calculates correct physics response to collision between two objects given
// masses, moments of inertia, velocities, angular velocities,
// relative collision positions, and the impulse direction
//
void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info)
{
// important parameters passed thru ship_ship_or_debris_hit
// calculate the whack applied to each ship from collision
// make local copies of hit_struct parameters
object *heavy = ship_ship_hit_info->heavy;
object *lighter = ship_ship_hit_info->light;
// gurgh... this includes asteroids and debris too
Assert(heavy->type == OBJ_SHIP || heavy->type == OBJ_ASTEROID || heavy->type == OBJ_DEBRIS);
Assert(lighter->type == OBJ_SHIP || lighter->type == OBJ_ASTEROID || lighter->type == OBJ_DEBRIS);
ship_info *light_sip = (lighter->type == OBJ_SHIP) ? &Ship_info[Ships[lighter->instance].ship_info_index] : NULL;
ship_info *heavy_sip = (heavy->type == OBJ_SHIP) ? &Ship_info[Ships[heavy->instance].ship_info_index] : NULL;
// make cruiser/asteroid collision softer on cruisers.
int special_cruiser_asteroid_collision;
int cruiser_light = 0;
float cruiser_mass = 0.0f, copy_mass = 0.0f;
special_cruiser_asteroid_collision = check_special_cruiser_asteroid_collision(heavy, lighter, &cruiser_mass, &cruiser_light);
if (special_cruiser_asteroid_collision) {
if (cruiser_light) {
Assert(lighter->phys_info.mass < cruiser_mass);
copy_mass = lighter->phys_info.mass;
lighter->phys_info.mass = cruiser_mass;
} else {
Assert(heavy->phys_info.mass < cruiser_mass);
copy_mass = heavy->phys_info.mass;
heavy->phys_info.mass = cruiser_mass;
}
}
float coeff_restitution; // parameter controls amount of bounce
float v_rel_normal_m; // relative collision velocity in the direction of the collision normal
vec3d v_rel_parallel_m; // normalized v_rel (Va-Vb) projected onto collision surface
vec3d world_rotvel_heavy_m, world_rotvel_light_m, vel_from_rotvel_heavy_m, vel_from_rotvel_light_m, v_rel_m, vel_heavy_m, vel_light_m;
coeff_restitution = 0.1f; // relative velocity wrt normal is zero after the collision ( range 0-1 )
// find velocity of each obj at collision point
// heavy object is in cm reference frame so we don't get a v_heavy term.
if ( ship_ship_hit_info->collide_rotate ) {
// if we have collisions from rotation, the effective velocity from rotation of the large body is alreay taken account
vm_vec_zero( &vel_heavy_m );
} else {
// take account the effective velocity from rotation
vm_vec_unrotate(&world_rotvel_heavy_m, &heavy->phys_info.rotvel, &heavy->orient); // heavy's world rotvel before collision
vm_vec_cross(&vel_from_rotvel_heavy_m, &world_rotvel_heavy_m, &ship_ship_hit_info->r_heavy); // heavy's velocity from rotvel before collision
vel_heavy_m = vel_from_rotvel_heavy_m;
}
// if collision from rotating submodel of heavy obj, add in vel from rotvel of submodel
vec3d local_vel_from_submodel;
if (ship_ship_hit_info->submodel_move_hit) {
polymodel *pm;
polymodel_instance *pmi = NULL;
int model_instance_num = -1;
if (heavy->type == OBJ_SHIP) {
pm = model_get(heavy_sip->model_num);
model_instance_num = Ships[heavy->instance].model_instance_num;
pmi = model_get_instance(model_instance_num);
} else if (heavy->type == OBJ_ASTEROID) {
pm = Asteroid_info[Asteroids[heavy->instance].asteroid_type].modelp[Asteroids[heavy->instance].asteroid_subtype];
model_instance_num = Asteroids[heavy->instance].model_instance_num;
pmi = model_get_instance(model_instance_num);
} else if (heavy->type == OBJ_DEBRIS) {
pm = model_get(Debris[heavy->instance].model_num);
} else {
// we should have caught this already
Int3();
pm = NULL;
}
//Previously, a side effect of moving submodel collision excluded turrets from imparting momentum to colliders
if ( pmi != nullptr && pm->submodel[ship_ship_hit_info->submodel_num].rotation_type != MOVEMENT_TYPE_TURRET) {
//Find the global movement of the position that hit the ship
vec3d last_frame_col_pos, col_pos;
model_instance_local_to_global_point(&last_frame_col_pos, &ship_ship_hit_info->hit_pos, pm, pmi, ship_ship_hit_info->submodel_num, &heavy->orient, &heavy->pos, true);
model_instance_local_to_global_point(&col_pos, &ship_ship_hit_info->hit_pos, pm, pmi, ship_ship_hit_info->submodel_num, &heavy->orient, &heavy->pos);
//Calculate the movement speed from that
vm_vec_sub(&local_vel_from_submodel, &col_pos, &last_frame_col_pos);
//By artificially inflating moving submodel collision speed by 20%, the chance to accidentally tunnel through fast (~100m/s) moving submodels is drastically reduced with only very little noticeable in-game change
vm_vec_scale2(&local_vel_from_submodel, 1.2f, flFrametime);
} else {
vm_vec_zero(&local_vel_from_submodel);
}
} else {
// didn't collide with submodel
vm_vec_zero(&local_vel_from_submodel);
}
vm_vec_unrotate(&world_rotvel_light_m, &lighter->phys_info.rotvel, &lighter->orient); // light's world rotvel before collision
vm_vec_cross(&vel_from_rotvel_light_m, &world_rotvel_light_m, &ship_ship_hit_info->r_light); // light's velocity from rotvel before collision
vm_vec_add(&vel_light_m, &vel_from_rotvel_light_m, &ship_ship_hit_info->light_rel_vel);
vm_vec_sub(&v_rel_m, &vel_light_m, &vel_heavy_m);
// Add in effect of rotating submodel
vm_vec_sub2(&v_rel_m, &local_vel_from_submodel);
v_rel_normal_m = vm_vec_dot(&v_rel_m, &ship_ship_hit_info->collision_normal);// if less than zero, colliding contact taking place
// (v_slow - v_fast) dot (n_fast)
if (v_rel_normal_m > 0) {
// This can happen in 2 situations.
