2 #define NEW_FVI_STUFF 1
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43 extern int Physics_cheat_flag;
45 #define face_type_num(nfaces,face_num,tri_edge) ((nfaces==1)?0:(tri_edge*2 + face_num))
49 //find the point on the specified plane where the line intersects
50 //returns true if point found, false if line parallel to plane
51 //new_pnt is the found point on the plane
52 //plane_pnt & plane_norm describe the plane
53 //p0 & p1 are the ends of the line
54 int find_plane_line_intersection(vms_vector *new_pnt,vms_vector *plane_pnt,vms_vector *plane_norm,vms_vector *p0,vms_vector *p1,fix rad)
60 vm_vec_sub(&w,p0,plane_pnt);
62 num = vm_vec_dot(plane_norm,&w);
63 den = -vm_vec_dot(plane_norm,&d);
65 //Why does this assert hit so often
66 // Assert(num > -rad);
68 num -= rad; //move point out by rad
70 //check for various bad values
72 if ( (den==0) || //moving parallel to wall, so can't hit it
74 ( (num>den) || //frac greater than one
75 (-num>>15)>=den)) || //will overflow (large negative)
76 (den<0 && num<den)) //frac greater than one
79 //if (num>0) {mprintf(1,"HEY! num>0 in FVI!!!"); return 0;}
81 // Assert(num >= den);
83 //do check for potenial overflow
87 if (labs(num)/(f1_0/2) >= labs(den)) {Int3(); return 0;}
90 Assert(k<=f1_0); //should be trapped above
93 if (oflow_check(d.x,k) || oflow_check(d.y,k) || oflow_check(d.z,k)) return 0;
94 //Note: it is ok for k to be greater than 1, since this might mean
95 //that an object with a non-zero radius that moved from p0 to p1
96 //actually hit the wall on the "other side" of p0.
99 vm_vec_scale2(&d,num,den);
101 vm_vec_add(new_pnt,p0,&d);
103 //we should have vm_vec_scale2_add2()
109 typedef struct vec2d {
113 //given largest componant of normal, return i & j
114 //if largest componant is negative, swap i & j
115 int ij_table[3][2] = {
116 {2,1}, //pos x biggest
117 {0,2}, //pos y biggest
118 {1,0}, //pos z biggest
122 #define IT_NONE 0 //doesn't touch face at all
123 #define IT_FACE 1 //touches face
124 #define IT_EDGE 2 //touches edge of face
125 #define IT_POINT 3 //touches vertex
127 //see if a point in inside a face by projecting into 2d
128 uint check_point_to_face(vms_vector *checkp, side *s,int facenum,int nv,int *vertex_list)
130 vms_vector_array *checkp_array;
131 vms_vector_array norm;
138 vms_vector_array *v0,*v1;
141 get_side_normal(sp, s-sp->sides, facenum, (vms_vector *)&norm );
143 memcpy( &norm, &s->normals[facenum], sizeof(vms_vector_array));
145 checkp_array = (vms_vector_array *)checkp;
147 //now do 2d check to see if point is in side
149 //project polygon onto plane by finding largest component of normal
150 t.x = labs(norm.xyz[0]); t.y = labs(norm.xyz[1]); t.z = labs(norm.xyz[2]);
152 if (t.x > t.y) if (t.x > t.z) biggest=0; else biggest=2;
153 else if (t.y > t.z) biggest=1; else biggest=2;
155 if (norm.xyz[biggest] > 0) {
156 i = ij_table[biggest][0];
157 j = ij_table[biggest][1];
160 i = ij_table[biggest][1];
161 j = ij_table[biggest][0];
164 //now do the 2d problem in the i,j plane
166 check_i = checkp_array->xyz[i];
167 check_j = checkp_array->xyz[j];
169 for (edge=edgemask=0;edge<nv;edge++) {
170 vec2d edgevec,checkvec;
173 v0 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+edge]];
174 v1 = (vms_vector_array *)&Vertices[vertex_list[facenum*3+((edge+1)%nv)]];
176 edgevec.i = v1->xyz[i] - v0->xyz[i];
177 edgevec.j = v1->xyz[j] - v0->xyz[j];
179 checkvec.i = check_i - v0->xyz[i];
180 checkvec.j = check_j - v0->xyz[j];
182 d = fixmul(checkvec.i,edgevec.j) - fixmul(checkvec.j,edgevec.i);
184 if (d < 0) //we are outside of triangle
185 edgemask |= (1<<edge);
193 //check if a sphere intersects a face
194 int check_sphere_to_face(vms_vector *pnt, side *s,int facenum,int nv,fix rad,int *vertex_list)
196 vms_vector checkp=*pnt;
199 //now do 2d check to see if point is in side
201 edgemask = check_point_to_face(pnt,s,facenum,nv,vertex_list);
203 //we've gone through all the sides, are we inside?
