2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Code for flying through the mines
39 //Global variables for physics system
41 #define ROLL_RATE 0x2000
42 #define DAMP_ANG 0x400 //min angle to bank
44 #define TURNROLL_SCALE (0x4ec4/2)
46 #define MAX_OBJECT_VEL i2f(100)
48 #define BUMP_HACK 1 //if defined, bump player when he gets stuck
50 //--unused-- int mike_mode=0;
52 //check point against each side of segment. return bitmask, where bit
53 //set means behind that side
55 int Physics_cheat_flag = 0;
56 extern char BounceCheat;
58 //##//returns the distance of a point (checkp) from a plane (defined by norm & planep)
59 //##fix dist_to_plane(vms_vector *checkp,vms_vector *norm,vms_vector *planep)
61 //## vms_vector deltap;
63 //## vm_vec_sub(&deltap,checkp,planep);
65 //## return vm_vec_dot(&deltap,norm);
68 //--unused-- int dpjm_old_joy_x, dpjm_old_joy_y;
70 int floor_levelling=0;
72 //--unused-- level_with_floor()
74 //--unused-- floor_levelling=1;
77 //make sure matrix is orthogonal
78 void check_and_fix_matrix(vms_matrix *m)
82 vm_vector_2_matrix(&tempm,&m->fvec,&m->uvec,NULL);
87 void do_physics_align_object( object * obj )
89 vms_vector desired_upvec;
90 fixang delta_ang,roll_ang;
91 //vms_vector forvec = {0,0,f1_0};
92 vms_matrix temp_matrix;
93 fix d,largest_d=-f1_0;
97 // bank player according to segment orientation
99 //find side of segment that player is most alligned with
104 get_side_normal( &Segments[obj->segnum], i, 0, &_tv1 );
105 d = vm_vec_dot(&_tv1,&obj->orient.uvec);
107 d = vm_vec_dot(&Segments[obj->segnum].sides[i].normals[0],&obj->orient.uvec);
110 if (d > largest_d) {largest_d = d; best_side=i;}
113 if (floor_levelling) {
115 // old way: used floor's normal as upvec
117 get_side_normal(&Segments[obj->segnum], 3, 0, &desired_upvec );
119 desired_upvec = Segments[obj->segnum].sides[3].normals[0];
123 else // new player leveling code: use normal of side closest to our up vec
124 if (get_num_faces(&Segments[obj->segnum].sides[best_side])==2) {
126 vms_vector normals[2];
127 get_side_normals(&Segments[obj->segnum], best_side, &normals[0], &normals[1] );
129 desired_upvec.x = (normals[0].x + normals[1].x) / 2;
130 desired_upvec.y = (normals[0].y + normals[1].y) / 2;
131 desired_upvec.z = (normals[0].z + normals[1].z) / 2;
133 vm_vec_normalize(&desired_upvec);
135 side *s = &Segments[obj->segnum].sides[best_side];
136 desired_upvec.x = (s->normals[0].x + s->normals[1].x) / 2;
137 desired_upvec.y = (s->normals[0].y + s->normals[1].y) / 2;
138 desired_upvec.z = (s->normals[0].z + s->normals[1].z) / 2;
140 vm_vec_normalize(&desired_upvec);
145 get_side_normal(&Segments[obj->segnum], best_side, 0, &desired_upvec );
147 desired_upvec = Segments[obj->segnum].sides[best_side].normals[0];
150 if (labs(vm_vec_dot(&desired_upvec,&obj->orient.fvec)) < f1_0/2) {
151 fixang save_delta_ang;
154 vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,&desired_upvec,NULL);
156 save_delta_ang = delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec);
158 delta_ang += obj->mtype.phys_info.turnroll;
160 if (abs(delta_ang) > DAMP_ANG) {
161 vms_matrix rotmat, new_pm;
163 roll_ang = fixmul(FrameTime,ROLL_RATE);
165 if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
166 else if (delta_ang<0) roll_ang = -roll_ang;
168 tangles.p = tangles.h = 0; tangles.b = roll_ang;
169 vm_angles_2_matrix(&rotmat,&tangles);
171 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
172 obj->orient = new_pm;
174 else floor_levelling=0;
179 void set_object_turnroll(object *obj)