// (1) The rotational velocity is large enough to cause ships to miss. In this case, there would most likely
// have been a collision, but at a later time, so reset v_rel_normal_m
// (2) We could also have just gotten a slightly incorrect hitpos, where r dot v_rel is nearly zero.
// In this case, we know there was a collision, but slight collision and the normal is correct, so reset v_rel_normal_m
// need a normal direction. We can just take the -v_light normalized. v_rel_normal_m = -v_rel_normal_m;
nprintf(("Physics", "Frame %i reset v_rel_normal_m %f Edge %i\n", Framecount, v_rel_normal_m, ship_ship_hit_info->edge_hit));
v_rel_normal_m = -v_rel_normal_m;
}
//Maybe treat the current collision as a landing
//Init values just to be safe
vec3d light_local_vel(ship_ship_hit_info->light_rel_vel);
float light_uvec_dot_norm = 0.0f;
float light_fvec_dot_norm = 0.0f;
float light_rvec_dot_norm = 0.0f;
bool subsys_landing_allowed = lighter->type == OBJ_SHIP && heavy->type == OBJ_SHIP && check_subsystem_landing_allowed(heavy_sip, ship_ship_hit_info);
if (subsys_landing_allowed) {
vm_vec_rotate(&light_local_vel, &ship_ship_hit_info->light_rel_vel, &lighter->orient);
light_uvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.uvec);
light_fvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.fvec);
light_rvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.rvec);
}
if (subsys_landing_allowed &&
light_local_vel.xyz.z < light_sip->collision_physics.landing_max_z &&
light_local_vel.xyz.z > light_sip->collision_physics.landing_min_z &&
light_local_vel.xyz.y > light_sip->collision_physics.landing_min_y &&
fl_abs(light_local_vel.xyz.x) < light_sip->collision_physics.landing_max_x &&
light_uvec_dot_norm > 0 &&
light_fvec_dot_norm < light_sip->collision_physics.landing_max_angle &&
light_fvec_dot_norm > light_sip->collision_physics.landing_min_angle &&
fl_abs(light_rvec_dot_norm) < light_sip->collision_physics.landing_max_rot_angle)
{
ship_ship_hit_info->is_landing = true;
}
vec3d rotational_impulse_heavy, rotational_impulse_light, delta_rotvel_heavy, delta_rotvel_light;
vec3d delta_vel_from_delta_rotvel_heavy, delta_vel_from_delta_rotvel_light, impulse;
float impulse_mag, heavy_denom, light_denom;
matrix heavy_I_inv, light_I_inv;
// include a frictional collision impulse F parallel to the collision plane
// F = I * sin (collision_normal, normalized v_rel_m) [sin is ratio of v_rel_parallel_m to v_rel_m]
// note: (-) sign is needed to account for the direction of the v_rel_parallel_m
if (IS_VEC_NULL(&v_rel_m)) {
// If the relative velocity is zero then the compuatation below would cause NaN errors
vm_vec_zero(&impulse);
} else {
float collision_speed_parallel;
float parallel_mag;
impulse = ship_ship_hit_info->collision_normal;
vm_vec_projection_onto_plane(&v_rel_parallel_m, &v_rel_m, &ship_ship_hit_info->collision_normal);
collision_speed_parallel = vm_vec_normalize_safe(&v_rel_parallel_m);
float friction = (lighter->type == OBJ_SHIP) ? light_sip->collision_physics.friction : COLLISION_FRICTION_FACTOR;
parallel_mag = float(-friction) * collision_speed_parallel / vm_vec_mag(&v_rel_m);
vm_vec_scale_add2(&impulse, &v_rel_parallel_m, parallel_mag);
}
// calculate the effect on the velocity of the collison point per unit impulse
// first find the effect thru change in rotvel
// then find the change in the cm vel
if (heavy == Player_obj) {
vm_vec_zero( &delta_rotvel_heavy );
heavy_denom = 1.0f / heavy->phys_info.mass;
} else {
vm_vec_cross(&rotational_impulse_heavy, &ship_ship_hit_info->r_heavy, &impulse);
get_I_inv(&heavy_I_inv, &heavy->phys_info.I_body_inv, &heavy->orient);
vm_vec_rotate(&delta_rotvel_heavy, &rotational_impulse_heavy, &heavy_I_inv);
float rotation_factor = (heavy->type == OBJ_SHIP) ? heavy_sip->collision_physics.rotation_factor : COLLISION_ROTATION_FACTOR;
vm_vec_scale(&delta_rotvel_heavy, rotation_factor); // hack decrease rotation (delta_rotvel)
vm_vec_cross(&delta_vel_from_delta_rotvel_heavy, &delta_rotvel_heavy , &ship_ship_hit_info->r_heavy);
heavy_denom = vm_vec_dot(&delta_vel_from_delta_rotvel_heavy, &ship_ship_hit_info->collision_normal);
if (heavy_denom < 0) {
// sanity check
heavy_denom = 0.0f;
}
heavy_denom += 1.0f / heavy->phys_info.mass;
}
// calculate the effect on the velocity of the collison point per unit impulse
// first find the effect thru change in rotvel
// then find the change in the cm vel
// SUSHI: If on a landing surface, use the same shortcut the player gets
// This is a bit of a hack, but gets around some nasty unpredictable collision behavior
// when trying to do AI landings for certain ships
if (lighter == Player_obj || subsys_landing_allowed) {
vm_vec_zero( &delta_rotvel_light );
light_denom = 1.0f / lighter->phys_info.mass;