208 vms_vector edgevec,checkvec; //this time, real 3d vectors
209 vms_vector closest_point;
215 //get verts for edge we're behind
217 for (edgenum=0;!(edgemask&1);(edgemask>>=1),edgenum++);
219 v0 = &Vertices[vertex_list[facenum*3+edgenum]];
220 v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
222 //check if we are touching an edge or point
224 vm_vec_sub(&checkvec,&checkp,v0);
225 edgelen = vm_vec_normalized_dir(&edgevec,v1,v0);
227 //find point dist from planes of ends of edge
229 d = vm_vec_dot(&edgevec,&checkvec);
231 if (d+rad < 0) return IT_NONE; //too far behind start point
233 if (d-rad > edgelen) return IT_NONE; //too far part end point
235 //find closest point on edge to check point
239 if (d < 0) closest_point = *v0;
240 else if (d > edgelen) closest_point = *v1;
244 //vm_vec_scale(&edgevec,d);
245 //vm_vec_add(&closest_point,v0,&edgevec);
247 vm_vec_scale_add(&closest_point,v0,&edgevec,d);
250 dist = vm_vec_dist(&checkp,&closest_point);
253 return (itype==IT_POINT)?IT_NONE:itype;
261 //returns true if line intersects with face. fills in newp with intersection
262 //point on plane, whether or not line intersects side
263 //facenum determines which of four possible faces we have
264 //note: the seg parm is temporary, until the face itself has a point field
265 int check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
269 struct side *s=&seg->sides[side];
276 get_side_normal(seg, side, facenum, &norm );
278 norm = seg->sides[side].normals[facenum];
281 if ((seg-Segments)==-1)
282 Error("segnum == -1 in check_line_to_face()");
284 create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
286 //use lowest point number
288 vertnum = min(vertex_list[0],vertex_list[2]);
292 vertnum = vertex_list[0];
294 if (vertex_list[i] < vertnum)
295 vertnum = vertex_list[i];
298 pli = find_plane_line_intersection(newp,&Vertices[vertnum],&norm,p0,p1,rad);
300 if (!pli) return IT_NONE;
304 //if rad != 0, project the point down onto the plane of the polygon
307 vm_vec_scale_add2(&checkp,&norm,-rad);
309 return check_sphere_to_face(&checkp,s,facenum,nv,rad,vertex_list);
313 //returns the value of a determinant
314 fix calc_det_value(vms_matrix *det)
316 return fixmul(det->rvec.x,fixmul(det->uvec.y,det->fvec.z)) -
317 fixmul(det->rvec.x,fixmul(det->uvec.z,det->fvec.y)) -
318 fixmul(det->rvec.y,fixmul(det->uvec.x,det->fvec.z)) +
319 fixmul(det->rvec.y,fixmul(det->uvec.z,det->fvec.x)) +
320 fixmul(det->rvec.z,fixmul(det->uvec.x,det->fvec.y)) -
321 fixmul(det->rvec.z,fixmul(det->uvec.y,det->fvec.x));
324 //computes the parameters of closest approach of two lines
325 //fill in two parameters, t0 & t1. returns 0 if lines are parallel, else 1
326 int check_line_to_line(fix *t1,fix *t2,vms_vector *p1,vms_vector *v1,vms_vector *p2,vms_vector *v2)
329 fix d,cross_mag2; //mag squared cross product
331 vm_vec_sub(&det.rvec,p2,p1);
332 vm_vec_cross(&det.fvec,v1,v2);
333 cross_mag2 = vm_vec_dot(&det.fvec,&det.fvec);
336 return 0; //lines are parallel
339 d = calc_det_value(&det);
340 if (oflow_check(d,cross_mag2))
343 *t1 = fixdiv(d,cross_mag2);
346 d = calc_det_value(&det);
347 if (oflow_check(d,cross_mag2))
350 *t2 = fixdiv(d,cross_mag2);
352 return 1; //found point
356 int disable_new_fvi_stuff=0;
358 #define disable_new_fvi_stuff 1
361 //this version is for when the start and end positions both poke through
362 //the plane of a side. In this case, we must do checks against the edge
364 int special_check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,segment *seg,int side,int facenum,int nv,fix rad)
367 fix edge_t,move_t,edge_t2,move_t2,closest_dist;
368 fix edge_len,move_len;
370 int num_faces,edgenum;
372 vms_vector *edge_v0,*edge_v1,edge_vec;
373 struct side *s=&seg->sides[side];
374 vms_vector closest_point_edge,closest_point_move;
376 if (disable_new_fvi_stuff)
377 return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
379 //calc some basic stuff
381 if ((seg-Segments)==-1)
382 Error("segnum == -1 in special_check_line_to_face()");
384 create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
385 vm_vec_sub(&move_vec,p1,p0);
387 //figure out which edge(s) to check against
389 edgemask = check_point_to_face(p0,s,facenum,nv,vertex_list);
392 return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad);
394 for (edgenum=0;!(edgemask&1);edgemask>>=1,edgenum++);
396 edge_v0 = &Vertices[vertex_list[facenum*3+edgenum]];
397 edge_v1 = &Vertices[vertex_list[facenum*3+((edgenum+1)%nv)]];
399 vm_vec_sub(&edge_vec,edge_v1,edge_v0);
401 //is the start point already touching the edge?
