2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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.
19 static char rcsid[] = "$Id: physics.c,v 1.3 2001-01-31 15:17:57 bradleyb Exp $";
49 //Global variables for physics system
51 #define ROLL_RATE 0x2000
52 #define DAMP_ANG 0x400 //min angle to bank
54 #define TURNROLL_SCALE (0x4ec4/2)
56 #define MAX_OBJECT_VEL i2f(100)
58 #define BUMP_HACK 1 //if defined, bump player when he gets stuck
60 //--unused-- int mike_mode=0;
62 //check point against each side of segment. return bitmask, where bit
63 //set means behind that side
65 int Physics_cheat_flag = 0;
66 extern char BounceCheat;
68 //##//returns the distance of a point (checkp) from a plane (defined by norm & planep)
69 //##fix dist_to_plane(vms_vector *checkp,vms_vector *norm,vms_vector *planep)
71 //## vms_vector deltap;
73 //## vm_vec_sub(&deltap,checkp,planep);
75 //## return vm_vec_dot(&deltap,norm);
78 //--unused-- int dpjm_old_joy_x, dpjm_old_joy_y;
80 int floor_levelling=0;
82 //--unused-- level_with_floor()
84 //--unused-- floor_levelling=1;
87 //make sure matrix is orthogonal
88 void check_and_fix_matrix(vms_matrix *m)
92 vm_vector_2_matrix(&tempm,&m->fvec,&m->uvec,NULL);
97 void do_physics_align_object( object * obj )
99 vms_vector desired_upvec;
100 fixang delta_ang,roll_ang;
101 //vms_vector forvec = {0,0,f1_0};
102 vms_matrix temp_matrix;
103 fix d,largest_d=-f1_0;
107 // bank player according to segment orientation
109 //find side of segment that player is most alligned with
114 get_side_normal( &Segments[obj->segnum], i, 0, &_tv1 );
115 d = vm_vec_dot(&_tv1,&obj->orient.uvec);
117 d = vm_vec_dot(&Segments[obj->segnum].sides[i].normals[0],&obj->orient.uvec);
120 if (d > largest_d) {largest_d = d; best_side=i;}
123 if (floor_levelling) {
125 // old way: used floor's normal as upvec
127 get_side_normal(&Segments[obj->segnum], 3, 0, &desired_upvec );
129 desired_upvec = Segments[obj->segnum].sides[3].normals[0];
133 else // new player leveling code: use normal of side closest to our up vec
134 if (get_num_faces(&Segments[obj->segnum].sides[best_side])==2) {
136 vms_vector normals[2];
137 get_side_normals(&Segments[obj->segnum], best_side, &normals[0], &normals[1] );
139 desired_upvec.x = (normals[0].x + normals[1].x) / 2;
140 desired_upvec.y = (normals[0].y + normals[1].y) / 2;
141 desired_upvec.z = (normals[0].z + normals[1].z) / 2;
143 vm_vec_normalize(&desired_upvec);
145 side *s = &Segments[obj->segnum].sides[best_side];
146 desired_upvec.x = (s->normals[0].x + s->normals[1].x) / 2;
147 desired_upvec.y = (s->normals[0].y + s->normals[1].y) / 2;
148 desired_upvec.z = (s->normals[0].z + s->normals[1].z) / 2;
150 vm_vec_normalize(&desired_upvec);
155 get_side_normal(&Segments[obj->segnum], best_side, 0, &desired_upvec );
157 desired_upvec = Segments[obj->segnum].sides[best_side].normals[0];
160 if (labs(vm_vec_dot(&desired_upvec,&obj->orient.fvec)) < f1_0/2) {
161 fixang save_delta_ang;
164 vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,&desired_upvec,NULL);
166 save_delta_ang = delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec);
168 delta_ang += obj->mtype.phys_info.turnroll;
170 if (abs(delta_ang) > DAMP_ANG) {
171 vms_matrix rotmat, new_pm;
173 roll_ang = fixmul(FrameTime,ROLL_RATE);
175 if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
176 else if (delta_ang<0) roll_ang = -roll_ang;
178 tangles.p = tangles.h = 0; tangles.b = roll_ang;
179 vm_angles_2_matrix(&rotmat,&tangles);
181 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