} else {
vm_vec_cross(&rotational_impulse_light, &ship_ship_hit_info->r_light, &impulse);
get_I_inv(&light_I_inv, &lighter->phys_info.I_body_inv, &lighter->orient);
vm_vec_rotate(&delta_rotvel_light, &rotational_impulse_light, &light_I_inv);
float rotation_factor = (lighter->type == OBJ_SHIP) ? light_sip->collision_physics.rotation_factor : COLLISION_ROTATION_FACTOR;
vm_vec_scale(&delta_rotvel_light, rotation_factor); // hack decrease rotation (delta_rotvel)
vm_vec_cross(&delta_vel_from_delta_rotvel_light, &delta_rotvel_light, &ship_ship_hit_info->r_light);
light_denom = vm_vec_dot(&delta_vel_from_delta_rotvel_light, &ship_ship_hit_info->collision_normal);
if (light_denom < 0) {
// sanity check
light_denom = 0.0f;
}
light_denom += 1.0f / lighter->phys_info.mass;
}
// calculate the necessary impulse to achieved the desired relative velocity after the collision
// update damage info in mc
impulse_mag = -(1.0f + coeff_restitution)*v_rel_normal_m / (heavy_denom + light_denom);
ship_ship_hit_info->impulse = impulse_mag;
if (impulse_mag < 0) {
nprintf(("Physics", "negative impulse mag -- Get Dave A if not Descent Physics\n"));
impulse_mag = -impulse_mag;
}
// On multi clients should this collision occur? (limiting the frequency of applying the impulse prevents bugs)
bool should_collide = (!MULTIPLAYER_CLIENT
|| (lighter == Player_obj && heavy->type == OBJ_SHIP && timestamp_elapsed(Ships[heavy->instance].multi_client_collision_timestamp))
|| (heavy == Player_obj && lighter->type == OBJ_SHIP && timestamp_elapsed(Ships[lighter->instance].multi_client_collision_timestamp)));
// update the physics info structs for heavy and light objects
// since we have already calculated delta rotvel for heavy and light in world coords
// physics should not have to recalculate this, just change into body coords (done in collide_whack)
// Cyborg - to complicate this, multiplayer clients should never ever whack non-player ships.
if (should_collide){
vm_vec_scale(&impulse, impulse_mag);
vm_vec_scale(&delta_rotvel_light, impulse_mag);
physics_collide_whack(&impulse, &delta_rotvel_light, &lighter->phys_info, &lighter->orient, ship_ship_hit_info->is_landing);
vm_vec_negate(&impulse);
vm_vec_scale(&delta_rotvel_heavy, -impulse_mag);
physics_collide_whack(&impulse, &delta_rotvel_heavy, &heavy->phys_info, &heavy->orient, true);
}
// If within certain bounds, we want to add some more rotation towards the "resting orientation" of the ship
// These bounds are defined separately from normal "landing" bounds so that they can be more generous:
// we can have crash landings that still re-orient the ship.
if (subsys_landing_allowed &&
light_local_vel.xyz.z < light_sip->collision_physics.reorient_max_z &&
light_local_vel.xyz.z > light_sip->collision_physics.reorient_min_z &&
light_local_vel.xyz.y > light_sip->collision_physics.reorient_min_y &&
fl_abs(light_local_vel.xyz.x) < light_sip->collision_physics.reorient_max_x &&
light_uvec_dot_norm > 0 &&
light_fvec_dot_norm < light_sip->collision_physics.reorient_max_angle &&
light_fvec_dot_norm > light_sip->collision_physics.reorient_min_angle &&
fl_abs(light_rvec_dot_norm) < light_sip->collision_physics.reorient_max_rot_angle)
{
vec3d landing_delta_rotvel;
landing_delta_rotvel.xyz.x = (light_fvec_dot_norm * light_sip->collision_physics.reorient_mult)
- light_sip->collision_physics.landing_rest_angle;
// For yaw, use the dot product between vel vector (normalized) and orientation on the xz plane
// This reduces to the following math
// We also clamp to reduce huge nose swings at low speeds
float xzVelMag = sqrt(light_local_vel.xyz.x * light_local_vel.xyz.x + light_local_vel.xyz.z * light_local_vel.xyz.z);
float xzVelDotOrient = MIN(MAX((xzVelMag > 0 ? (light_local_vel.xyz.x / xzVelMag) : 0), -0.5f), 0.5f);
landing_delta_rotvel.xyz.y = (xzVelMag > 2) ? (xzVelDotOrient * light_sip->collision_physics.reorient_mult) : 0;
landing_delta_rotvel.xyz.z = light_rvec_dot_norm * light_sip->collision_physics.reorient_mult * -1;
vm_vec_add2( &lighter->phys_info.rotvel, &landing_delta_rotvel );
}
// Find final positions
// We will try not to worry about the left over time in the frame
// heavy's position unchanged by collision
// light's position is heavy's position plus relative position from heavy
if (should_collide && !lighter->flags[Object::Object_Flags::Immobile]){
vm_vec_add(&lighter->pos, &heavy->pos, &ship_ship_hit_info->light_collision_cm_pos);
}
// Try to move each body back to its position just before collision occured to prevent interpenetration
// Move away in direction of light and away in direction of normal
vec3d direction_light; // direction light is moving relative to heavy