405 //first, find point of closest approach of vec & edge
407 edge_len = vm_vec_normalize(&edge_vec);
408 move_len = vm_vec_normalize(&move_vec);
410 check_line_to_line(&edge_t,&move_t,edge_v0,&edge_vec,p0,&move_vec);
412 //make sure t values are in valid range
414 if (move_t<0 || move_t>move_len+rad)
417 if (move_t > move_len)
422 if (edge_t < 0) //saturate at points
427 if (edge_t2 > edge_len) //saturate at points
430 //now, edge_t & move_t determine closest points. calculate the points.
432 vm_vec_scale_add(&closest_point_edge,edge_v0,&edge_vec,edge_t2);
433 vm_vec_scale_add(&closest_point_move,p0,&move_vec,move_t2);
435 //find dist between closest points
437 closest_dist = vm_vec_dist(&closest_point_edge,&closest_point_move);
439 //could we hit with this dist?
441 //note massive tolerance here
442 // if (closest_dist < (rad*18)/20) { //we hit. figure out where
443 if (closest_dist < (rad*15)/20) { //we hit. figure out where
445 //now figure out where we hit
447 vm_vec_scale_add(newp,p0,&move_vec,move_t-rad);
453 return IT_NONE; //no hit
457 //maybe this routine should just return the distance and let the caller
458 //decide it it's close enough to hit
459 //determine if and where a vector intersects with a sphere
460 //vector defined by p0,p1
461 //returns dist if intersects, and fills in intp
463 int check_vector_to_sphere_1(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
465 vms_vector d,dn,w,closest_point;
466 fix mag_d,dist,w_dist,int_dist;
468 //this routine could be optimized if it's taking too much time!
470 vm_vec_sub(&d,p1,p0);
471 vm_vec_sub(&w,sphere_pos,p0);
473 mag_d = vm_vec_copy_normalize(&dn,&d);
476 int_dist = vm_vec_mag(&w);
478 return (int_dist<sphere_rad)?int_dist:0;
481 w_dist = vm_vec_dot(&dn,&w);
483 if (w_dist < 0) //moving away from object
486 if (w_dist > mag_d+sphere_rad)
487 return 0; //cannot hit
489 vm_vec_scale_add(&closest_point,p0,&dn,w_dist);
491 dist = vm_vec_dist(&closest_point,sphere_pos);
493 if (dist < sphere_rad) {
494 fix dist2,rad2,shorten;
496 dist2 = fixmul(dist,dist);
497 rad2 = fixmul(sphere_rad,sphere_rad);
499 shorten = fix_sqrt(rad2 - dist2);
501 int_dist = w_dist-shorten;
503 if (int_dist > mag_d || int_dist < 0) {
504 //past one or the other end of vector, which means we're inside
506 *intp = *p0; //don't move at all
510 vm_vec_scale_add(intp,p0,&dn,int_dist); //calc intersection point
513 // fix dd = vm_vec_dist(intp,sphere_pos);
514 // Assert(dd == sphere_rad);
515 // mprintf(0,"dd=%x, rad=%x, delta=%x\n",dd,sphere_rad,dd-sphere_rad);
526 //$$fix get_sphere_int_dist(vms_vector *w,fix dist,fix rad);
528 //$$#pragma aux get_sphere_int_dist parm [esi] [ebx] [ecx] value [eax] modify exact [eax ebx ecx edx] = \
541 //$$ "call quad_sqrt" \
548 //$$ "mov eax,[esi]" \
552 //$$ "mov eax,4[esi]" \
556 //$$ "mov eax,8[esi]" \
567 //$$ "call quad_sqrt" \
573 //$$//determine if and where a vector intersects with a sphere
574 //$$//vector defined by p0,p1
575 //$$//returns dist if intersects, and fills in intp. if no intersect, return 0
576 //$$fix check_vector_to_sphere_2(vms_vector *intp,vms_vector *p0,vms_vector *p1,vms_vector *sphere_pos,fix sphere_rad)
578 //$$ vms_vector d,w,c;
579 //$$ fix mag_d,dist,mag_c,mag_w;
580 //$$ vms_vector wn,dn;
582 //$$ vm_vec_sub(&d,p1,p0);
583 //$$ vm_vec_sub(&w,sphere_pos,p0);
585 //$$ //wn = w; mag_w = vm_vec_normalize(&wn);
586 //$$ //dn = d; mag_d = vm_vec_normalize(&dn);
588 //$$ mag_w = vm_vec_copy_normalize(&wn,&w);
589 //$$ mag_d = vm_vec_copy_normalize(&dn,&d);
591 //$$ //vm_vec_cross(&c,&w,&d);
592 //$$ vm_vec_cross(&c,&wn,&dn);
594 //$$ mag_c = vm_vec_mag(&c);
595 //$$ //mag_d = vm_vec_mag(&d);
597 //$$ //dist = fixdiv(mag_c,mag_d);
599 //$$dist = fixmul(mag_c,mag_w);
601 //$$ if (dist < sphere_rad) { //we intersect. find point of intersection
602 //$$ fix int_dist; //length of vector to intersection point
603 //$$ fix k; //portion of p0p1 we want
604 //$$//@@ fix dist2,rad2,shorten,mag_w2;
606 //$$//@@ mag_w2 = vm_vec_dot(&w,&w); //the square of the magnitude
607 //$$//@@ //WHAT ABOUT OVERFLOW???