182 obj->orient = new_pm;
184 else floor_levelling=0;
189 void set_object_turnroll(object *obj)
193 desired_bank = -fixmul(obj->mtype.phys_info.rotvel.y,TURNROLL_SCALE);
195 if (obj->mtype.phys_info.turnroll != desired_bank) {
196 fixang delta_ang,max_roll;
198 max_roll = fixmul(ROLL_RATE,FrameTime);
200 delta_ang = desired_bank - obj->mtype.phys_info.turnroll;
202 if (labs(delta_ang) < max_roll)
203 max_roll = delta_ang;
206 max_roll = -max_roll;
208 obj->mtype.phys_info.turnroll += max_roll;
213 //list of segments went through
214 int phys_seglist[MAX_FVI_SEGS],n_phys_segs;
217 #define MAX_IGNORE_OBJS 100
220 #define EXTRA_DEBUG 1 //no extra debug when NDEBUG is on
224 object *debug_obj=NULL;
227 #define XYZ(v) (v)->x,(v)->y,(v)->z
231 int Total_retries=0, Total_sims=0;
232 int Dont_move_ai_objects=0;
237 extern int disable_new_fvi_stuff;
238 // -----------------------------------------------------------------------------------------------------------
239 // add rotational velocity & acceleration
240 void do_physics_sim_rot(object *obj)
243 vms_matrix rotmat,new_orient;
247 Assert(FrameTime > 0); //Get MATT if hit this!
249 pi = &obj->mtype.phys_info;
251 if (!(pi->rotvel.x || pi->rotvel.y || pi->rotvel.z || pi->rotthrust.x || pi->rotthrust.y || pi->rotthrust.z))
254 if (obj->mtype.phys_info.drag) {
259 count = FrameTime / FT;
263 drag = (obj->mtype.phys_info.drag*5)/2;
265 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
267 vm_vec_copy_scale(&accel,&obj->mtype.phys_info.rotthrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
271 vm_vec_add2(&obj->mtype.phys_info.rotvel,&accel);
273 vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-drag);
276 //do linear scale on remaining bit of time
278 vm_vec_scale_add2(&obj->mtype.phys_info.rotvel,&accel,k);
279 vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-fixmul(k,drag));
281 else if (! (obj->mtype.phys_info.flags & PF_FREE_SPINNING)) {
285 total_drag = fixmul(total_drag,f1_0-drag);
287 //do linear scale on remaining bit of time
289 total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
291 vm_vec_scale(&obj->mtype.phys_info.rotvel,total_drag);
296 //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) ));
300 //unrotate object for bank caused by turn
301 if (obj->mtype.phys_info.turnroll) {
304 tangles.p = tangles.h = 0;
305 tangles.b = -obj->mtype.phys_info.turnroll;
306 vm_angles_2_matrix(&rotmat,&tangles);
307 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
308 obj->orient = new_pm;
311 tangles.p = fixmul(obj->mtype.phys_info.rotvel.x,FrameTime);
312 tangles.h = fixmul(obj->mtype.phys_info.rotvel.y,FrameTime);
313 tangles.b = fixmul(obj->mtype.phys_info.rotvel.z,FrameTime);
315 vm_angles_2_matrix(&rotmat,&tangles);
316 vm_matrix_x_matrix(&new_orient,&obj->orient,&rotmat);
317 obj->orient = new_orient;
319 if (obj->mtype.phys_info.flags & PF_TURNROLL)
320 set_object_turnroll(obj);
322 //re-rotate object for bank caused by turn
323 if (obj->mtype.phys_info.turnroll) {
326 tangles.p = tangles.h = 0;
327 tangles.b = obj->mtype.phys_info.turnroll;
328 vm_angles_2_matrix(&rotmat,&tangles);
329 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
330 obj->orient = new_pm;
333 check_and_fix_matrix(&obj->orient);
336 // -----------------------------------------------------------------------------------------------------------
337 //Simulate a physics object for this frame
338 void do_physics_sim(object *obj)
340 int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
344 vms_vector frame_vec; //movement in this frame