vm_vec_sub(&direction_light, &ship_ship_hit_info->light_rel_vel, &local_vel_from_submodel);
vm_vec_normalize_safe(&direction_light);
if (should_collide){
if (!heavy->flags[Object::Object_Flags::Immobile]) {
Assert(!vm_is_vec_nan(&direction_light));
vm_vec_scale_add2(&heavy->pos, &direction_light, 0.2f * lighter->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
vm_vec_scale_add2(&heavy->pos, &ship_ship_hit_info->collision_normal, -0.1f * lighter->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
}
// while we are in a block that has already checked if we should collide, set the MP client timestamps
if (MULTIPLAYER_CLIENT){
if (lighter == Player_obj && heavy->type == OBJ_SHIP){
Ships[heavy->instance].multi_client_collision_timestamp = _timestamp( calculate_next_multiplayer_client_collision_time(impulse_mag) );
} else if (lighter->type == OBJ_SHIP) {
Ships[lighter->instance].multi_client_collision_timestamp = _timestamp( calculate_next_multiplayer_client_collision_time(impulse_mag) );
}
}
}
//For landings, we want minimal movement on the light ship (just enough to keep the collision detection honest)
if (ship_ship_hit_info->is_landing) {
vm_vec_scale_add2(&lighter->pos, &ship_ship_hit_info->collision_normal, LANDING_POS_OFFSET);
}
else if (!lighter->flags[Object::Object_Flags::Immobile]) {
vm_vec_scale_add2(&lighter->pos, &direction_light, -0.2f * heavy->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
vm_vec_scale_add2(&lighter->pos, &ship_ship_hit_info->collision_normal, 0.1f * heavy->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass));
}
// restore mass in case of special cruiser / asteroid collision
if (special_cruiser_asteroid_collision) {
if (cruiser_light) {
lighter->phys_info.mass = copy_mass;
} else {
heavy->phys_info.mass = copy_mass;
}
}
}
// ------------------------------------------------------------------------------------------------
// get_I_inv()
//
// input: I_inv_body => inverse moment of inertia matrix in body coordinates
// orient => orientation matrix
//
// output: I_inv => inverse moment of inertia matrix in world coordinates
// ------------------------------------------------------------------------------------------------
//
// calculates the inverse moment of inertia matrix from the body matrix and oreint matrix
//
static void get_I_inv (matrix* I_inv, matrix* I_inv_body, matrix* orient)
{
matrix Mtemp1, Mtemp2;
// I_inv = (Rt)(I_inv_body)(R)
// This is opposite to what is commonly seen in books since we are rotating coordianates axes
// which is equivalent to rotating in the opposite direction (or transpose)
vm_matrix_x_matrix(&Mtemp1, I_inv_body, orient);
vm_copy_transpose(&Mtemp2, orient);
vm_matrix_x_matrix(I_inv, &Mtemp2, &Mtemp1);
}
#define PLANET_DAMAGE_SCALE 4.0f
#define PLANET_DAMAGE_RANGE 3 // If within this factor of radius, apply damage.
fix Last_planet_damage_time = 0;
extern void hud_start_text_flash(char *txt, int t, int interval);
/**
* Procss player_ship:planet damage.
* If within range of planet, apply damage to ship.
*/
static void mcp_1(object *player_objp, object *planet_objp)
{
float planet_radius;
float dist;
planet_radius = planet_objp->radius;
dist = vm_vec_dist_quick(&player_objp->pos, &planet_objp->pos);
if (dist > planet_radius*PLANET_DAMAGE_RANGE)
return;
ship_apply_global_damage( player_objp, planet_objp, NULL, PLANET_DAMAGE_SCALE * flFrametime * (float)pow((planet_radius*PLANET_DAMAGE_RANGE)/dist, 3.0f), -1 );
if ((Missiontime - Last_planet_damage_time > F1_0) || (Missiontime < Last_planet_damage_time)) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "Too close to planet. Taking damage!", 465));
Last_planet_damage_time = Missiontime;
snd_play_3d( gamesnd_get_game_sound(ship_get_sound(player_objp, GameSounds::ABURN_ENGAGE)), &player_objp->pos, &View_position );
}
}
/**
* Return true if *objp is a planet, else return false.
* Hack: Just checking first six letters of name.
*/
static int is_planet(object *objp)
{
return (strnicmp(Ships[objp->instance].ship_name, NOX("planet"), 6) == 0);
}
/**
* If exactly one of these is a planet and the other is a player ship, do something special.
* @return true if this was a ship:planet (or planet_ship) collision and we processed it. Else return false.
*/
static int maybe_collide_planet (object *obj1, object *obj2)
{
ship_info *sip1, *sip2;
sip1 = &Ship_info[Ships[obj1->instance].ship_info_index];
sip2 = &Ship_info[Ships[obj2->instance].ship_info_index];
if (sip1->flags[Ship::Info_Flags::Player_ship]) {
if (is_planet(obj2)) {
mcp_1(obj1, obj2);
return 1;
}
} else if (sip2->flags[Ship::Info_Flags::Player_ship]) {
if (is_planet(obj1)) {
mcp_1(obj2, obj1);
return 1;
}
}
return 0;
}
/**
* Given a global point and an object, get the quadrant number the point belongs to.