608 //$$//@@ dist2 = fixmul(dist,dist);
609 //$$//@@ rad2 = fixmul(sphere_rad,sphere_rad);
610 //$$//@@ shorten = fix_sqrt(rad2 - dist2);
611 //$$//@@ int_dist = fix_sqrt(mag_w2 - dist2) - shorten;
613 //$$ int_dist = get_sphere_int_dist(&w,dist,sphere_rad);
615 //$$if (labs(int_dist) > mag_d) //I don't know why this would happen
616 //$$ if (int_dist > 0)
621 //$$ k = fixdiv(int_dist,mag_d);
623 //$$// vm_vec_scale(&d,k); //vec from p0 to intersection point
624 //$$// vm_vec_add(intp,p0,&d); //intersection point
625 //$$ vm_vec_scale_add(intp,p0,&d,k); //calc new intersection point
627 //$$ return int_dist;
630 //$$ return 0; //no intersection
634 //determine if a vector intersects with an object
635 //if no intersects, returns 0, else fills in intp and returns dist
636 fix check_vector_to_object(vms_vector *intp,vms_vector *p0,vms_vector *p1,fix rad,object *obj,object *otherobj)
638 fix size = obj->size;
640 if (obj->type == OBJ_ROBOT && Robot_info[obj->id].attack_type)
643 //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
644 if (obj->type == OBJ_PLAYER &&
645 ((otherobj->type == OBJ_PLAYER) ||
646 ((Game_mode&GM_MULTI_COOP) && otherobj->type == OBJ_WEAPON && otherobj->ctype.laser_info.parent_type == OBJ_PLAYER)))
649 return check_vector_to_sphere_1(intp,p0,p1,&obj->pos,size+rad);
654 #define MAX_SEGS_VISITED 100
656 short segs_visited[MAX_SEGS_VISITED];
660 //these vars are used to pass vars from fvi_sub() to find_vector_intersection()
661 int fvi_hit_object; // object number of object hit in last find_vector_intersection call.
662 int fvi_hit_seg; // what segment the hit point is in
663 int fvi_hit_side; // what side was hit
664 int fvi_hit_side_seg;// what seg the hitside is in
665 vms_vector wall_norm; //ptr to surface normal of hit wall
666 int fvi_hit_seg2; // what segment the hit point is in
668 int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg);
670 //What the hell is fvi_hit_seg for???
672 //Find out if a vector intersects with anything.
673 //Fills in hit_data, an fvi_info structure (see header file).
675 // p0 & startseg describe the start of the vector
676 // p1 the end of the vector
677 // rad the radius of the cylinder
678 // thisobjnum used to prevent an object with colliding with itself
679 // ingore_obj ignore collisions with this object
680 // check_obj_flag determines whether collisions with objects are checked
681 //Returns the hit_data->hit_type
682 int find_vector_intersection(fvi_query *fq,fvi_info *hit_data)
684 int hit_type,hit_seg,hit_seg2;
688 Assert(fq->ignore_obj_list != (int *)(-1));
689 Assert((fq->startseg <= Highest_segment_index) && (fq->startseg >= 0));
696 //check to make sure start point is in seg its supposed to be in
697 //Assert(check_point_in_seg(p0,startseg,0).centermask==0); //start point not in seg
699 // Viewer is not in segment as claimed, so say there is no hit.
700 if(!(get_seg_masks(fq->p0,fq->startseg,0).centermask==0)) {
702 hit_data->hit_type = HIT_BAD_P0;
703 hit_data->hit_pnt = *fq->p0;
704 hit_data->hit_seg = fq->startseg;
705 hit_data->hit_side = hit_data->hit_object = 0;
706 hit_data->hit_side_seg = -1;
708 return hit_data->hit_type;
711 segs_visited[0] = fq->startseg;
717 hit_seg2 = fvi_hit_seg2 = -1;
719 hit_type = fvi_sub(&hit_pnt,&hit_seg2,fq->p0,fq->startseg,fq->p1,fq->rad,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
720 //!!hit_seg = find_point_seg(&hit_pnt,fq->startseg);
721 if (hit_seg2!=-1 && !get_seg_masks(&hit_pnt,hit_seg2,0).centermask)
724 hit_seg = find_point_seg(&hit_pnt,fq->startseg);
726 //MATT: TAKE OUT THIS HACK AND FIX THE BUGS!