345 vms_vector new_pos,ipos; //position after this frame
348 int WallHitSeg, WallHitSide;
354 fix sim_time,old_sim_time;
355 vms_vector start_pos;
357 fix moved_time; //how long objected moved before hit something
358 vms_vector save_p0,save_p1;
360 int orig_segnum = obj->segnum;
363 Assert(obj->type != OBJ_NONE);
364 Assert(obj->movement_type == MT_PHYSICS);
367 if (Dont_move_ai_objects)
368 if (obj->control_type == CT_AI)
372 pi = &obj->mtype.phys_info;
374 do_physics_sim_rot(obj);
376 if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
379 objnum = obj-Objects;
383 disable_new_fvi_stuff = (obj->type != OBJ_PLAYER);
385 sim_time = FrameTime;
390 if (obj == debug_obj) {
391 printf("object %d:\n start pos = %x %x %x\n",objnum,XYZ(&obj->pos));
392 printf(" thrust = %x %x %x\n",XYZ(&obj->mtype.phys_info.thrust));
393 printf(" sim_time = %x\n",sim_time);
396 //check for correct object segment
397 if(!get_seg_masks(&obj->pos,obj->segnum,0).centermask==0) {
399 mprintf((0,"Warning: object %d not in given seg!\n",objnum));
401 //Int3(); Removed by Rob 10/5/94
402 if (!update_object_seg(obj)) {
404 mprintf((0,"Warning: can't find seg for object %d - moving\n",objnum));
406 if (!(Game_mode & GM_MULTI))
408 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
409 obj->pos.x += objnum;
414 start_pos = obj->pos;
418 Assert(obj->mtype.phys_info.brakes==0); //brakes not used anymore?
420 //if uses thrust, cannot have zero drag
421 Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);
423 //mprintf((0,"thrust=%x speed=%x\n",vm_vec_mag(&obj->mtype.phys_info.thrust),vm_vec_mag(&obj->mtype.phys_info.velocity)));
427 if ((drag = obj->mtype.phys_info.drag) != 0) {
433 count = sim_time / FT;
437 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
439 vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
443 vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);
445 vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
448 //do linear scale on remaining bit of time
450 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
452 vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
458 total_drag = fixmul(total_drag,f1_0-drag);
460 //do linear scale on remaining bit of time
462 total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
464 vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
469 if (obj == debug_obj)
470 printf(" velocity = %x %x %x\n",XYZ(&obj->mtype.phys_info.velocity));
477 vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);
480 if (obj == debug_obj)
481 printf(" pass %d, frame_vec = %x %x %x\n",count,XYZ(&frame_vec));
484 if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )
489 // If retry count is getting large, then we are trying to do something stupid.
491 if (obj->type == OBJ_PLAYER) {
498 vm_vec_add(&new_pos,&obj->pos,&frame_vec);
501 if (obj == debug_obj)
502 printf(" desired_pos = %x %x %x\n",XYZ(&new_pos));
505 ignore_obj_list[n_ignore_objs] = -1;
508 if (obj == debug_obj) {
509 printf(" FVI parms: p0 = %8x %8x %8x, segnum=%x, size=%x\n",XYZ(&obj->pos),obj->segnum,obj->size);
510 printf(" p1 = %8x %8x %8x\n",XYZ(&new_pos));
515 fq.startseg = obj->segnum;
518 fq.thisobjnum = objnum;
519 fq.ignore_obj_list = ignore_obj_list;
520 fq.flags = FQ_CHECK_OBJS;
522 if (obj->type == OBJ_WEAPON)
523 fq.flags |= FQ_TRANSPOINT;
525 if (obj->type == OBJ_PLAYER)
526 fq.flags |= FQ_GET_SEGLIST;
528 //@@ if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0)
535 fate = find_vector_intersection(&fq,&hit_info);
536 // Matt: Mike's hack.