183 desired_bank = -fixmul(obj->mtype.phys_info.rotvel.y,TURNROLL_SCALE);
185 if (obj->mtype.phys_info.turnroll != desired_bank) {
186 fixang delta_ang,max_roll;
188 max_roll = fixmul(ROLL_RATE,FrameTime);
190 delta_ang = desired_bank - obj->mtype.phys_info.turnroll;
192 if (labs(delta_ang) < max_roll)
193 max_roll = delta_ang;
196 max_roll = -max_roll;
198 obj->mtype.phys_info.turnroll += max_roll;
203 //list of segments went through
204 int phys_seglist[MAX_FVI_SEGS],n_phys_segs;
207 #define MAX_IGNORE_OBJS 100
210 #define EXTRA_DEBUG 1 //no extra debug when NDEBUG is on
214 object *debug_obj=NULL;
217 #define XYZ(v) (v)->x,(v)->y,(v)->z
221 int Total_retries=0, Total_sims=0;
222 int Dont_move_ai_objects=0;
227 extern int disable_new_fvi_stuff;
228 // -----------------------------------------------------------------------------------------------------------
229 // add rotational velocity & acceleration
230 void do_physics_sim_rot(object *obj)
233 vms_matrix rotmat,new_orient;
237 Assert(FrameTime > 0); //Get MATT if hit this!
239 pi = &obj->mtype.phys_info;
241 if (!(pi->rotvel.x || pi->rotvel.y || pi->rotvel.z || pi->rotthrust.x || pi->rotthrust.y || pi->rotthrust.z))
244 if (obj->mtype.phys_info.drag) {
249 count = FrameTime / FT;
253 drag = (obj->mtype.phys_info.drag*5)/2;
255 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
257 vm_vec_copy_scale(&accel,&obj->mtype.phys_info.rotthrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
261 vm_vec_add2(&obj->mtype.phys_info.rotvel,&accel);
263 vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-drag);
266 //do linear scale on remaining bit of time
268 vm_vec_scale_add2(&obj->mtype.phys_info.rotvel,&accel,k);
269 vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-fixmul(k,drag));
271 else if (! (obj->mtype.phys_info.flags & PF_FREE_SPINNING)) {
275 total_drag = fixmul(total_drag,f1_0-drag);
277 //do linear scale on remaining bit of time
279 total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
281 vm_vec_scale(&obj->mtype.phys_info.rotvel,total_drag);
286 //mprintf( (0, "Rot vel = %.3f,%.3f,%.3f\n", f2fl(obj->mtype.phys_info.rotvel.x),f2fl(obj->mtype.phys_info.rotvel.y), f2fl(obj->mtype.phys_info.rotvel.z) ));
290 //unrotate object for bank caused by turn
291 if (obj->mtype.phys_info.turnroll) {
294 tangles.p = tangles.h = 0;
295 tangles.b = -obj->mtype.phys_info.turnroll;
296 vm_angles_2_matrix(&rotmat,&tangles);
297 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
298 obj->orient = new_pm;
301 tangles.p = fixmul(obj->mtype.phys_info.rotvel.x,FrameTime);
302 tangles.h = fixmul(obj->mtype.phys_info.rotvel.y,FrameTime);
303 tangles.b = fixmul(obj->mtype.phys_info.rotvel.z,FrameTime);
305 vm_angles_2_matrix(&rotmat,&tangles);
306 vm_matrix_x_matrix(&new_orient,&obj->orient,&rotmat);
307 obj->orient = new_orient;
309 if (obj->mtype.phys_info.flags & PF_TURNROLL)
310 set_object_turnroll(obj);
312 //re-rotate object for bank caused by turn
313 if (obj->mtype.phys_info.turnroll) {
316 tangles.p = tangles.h = 0;
317 tangles.b = obj->mtype.phys_info.turnroll;
318 vm_angles_2_matrix(&rotmat,&tangles);
319 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
320 obj->orient = new_pm;
323 check_and_fix_matrix(&obj->orient);
326 // -----------------------------------------------------------------------------------------------------------
327 //Simulate a physics object for this frame
328 void do_physics_sim(object *obj)
330 int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
334 vms_vector frame_vec; //movement in this frame