727 if (hit_type == HIT_WALL && hit_seg==-1)
728 if (fvi_hit_seg2!=-1 && get_seg_masks(&hit_pnt,fvi_hit_seg2,0).centermask==0)
729 hit_seg = fvi_hit_seg2;
734 vms_vector new_hit_pnt;
736 //because of code that deal with object with non-zero radius has
737 //problems, try using zero radius and see if we hit a wall
739 new_hit_type = fvi_sub(&new_hit_pnt,&new_hit_seg2,fq->p0,fq->startseg,fq->p1,0,fq->thisobjnum,fq->ignore_obj_list,fq->flags,hit_data->seglist,&hit_data->n_segs,-2);
741 if (new_hit_seg2 != -1) {
742 hit_seg = new_hit_seg2;
743 hit_pnt = new_hit_pnt;
748 if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
749 if (hit_seg != hit_data->seglist[hit_data->n_segs-1] && hit_data->n_segs<MAX_FVI_SEGS-1)
750 hit_data->seglist[hit_data->n_segs++] = hit_seg;
752 if (hit_seg!=-1 && fq->flags&FQ_GET_SEGLIST)
753 for (i=0;i<hit_data->n_segs && i<MAX_FVI_SEGS-1;i++)
754 if (hit_data->seglist[i] == hit_seg) {
755 hit_data->n_segs = i+1;
759 //I'm sorry to say that sometimes the seglist isn't correct. I did my
763 //{ //verify hit list
767 // Assert(hit_data->seglist[0] == startseg);
769 // for (i=0;i<hit_data->n_segs-1;i++) {
770 // for (ch=0;ch<6;ch++)
771 // if (Segments[hit_data->seglist[i]].children[ch] == hit_data->seglist[i+1])
776 // Assert(hit_data->seglist[hit_data->n_segs-1] == hit_seg);
780 //MATT: PUT THESE ASSERTS BACK IN AND FIX THE BUGS!
781 //!! Assert(hit_seg!=-1);
782 //!! Assert(!((hit_type==HIT_WALL) && (hit_seg == -1)));
783 //When this assert happens, get Matt. Matt: Look at hit_seg2 &
784 //fvi_hit_seg. At least one of these should be set. Why didn't
785 //find_new_seg() find something?
787 // Assert(fvi_hit_seg==-1 || fvi_hit_seg == hit_seg);
789 Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
791 hit_data->hit_type = hit_type;
792 hit_data->hit_pnt = hit_pnt;
793 hit_data->hit_seg = hit_seg;
794 hit_data->hit_side = fvi_hit_side; //looks at global
795 hit_data->hit_side_seg = fvi_hit_side_seg; //looks at global
796 hit_data->hit_object = fvi_hit_object; //looks at global
797 hit_data->hit_wallnorm = wall_norm; //looks at global
799 // if(hit_seg!=-1 && get_seg_masks(&hit_data->hit_pnt,hit_data->hit_seg,0).centermask!=0)
806 //--unused-- fix check_dist(vms_vector *v0,vms_vector *v1)
808 //--unused-- return vm_vec_dist(v0,v1);
811 int obj_in_list(int objnum,int *obj_list)
815 while ((t=*obj_list)!=-1 && t!=objnum) obj_list++;
821 int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum);
823 int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p1,fix rad,short thisobjnum,int *ignore_obj_list,int flags,int *seglist,int *n_segs,int entry_seg)
825 segment *seg; //the segment we're looking at
826 int startmask,endmask; //mask of faces
827 //@@int sidemask; //mask of sides - can be on back of face but not side
828 int centermask; //where the center point is
831 vms_vector hit_point,closest_hit_point; //where we hit
832 fix d,closest_d=0x7fffffff; //distance to hit point
833 int hit_type=HIT_NONE; //what sort of hit
836 int hit_none_n_segs=0;
837 int hit_none_seglist[MAX_FVI_SEGS];
838 int cur_nest_level = fvi_nest_count;
840 //fvi_hit_object = -1;
842 if (flags&FQ_GET_SEGLIST)
846 seg = &Segments[startseg];
850 //first, see if vector hit any objects in this segment
851 if (flags & FQ_CHECK_OBJS)
852 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
853 if ( !(Objects[objnum].flags & OF_SHOULD_BE_DEAD) &&
854 !(thisobjnum == objnum ) &&
855 (ignore_obj_list==NULL || !obj_in_list(objnum,ignore_obj_list)) &&
856 !laser_are_related( objnum, thisobjnum ) &&
857 !((thisobjnum > -1) &&
858 (CollisionResult[Objects[thisobjnum].type][Objects[objnum].type] == RESULT_NOTHING ) &&
859 (CollisionResult[Objects[objnum].type][Objects[thisobjnum].type] == RESULT_NOTHING ))) {
860 int fudged_rad = rad;
862 // If this is a powerup, don't do collision if flag FQ_IGNORE_POWERUPS is set
863 if (Objects[objnum].type == OBJ_POWERUP)
864 if (flags & FQ_IGNORE_POWERUPS)
867 // If this is a robot:robot collision, only do it if both of them have attack_type != 0 (eg, green guy)
868 if (Objects[thisobjnum].type == OBJ_ROBOT)
869 if (Objects[objnum].type == OBJ_ROBOT)
870 // -- MK: 11/18/95, 4claws glomming together...this is easy. -- if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
873 if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[Objects[thisobjnum].id].attack_type)
874 fudged_rad = (rad*3)/4;
876 //if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
877 if (Objects[thisobjnum].type == OBJ_PLAYER &&
878 ((Objects[objnum].type == OBJ_PLAYER) ||
879 ((Game_mode&GM_MULTI_COOP) && Objects[objnum].type == OBJ_WEAPON && Objects[objnum].ctype.laser_info.parent_type == OBJ_PLAYER)))
880 fudged_rad = rad/2; //(rad*3)/4;
882 d = check_vector_to_object(&hit_point,p0,p1,fudged_rad,&Objects[objnum],&Objects[thisobjnum]);
884 if (d) //we have intersection
886 fvi_hit_object = objnum;
887 Assert(fvi_hit_object!=-1);
889 closest_hit_point = hit_point;
894 if ( (thisobjnum > -1 ) && (CollisionResult[Objects[thisobjnum].type][OBJ_WALL] == RESULT_NOTHING ) )
895 rad = 0; //HACK - ignore when edges hit walls
897 //now, check segment walls
899 startmask = get_seg_masks(p0,startseg,rad).facemask;
901 masks = get_seg_masks(p1,startseg,rad); //on back of which faces?