537 if (fate == HIT_OBJECT) {
538 object *objp = &Objects[hit_info.hit_object];
540 if ((objp->type == OBJ_WEAPON) && ((objp->id == PROXIMITY_ID) || (objp->id == SUPERPROX_ID)))
545 if (fate == HIT_BAD_P0) {
546 mprintf((0,"Warning: Bad p0 in physics! Object = %i, type = %i [%s]\n", obj-Objects, obj->type, Object_type_names[obj->type]));
551 if (obj->type == OBJ_PLAYER) {
554 if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
557 for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1); )
558 phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
562 if (obj == debug_obj)
563 printf(" fate = %d, hit_pnt = %8x %8x %8x\n",fate,XYZ(&hit_info.hit_pnt));;
566 ipos = hit_info.hit_pnt;
567 iseg = hit_info.hit_seg;
568 WallHitSide = hit_info.hit_side;
569 WallHitSeg = hit_info.hit_side_seg;
571 if (iseg==-1) { //some sort of horrible error
573 mprintf((1,"iseg==-1 in physics! Object = %i, type = %i (%s)\n", obj-Objects, obj->type, Object_type_names[obj->type]));
576 //compute_segment_center(&ipos,&Segments[obj->segnum]);
578 //iseg = obj->segnum;
580 if (obj->type == OBJ_WEAPON)
581 obj->flags |= OF_SHOULD_BE_DEAD;
585 Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));
587 //if(!get_seg_masks(&hit_info.hit_pnt,hit_info.hit_seg,0).centermask==0)
590 save_pos = obj->pos; //save the object's position
591 save_seg = obj->segnum;
593 // update object's position and segment number
597 if (obj == debug_obj)
598 printf(" new pos = %x %x %x\n",XYZ(&obj->pos));
601 if ( iseg != obj->segnum )
602 obj_relink(objnum, iseg );
604 //if start point not in segment, move object to center of segment
605 if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0) {
608 if ((n=find_object_seg(obj))==-1) {
610 if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
611 obj->pos = obj->last_pos;
612 obj_relink(objnum, n );
615 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
616 obj->pos.x += objnum;
618 if (obj->type == OBJ_WEAPON)
619 obj->flags |= OF_SHOULD_BE_DEAD;
624 //calulate new sim time
626 //vms_vector moved_vec;
627 vms_vector moved_vec_n;
628 fix attempted_dist,actual_dist;
630 old_sim_time = sim_time;
632 actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);
634 if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) { //moved backwards
636 //don't change position or sim_time
638 //******* mprintf((0,"Obj %d moved backwards\n",obj-Objects));
641 if (obj == debug_obj)
642 printf(" Warning: moved backwards!\n");
647 //iseg = obj->segnum; //don't change segment
649 obj_relink(objnum, save_seg );
655 //if (obj == debug_obj)
656 // printf(" moved_vec = %x %x %x\n",XYZ(&moved_vec));
658 attempted_dist = vm_vec_mag(&frame_vec);
660 sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);
662 moved_time = old_sim_time - sim_time;
664 if (sim_time < 0 || sim_time>old_sim_time) {
666 mprintf((0,"Bogus sim_time = %x, old = %x\n",sim_time,old_sim_time));
667 if (obj == debug_obj)
668 printf(" Bogus sim_time = %x, old = %x, attempted_dist = %x, actual_dist = %x\n",sim_time,old_sim_time,attempted_dist,actual_dist);
669 //Int3(); Removed by Rob
671 sim_time = old_sim_time;
672 //WHY DOES THIS HAPPEN??
