2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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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
40 //Global variables for physics system
42 #define ROLL_RATE 0x2000
43 #define DAMP_ANG 0x400 //min angle to bank
45 #define TURNROLL_SCALE (0x4ec4/2)
47 #define MAX_OBJECT_VEL i2f(100)
49 #define BUMP_HACK 1 //if defined, bump player when he gets stuck
51 //--unused-- int mike_mode=0;
53 //check point against each side of segment. return bitmask, where bit
54 //set means behind that side
56 int Physics_cheat_flag = 0;
57 extern char BounceCheat;
59 //##//returns the distance of a point (checkp) from a plane (defined by norm & planep)
60 //##fix dist_to_plane(vms_vector *checkp,vms_vector *norm,vms_vector *planep)
62 //## vms_vector deltap;
64 //## vm_vec_sub(&deltap,checkp,planep);
66 //## return vm_vec_dot(&deltap,norm);
69 //--unused-- int dpjm_old_joy_x, dpjm_old_joy_y;
71 int floor_levelling=0;
73 //--unused-- level_with_floor()
75 //--unused-- floor_levelling=1;
78 //make sure matrix is orthogonal
79 void check_and_fix_matrix(vms_matrix *m)
83 vm_vector_2_matrix(&tempm,&m->fvec,&m->uvec,NULL);
88 void do_physics_align_object( object * obj )
90 vms_vector desired_upvec;
91 fixang delta_ang,roll_ang;
92 //vms_vector forvec = {0,0,f1_0};
93 vms_matrix temp_matrix;
94 fix d,largest_d=-f1_0;
98 // bank player according to segment orientation
100 //find side of segment that player is most alligned with
105 get_side_normal( &Segments[obj->segnum], i, 0, &_tv1 );
106 d = vm_vec_dot(&_tv1,&obj->orient.uvec);
108 d = vm_vec_dot(&Segments[obj->segnum].sides[i].normals[0],&obj->orient.uvec);
111 if (d > largest_d) {largest_d = d; best_side=i;}
114 if (floor_levelling) {
116 // old way: used floor's normal as upvec
118 get_side_normal(&Segments[obj->segnum], 3, 0, &desired_upvec );
120 desired_upvec = Segments[obj->segnum].sides[3].normals[0];
124 else // new player leveling code: use normal of side closest to our up vec
125 if (get_num_faces(&Segments[obj->segnum].sides[best_side])==2) {
127 vms_vector normals[2];
128 get_side_normals(&Segments[obj->segnum], best_side, &normals[0], &normals[1] );
130 desired_upvec.x = (normals[0].x + normals[1].x) / 2;
131 desired_upvec.y = (normals[0].y + normals[1].y) / 2;
132 desired_upvec.z = (normals[0].z + normals[1].z) / 2;
134 vm_vec_normalize(&desired_upvec);
136 side *s = &Segments[obj->segnum].sides[best_side];
137 desired_upvec.x = (s->normals[0].x + s->normals[1].x) / 2;
138 desired_upvec.y = (s->normals[0].y + s->normals[1].y) / 2;
139 desired_upvec.z = (s->normals[0].z + s->normals[1].z) / 2;
141 vm_vec_normalize(&desired_upvec);
146 get_side_normal(&Segments[obj->segnum], best_side, 0, &desired_upvec );
148 desired_upvec = Segments[obj->segnum].sides[best_side].normals[0];
151 if (labs(vm_vec_dot(&desired_upvec,&obj->orient.fvec)) < f1_0/2) {
152 fixang save_delta_ang;
155 vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,&desired_upvec,NULL);
157 save_delta_ang = delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec);
159 delta_ang += obj->mtype.phys_info.turnroll;
161 if (abs(delta_ang) > DAMP_ANG) {
162 vms_matrix rotmat, new_pm;
164 roll_ang = fixmul(FrameTime,ROLL_RATE);
166 if (abs(delta_ang) < roll_ang) roll_ang = delta_ang;
167 else if (delta_ang<0) roll_ang = -roll_ang;
169 tangles.p = tangles.h = 0; tangles.b = roll_ang;
170 vm_angles_2_matrix(&rotmat,&tangles);
172 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
173 obj->orient = new_pm;