*/
int get_ship_quadrant_from_global(vec3d *global_pos, object *objp)
{
vec3d tpos;
vec3d rotpos;
vm_vec_sub(&tpos, global_pos, &objp->pos);
vm_vec_rotate(&rotpos, &tpos, &objp->orient);
return get_quadrant(&rotpos, objp);
}
#define MIN_REL_SPEED_FOR_LOUD_COLLISION 50 // relative speed of two colliding objects at which we play the "loud" collide sound
void collide_ship_ship_sounds_init()
{
Player_collide_sound = sound_handle::invalid();
AI_collide_sound = sound_handle::invalid();
Player_collide_shield_sound = sound_handle::invalid();
AI_collide_shield_sound = sound_handle::invalid();
}
gamesnd_id choose_collision_sound(gamesnd_id default_snd, object *A, object *B)
{
gamesnd_id a_snd, b_snd;
if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_HEAVY))
{
if (A->type == OBJ_SHIP)
a_snd = Ship_info[Ships[A->instance].ship_info_index].collision_physics.collision_sound_heavy_idx;
else if (A->type == OBJ_DEBRIS)
a_snd = Ship_info[Debris[A->instance].ship_info_index].debris_collision_sound_heavy;
if (B->type == OBJ_SHIP)
b_snd = Ship_info[Ships[B->instance].ship_info_index].collision_physics.collision_sound_heavy_idx;
else if (B->type == OBJ_DEBRIS)
b_snd = Ship_info[Debris[B->instance].ship_info_index].debris_collision_sound_heavy;
}
else if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_LIGHT))
{
if (A->type == OBJ_SHIP)
a_snd = Ship_info[Ships[A->instance].ship_info_index].collision_physics.collision_sound_light_idx;
else if (A->type == OBJ_DEBRIS)
a_snd = Ship_info[Debris[A->instance].ship_info_index].debris_collision_sound_light;
if (B->type == OBJ_SHIP)
b_snd = Ship_info[Ships[B->instance].ship_info_index].collision_physics.collision_sound_light_idx;
else if (B->type == OBJ_DEBRIS)
b_snd = Ship_info[Debris[B->instance].ship_info_index].debris_collision_sound_light;
}
else if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_SHIELD))
{
if (A->type == OBJ_SHIP)
a_snd = Ship_info[Ships[A->instance].ship_info_index].collision_physics.collision_sound_shielded_idx;
if (B->type == OBJ_SHIP)
b_snd = Ship_info[Ships[B->instance].ship_info_index].collision_physics.collision_sound_shielded_idx;
}
// if both A *and* B have a sound, arbitrarily choose A's sound
if (a_snd.isValid())
return a_snd;
else if (b_snd.isValid())
return b_snd;
else
return default_snd;
}
/**
* Determine what sound to play when two ships collide
*/
void collide_ship_ship_do_sound(vec3d *world_hit_pos, object *A, object *B, int player_involved)
{
vec3d rel_vel;
float rel_speed;
vm_vec_sub(&rel_vel, &A->phys_info.desired_vel, &B->phys_info.desired_vel);
rel_speed = vm_vec_mag_quick(&rel_vel);
if ( rel_speed > MIN_REL_SPEED_FOR_LOUD_COLLISION ) {
auto snd_id = choose_collision_sound(GameSounds::SHIP_SHIP_HEAVY, A, B);
snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position );
} else {
auto snd_id = choose_collision_sound(GameSounds::SHIP_SHIP_LIGHT, A, B);
if ( player_involved ) {
if ( !snd_is_playing(Player_collide_sound) ) {
Player_collide_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position );
}
} else {
if ( !snd_is_playing(AI_collide_sound) ) {
AI_collide_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position );
}
}
}
// maybe play a "shield" collision sound overlay if appropriate
if ( (shield_get_strength(A) > 5) || (shield_get_strength(B) > 5) ) {
auto snd_id = choose_collision_sound(GameSounds::SHIP_SHIP_SHIELD, A, B);
if ( player_involved ) {
if ( !snd_is_playing(Player_collide_sound) ) {
Player_collide_shield_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position );
}
} else {
if ( !snd_is_playing(Player_collide_sound) ) {
AI_collide_shield_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position );
}
}
}
}
/**
* obj1 and obj2 collided.
* If different teams, kamikaze bit set and other ship is large, auto-explode!
*/
static void do_kamikaze_crash(object *obj1, object *obj2)
{
ai_info *aip1, *aip2;
ship *ship1, *ship2;
ship1 = &Ships[obj1->instance];
ship2 = &Ships[obj2->instance];
aip1 = &Ai_info[ship1->ai_index];
aip2 = &Ai_info[ship2->ai_index];
if (ship1->team != ship2->team) {
if (aip1->ai_flags[AI::AI_Flags::Kamikaze]) {
if (Ship_info[ship2->ship_info_index].is_big_or_huge()) {
obj1->hull_strength = KAMIKAZE_HULL_ON_DEATH;
shield_set_strength(obj1, 0.0f);
}
}
if (aip2->ai_flags[AI::AI_Flags::Kamikaze]) {
if (Ship_info[ship1->ship_info_index].is_big_or_huge()) {
obj2->hull_strength = KAMIKAZE_HULL_ON_DEATH;
shield_set_strength(obj2, 0.0f);
}
}
}
}
/**
* Response when hit by fast moving cap ship
*/
static void maybe_push_little_ship_from_fast_big_ship(object *big_obj, object *small_obj, float impulse, vec3d *normal)
{
// Move player out of the way of a BIG|HUGE ship warping in or out
int big_class = Ship_info[Ships[big_obj->instance].ship_info_index].class_type;
int small_class = Ship_info[Ships[small_obj->instance].ship_info_index].class_type;
if (big_class > -1 && Ship_types[big_class].flags[Ship::Type_Info_Flags::Warp_pushes]) {
if (small_class > -1 && Ship_types[small_class].flags[Ship::Type_Info_Flags::Warp_pushable]) {
float big_speed = vm_vec_mag_quick(&big_obj->phys_info.vel);
if (big_speed > 3*big_obj->phys_info.max_vel.xyz.z) {
// push player away in direction perp to forward of big ship
// get perp vec
vec3d temp, perp;
vm_vec_sub(&temp, &small_obj->pos, &big_obj->pos);
vm_vec_scale_add(&perp, &temp, &big_obj->orient.vec.fvec, -vm_vec_dot(&temp, &big_obj->orient.vec.fvec));
vm_vec_normalize_quick(&perp);
// don't drive into sfc we just collided with
if (vm_vec_dot(&perp, normal) < 0) {
vm_vec_negate(&perp);
}
// get magnitude of added perp vel
float added_perp_vel_mag = impulse / small_obj->phys_info.mass;
// add to vel and ramp vel
vm_vec_scale_add2(&small_obj->phys_info.vel, &perp, added_perp_vel_mag);
vm_vec_rotate(&small_obj->phys_info.prev_ramp_vel, &small_obj->phys_info.vel, &small_obj->orient);
}
}
}
}
/**
* Checks ship-ship collisions.
* @return 1 if all future collisions between these can be ignored because pair->a or pair->b aren't ships
* @return Otherwise always returns 0, since two ships can always collide unless one (1) dies or (2) warps out.