679 if (obj == debug_obj)
680 printf(" new sim_time = %x\n",sim_time);
690 //@@fix total_d,moved_d;
691 fix hit_speed,wall_part;
695 vm_vec_sub(&moved_v,&obj->pos,&save_pos);
697 wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);
699 if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
700 collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
702 scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
704 Assert( WallHitSeg > -1 );
705 Assert( WallHitSide > -1 );
707 if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
708 int forcefield_bounce; //bounce off a forcefield
710 Assert(BounceCheat || !(obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick
712 forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_FIELD);
714 if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) { //stop moving
716 // mprintf((0, "Object %i stuck at %i:%i\n", obj-Objects, WallHitSeg, WallHitSide));
717 add_stuck_object(obj, WallHitSeg, WallHitSide);
719 vm_vec_zero(&obj->mtype.phys_info.velocity);
723 else { // Slide object along wall
726 //We're constrained by wall, so subtract wall part from
729 wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);
731 // mprintf((0, "%d", f2i(vm_vec_mag(&hit_info.hit_wallnorm)) ));
733 if (forcefield_bounce || (obj->mtype.phys_info.flags & PF_BOUNCE)) { //bounce off wall
734 wall_part *= 2; //Subtract out wall part twice to achieve bounce
736 if (forcefield_bounce) {
737 check_vel = 1; //check for max velocity
738 if (obj->type == OBJ_PLAYER)
739 wall_part *= 2; //player bounce twice as much
742 if ( obj->mtype.phys_info.flags & PF_BOUNCES_TWICE) {
743 Assert(obj->mtype.phys_info.flags & PF_BOUNCE);
744 if (obj->mtype.phys_info.flags & PF_BOUNCED_ONCE)
745 obj->mtype.phys_info.flags &= ~(PF_BOUNCE+PF_BOUNCED_ONCE+PF_BOUNCES_TWICE);
747 obj->mtype.phys_info.flags |= PF_BOUNCED_ONCE;
750 bounced = 1; //this object bounced
753 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);
755 // mprintf((0, "Velocity at bounce time = %d\n", f2i(vm_vec_mag(&obj->mtype.phys_info.velocity))));
757 //if (obj==ConsoleObject)
758 // mprintf((0,"player vel = %x\n",vm_vec_mag_quick(&obj->mtype.phys_info.velocity)));
761 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
763 if (vel > MAX_OBJECT_VEL)
764 vm_vec_scale(&obj->mtype.phys_info.velocity,fixdiv(MAX_OBJECT_VEL,vel));
767 if (bounced && obj->type == OBJ_WEAPON)
768 vm_vector_2_matrix(&obj->orient,&obj->mtype.phys_info.velocity,&obj->orient.uvec,NULL);
771 if (obj == debug_obj) {
772 printf(" sliding - wall_norm %x %x %x %x\n",wall_part,XYZ(&hit_info.hit_wallnorm));
773 printf(" wall_part %x, new velocity = %x %x %x\n",wall_part,XYZ(&obj->mtype.phys_info.velocity));
786 // Mark the hit object so that on a retry the fvi code
787 // ignores this object.
789 Assert(hit_info.hit_object != -1);
791 // Calculcate the hit point between the two objects.
792 { vms_vector *ppos0, *ppos1, pos_hit;
794 ppos0 = &Objects[hit_info.hit_object].pos;
796 size0 = Objects[hit_info.hit_object].size;
798 Assert(size0+size1 != 0); // Error, both sizes are 0, so how did they collide, anyway?!?
799 //vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
800 //vm_vec_add2(&pos_hit, ppos0);
801 vm_vec_sub(&pos_hit, ppos1, ppos0);
802 vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));
804 old_vel = obj->mtype.phys_info.velocity;
806 collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);
810 // Let object continue its movement
811 if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
812 //obj->pos = save_pos;
814 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)) {
815 //if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
816 ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
825 if (TactileStick && obj==ConsoleObject && !(FrameCount & 15))
826 Tactile_Xvibrate_clear ();
832 Int3(); // Unexpected collision type: start point not in specified segment.
833 mprintf((0,"Warning: Bad p0 in physics!!!\n"));
836 // Unknown collision type returned from find_vector_intersection!!
842 } while ( try_again );
844 // Pass retry count info to AI.