175 else floor_levelling=0;
180 void set_object_turnroll(object *obj)
184 desired_bank = -fixmul(obj->mtype.phys_info.rotvel.y,TURNROLL_SCALE);
186 if (obj->mtype.phys_info.turnroll != desired_bank) {
187 fixang delta_ang,max_roll;
189 max_roll = fixmul(ROLL_RATE,FrameTime);
191 delta_ang = desired_bank - obj->mtype.phys_info.turnroll;
193 if (labs(delta_ang) < max_roll)
194 max_roll = delta_ang;
197 max_roll = -max_roll;
199 obj->mtype.phys_info.turnroll += max_roll;
204 //list of segments went through
205 int phys_seglist[MAX_FVI_SEGS],n_phys_segs;
208 #define MAX_IGNORE_OBJS 100
211 #define EXTRA_DEBUG 1 //no extra debug when NDEBUG is on
215 object *debug_obj=NULL;
218 #define XYZ(v) (v)->x,(v)->y,(v)->z
222 int Total_retries=0, Total_sims=0;
223 int Dont_move_ai_objects=0;
228 extern int disable_new_fvi_stuff;
229 // -----------------------------------------------------------------------------------------------------------
230 // add rotational velocity & acceleration
231 void do_physics_sim_rot(object *obj)
234 vms_matrix rotmat,new_orient;
238 Assert(FrameTime > 0); //Get MATT if hit this!
240 pi = &obj->mtype.phys_info;
242 if (!(pi->rotvel.x || pi->rotvel.y || pi->rotvel.z || pi->rotthrust.x || pi->rotthrust.y || pi->rotthrust.z))
245 if (obj->mtype.phys_info.drag) {
250 count = FrameTime / FT;
254 drag = (obj->mtype.phys_info.drag*5)/2;
256 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
258 vm_vec_copy_scale(&accel,&obj->mtype.phys_info.rotthrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
262 vm_vec_add2(&obj->mtype.phys_info.rotvel,&accel);
264 vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-drag);
267 //do linear scale on remaining bit of time
269 vm_vec_scale_add2(&obj->mtype.phys_info.rotvel,&accel,k);
270 vm_vec_scale(&obj->mtype.phys_info.rotvel,f1_0-fixmul(k,drag));
272 else if (! (obj->mtype.phys_info.flags & PF_FREE_SPINNING)) {
276 total_drag = fixmul(total_drag,f1_0-drag);
278 //do linear scale on remaining bit of time
280 total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
282 vm_vec_scale(&obj->mtype.phys_info.rotvel,total_drag);
287 //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) ));
291 //unrotate object for bank caused by turn
292 if (obj->mtype.phys_info.turnroll) {
295 tangles.p = tangles.h = 0;
296 tangles.b = -obj->mtype.phys_info.turnroll;
297 vm_angles_2_matrix(&rotmat,&tangles);
298 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
299 obj->orient = new_pm;
302 tangles.p = fixmul(obj->mtype.phys_info.rotvel.x,FrameTime);
303 tangles.h = fixmul(obj->mtype.phys_info.rotvel.y,FrameTime);
304 tangles.b = fixmul(obj->mtype.phys_info.rotvel.z,FrameTime);
306 vm_angles_2_matrix(&rotmat,&tangles);
307 vm_matrix_x_matrix(&new_orient,&obj->orient,&rotmat);
308 obj->orient = new_orient;
310 if (obj->mtype.phys_info.flags & PF_TURNROLL)
311 set_object_turnroll(obj);
313 //re-rotate object for bank caused by turn
314 if (obj->mtype.phys_info.turnroll) {
317 tangles.p = tangles.h = 0;
318 tangles.b = obj->mtype.phys_info.turnroll;
319 vm_angles_2_matrix(&rotmat,&tangles);
320 vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat);
321 obj->orient = new_pm;
324 check_and_fix_matrix(&obj->orient);
327 // -----------------------------------------------------------------------------------------------------------
328 //Simulate a physics object for this frame
329 void do_physics_sim(object *obj)
331 int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
335 vms_vector frame_vec; //movement in this frame