*/
int collide_ship_ship( obj_pair * pair )
{
int player_involved;
float dist;
object *A = pair->a;
object *B = pair->b;
if ( A->type == OBJ_WAYPOINT ) return 1;
if ( B->type == OBJ_WAYPOINT ) return 1;
Assert( A->type == OBJ_SHIP );
Assert( B->type == OBJ_SHIP );
// Cyborg17 - no ship-ship collisions when doing multiplayer rollback
if ( (Game_mode & GM_MULTIPLAYER) && multi_ship_record_get_rollback_wep_mode() ) {
return 0;
}
if (reject_due_collision_groups(A,B))
return 0;
// If the player is one of the two colliding ships, flag this... it is used in
// several places this function.
if ( A == Player_obj || B == Player_obj ) {
player_involved = 1;
} else {
player_involved = 0;
// This is the most convenient place to do this check. Clients should *not* be doing anything
// collision related. Yes, from time to time that will look strange, but there are too many
// side effects if we allow it.
if (MULTIPLAYER_CLIENT){
return 0;
}
}
// Don't check collisions for warping out player if past stage 1.
if ( player_involved && (Player->control_mode > PCM_WARPOUT_STAGE1) ) {
return 0;
}
dist = vm_vec_dist( &A->pos, &B->pos );
// If one of these is a planet, do special stuff.
if (maybe_collide_planet(A, B))
return 0;
if ( dist < A->radius + B->radius ) {
int hit;
object *HeavyOne, *LightOne;
// if two objects have the same mass, make the one with the larger pointer address the HeavyOne.
if ( fl_abs(A->phys_info.mass - B->phys_info.mass) < 1 ) {
if (A > B) {
HeavyOne = A;
LightOne = B;
} else {
HeavyOne = B;
LightOne = A;
}
} else {
if (A->phys_info.mass > B->phys_info.mass) {
HeavyOne = A;
LightOne = B;
} else {
HeavyOne = B;
LightOne = A;
}
}
ship_info *light_sip = &Ship_info[Ships[LightOne->instance].ship_info_index];
ship_info* heavy_sip = &Ship_info[Ships[HeavyOne->instance].ship_info_index];
collision_info_struct ship_ship_hit_info;
init_collision_info_struct(&ship_ship_hit_info);
ship_ship_hit_info.heavy = HeavyOne; // heavy object, generally slower moving
ship_ship_hit_info.light = LightOne; // light object, generally faster moving
vec3d world_hit_pos;
hit = ship_ship_check_collision(&ship_ship_hit_info);
pair->next_check_time = timestamp(0);
if ( hit )
{
bool a_override = false, b_override = false;
if (scripting::hooks::OnShipCollision->isActive()) {
a_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{{A, B}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', A),
scripting::hook_param("Object", 'o', B),
scripting::hook_param("Ship", 'o', A),
scripting::hook_param("ShipB", 'o', B),
scripting::hook_param("Hitpos", 'o', world_hit_pos)));
// Yes, this should be reversed.
b_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{{A, B}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', B),
scripting::hook_param("Object", 'o', A),
scripting::hook_param("Ship", 'o', B),
scripting::hook_param("ShipB", 'o', A),
scripting::hook_param("Hitpos", 'o', world_hit_pos)));
}
if(!a_override && !b_override)
{
//
// Start of a codeblock that was originally taken from ship_ship_check_collision
// Moved here to properly handle ship-ship collision overrides and not process their physics when overridden by lua
//
ship *light_shipp = &Ships[ship_ship_hit_info.light->instance];
ship *heavy_shipp = &Ships[ship_ship_hit_info.heavy->instance];
object* heavy_obj = ship_ship_hit_info.heavy;
object* light_obj = ship_ship_hit_info.light;
// Update ai to deal with collisions
if (OBJ_INDEX(heavy_obj) == Ai_info[light_shipp->ai_index].target_objnum) {
Ai_info[light_shipp->ai_index].ai_flags.set(AI::AI_Flags::Target_collision);
}
if (OBJ_INDEX(light_obj) == Ai_info[heavy_shipp->ai_index].target_objnum) {
Ai_info[heavy_shipp->ai_index].ai_flags.set(AI::AI_Flags::Target_collision);
}
// SET PHYSICS PARAMETERS
// already have (hitpos - heavy) and light_cm_pos
// get r_heavy and r_light
ship_ship_hit_info.r_heavy = ship_ship_hit_info.hit_pos;
vm_vec_sub(&ship_ship_hit_info.r_light, &ship_ship_hit_info.hit_pos, &ship_ship_hit_info.light_collision_cm_pos);
// set normal for edge hit
if (ship_ship_hit_info.edge_hit) {
vm_vec_copy_normalize(&ship_ship_hit_info.collision_normal, &ship_ship_hit_info.r_light);
vm_vec_negate(&ship_ship_hit_info.collision_normal);
}
// get world hitpos
vm_vec_add(&world_hit_pos, &heavy_obj->pos, &ship_ship_hit_info.r_heavy);
// do physics
calculate_ship_ship_collision_physics(&ship_ship_hit_info);
// Provide some separation for the case of same team
if (heavy_shipp->team == light_shipp->team) {
// If a couple of small ships, just move them apart.
if ((heavy_sip->is_small_ship()) && (light_sip->is_small_ship())) {
if ((heavy_obj->flags[Object::Object_Flags::Player_ship]) || (light_obj->flags[Object::Object_Flags::Player_ship])) {
vec3d h_to_l_vec;
vec3d rel_vel_h;
vec3d perp_rel_vel;
vm_vec_sub(&h_to_l_vec, &heavy_obj->pos, &light_obj->pos);
vm_vec_sub(&rel_vel_h, &heavy_obj->phys_info.vel, &light_obj->phys_info.vel);
float mass_sum = light_obj->phys_info.mass + heavy_obj->phys_info.mass;
// get comp of rel_vel perp to h_to_l_vec;
float mag = vm_vec_dot(&h_to_l_vec, &rel_vel_h) / vm_vec_mag_squared(&h_to_l_vec);
vm_vec_scale_add(&perp_rel_vel, &rel_vel_h, &h_to_l_vec, -mag);
vm_vec_normalize(&perp_rel_vel);
vm_vec_scale_add2(&heavy_obj->phys_info.vel, &perp_rel_vel,
heavy_sip->collision_physics.both_small_bounce * light_obj->phys_info.mass / mass_sum);
vm_vec_scale_add2(&light_obj->phys_info.vel, &perp_rel_vel,
-(light_sip->collision_physics.both_small_bounce) * heavy_obj->phys_info.mass / mass_sum);
vm_vec_rotate(&heavy_obj->phys_info.prev_ramp_vel, &heavy_obj->phys_info.vel, &heavy_obj->orient);
vm_vec_rotate(&light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient);
}
}
else {
// add extra velocity to separate the two objects, backing up the direction we came in.