335 vms_vector new_pos,ipos; //position after this frame
338 int WallHitSeg, WallHitSide;
344 fix sim_time,old_sim_time;
345 vms_vector start_pos;
347 fix moved_time; //how long objected moved before hit something
348 vms_vector save_p0,save_p1;
350 int orig_segnum = obj->segnum;
353 Assert(obj->type != OBJ_NONE);
354 Assert(obj->movement_type == MT_PHYSICS);
357 if (Dont_move_ai_objects)
358 if (obj->control_type == CT_AI)
362 pi = &obj->mtype.phys_info;
364 do_physics_sim_rot(obj);
366 if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
369 objnum = OBJECT_NUMBER(obj);
373 disable_new_fvi_stuff = (obj->type != OBJ_PLAYER);
375 sim_time = FrameTime;
380 if (obj == debug_obj) {
381 printf("object %d:\n start pos = %x %x %x\n",objnum,XYZ(&obj->pos));
382 printf(" thrust = %x %x %x\n",XYZ(&obj->mtype.phys_info.thrust));
383 printf(" sim_time = %x\n",sim_time);
386 //check for correct object segment
387 if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
390 mprintf((0,"Warning: object %d not in given seg!\n",objnum));
392 //Int3(); Removed by Rob 10/5/94
393 if (!update_object_seg(obj)) {
395 mprintf((0,"Warning: can't find seg for object %d - moving\n",objnum));
397 if (!(Game_mode & GM_MULTI))
399 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
400 obj->pos.x += objnum;
405 start_pos = obj->pos;
409 Assert(obj->mtype.phys_info.brakes==0); //brakes not used anymore?
411 //if uses thrust, cannot have zero drag
412 Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);
414 //mprintf((0,"thrust=%x speed=%x\n",vm_vec_mag(&obj->mtype.phys_info.thrust),vm_vec_mag(&obj->mtype.phys_info.velocity)));
418 if ((drag = obj->mtype.phys_info.drag) != 0) {
424 count = sim_time / FT;
428 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
430 vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
434 vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);
436 vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
439 //do linear scale on remaining bit of time
441 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
443 vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
449 total_drag = fixmul(total_drag,f1_0-drag);
451 //do linear scale on remaining bit of time
453 total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
455 vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
460 if (obj == debug_obj)
461 printf(" velocity = %x %x %x\n",XYZ(&obj->mtype.phys_info.velocity));
468 vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);
471 if (obj == debug_obj)
472 printf(" pass %d, frame_vec = %x %x %x\n",count,XYZ(&frame_vec));
475 if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )
480 // If retry count is getting large, then we are trying to do something stupid.
482 if (obj->type == OBJ_PLAYER) {
489 vm_vec_add(&new_pos,&obj->pos,&frame_vec);
492 if (obj == debug_obj)
493 printf(" desired_pos = %x %x %x\n",XYZ(&new_pos));
496 ignore_obj_list[n_ignore_objs] = -1;
499 if (obj == debug_obj) {
500 printf(" FVI parms: p0 = %8x %8x %8x, segnum=%x, size=%x\n",XYZ(&obj->pos),obj->segnum,obj->size);
501 printf(" p1 = %8x %8x %8x\n",XYZ(&new_pos));
506 fq.startseg = obj->segnum;
509 fq.thisobjnum = objnum;
510 fq.ignore_obj_list = ignore_obj_list;
511 fq.flags = FQ_CHECK_OBJS;
513 if (obj->type == OBJ_WEAPON)
514 fq.flags |= FQ_TRANSPOINT;
516 if (obj->type == OBJ_PLAYER)
517 fq.flags |= FQ_GET_SEGLIST;
519 //@@ if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
526 fate = find_vector_intersection(&fq,&hit_info);
527 // Matt: Mike's hack.