336 vms_vector new_pos,ipos; //position after this frame
339 int WallHitSeg, WallHitSide;
345 fix sim_time,old_sim_time;
346 vms_vector start_pos;
348 fix moved_time; //how long objected moved before hit something
349 vms_vector save_p0,save_p1;
351 int orig_segnum = obj->segnum;
354 Assert(obj->type != OBJ_NONE);
355 Assert(obj->movement_type == MT_PHYSICS);
358 if (Dont_move_ai_objects)
359 if (obj->control_type == CT_AI)
363 pi = &obj->mtype.phys_info;
365 do_physics_sim_rot(obj);
367 if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
370 objnum = OBJECT_NUMBER(obj);
374 disable_new_fvi_stuff = (obj->type != OBJ_PLAYER);
376 sim_time = FrameTime;
381 if (obj == debug_obj) {
382 printf("object %d:\n start pos = %x %x %x\n",objnum,XYZ(&obj->pos));
383 printf(" thrust = %x %x %x\n",XYZ(&obj->mtype.phys_info.thrust));
384 printf(" sim_time = %x\n",sim_time);
387 //check for correct object segment
388 if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
391 mprintf((0,"Warning: object %d not in given seg!\n",objnum));
393 //Int3(); Removed by Rob 10/5/94
394 if (!update_object_seg(obj)) {
396 mprintf((0,"Warning: can't find seg for object %d - moving\n",objnum));
398 if (!(Game_mode & GM_MULTI))
400 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
401 obj->pos.x += objnum;
406 start_pos = obj->pos;
410 Assert(obj->mtype.phys_info.brakes==0); //brakes not used anymore?
412 //if uses thrust, cannot have zero drag
413 Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);
415 //mprintf((0,"thrust=%x speed=%x\n",vm_vec_mag(&obj->mtype.phys_info.thrust),vm_vec_mag(&obj->mtype.phys_info.velocity)));
419 if ((drag = obj->mtype.phys_info.drag) != 0) {
425 count = sim_time / FT;
429 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
431 vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
435 vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);
437 vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
440 //do linear scale on remaining bit of time
442 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
444 vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
450 total_drag = fixmul(total_drag,f1_0-drag);
452 //do linear scale on remaining bit of time
454 total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));
456 vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
461 if (obj == debug_obj)
462 printf(" velocity = %x %x %x\n",XYZ(&obj->mtype.phys_info.velocity));
469 vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);
472 if (obj == debug_obj)
473 printf(" pass %d, frame_vec = %x %x %x\n",count,XYZ(&frame_vec));
476 if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )
481 // If retry count is getting large, then we are trying to do something stupid.
483 if (obj->type == OBJ_PLAYER) {
490 vm_vec_add(&new_pos,&obj->pos,&frame_vec);
493 if (obj == debug_obj)
494 printf(" desired_pos = %x %x %x\n",XYZ(&new_pos));
497 ignore_obj_list[n_ignore_objs] = -1;
500 if (obj == debug_obj) {
501 printf(" FVI parms: p0 = %8x %8x %8x, segnum=%x, size=%x\n",XYZ(&obj->pos),obj->segnum,obj->size);
502 printf(" p1 = %8x %8x %8x\n",XYZ(&new_pos));
507 fq.startseg = obj->segnum;
510 fq.thisobjnum = objnum;
511 fq.ignore_obj_list = ignore_obj_list;
512 fq.flags = FQ_CHECK_OBJS;
514 if (obj->type == OBJ_WEAPON)
515 fq.flags |= FQ_TRANSPOINT;
517 if (obj->type == OBJ_PLAYER)
518 fq.flags |= FQ_GET_SEGLIST;
520 //@@ if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
527 fate = find_vector_intersection(&fq,&hit_info);
528 // Matt: Mike's hack.