845 if (obj->control_type == CT_AI) {
847 Ai_local_info[objnum].retry_count = count-1;
849 Total_retries += count-1;
855 //I'm not sure why we do this. I wish there were a comment that
856 //explained it. I think maybe it only needs to be done if the object
857 //is sliding, but I don't know
858 if (!obj_stopped && !bounced) { //Set velocity from actual movement
859 vms_vector moved_vec;
861 vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
862 vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
865 if (obj==ConsoleObject && (obj->mtype.phys_info.velocity.x==0 && obj->mtype.phys_info.velocity.y==0 && obj->mtype.phys_info.velocity.z==0) &&
866 !(obj->mtype.phys_info.thrust.x==0 && obj->mtype.phys_info.thrust.y==0 && obj->mtype.phys_info.thrust.z==0)) {
867 vms_vector center,bump_vec;
869 //bump player a little towards center of segment to unstick
871 compute_segment_center(¢er,&Segments[obj->segnum]);
872 vm_vec_normalized_dir_quick(&bump_vec,¢er,&obj->pos);
874 //don't bump player toward center of reactor segment
875 if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
876 vm_vec_negate(&bump_vec);
878 vm_vec_scale_add2(&obj->pos,&bump_vec,obj->size/5);
880 //if moving away from seg, might move out of seg, so update
881 if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
882 update_object_seg(obj);
887 //Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);
889 //if (obj->control_type == CT_FLYING)
890 if (obj->mtype.phys_info.flags & PF_LEVELLING)
891 do_physics_align_object( obj );
894 //hack to keep player from going through closed doors
895 if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (Physics_cheat_flag!=0xBADA55) ) {
898 sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);
902 if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
904 int vertnum,num_faces,i;
910 s = &Segments[orig_segnum].sides[sidenum];
913 Error("orig_segnum == -1 in physics");
915 create_abs_vertex_lists( &num_faces, vertex_list, orig_segnum, sidenum);
917 //let's pretend this wall is not triangulated
918 vertnum = vertex_list[0];
920 if (vertex_list[i] < vertnum)
921 vertnum = vertex_list[i];
926 get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
927 dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
928 vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
931 dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
932 vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
934 update_object_seg(obj);
940 //--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #ifndef NDEBUG
941 //if end point not in segment, move object to last pos, or segment center
942 if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0) {
943 if (find_object_seg(obj)==-1) {
947 if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
948 obj->pos = obj->last_pos;
949 obj_relink(objnum, n );
952 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
953 obj->pos.x += objnum;
955 if (obj->type == OBJ_WEAPON)
956 obj->flags |= OF_SHOULD_BE_DEAD;
959 //--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #endif
964 //--unused-- //tell us what the given object will do (as far as hiting walls) in
965 //--unused-- //the given time (in seconds) t. Igores acceleration (sorry)
966 //--unused-- //if check_objects is set, check with objects, else just with walls
967 //--unused-- //returns fate, fills in hit time. If fate==HIT_NONE, hit_time undefined
968 //--unused-- int physics_lookahead(object *obj,fix t,int fvi_flags,fix *hit_time, fvi_info *hit_info)
970 //--unused-- vms_vector new_pos;
971 //--unused-- int objnum,fate;
972 //--unused-- fvi_query fq;
974 //--unused-- Assert(obj->movement_type == MT_PHYSICS);
976 //--unused-- objnum = obj-Objects;
978 //--unused-- vm_vec_scale_add(&new_pos, &obj->pos, &obj->mtype.phys_info.velocity, t);
980 //--unused-- fq.p0 = &obj->pos;
981 //--unused-- fq.startseg = obj->segnum;
982 //--unused-- fq.p1 = &new_pos;
983 //--unused-- fq.rad = obj->size;
984 //--unused-- fq.thisobjnum = objnum;
985 //--unused-- fq.ignore_obj_list = NULL;
986 //--unused-- fq.flags = fvi_flags;
988 //--unused-- fate = find_vector_intersection(&fq,hit_info);
990 //--unused-- if (fate != HIT_NONE) {
991 //--unused-- fix dist,speed;
993 //--unused-- dist = vm_vec_dist(&obj->pos, &hit_info->hit_pnt);
995 //--unused-- speed = vm_vec_mag(&obj->mtype.phys_info.velocity);
997 //--unused-- *hit_time = fixdiv(dist,speed);
1001 //--unused-- return fate;
1005 //Applies an instantaneous force on an object, resulting in an instantaneous
1006 //change in velocity.
1007 void phys_apply_force(object *obj,vms_vector *force_vec)
1010 // Put in by MK on 2/13/96 for force getting applied to Omega blobs, which have 0 mass,
1011 // in collision with crazy reactor robot thing on d2levf-s.
