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Initial revision
[taylor/freespace2.git] / src / object / collidedebrisship.cpp
1 /*
2  * $Logfile: /Freespace2/code/Object/CollideDebrisShip.cpp $
3  * $Revision$
4  * $Date$
5  * $Author$
6  *
7  * Routines to detect collisions and do physics, damage, etc for ships and debris
8  *
9  * $Log$
10  * Revision 1.1  2002/05/03 03:28:10  root
11  * Initial revision
12  *
13  * 
14  * 12    9/14/99 2:59a Andsager
15  * Limit amount of damage done by debris colliding with ship for SUPERCAP
16  * 
17  * 11    8/31/99 11:43p Andsager
18  * No ship:debris damage to ship if debris' parent is ship itself
19  * 
20  * 10    8/10/99 5:49p Andsager
21  * Fix bug - no damage collision against debris.
22  * 
23  * 9     8/09/99 4:45p Andsager
24  * Add HUD "collision " waring when colliding with asteroids and debris.
25  * 
26  * 8     7/15/99 9:20a Andsager
27  * FS2_DEMO initial checkin
28  * 
29  * 7     6/14/99 3:21p Andsager
30  * Allow collisions between ship and its debris.  Fix up collision pairs
31  * when large ship is warping out.
32  * 
33  * 6     1/12/99 10:24a Andsager
34  * Fix asteroid-ship collision bug, with negative collision
35  * 
36  * 5     10/23/98 1:11p Andsager
37  * Make ship sparks emit correctly from rotating structures.
38  * 
39  * 4     10/20/98 1:39p Andsager
40  * Make so sparks follow animated ship submodels.  Modify
41  * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
42  * submodel_num.  Add submodel_num to multiplayer hit packet.
43  * 
44  * 3     10/16/98 1:22p Andsager
45  * clean up header files
46  * 
47  * 2     10/07/98 10:53a Dave
48  * Initial checkin.
49  * 
50  * 1     10/07/98 10:50a Dave
51  * 
52  * 27    4/24/98 5:35p Andsager
53  * Fix sparks sometimes drawing not on model.  If ship is sphere in
54  * collision, don't draw sparks.  Modify ship_apply_local_damage() to take
55  * parameter no_spark.
56  * 
57  * 26    4/02/98 6:29p Lawrance
58  * compile out asteroid references for demo
59  * 
60  * 25    4/02/98 5:10p Mike
61  * Decrease damage yet more (by 3x) when an asteroid collides with a ship
62  * during warp out.
63  * 
64  * 24    4/02/98 4:25p Andsager
65  * fix bug calculating max_ship_impulse
66  * 
67  * 23    3/30/98 10:35a Andsager
68  * Attempt to optimize ship:asteroid collisions.  Maybe return if time.
69  * 
70  * 22    3/25/98 2:37p Andsager
71  * Modify maximum damage done by asteroids, depends on ship's max_vel, not
72  * vel when warping out.
73  * 
74  * 21    3/25/98 2:15p Andsager
75  * 
76  * 20    3/25/98 1:36p Mike
77  * Balancing of sm1-06a, Galatea mission.
78  * 
79  * 19    3/23/98 11:14a Andsager
80  * Modified collide_asteroid_ship to calculate next possible collision
81  * time based on ship afterburner speed.
82  * 
83  * 18    3/20/98 12:02a Mike
84  * Cap damage done by an asteroid on a huge ship to 1/8 ship strength if a
85  * large ship.  If <4000 hull, can do more than 1/8.
86  * 
87  * 17    3/05/98 3:12p Mike
88  * Fix bugs in asteroid collisions.  Throw asteroids at Galataea (needs to
89  * be made general).  Add skill level support for asteroid throwing.
90  * 
91  * 16    3/04/98 11:21p Mike
92  * Less rotation on huge ships in death roll.
93  * Less damage done to huge ships when hit an asteroid at high speed.
94  * 
95  * 15    3/02/98 2:58p Mike
96  * Make "asteroids" in debug console turn asteroids on/off.
97  * 
98  * 14    2/19/98 12:46a Lawrance
99  * Further work on asteroids.
100  * 
101  * 13    2/07/98 2:14p Mike
102  * Improve asteroid splitting.  Add ship:asteroid collisions.  Timestamp
103  * ship:debris collisions.
104  * 
105  * 12    2/06/98 7:29p John
106  * Added code to cull out some future asteroid-ship collisions.
107  * 
108  * 11    2/05/98 12:51a Mike
109  * Early asteroid stuff.