529 if (fate == HIT_OBJECT) {
530 object *objp = &Objects[hit_info.hit_object];
532 if ((objp->type == OBJ_WEAPON) && ((objp->id == PROXIMITY_ID) || (objp->id == SUPERPROX_ID)))
537 if (fate == HIT_BAD_P0) {
538 mprintf((0, "Warning: Bad p0 in physics! Object = %i, type = %i [%s]\n", OBJECT_NUMBER(obj), obj->type, Object_type_names[obj->type]));
543 if (obj->type == OBJ_PLAYER) {
546 if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
549 for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1); )
550 phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
554 if (obj == debug_obj)
555 printf(" fate = %d, hit_pnt = %8x %8x %8x\n",fate,XYZ(&hit_info.hit_pnt));;
558 ipos = hit_info.hit_pnt;
559 iseg = hit_info.hit_seg;
560 WallHitSide = hit_info.hit_side;
561 WallHitSeg = hit_info.hit_side_seg;
563 if (iseg==-1) { //some sort of horrible error
565 mprintf((1, "iseg==-1 in physics! Object = %i, type = %i (%s)\n", OBJECT_NUMBER(obj), obj->type, Object_type_names[obj->type]));
568 //compute_segment_center(&ipos,&Segments[obj->segnum]);
570 //iseg = obj->segnum;
572 if (obj->type == OBJ_WEAPON)
573 obj->flags |= OF_SHOULD_BE_DEAD;
577 Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));
579 //if(!get_seg_masks(&hit_info.hit_pnt, hit_info.hit_seg, 0, __FILE__, __LINE__).centermask == 0)
582 save_pos = obj->pos; //save the object's position
583 save_seg = obj->segnum;
585 // update object's position and segment number
589 if (obj == debug_obj)
590 printf(" new pos = %x %x %x\n",XYZ(&obj->pos));
593 if ( iseg != obj->segnum )
594 obj_relink(objnum, iseg );
596 //if start point not in segment, move object to center of segment
597 if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask !=0 )
601 if ((n=find_object_seg(obj))==-1) {
603 if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
604 obj->pos = obj->last_pos;
605 obj_relink(objnum, n );
608 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
609 obj->pos.x += objnum;
611 if (obj->type == OBJ_WEAPON)
612 obj->flags |= OF_SHOULD_BE_DEAD;
617 //calulate new sim time
619 //vms_vector moved_vec;
620 vms_vector moved_vec_n;
621 fix attempted_dist,actual_dist;
623 old_sim_time = sim_time;
625 actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);
627 if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) { //moved backwards
629 //don't change position or sim_time
631 //******* mprintf((0, "Obj %d moved backwards\n", OBJECT_NUMBER(obj)));
634 if (obj == debug_obj)
635 printf(" Warning: moved backwards!\n");
640 //iseg = obj->segnum; //don't change segment
642 obj_relink(objnum, save_seg );
648 //if (obj == debug_obj)
649 // printf(" moved_vec = %x %x %x\n",XYZ(&moved_vec));
651 attempted_dist = vm_vec_mag(&frame_vec);
653 sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);
655 moved_time = old_sim_time - sim_time;
657 if (sim_time < 0 || sim_time>old_sim_time) {
659 mprintf((0,"Bogus sim_time = %x, old = %x\n",sim_time,old_sim_time));
660 if (obj == debug_obj)
661 printf(" Bogus sim_time = %x, old = %x, attempted_dist = %x, actual_dist = %x\n",sim_time,old_sim_time,attempted_dist,actual_dist);
662 //Int3(); Removed by Rob
664 sim_time = old_sim_time;
665 //WHY DOES THIS HAPPEN??
672 if (obj == debug_obj)
673 printf(" new sim_time = %x\n",sim_time);
683 //@@fix total_d,moved_d;
684 fix hit_speed,wall_part;
688 vm_vec_sub(&moved_v,&obj->pos,&save_pos);
690 wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);
692 if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
693 collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
695 scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
697 Assert( WallHitSeg > -1 );
698 Assert( WallHitSide > -1 );