// TODO: add effect of velocity from rotating submodel
float rel_vel = vm_vec_mag_quick(&ship_ship_hit_info.light_rel_vel);
if (rel_vel < 1) {
rel_vel = 1.0f;
}
float mass_sum = heavy_obj->phys_info.mass + light_obj->phys_info.mass;
vm_vec_scale_add2(&heavy_obj->phys_info.vel, &ship_ship_hit_info.light_rel_vel,
heavy_sip->collision_physics.bounce * light_obj->phys_info.mass / (mass_sum * rel_vel));
vm_vec_rotate(&heavy_obj->phys_info.prev_ramp_vel, &heavy_obj->phys_info.vel, &heavy_obj->orient);
vm_vec_scale_add2(&light_obj->phys_info.vel, &ship_ship_hit_info.light_rel_vel,
-(light_sip->collision_physics.bounce) * heavy_obj->phys_info.mass / (mass_sum * rel_vel));
vm_vec_rotate(&light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient);
}
}
//
// End of the codeblock that was originally taken from ship_ship_check_collision
//
float damage;
if ( player_involved && (Player->control_mode == PCM_WARPOUT_STAGE1) ) {
gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP );
HUD_printf("%s", XSTR( "Warpout sequence aborted.", 466));
}
damage = 0.005f * ship_ship_hit_info.impulse; // Cut collision-based damage in half.
// Decrease heavy damage by 2x.
if (damage > 5.0f){
damage = 5.0f + (damage - 5.0f)/2.0f;
}
do_kamikaze_crash(A, B);
if (ship_ship_hit_info.impulse > 0) {
//Only flash the "Collision" text if not landing
if ( player_involved && !ship_ship_hit_info.is_landing) {
hud_start_text_flash(XSTR("Collision", 1431), 2000);
}
}
//If this is a landing, play a different sound
if (ship_ship_hit_info.is_landing) {
if (vm_vec_mag(&ship_ship_hit_info.light_rel_vel) > MIN_LANDING_SOUND_VEL) {
if ( player_involved ) {
if ( !snd_is_playing(Player_collide_sound) ) {
Player_collide_sound = snd_play_3d( gamesnd_get_game_sound(light_sip->collision_physics.landing_sound_idx), &world_hit_pos, &View_position );
}
} else {
if ( !snd_is_playing(AI_collide_sound) ) {
AI_collide_sound = snd_play_3d( gamesnd_get_game_sound(light_sip->collision_physics.landing_sound_idx), &world_hit_pos, &View_position );
}
}
}
}
else {
collide_ship_ship_do_sound(&world_hit_pos, A, B, player_involved);
}
// check if we should do force feedback stuff
if (player_involved && (ship_ship_hit_info.impulse > 0)) {
float scaler;
vec3d v;
scaler = -ship_ship_hit_info.impulse / Player_obj->phys_info.mass * 300;
vm_vec_copy_normalize(&v, &world_hit_pos);
joy_ff_play_vector_effect(&v, scaler);
}
#ifndef NDEBUG
if ( !Collide_friendly ) {
if ( Ships[A->instance].team == Ships[B->instance].team ) {
vec3d collision_vec, right_angle_vec;
vm_vec_normalized_dir(&collision_vec, &ship_ship_hit_info.hit_pos, &A->pos);
if (vm_vec_dot(&collision_vec, &A->orient.vec.fvec) > 0.999f){
right_angle_vec = A->orient.vec.rvec;
} else {
vm_vec_cross(&right_angle_vec, &A->orient.vec.uvec, &collision_vec);
}
vm_vec_scale_add2( &A->phys_info.vel, &right_angle_vec, +2.0f);
vm_vec_scale_add2( &B->phys_info.vel, &right_angle_vec, -2.0f);
return 0;
}
}
#endif
//Only do damage if not a landing
if (!ship_ship_hit_info.is_landing) {
// Scale damage based on skill level for player.
if ((LightOne->flags[Object::Object_Flags::Player_ship]) || (HeavyOne->flags[Object::Object_Flags::Player_ship])) {
// Cyborg17 - Pretty hackish, but it's our best option, limit the amount of times a collision can
// happen to multiplayer clients, because otherwise the server can kill clients far too quickly.
// So here it goes, first only do this on the master (has an intrinsic multiplayer check)
if (MULTIPLAYER_MASTER) {
// check to see if both colliding ships are player ships
bool second_player_check = false;
if ((LightOne->flags[Object::Object_Flags::Player_ship]) && (HeavyOne->flags[Object::Object_Flags::Player_ship]))
second_player_check = true;
// iterate through each player
for (net_player & current_player : Net_players) {
// check that this player's ship is valid, and that it's not the server ship.
if ((current_player.m_player != nullptr) && !(current_player.flags & NETINFO_FLAG_AM_MASTER) && (current_player.m_player->objnum > 0) && current_player.m_player->objnum < MAX_OBJECTS) {
// check that one of the colliding ships is this player's ship
if ((LightOne == &Objects[current_player.m_player->objnum]) || (HeavyOne == &Objects[current_player.m_player->objnum])) {
// finally if the host is also a player, ignore making these adjustments for him because he is in a pure simulation.
if (&Ships[Objects[current_player.m_player->objnum].instance] != Player_ship) {
// temp set this as an uninterpolated ship, to make the collision look more natural until the next update comes in.