528 if (fate == HIT_OBJECT) {
529 object *objp = &Objects[hit_info.hit_object];
531 if ((objp->type == OBJ_WEAPON) && ((objp->id == PROXIMITY_ID) || (objp->id == SUPERPROX_ID)))
536 if (fate == HIT_BAD_P0) {
537 mprintf((0, "Warning: Bad p0 in physics! Object = %i, type = %i [%s]\n", OBJECT_NUMBER(obj), obj->type, Object_type_names[obj->type]));
542 if (obj->type == OBJ_PLAYER) {
545 if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
548 for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1); )
549 phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
553 if (obj == debug_obj)
554 printf(" fate = %d, hit_pnt = %8x %8x %8x\n",fate,XYZ(&hit_info.hit_pnt));;
557 ipos = hit_info.hit_pnt;
558 iseg = hit_info.hit_seg;
559 WallHitSide = hit_info.hit_side;
560 WallHitSeg = hit_info.hit_side_seg;
562 if (iseg==-1) { //some sort of horrible error
564 mprintf((1, "iseg==-1 in physics! Object = %i, type = %i (%s)\n", OBJECT_NUMBER(obj), obj->type, Object_type_names[obj->type]));
567 //compute_segment_center(&ipos,&Segments[obj->segnum]);
569 //iseg = obj->segnum;
571 if (obj->type == OBJ_WEAPON)
572 obj->flags |= OF_SHOULD_BE_DEAD;
576 Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));
578 //if (get_seg_masks(&hit_info.hit_pnt, hit_info.hit_seg, 0, __FILE__, __LINE__).centermask != 0)
581 save_pos = obj->pos; //save the object's position
582 save_seg = obj->segnum;
584 // update object's position and segment number
588 if (obj == debug_obj)
589 printf(" new pos = %x %x %x\n",XYZ(&obj->pos));
592 if ( iseg != obj->segnum )
593 obj_relink(objnum, iseg );
595 //if start point not in segment, move object to center of segment
596 if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask !=0 )
600 if ((n=find_object_seg(obj))==-1) {
602 if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
603 obj->pos = obj->last_pos;
604 obj_relink(objnum, n );
607 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
608 obj->pos.x += objnum;
610 if (obj->type == OBJ_WEAPON)
611 obj->flags |= OF_SHOULD_BE_DEAD;
616 //calulate new sim time
618 //vms_vector moved_vec;
619 vms_vector moved_vec_n;
620 fix attempted_dist,actual_dist;
622 old_sim_time = sim_time;
624 actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);
626 if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) { //moved backwards
628 //don't change position or sim_time
630 //******* mprintf((0, "Obj %d moved backwards\n", OBJECT_NUMBER(obj)));
633 if (obj == debug_obj)
634 printf(" Warning: moved backwards!\n");
639 //iseg = obj->segnum; //don't change segment
641 obj_relink(objnum, save_seg );
647 //if (obj == debug_obj)
648 // printf(" moved_vec = %x %x %x\n",XYZ(&moved_vec));
650 attempted_dist = vm_vec_mag(&frame_vec);
652 sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);
654 moved_time = old_sim_time - sim_time;
656 if (sim_time < 0 || sim_time>old_sim_time) {
658 mprintf((0,"Bogus sim_time = %x, old = %x\n",sim_time,old_sim_time));
659 if (obj == debug_obj)
660 printf(" Bogus sim_time = %x, old = %x, attempted_dist = %x, actual_dist = %x\n",sim_time,old_sim_time,attempted_dist,actual_dist);
661 //Int3(); Removed by Rob
663 sim_time = old_sim_time;
664 //WHY DOES THIS HAPPEN??