1012 if (obj->mtype.phys_info.mass == 0)
1015 if (obj->movement_type != MT_PHYSICS)
1019 if (TactileStick && obj==&Objects[Players[Player_num].objnum])
1020 Tactile_apply_force (force_vec,&obj->orient);
1023 //Add in acceleration due to force
1024 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,force_vec,fixdiv(f1_0,obj->mtype.phys_info.mass));
1029 // ----------------------------------------------------------------
1030 // Do *dest = *delta unless:
1031 // *delta is pretty small
1032 // and they are of different signs.
1033 void physics_set_rotvel_and_saturate(fix *dest, fix delta)
1035 if ((delta ^ *dest) < 0) {
1036 if (abs(delta) < F1_0/8) {
1037 // mprintf((0, "D"));
1040 // mprintf((0, "d"));
1043 // mprintf((0, "!"));
1048 // ------------------------------------------------------------------------------------------------------
1049 // Note: This is the old ai_turn_towards_vector code.
1050 // phys_apply_rot used to call ai_turn_towards_vector until I fixed it, which broke phys_apply_rot.
1051 void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate)
1053 vms_angvec dest_angles, cur_angles;
1054 fix delta_p, delta_h;
1055 vms_vector *rotvel_ptr = &obj->mtype.phys_info.rotvel;
1057 // Make this object turn towards the goal_vector. Changes orientation, doesn't change direction of movement.
1058 // If no one moves, will be facing goal_vector in 1 second.
1060 // Detect null vector.
1061 if ((goal_vector->x == 0) && (goal_vector->y == 0) && (goal_vector->z == 0))
1064 // Make morph objects turn more slowly.
1065 if (obj->control_type == CT_MORPH)
1068 vm_extract_angles_vector(&dest_angles, goal_vector);
1069 vm_extract_angles_vector(&cur_angles, &obj->orient.fvec);
1071 delta_p = (dest_angles.p - cur_angles.p);
1072 delta_h = (dest_angles.h - cur_angles.h);
1074 if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
1075 if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
1076 if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
1077 if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
1079 delta_p = fixdiv(delta_p, rate);
1080 delta_h = fixdiv(delta_h, rate);
1082 if (abs(delta_p) < F1_0/16) delta_p *= 4;
1083 if (abs(delta_h) < F1_0/16) delta_h *= 4;
1085 physics_set_rotvel_and_saturate(&rotvel_ptr->x, delta_p);
1086 physics_set_rotvel_and_saturate(&rotvel_ptr->y, delta_h);
1090 // -----------------------------------------------------------------------------
1091 // Applies an instantaneous whack on an object, resulting in an instantaneous
1092 // change in orientation.
1093 void phys_apply_rot(object *obj,vms_vector *force_vec)
1097 if (obj->movement_type != MT_PHYSICS)
1100 vecmag = vm_vec_mag(force_vec)/8;
1101 if (vecmag < F1_0/256)
1103 else if (vecmag < obj->mtype.phys_info.mass >> 14)
1106 rate = fixdiv(obj->mtype.phys_info.mass, vecmag);
1107 if (obj->type == OBJ_ROBOT) {
1110 // Changed by mk, 10/24/95, claw guys should not slow down when attacking!
1111 if (!Robot_info[obj->id].thief && !Robot_info[obj->id].attack_type) {
1112 if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < 3*F1_0/4) {
1113 fix tval = fixdiv(F1_0, 8*FrameTime);
1118 if ( (d_rand() * 2) < (tval & 0xffff))
1120 obj->ctype.ai_info.SKIP_AI_COUNT += addval;
1121 // -- mk: too much stuff making hard to see my debug messages...mprintf((0, "FrameTime = %7.3f, addval = %i\n", f2fl(FrameTime), addval));
1130 // Turn amount inversely proportional to mass. Third parameter is seconds to do 360 turn.
1131 physics_turn_towards_vector(force_vec, obj, rate);
1137 //this routine will set the thrust for an object to a value that will
1138 //(hopefully) maintain the object's current velocity
1139 void set_thrust_from_velocity(object *obj)
1143 Assert(obj->movement_type == MT_PHYSICS);
1145 k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
1147 vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->mtype.phys_info.velocity,k);