Objects[current_player.m_player->objnum].interp_info.force_interpolation_mode();
// check to see if it has been long enough since the last collision, if not, negate the damage
if (!timestamp_elapsed(current_player.s_info.player_collision_timestamp)) {
damage = 0.0f;
} else {
// make the usual adjustments
damage *= (float)(Game_skill_level * Game_skill_level + 1) / (NUM_SKILL_LEVELS + 1);
// if everything is good to go, set the timestamp for the next collision
current_player.s_info.player_collision_timestamp = _timestamp(PLAYER_COLLISION_TIMESTAMP);
}
}
// did we find the player we were looking for?
if (!second_player_check) {
break;
// if we found one of the players we were looking for, set this to false so that the next one breaks the loop
} else {
second_player_check = false;
}
}
}
}
// if not in multiplayer, just do the damage adjustment.
} else {
damage *= (float) (Game_skill_level*Game_skill_level+1)/(NUM_SKILL_LEVELS+1);
}
} else if (Ships[LightOne->instance].team == Ships[HeavyOne->instance].team) {
// Decrease damage if non-player ships and not large.
// Looks dumb when fighters are taking damage from bumping into each other.
if ((LightOne->radius < 50.0f) && (HeavyOne->radius <50.0f)) {
damage /= 4.0f;
}
}
int quadrant_num = -1;
if (!The_mission.ai_profile->flags[AI::Profile_Flags::No_shield_damage_from_ship_collisions] && !(ship_ship_hit_info.heavy->flags[Object::Object_Flags::No_shields])) {
quadrant_num = get_ship_quadrant_from_global(&world_hit_pos, ship_ship_hit_info.heavy);
if (!ship_is_shield_up(ship_ship_hit_info.heavy, quadrant_num))
quadrant_num = -1;
}
float damage_heavy = (100.0f * damage / HeavyOne->phys_info.mass);
ship_apply_local_damage(ship_ship_hit_info.heavy, ship_ship_hit_info.light, &world_hit_pos, damage_heavy, light_shipp->collision_damage_type_idx,
quadrant_num, CREATE_SPARKS, ship_ship_hit_info.submodel_num, &ship_ship_hit_info.collision_normal);
hud_shield_quadrant_hit(ship_ship_hit_info.heavy, quadrant_num);
// don't draw sparks (using sphere hitpos)
float damage_light = (100.0f * damage / LightOne->phys_info.mass);
ship_apply_local_damage(ship_ship_hit_info.light, ship_ship_hit_info.heavy, &world_hit_pos, damage_light, heavy_shipp->collision_damage_type_idx,
MISS_SHIELDS, NO_SPARKS, -1, &ship_ship_hit_info.collision_normal);
hud_shield_quadrant_hit(ship_ship_hit_info.light, -1);
maybe_push_little_ship_from_fast_big_ship(ship_ship_hit_info.heavy, ship_ship_hit_info.light, ship_ship_hit_info.impulse, &ship_ship_hit_info.collision_normal);
}
}
if (!scripting::hooks::OnShipCollision->isActive()) {
return 0;
}
if(!(b_override && !a_override))
{
scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{{A, B}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', A),
scripting::hook_param("Object", 'o', B),
scripting::hook_param("Ship", 'o', A),
scripting::hook_param("ShipB", 'o', B),
scripting::hook_param("Hitpos", 'o', world_hit_pos)));
}
if((b_override && !a_override) || (!b_override && !a_override))
{
// Yes, this should be reversed.
scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{{A, B}},
scripting::hook_param_list(scripting::hook_param("Self", 'o', B),
scripting::hook_param("Object", 'o', A),
scripting::hook_param("Ship", 'o', B),
scripting::hook_param("ShipB", 'o', A),
scripting::hook_param("Hitpos", 'o', world_hit_pos)));
}
return 0;
}
}
else {
// estimate earliest time at which pair can hit
// cap ships warping in/out can exceed ship's expected velocity
// if ship is warping in, in stage 1, its velocity is 0, so make ship try to collide next frame
// if ship is huge and warping in or out
if (((Ships[A->instance].is_arriving(ship::warpstage::STAGE1, false)) && (Ship_info[Ships[A->instance].ship_info_index].is_big_or_huge()))
|| ((Ships[B->instance].is_arriving(ship::warpstage::STAGE1, false)) && (Ship_info[Ships[B->instance].ship_info_index].is_big_or_huge())) ) {
pair->next_check_time = timestamp(0); // check next time
return 0;
}
// get max of (1) max_vel.z, (2) 10, (3) afterburner_max_vel.z, (4) vel.z (for warping in ships exceeding expected max vel)
float shipA_max_speed, shipB_max_speed, time;
// get shipA max speed
if (ship_is_beginning_warpout_speedup(A)) {
shipA_max_speed = MAX(ship_get_max_speed(&Ships[A->instance]), ship_get_warpout_speed(A));
} else {
shipA_max_speed = ship_get_max_speed(&Ships[A->instance]);
}
// Maybe warping in or finished warping in with excessive speed
shipA_max_speed = MAX(shipA_max_speed, vm_vec_mag(&A->phys_info.vel));
shipA_max_speed = MAX(shipA_max_speed, 10.0f);
// get shipB max speed
if (ship_is_beginning_warpout_speedup(B)) {
shipB_max_speed = MAX(ship_get_max_speed(&Ships[B->instance]), ship_get_warpout_speed(B));
} else {
shipB_max_speed = ship_get_max_speed(&Ships[B->instance]);
}
// Maybe warping in or finished warping in with excessive speed
shipB_max_speed = MAX(shipB_max_speed, vm_vec_mag(&B->phys_info.vel));
shipB_max_speed = MAX(shipB_max_speed, 10.0f);
time = 1000.0f * (dist - A->radius - B->radius) / (shipA_max_speed + shipB_max_speed);
time -= 200.0f; // allow one frame slow frame at ~5 fps
if (time > 0) {
pair->next_check_time = timestamp( fl2i(time) );
} else {
pair->next_check_time = timestamp(0); // check next time
}
}
return 0;
}
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