700 if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
701 int forcefield_bounce; //bounce off a forcefield
703 Assert(BounceCheat || !(obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE)); //can't be bounce and stick
705 forcefield_bounce = (TmapInfo[Segments[WallHitSeg].sides[WallHitSide].tmap_num].flags & TMI_FORCE_FIELD);
707 if (!forcefield_bounce && (obj->mtype.phys_info.flags & PF_STICK)) { //stop moving
709 // mprintf((0, "Object %i stuck at %i:%i\n", OBJECT_NUMBER(obj), WallHitSeg, WallHitSide));
710 add_stuck_object(obj, WallHitSeg, WallHitSide);
712 vm_vec_zero(&obj->mtype.phys_info.velocity);
716 else { // Slide object along wall
719 //We're constrained by wall, so subtract wall part from
722 wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);
724 // mprintf((0, "%d", f2i(vm_vec_mag(&hit_info.hit_wallnorm)) ));
726 if (forcefield_bounce || (obj->mtype.phys_info.flags & PF_BOUNCE)) { //bounce off wall
727 wall_part *= 2; //Subtract out wall part twice to achieve bounce
729 if (forcefield_bounce) {
730 check_vel = 1; //check for max velocity
731 if (obj->type == OBJ_PLAYER)
732 wall_part *= 2; //player bounce twice as much
735 if ( obj->mtype.phys_info.flags & PF_BOUNCES_TWICE) {
736 Assert(obj->mtype.phys_info.flags & PF_BOUNCE);
737 if (obj->mtype.phys_info.flags & PF_BOUNCED_ONCE)
738 obj->mtype.phys_info.flags &= ~(PF_BOUNCE+PF_BOUNCED_ONCE+PF_BOUNCES_TWICE);
740 obj->mtype.phys_info.flags |= PF_BOUNCED_ONCE;
743 bounced = 1; //this object bounced
746 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);
748 // mprintf((0, "Velocity at bounce time = %d\n", f2i(vm_vec_mag(&obj->mtype.phys_info.velocity))));
750 //if (obj==ConsoleObject)
751 // mprintf((0,"player vel = %x\n",vm_vec_mag_quick(&obj->mtype.phys_info.velocity)));
754 fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
756 if (vel > MAX_OBJECT_VEL)
757 vm_vec_scale(&obj->mtype.phys_info.velocity,fixdiv(MAX_OBJECT_VEL,vel));
760 if (bounced && obj->type == OBJ_WEAPON)
761 vm_vector_2_matrix(&obj->orient,&obj->mtype.phys_info.velocity,&obj->orient.uvec,NULL);
764 if (obj == debug_obj) {
765 printf(" sliding - wall_norm %x %x %x %x\n",wall_part,XYZ(&hit_info.hit_wallnorm));
766 printf(" wall_part %x, new velocity = %x %x %x\n",wall_part,XYZ(&obj->mtype.phys_info.velocity));
779 // Mark the hit object so that on a retry the fvi code
780 // ignores this object.
782 Assert(hit_info.hit_object != -1);
784 // Calculcate the hit point between the two objects.
785 { vms_vector *ppos0, *ppos1, pos_hit;
787 ppos0 = &Objects[hit_info.hit_object].pos;
789 size0 = Objects[hit_info.hit_object].size;
791 Assert(size0+size1 != 0); // Error, both sizes are 0, so how did they collide, anyway?!?
792 //vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
793 //vm_vec_add2(&pos_hit, ppos0);
794 vm_vec_sub(&pos_hit, ppos1, ppos0);
795 vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));
797 old_vel = obj->mtype.phys_info.velocity;
799 collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);
803 // Let object continue its movement
804 if ( !(obj->flags&OF_SHOULD_BE_DEAD) ) {
805 //obj->pos = save_pos;
807 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)) {
808 //if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
809 ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
818 if (TactileStick && obj==ConsoleObject && !(FrameCount & 15))
819 Tactile_Xvibrate_clear ();
825 Int3(); // Unexpected collision type: start point not in specified segment.
826 mprintf((0,"Warning: Bad p0 in physics!!!\n"));
829 // Unknown collision type returned from find_vector_intersection!!
835 } while ( try_again );
837 // Pass retry count info to AI.