671 if (obj == debug_obj)
672 printf(" new sim_time = %x\n",sim_time);
682 //@@fix total_d,moved_d;
683 fix hit_speed,wall_part;
687 vm_vec_sub(&moved_v,&obj->pos,&save_pos);
689 wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);
691 if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
692 collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
694 scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
696 Assert( WallHitSeg > -1 );
697 Assert( WallHitSide > -1 );
699 if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
700 int forcefield_bounce; //bounce off a forcefield
702 Assert(BounceCheat || !(obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick
704 forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_FIELD);
706 if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) { //stop moving
708 // mprintf((0, "Object %i stuck at %i:%i\n", OBJECT_NUMBER(obj), WallHitSeg, WallHitSide));
709 add_stuck_object(obj, WallHitSeg, WallHitSide);
711 vm_vec_zero(&obj->mtype.phys_info.velocity);
715 else { // Slide object along wall
718 //We're constrained by wall, so subtract wall part from
721 wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);
723 // mprintf((0, "%d", f2i(vm_vec_mag(&hit_info.hit_wallnorm)) ));
725 if (forcefield_bounce || (obj->mtype.phys_info.flags & PF_BOUNCE)) { //bounce off wall
726 wall_part *= 2; //Subtract out wall part twice to achieve bounce
728 if (forcefield_bounce) {
729 check_vel = 1; //check for max velocity
730 if (obj->type == OBJ_PLAYER)
731 wall_part *= 2; //player bounce twice as much
734 if ( obj->mtype.phys_info.flags & PF_BOUNCES_TWICE) {
735 Assert(obj->mtype.phys_info.flags & PF_BOUNCE);
736 if (obj->mtype.phys_info.flags & PF_BOUNCED_ONCE)
737 obj->mtype.phys_info.flags &= ~(PF_BOUNCE+PF_BOUNCED_ONCE+PF_BOUNCES_TWICE);
739 obj->mtype.phys_info.flags |= PF_BOUNCED_ONCE;
742 bounced = 1; //this object bounced
745 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);
747 // mprintf((0, "Velocity at bounce time = %d\n", f2i(vm_vec_mag(&obj->mtype.phys_info.velocity))));
749 //if (obj==ConsoleObject)
750 // mprintf((0,"player vel = %x\n",vm_vec_mag_quick(&obj->mtype.phys_info.velocity)));
753 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
755 if (vel > MAX_OBJECT_VEL)
756 vm_vec_scale(&obj->mtype.phys_info.velocity,fixdiv(MAX_OBJECT_VEL,vel));
759 if (bounced && obj->type == OBJ_WEAPON)
760 vm_vector_2_matrix(&obj->orient,&obj->mtype.phys_info.velocity,&obj->orient.uvec,NULL);
763 if (obj == debug_obj) {
764 printf(" sliding - wall_norm %x %x %x %x\n",wall_part,XYZ(&hit_info.hit_wallnorm));
765 printf(" wall_part %x, new velocity = %x %x %x\n",wall_part,XYZ(&obj->mtype.phys_info.velocity));
778 // Mark the hit object so that on a retry the fvi code
779 // ignores this object.
781 Assert(hit_info.hit_object != -1);
783 // Calculcate the hit point between the two objects.
784 { vms_vector *ppos0, *ppos1, pos_hit;
786 ppos0 = &Objects[hit_info.hit_object].pos;
788 size0 = Objects[hit_info.hit_object].size;
790 Assert(size0+size1 != 0); // Error, both sizes are 0, so how did they collide, anyway?!?
791 //vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
792 //vm_vec_add2(&pos_hit, ppos0);
793 vm_vec_sub(&pos_hit, ppos1, ppos0);
794 vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));
796 old_vel = obj->mtype.phys_info.velocity;
798 collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);
802 // Let object continue its movement
803 if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
804 //obj->pos = save_pos;
806 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)) {
807 //if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
808 ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
817 if (TactileStick && obj==ConsoleObject && !(FrameCount & 15))
818 Tactile_Xvibrate_clear ();
824 Int3(); // Unexpected collision type: start point not in specified segment.
825 mprintf((0,"Warning: Bad p0 in physics!!!\n"));
828 // Unknown collision type returned from find_vector_intersection!!
834 } while ( try_again );
836 // Pass retry count info to AI.