110  * 
111  * 10    2/04/98 8:57p Lawrance
112  * remove unused variable
113  * 
114  * 9     2/04/98 6:08p Lawrance
115  * Add a light collision sound, overlay a shield collide sound if
116  * applicable.
117  * 
118  * 8     1/05/98 9:07p Andsager
119  * Changed ship_shipor_debris_hit_info struct to more meaninful names
120  * 
121  * 7     1/02/98 9:08a Andsager
122  * Changed ship:ship and ship:debris collision detection to ignore shields
123  * and collide only against hull.  Also, significantly reduced radius of
124  * sphere.
125  * 
126  * 6     12/22/97 9:56p Andsager
127  * Implement ship:debris collisions.  Generalize and move
128  * ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h
129  * 
130  * 5     11/03/97 11:08p Lawrance
131  * play correct collision sounds.
132  * 
133  * 4     10/27/97 8:35a John
134  * code for new player warpout sequence
135  * 
136  * 3     10/01/97 5:55p Lawrance
137  * change call to snd_play_3d() to allow for arbitrary listening position
138  * 
139  * 2     9/17/97 5:12p John
140  * Restructured collision routines.  Probably broke a lot of stuff.
141  * 
142  * 1     9/17/97 2:14p John
143  * Initial revision
144  *
145  * $NoKeywords: $
146  */
147
148
149 #include "objcollide.h"
150 #include "ship.h"
151 #include "debris.h"
152 #include "player.h"
153 #include "shiphit.h"
154 #include "timer.h"
155 #include "asteroid.h"
156 #include "hud.h"
157
158 void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info);
159
160 /*
161 extern int Framecount;
162 int Debris_ship_count = 0;
163 */
164
165 // Checks debris-ship collisions.  pair->a is debris and pair->b is ship.
166 // Returns 1 if all future collisions between these can be ignored
167 int collide_debris_ship( obj_pair * pair )
168 {
169         float dist;
170         object *pdebris = pair->a;
171         object *pship = pair->b;
172
173                 // Don't check collisions for warping out player
174         if ( Player->control_mode != PCM_NORMAL )       {
175                 if ( pship == Player_obj )
176                         return 0;
177         }
178
179         Assert( pdebris->type == OBJ_DEBRIS );
180         Assert( pship->type == OBJ_SHIP );
181
182 /*      Debris_ship_count++;
183         if (Debris_ship_count % 100 == 0)
184                 nprintf(("AI", "Done %i debris:ship checks in %i frames = %.2f checks/frame\n", Debris_ship_count, Framecount, (float) Debris_ship_count/Framecount));
185 */
186         dist = vm_vec_dist( &pdebris->pos, &pship->pos );
187         if ( dist < pdebris->radius + pship->radius )   {
188                 int hit;
189                 vector  hitpos;
190                 // create and initialize ship_ship_hit_info struct
191                 collision_info_struct debris_hit_info;
192                 memset( &debris_hit_info, -1, sizeof(collision_info_struct) );
193
194                 if ( pdebris->phys_info.mass > pship->phys_info.mass ) {
195                         debris_hit_info.heavy = pdebris;
196                         debris_hit_info.light = pship;
197                 } else {
198                         debris_hit_info.heavy = pship;
199                         debris_hit_info.light = pdebris;
200                 }
201
202                 hit = debris_check_collision(pdebris, pship, &hitpos, &debris_hit_info );
203                 if ( hit ) {
204                         float           ship_damage;    
205                         float           debris_damage;
206
207                         // do collision physics
208                         calculate_ship_ship_collision_physics( &debris_hit_info );
209
210                         if ( debris_hit_info.impulse < 0.5f )
211                                 return 0;
212
213                         // calculate ship damage
214                         ship_damage = 0.005f * debris_hit_info.impulse; //      Cut collision-based damage in half.
215                         //      Decrease heavy damage by 2x.
216                         if (ship_damage > 5.0f)
217                                 ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
218
219                         // calculate debris damage and set debris damage to greater or debris and ship
220                         // debris damage is needed since we can really whack some small debris with afterburner and not do
221                         // significant damage to ship but the debris goes off faster than afterburner speed.