902 endmask = masks.facemask;
903 //@@sidemask = masks.sidemask;
904 centermask = masks.centermask;
906 if (centermask==0) hit_none_seg = startseg;
908 if (endmask != 0) { //on the back of at least one face
912 //for each face we are on the back of, check if intersected
914 for (side=0,bit=1;side<6 && endmask>=bit;side++) {
916 num_faces = get_num_faces(&seg->sides[side]);
921 // commented out by mk on 02/13/94:: if ((num_faces=seg->sides[side].num_faces)==0) num_faces=1;
923 for (face=0;face<2;face++,bit<<=1) {
925 if (endmask & bit) { //on the back of this face
926 int face_hit_type; //in what way did we hit the face?
929 if (seg->children[side] == entry_seg)
930 continue; //don't go back through entry side
932 //did we go through this wall/door?
934 //#ifdef NEW_FVI_STUFF
935 if (startmask & bit) //start was also though. Do extra check
936 face_hit_type = special_check_line_to_face( &hit_point,
939 ((num_faces==1)?4:3),rad);
942 //NOTE LINK TO ABOVE!!
943 face_hit_type = check_line_to_face( &hit_point,
946 ((num_faces==1)?4:3),rad);
949 if (face_hit_type) { //through this wall/door
952 //if what we have hit is a door, check the adjoining seg
954 if ( (thisobjnum == Players[Player_num].objnum) && (Physics_cheat_flag==0xBADA55) ) {
955 wid_flag = WALL_IS_DOORWAY(seg, side);
956 if (seg->children[side] >= 0 )
957 wid_flag |= WID_FLY_FLAG;
959 wid_flag = WALL_IS_DOORWAY(seg, side);
962 if ((wid_flag & WID_FLY_FLAG) ||
963 (((wid_flag & WID_RENDER_FLAG) && (wid_flag & WID_RENDPAST_FLAG)) &&
964 ((flags & FQ_TRANSWALL) || (flags & FQ_TRANSPOINT && check_trans_wall(&hit_point,seg,side,face))))) {
967 vms_vector sub_hit_point;
968 int sub_hit_type,sub_hit_seg;
969 vms_vector save_wall_norm = wall_norm;
970 int save_hit_objnum=fvi_hit_object;
973 //do the check recursively on the next seg.
975 newsegnum = seg->children[side];
977 for (i=0;i<n_segs_visited && newsegnum!=segs_visited[i];i++);
979 if (i==n_segs_visited) { //haven't visited here yet
980 int temp_seglist[MAX_FVI_SEGS],temp_n_segs;
982 segs_visited[n_segs_visited++] = newsegnum;
984 if (n_segs_visited >= MAX_SEGS_VISITED)
985 goto quit_looking; //we've looked a long time, so give up
987 sub_hit_type = fvi_sub(&sub_hit_point,&sub_hit_seg,p0,newsegnum,p1,rad,thisobjnum,ignore_obj_list,flags,temp_seglist,&temp_n_segs,startseg);
989 if (sub_hit_type != HIT_NONE) {
991 d = vm_vec_dist(&sub_hit_point,p0);
996 closest_hit_point = sub_hit_point;
997 hit_type = sub_hit_type;
998 if (sub_hit_seg!=-1) hit_seg = sub_hit_seg;
1001 if (flags&FQ_GET_SEGLIST) {
1003 for (ii=0;i<temp_n_segs && *n_segs<MAX_FVI_SEGS-1;)
1004 seglist[(*n_segs)++] = temp_seglist[ii++];
1007 Assert(*n_segs < MAX_FVI_SEGS);
1010 wall_norm = save_wall_norm; //global could be trashed
1011 fvi_hit_object = save_hit_objnum;
1016 wall_norm = save_wall_norm; //global could be trashed
1017 if (sub_hit_seg!=-1) hit_none_seg = sub_hit_seg;
1019 if (flags&FQ_GET_SEGLIST) {
1021 for (ii=0;ii<temp_n_segs && ii<MAX_FVI_SEGS-1;ii++)
1022 hit_none_seglist[ii] = temp_seglist[ii];
1024 hit_none_n_segs = temp_n_segs;
1030 //is this the closest hit?