837 if (obj->control_type == CT_AI) {
839 Ai_local_info[objnum].retry_count = count-1;
841 Total_retries += count-1;
847 //I'm not sure why we do this. I wish there were a comment that
848 //explained it. I think maybe it only needs to be done if the object
849 //is sliding, but I don't know
850 if (!obj_stopped && !bounced) { //Set velocity from actual movement
851 vms_vector moved_vec;
853 vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
854 vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
857 if (obj==ConsoleObject && (obj->mtype.phys_info.velocity.x==0 && obj->mtype.phys_info.velocity.y==0 && obj->mtype.phys_info.velocity.z==0) &&
858 !(obj->mtype.phys_info.thrust.x==0 && obj->mtype.phys_info.thrust.y==0 && obj->mtype.phys_info.thrust.z==0)) {
859 vms_vector center,bump_vec;
861 //bump player a little towards center of segment to unstick
863 compute_segment_center(¢er,&Segments[obj->segnum]);
864 vm_vec_normalized_dir_quick(&bump_vec,¢er,&obj->pos);
866 //don't bump player toward center of reactor segment
867 if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
868 vm_vec_negate(&bump_vec);
870 vm_vec_scale_add2(&obj->pos,&bump_vec,obj->size/5);
872 //if moving away from seg, might move out of seg, so update
873 if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
874 update_object_seg(obj);
879 //Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);
881 //if (obj->control_type == CT_FLYING)
882 if (obj->mtype.phys_info.flags & PF_LEVELLING)
883 do_physics_align_object( obj );
886 //hack to keep player from going through closed doors
887 if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (Physics_cheat_flag!=0xBADA55) ) {
890 sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);
894 if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
896 int vertnum,num_faces,i;
902 s = &Segments[orig_segnum].sides[sidenum];
905 Error("orig_segnum == -1 in physics");
907 create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum, __FILE__, __LINE__);
909 //let's pretend this wall is not triangulated
910 vertnum = vertex_list[0];
912 if (vertex_list[i] < vertnum)
913 vertnum = vertex_list[i];
918 get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
919 dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
920 vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
923 dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
924 vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
926 update_object_seg(obj);
932 //--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #ifndef NDEBUG
933 //if end point not in segment, move object to last pos, or segment center
934 if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
936 if (find_object_seg(obj)==-1) {
940 if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
941 obj->pos = obj->last_pos;
942 obj_relink(objnum, n );
945 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
946 obj->pos.x += objnum;
948 if (obj->type == OBJ_WEAPON)
949 obj->flags |= OF_SHOULD_BE_DEAD;
952 //--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #endif
957 //--unused-- //tell us what the given object will do (as far as hiting walls) in
958 //--unused-- //the given time (in seconds) t. Igores acceleration (sorry)
959 //--unused-- //if check_objects is set, check with objects, else just with walls
960 //--unused-- //returns fate, fills in hit time. If fate==HIT_NONE, hit_time undefined
961 //--unused-- int physics_lookahead(object *obj,fix t,int fvi_flags,fix *hit_time, fvi_info *hit_info)
963 //--unused-- vms_vector new_pos;
964 //--unused-- int objnum,fate;
965 //--unused-- fvi_query fq;
967 //--unused-- Assert(obj->movement_type == MT_PHYSICS);
969 //--unused-- objnum = OBJECT_NUMBER(obj);
971 //--unused-- vm_vec_scale_add(&new_pos, &obj->pos, &obj->mtype.phys_info.velocity, t);
973 //--unused-- fq.p0 = &obj->pos;
974 //--unused-- fq.startseg = obj->segnum;
975 //--unused-- fq.p1 = &new_pos;
976 //--unused-- fq.rad = obj->size;
977 //--unused-- fq.thisobjnum = objnum;
978 //--unused-- fq.ignore_obj_list = NULL;
979 //--unused-- fq.flags = fvi_flags;
981 //--unused-- fate = find_vector_intersection(&fq,hit_info);
983 //--unused-- if (fate != HIT_NONE) {
984 //--unused-- fix dist,speed;
986 //--unused-- dist = vm_vec_dist(&obj->pos, &hit_info->hit_pnt);
988 //--unused-- speed = vm_vec_mag(&obj->mtype.phys_info.velocity);
990 //--unused-- *hit_time = fixdiv(dist,speed);
994 //--unused-- return fate;
998 //Applies an instantaneous force on an object, resulting in an instantaneous
999 //change in velocity.
1000 void phys_apply_force(object *obj,vms_vector *force_vec)
1003 // Put in by MK on 2/13/96 for force getting applied to Omega blobs, which have 0 mass,
1004 // in collision with crazy reactor robot thing on d2levf-s.