838 if (obj->control_type == CT_AI) {
840 Ai_local_info[objnum].retry_count = count-1;
842 Total_retries += count-1;
848 //I'm not sure why we do this. I wish there were a comment that
849 //explained it. I think maybe it only needs to be done if the object
850 //is sliding, but I don't know
851 if (!obj_stopped && !bounced) { //Set velocity from actual movement
852 vms_vector moved_vec;
854 vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
855 vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
858 if (obj==ConsoleObject && (obj->mtype.phys_info.velocity.x==0 && obj->mtype.phys_info.velocity.y==0 && obj->mtype.phys_info.velocity.z==0) &&
859 !(obj->mtype.phys_info.thrust.x==0 && obj->mtype.phys_info.thrust.y==0 && obj->mtype.phys_info.thrust.z==0)) {
860 vms_vector center,bump_vec;
862 //bump player a little towards center of segment to unstick
864 compute_segment_center(¢er,&Segments[obj->segnum]);
865 vm_vec_normalized_dir_quick(&bump_vec,¢er,&obj->pos);
867 //don't bump player toward center of reactor segment
868 if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
869 vm_vec_negate(&bump_vec);
871 vm_vec_scale_add2(&obj->pos,&bump_vec,obj->size/5);
873 //if moving away from seg, might move out of seg, so update
874 if (Segment2s[obj->segnum].special == SEGMENT_IS_CONTROLCEN)
875 update_object_seg(obj);
880 //Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);
882 //if (obj->control_type == CT_FLYING)
883 if (obj->mtype.phys_info.flags & PF_LEVELLING)
884 do_physics_align_object( obj );
887 //hack to keep player from going through closed doors
888 if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (Physics_cheat_flag!=0xBADA55) ) {
891 sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);
895 if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
897 int vertnum,num_faces,i;
903 s = &Segments[orig_segnum].sides[sidenum];
906 Error("orig_segnum == -1 in physics");
908 create_abs_vertex_lists(&num_faces, vertex_list, orig_segnum, sidenum, __FILE__, __LINE__);
910 //let's pretend this wall is not triangulated
911 vertnum = vertex_list[0];
913 if (vertex_list[i] < vertnum)
914 vertnum = vertex_list[i];
919 get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
920 dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
921 vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
924 dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
925 vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
927 update_object_seg(obj);
933 //--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #ifndef NDEBUG
934 //if end point not in segment, move object to last pos, or segment center
935 if (get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask != 0)
937 if (find_object_seg(obj)==-1) {
941 if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
942 obj->pos = obj->last_pos;
943 obj_relink(objnum, n );
946 compute_segment_center(&obj->pos,&Segments[obj->segnum]);
947 obj->pos.x += objnum;
949 if (obj->type == OBJ_WEAPON)
950 obj->flags |= OF_SHOULD_BE_DEAD;
953 //--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL #endif
958 //--unused-- //tell us what the given object will do (as far as hiting walls) in
959 //--unused-- //the given time (in seconds) t. Igores acceleration (sorry)
960 //--unused-- //if check_objects is set, check with objects, else just with walls
961 //--unused-- //returns fate, fills in hit time. If fate==HIT_NONE, hit_time undefined
962 //--unused-- int physics_lookahead(object *obj,fix t,int fvi_flags,fix *hit_time, fvi_info *hit_info)
964 //--unused-- vms_vector new_pos;
965 //--unused-- int objnum,fate;
966 //--unused-- fvi_query fq;
968 //--unused-- Assert(obj->movement_type == MT_PHYSICS);
970 //--unused-- objnum = OBJECT_NUMBER(obj);
972 //--unused-- vm_vec_scale_add(&new_pos, &obj->pos, &obj->mtype.phys_info.velocity, t);
974 //--unused-- fq.p0 = &obj->pos;
975 //--unused-- fq.startseg = obj->segnum;
976 //--unused-- fq.p1 = &new_pos;
977 //--unused-- fq.rad = obj->size;
978 //--unused-- fq.thisobjnum = objnum;
979 //--unused-- fq.ignore_obj_list = NULL;
980 //--unused-- fq.flags = fvi_flags;
982 //--unused-- fate = find_vector_intersection(&fq,hit_info);
984 //--unused-- if (fate != HIT_NONE) {
985 //--unused-- fix dist,speed;
987 //--unused-- dist = vm_vec_dist(&obj->pos, &hit_info->hit_pnt);
989 //--unused-- speed = vm_vec_mag(&obj->mtype.phys_info.velocity);
991 //--unused-- *hit_time = fixdiv(dist,speed);
995 //--unused-- return fate;
999 //Applies an instantaneous force on an object, resulting in an instantaneous
1000 //change in velocity.
1001 void phys_apply_force(object *obj,vms_vector *force_vec)
1004 // Put in by MK on 2/13/96 for force getting applied to Omega blobs, which have 0 mass,
1005 // in collision with crazy reactor robot thing on d2levf-s.
1006 if (obj->mtype.phys_info.mass == 0)
1009 if (obj->movement_type != MT_PHYSICS)
1013 if (TactileStick && obj==&Objects[Players[Player_num].objnum])
1014 Tactile_apply_force (force_vec,&obj->orient);
1017 //Add in acceleration due to force
1018 vm_vec_scale_add2(&obj->mtype.phys_info.velocity,force_vec,fixdiv(f1_0,obj->mtype.phys_info.mass));
1023 // ----------------------------------------------------------------
1024 // Do *dest = *delta unless:
1025 // *delta is pretty small
1026 // and they are of different signs.