1032 d = vm_vec_dist(&hit_point,p0);
1034 if (d < closest_d) {
1036 closest_hit_point = hit_point;
1037 hit_type = HIT_WALL;
1040 get_side_normal(seg, side, face, &wall_norm );
1042 wall_norm = seg->sides[side].normals[face];
1046 if (get_seg_masks(&hit_point,startseg,rad).centermask==0)
1047 hit_seg = startseg; //hit in this segment
1049 fvi_hit_seg2 = startseg;
1052 //@@ mprintf( 0, "Warning on line 991 in physics.c\n" );
1053 //@@ hit_seg = startseg; //hit in this segment
1057 fvi_hit_seg = hit_seg;
1058 fvi_hit_side = side;
1059 fvi_hit_side_seg = startseg;
1069 // Assert(centermask==0 || hit_seg!=startseg);
1071 // Assert(sidemask==0); //Error("Didn't find side we went though");
1076 if (hit_type == HIT_NONE) { //didn't hit anything, return end point
1080 *ints = hit_none_seg;
1081 //MATT: MUST FIX THIS!!!!
1082 //Assert(!centermask);
1084 if (hit_none_seg!=-1) { ///(centermask == 0)
1085 if (flags&FQ_GET_SEGLIST)
1087 for (i=0;i<hit_none_n_segs && *n_segs<MAX_FVI_SEGS-1;)
1088 seglist[(*n_segs)++] = hit_none_seglist[i++];
1091 if (cur_nest_level!=0)
1096 *intp = closest_hit_point;
1098 if (fvi_hit_seg2 != -1)
1099 *ints = fvi_hit_seg2;
1101 *ints = hit_none_seg;
1106 Assert(!(hit_type==HIT_OBJECT && fvi_hit_object==-1));
1113 //--unused-- //compute the magnitude of a 2d vector
1114 //--unused-- fix mag2d(vec2d *v);
1115 //--unused-- #pragma aux mag2d parm [esi] value [eax] modify exact [eax ebx ecx edx] = \
1116 //--unused-- "mov eax,[esi]" \
1117 //--unused-- "imul eax" \
1118 //--unused-- "mov ebx,eax" \
1119 //--unused-- "mov ecx,edx" \
1120 //--unused-- "mov eax,4[esi]" \
1121 //--unused-- "imul eax" \
1122 //--unused-- "add eax,ebx" \
1123 //--unused-- "adc edx,ecx" \
1124 //--unused-- "call quad_sqrt";
1127 //--unused-- //returns mag
1128 //--unused-- fix normalize_2d(vec2d *v)
1130 //--unused-- fix mag;
1132 //--unused-- mag = mag2d(v);
1134 //--unused-- v->i = fixdiv(v->i,mag);
1135 //--unused-- v->j = fixdiv(v->j,mag);
1137 //--unused-- return mag;
1140 #include "textures.h"
1141 #include "texmerge.h"
1143 #define cross(v0,v1) (fixmul((v0)->i,(v1)->j) - fixmul((v0)->j,(v1)->i))
1145 //finds the uv coords of the given point on the given seg & side
1146 //fills in u & v. if l is non-NULL fills it in also
1147 void find_hitpoint_uv(fix *u,fix *v,fix *l,vms_vector *pnt,segment *seg,int sidenum,int facenum)
1149 vms_vector_array *pnt_array;
1150 vms_vector_array normal_array;
1151 int segnum = seg-Segments;
1154 side *side = &seg->sides[sidenum];
1155 int vertex_list[6],vertnum_list[6];
1156 vec2d p1,vec0,vec1,checkp; //@@,checkv;
1161 //mprintf(0,"\ncheck_trans_wall vec=%x,%x,%x\n",pnt->x,pnt->y,pnt->z);
1163 //do lasers pass through illusory walls?
1165 //when do I return 0 & 1 for non-transparent walls?
1167 if (segnum < 0 || segnum > Highest_segment_index) {
1168 mprintf((0,"Bad segnum (%d) in find_hitpoint_uv()\n",segnum));
1174 Error("segnum == -1 in find_hitpoint_uv()");
1176 create_abs_vertex_lists(&num_faces,vertex_list,segnum,sidenum);
1177 create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum);
1179 //now the hard work.