1005 if (obj->mtype.phys_info.mass == 0)
1008 if (obj->movement_type != MT_PHYSICS)
1012 if (TactileStick && obj==&Objects[Players[Player_num].objnum])
1013 Tactile_apply_force (force_vec,&obj->orient);
1016 //Add in acceleration due to force
1017 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,force_vec,fixdiv(f1_0,obj->mtype.phys_info.mass));
1022 // ----------------------------------------------------------------
1023 // Do *dest = *delta unless:
1024 // *delta is pretty small
1025 // and they are of different signs.
1026 void physics_set_rotvel_and_saturate(fix *dest, fix delta)
1028 if ((delta ^ *dest) < 0) {
1029 if (abs(delta) < F1_0/8) {
1030 // mprintf((0, "D"));
1033 // mprintf((0, "d"));
1036 // mprintf((0, "!"));
1041 // ------------------------------------------------------------------------------------------------------
1042 // Note: This is the old ai_turn_towards_vector code.
1043 // phys_apply_rot used to call ai_turn_towards_vector until I fixed it, which broke phys_apply_rot.
1044 void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate)
1046 vms_angvec dest_angles, cur_angles;
1047 fix delta_p, delta_h;
1048 vms_vector *rotvel_ptr = &obj->mtype.phys_info.rotvel;
1050 // Make this object turn towards the goal_vector. Changes orientation, doesn't change direction of movement.
1051 // If no one moves, will be facing goal_vector in 1 second.
1053 // Detect null vector.
1054 if ((goal_vector->x == 0) && (goal_vector->y == 0) && (goal_vector->z == 0))
1057 // Make morph objects turn more slowly.
1058 if (obj->control_type == CT_MORPH)
1061 vm_extract_angles_vector(&dest_angles, goal_vector);
1062 vm_extract_angles_vector(&cur_angles, &obj->orient.fvec);
1064 delta_p = (dest_angles.p - cur_angles.p);
1065 delta_h = (dest_angles.h - cur_angles.h);
1067 if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
1068 if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
1069 if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
1070 if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
1072 delta_p = fixdiv(delta_p, rate);
1073 delta_h = fixdiv(delta_h, rate);
1075 if (abs(delta_p) < F1_0/16) delta_p *= 4;
1076 if (abs(delta_h) < F1_0/16) delta_h *= 4;
1078 physics_set_rotvel_and_saturate(&rotvel_ptr->x, delta_p);
1079 physics_set_rotvel_and_saturate(&rotvel_ptr->y, delta_h);
1083 // -----------------------------------------------------------------------------
1084 // Applies an instantaneous whack on an object, resulting in an instantaneous
1085 // change in orientation.
1086 void phys_apply_rot(object *obj,vms_vector *force_vec)
1090 if (obj->movement_type != MT_PHYSICS)
1093 vecmag = vm_vec_mag(force_vec)/8;
1094 if (vecmag < F1_0/256)
1096 else if (vecmag < obj->mtype.phys_info.mass >> 14)
1099 rate = fixdiv(obj->mtype.phys_info.mass, vecmag);
1100 if (obj->type == OBJ_ROBOT) {
1103 // Changed by mk, 10/24/95, claw guys should not slow down when attacking!
1104 if (!Robot_info[obj->id].thief && !Robot_info[obj->id].attack_type) {
1105 if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < 3*F1_0/4) {
1106 fix tval = fixdiv(F1_0, 8*FrameTime);
1111 if ( (d_rand() * 2) < (tval & 0xffff))
1113 obj->ctype.ai_info.SKIP_AI_COUNT += addval;
1114 // -- mk: too much stuff making hard to see my debug messages...mprintf((0, "FrameTime = %7.3f, addval = %i\n", f2fl(FrameTime), addval));
1123 // Turn amount inversely proportional to mass. Third parameter is seconds to do 360 turn.
1124 physics_turn_towards_vector(force_vec, obj, rate);
1130 //this routine will set the thrust for an object to a value that will
1131 //(hopefully) maintain the object's current velocity
1132 void set_thrust_from_velocity(object *obj)
1136 Assert(obj->movement_type == MT_PHYSICS);
1138 k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
1140 vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->mtype.phys_info.velocity,k);