1027 void physics_set_rotvel_and_saturate(fix *dest, fix delta)
1029 if ((delta ^ *dest) < 0) {
1030 if (abs(delta) < F1_0/8) {
1031 // mprintf((0, "D"));
1034 // mprintf((0, "d"));
1037 // mprintf((0, "!"));
1042 // ------------------------------------------------------------------------------------------------------
1043 // Note: This is the old ai_turn_towards_vector code.
1044 // phys_apply_rot used to call ai_turn_towards_vector until I fixed it, which broke phys_apply_rot.
1045 void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate)
1047 vms_angvec dest_angles, cur_angles;
1048 fix delta_p, delta_h;
1049 vms_vector *rotvel_ptr = &obj->mtype.phys_info.rotvel;
1051 // Make this object turn towards the goal_vector. Changes orientation, doesn't change direction of movement.
1052 // If no one moves, will be facing goal_vector in 1 second.
1054 // Detect null vector.
1055 if ((goal_vector->x == 0) && (goal_vector->y == 0) && (goal_vector->z == 0))
1058 // Make morph objects turn more slowly.
1059 if (obj->control_type == CT_MORPH)
1062 vm_extract_angles_vector(&dest_angles, goal_vector);
1063 vm_extract_angles_vector(&cur_angles, &obj->orient.fvec);
1065 delta_p = (dest_angles.p - cur_angles.p);
1066 delta_h = (dest_angles.h - cur_angles.h);
1068 if (delta_p > F1_0/2) delta_p = dest_angles.p - cur_angles.p - F1_0;
1069 if (delta_p < -F1_0/2) delta_p = dest_angles.p - cur_angles.p + F1_0;
1070 if (delta_h > F1_0/2) delta_h = dest_angles.h - cur_angles.h - F1_0;
1071 if (delta_h < -F1_0/2) delta_h = dest_angles.h - cur_angles.h + F1_0;
1073 delta_p = fixdiv(delta_p, rate);
1074 delta_h = fixdiv(delta_h, rate);
1076 if (abs(delta_p) < F1_0/16) delta_p *= 4;
1077 if (abs(delta_h) < F1_0/16) delta_h *= 4;
1079 physics_set_rotvel_and_saturate(&rotvel_ptr->x, delta_p);
1080 physics_set_rotvel_and_saturate(&rotvel_ptr->y, delta_h);
1084 // -----------------------------------------------------------------------------
1085 // Applies an instantaneous whack on an object, resulting in an instantaneous
1086 // change in orientation.
1087 void phys_apply_rot(object *obj,vms_vector *force_vec)
1091 if (obj->movement_type != MT_PHYSICS)
1094 vecmag = vm_vec_mag(force_vec)/8;
1095 if (vecmag < F1_0/256)
1097 else if (vecmag < obj->mtype.phys_info.mass >> 14)
1100 rate = fixdiv(obj->mtype.phys_info.mass, vecmag);
1101 if (obj->type == OBJ_ROBOT) {
1104 // Changed by mk, 10/24/95, claw guys should not slow down when attacking!
1105 if (!Robot_info[obj->id].thief && !Robot_info[obj->id].attack_type) {
1106 if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < 3*F1_0/4) {
1107 fix tval = fixdiv(F1_0, 8*FrameTime);
1112 if ( (d_rand() * 2) < (tval & 0xffff))
1114 obj->ctype.ai_info.SKIP_AI_COUNT += addval;
1115 // -- mk: too much stuff making hard to see my debug messages...mprintf((0, "FrameTime = %7.3f, addval = %i\n", f2fl(FrameTime), addval));
1124 // Turn amount inversely proportional to mass. Third parameter is seconds to do 360 turn.
1125 physics_turn_towards_vector(force_vec, obj, rate);
1131 //this routine will set the thrust for an object to a value that will
1132 //(hopefully) maintain the object's current velocity
1133 void set_thrust_from_velocity(object *obj)
1137 Assert(obj->movement_type == MT_PHYSICS);
1139 k = fixmuldiv(obj->mtype.phys_info.mass,obj->mtype.phys_info.drag,(f1_0-obj->mtype.phys_info.drag));
1141 vm_vec_copy_scale(&obj->mtype.phys_info.thrust,&obj->mtype.phys_info.velocity,k);