1181 //1. find what plane to project this wall onto to make it a 2d case
1184 get_side_normal(seg, sidenum, facenum, (vms_vector *)&normal_array );
1186 memcpy( &normal_array, &side->normals[facenum], sizeof(vms_vector_array) );
1190 if (abs(normal_array.xyz[1]) > abs(normal_array.xyz[biggest])) biggest = 1;
1191 if (abs(normal_array.xyz[2]) > abs(normal_array.xyz[biggest])) biggest = 2;
1193 if (biggest == 0) ii=1; else ii=0;
1194 if (biggest == 2) jj=1; else jj=2;
1196 //2. compute u,v of intersection point
1199 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+1]];
1200 p1.i = pnt_array->xyz[ii];
1201 p1.j = pnt_array->xyz[jj];
1203 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+0]];
1204 vec0.i = pnt_array->xyz[ii] - p1.i;
1205 vec0.j = pnt_array->xyz[jj] - p1.j;
1208 pnt_array = (vms_vector_array *)&Vertices[vertex_list[facenum*3+2]];
1209 vec1.i = pnt_array->xyz[ii] - p1.i;
1210 vec1.j = pnt_array->xyz[jj] - p1.j;
1212 //vec from 1 -> checkpoint
1213 pnt_array = (vms_vector_array *)pnt;
1214 checkp.i = pnt_array->xyz[ii];
1215 checkp.j = pnt_array->xyz[jj];
1217 //@@checkv.i = checkp.i - p1.i;
1218 //@@checkv.j = checkp.j - p1.j;
1220 //mprintf(0," vec0 = %x,%x ",vec0.i,vec0.j);
1221 //mprintf(0," vec1 = %x,%x ",vec1.i,vec1.j);
1222 //mprintf(0," checkv = %x,%x\n",checkv.i,checkv.j);
1224 k1 = -fixdiv(cross(&checkp,&vec0) + cross(&vec0,&p1),cross(&vec0,&vec1));
1225 if (abs(vec0.i) > abs(vec0.j))
1226 k0 = fixdiv(fixmul(-k1,vec1.i) + checkp.i - p1.i,vec0.i);
1228 k0 = fixdiv(fixmul(-k1,vec1.j) + checkp.j - p1.j,vec0.j);
1230 //mprintf(0," k0,k1 = %x,%x\n",k0,k1);
1233 uvls[i] = side->uvls[vertnum_list[facenum*3+i]];
1235 *u = uvls[1].u + fixmul( k0,uvls[0].u - uvls[1].u) + fixmul(k1,uvls[2].u - uvls[1].u);
1236 *v = uvls[1].v + fixmul( k0,uvls[0].v - uvls[1].v) + fixmul(k1,uvls[2].v - uvls[1].v);
1239 *l = uvls[1].l + fixmul( k0,uvls[0].l - uvls[1].l) + fixmul(k1,uvls[2].l - uvls[1].l);
1241 //mprintf(0," u,v = %x,%x\n",*u,*v);
1244 //check if a particular point on a wall is a transparent pixel
1245 //returns 1 if can pass though the wall, else 0
1246 int check_trans_wall(vms_vector *pnt,segment *seg,int sidenum,int facenum)
1249 side *side = &seg->sides[sidenum];
1253 // Assert(WALL_IS_DOORWAY(seg,sidenum) == WID_TRANSPARENT_WALL);
1255 find_hitpoint_uv(&u,&v,NULL,pnt,seg,sidenum,facenum); // Don't compute light value.
1257 if (side->tmap_num2 != 0) {
1258 bm = texmerge_get_cached_bitmap( side->tmap_num, side->tmap_num2 );
1260 bm = &GameBitmaps[Textures[side->tmap_num].index];
1261 PIGGY_PAGE_IN( Textures[side->tmap_num] );
1264 if (bm->bm_flags & BM_FLAG_RLE)
1265 bm = rle_expand_texture(bm);
1267 bmx = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
1268 bmy = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
1270 //note: the line above had -v, but that was wrong, so I changed it. if
1271 //something doesn't work, and you want to make it negative again, you
1272 //should figure out what's going on.
1274 //mprintf(0," bmx,y = %d,%d, color=%x\n",bmx,bmy,bm->bm_data[bmy*64+bmx]);
1276 return (bm->bm_data[bmy*bm->bm_w+bmx] == TRANSPARENCY_COLOR);
1279 //new function for Mike
1280 //note: n_segs_visited must be set to zero before this is called
1281 int sphere_intersects_wall(vms_vector *pnt,int segnum,fix rad)
1286 segs_visited[n_segs_visited++] = segnum;
1288 facemask = get_seg_masks(pnt,segnum,rad).facemask;
1290 seg = &Segments[segnum];
1292 if (facemask != 0) { //on the back of at least one face
1296 //for each face we are on the back of, check if intersected
1298 for (side=0,bit=1;side<6 && facemask>=bit;side++) {
1300 for (face=0;face<2;face++,bit<<=1) {
1302 if (facemask & bit) { //on the back of this face
1303 int face_hit_type; //in what way did we hit the face?
1304 int num_faces,vertex_list[6];
1306 //did we go through this wall/door?
1308 if ((seg-Segments)==-1)
1309 Error("segnum == -1 in sphere_intersects_wall()");
1311 create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side);
1313 face_hit_type = check_sphere_to_face( pnt,&seg->sides[side],
1314 face,((num_faces==1)?4:3),rad,vertex_list);
1316 if (face_hit_type) { //through this wall/door
1319 //if what we have hit is a door, check the adjoining seg
1321 child = seg->children[side];
1323 for (i=0;i<n_segs_visited && child!=segs_visited[i];i++);
1325 if (i==n_segs_visited) { //haven't visited here yet
1327 if (!IS_CHILD(child))
1331 if (sphere_intersects_wall(pnt,child,rad))
1344 //Returns true if the object is through any walls
1345 int object_intersects_wall(object *objp)
1349 return sphere_intersects_wall(&objp->pos,objp->segnum,objp->size);