222                         debris_damage = debris_hit_info.impulse/pdebris->phys_info.mass;        // ie, delta velocity of debris
223                         debris_damage = (debris_damage > ship_damage) ? debris_damage : ship_damage;
224
225                         // supercaps cap damage at 10-20% max hull ship damage
226                         if (Ship_info[Ships[pship->instance].ship_info_index].flags & SIF_SUPERCAP) {
227                                 float cap_percent_damage = frand_range(0.1f, 0.2f);
228                                 ship_damage = min(ship_damage, cap_percent_damage * Ship_info[Ships[pship->instance].ship_info_index].initial_hull_strength);
229                         }
230
231                         // apply damage to debris
232                         debris_hit( pdebris, pship, &hitpos, debris_damage);            // speed => damage
233                         int quadrant_num, apply_ship_damage;
234
235                         // apply damage to ship unless 1) debris is from ship
236                         // apply_ship_damage = !((pship->signature == pdebris->parent_sig) && ship_is_beginning_warpout_speedup(pship));
237                         apply_ship_damage = !(pship->signature == pdebris->parent_sig);
238
239                         if ( debris_hit_info.heavy == pship ) {
240                                 quadrant_num = get_ship_quadrant_from_global(&hitpos, pship);
241                                 if ((pship->flags & OF_NO_SHIELDS) || !ship_is_shield_up(pship, quadrant_num) ) {
242                                         quadrant_num = -1;
243                                 }
244                                 if (apply_ship_damage) {
245                                         ship_apply_local_damage(debris_hit_info.heavy, debris_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, debris_hit_info.submodel_num);
246                                 }
247                         } else {
248                                 // don't draw sparks using sphere hit position
249                                 if (apply_ship_damage) {
250                                         ship_apply_local_damage(debris_hit_info.light, debris_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS);
251                                 }
252                         }
253
254                         // maybe print Collision on HUD
255                         if ( pship == Player_obj ) {                                    
256                                 hud_start_text_flash(XSTR("Collision", 1431), 2000);
257                         }
258
259                         collide_ship_ship_do_sound(&hitpos, pship, pdebris, pship==Player_obj);
260
261                         return 0;
262                 }
263         } else {        //      Bounding spheres don't intersect, set timestamp for next collision check.
264                 float   ship_max_speed, debris_speed;
265                 float   time;
266                 ship *shipp;
267
268                 shipp = &Ships[pship->instance];
269
270                 if (ship_is_beginning_warpout_speedup(pship)) {
271                         ship_max_speed = max(ship_get_max_speed(shipp), ship_get_warp_speed(pship));
272                 } else {
273                         ship_max_speed = ship_get_max_speed(shipp);
274                 }
275                 ship_max_speed = max(ship_max_speed, 10.0f);
276                 ship_max_speed = max(ship_max_speed, pship->phys_info.vel.z);
277
278                 debris_speed = pdebris->phys_info.speed;
279
280                 time = 1000.0f * (dist - pship->radius - pdebris->radius - 10.0f) / (ship_max_speed + debris_speed);            // 10.0f is a safety factor
281                 time -= 200.0f;         // allow one frame slow frame at ~5 fps
282
283                 if (time > 100) {
284                         //nprintf(("AI", "Ship %s debris #%i delay time = %.1f seconds\n", Ships[pship->instance].ship_name, pdebris-Objects, time/1000.0f));
285                         pair->next_check_time = timestamp( fl2i(time) );
286                 } else {
287                         pair->next_check_time = timestamp(0);   // check next time
288                 }
289         }
290
291         return 0;
292 }
293
294 // Checks asteroid-ship collisions.  pair->a is asteroid and pair->b is ship.
295 // Returns 1 if all future collisions between these can be ignored
296 int collide_asteroid_ship( obj_pair * pair )
297 {
298 #ifndef FS2_DEMO
299
300         if (!Asteroids_enabled)
301                 return 0;
302
303         float           dist;
304         object  *pasteroid = pair->a;
305         object  *pship = pair->b;
306
307                 // Don't check collisions for warping out player
308         if ( Player->control_mode != PCM_NORMAL )       {
309                 if ( pship == Player_obj ) return 0;
310         }
311
312         if (pasteroid->hull_strength < 0.0f)
313                 return 0;
314
315         Assert( pasteroid->type == OBJ_ASTEROID );
316         Assert( pship->type == OBJ_SHIP );
317
318         dist = vm_vec_dist( &pasteroid->pos, &pship->pos );
319
320         if ( dist < pasteroid->radius + pship->radius ) {
321                 int hit;
322                 vector  hitpos;
323                 // create and initialize ship_ship_hit_info struct
324                 collision_info_struct asteroid_hit_info;
325                 memset( &asteroid_hit_info, -1, sizeof(collision_info_struct) );
326
327                 if ( pasteroid->phys_info.mass > pship->phys_info.mass ) {
328                         asteroid_hit_info.heavy = pasteroid;
329                         asteroid_hit_info.light = pship;
330                 } else {
331                         asteroid_hit_info.heavy = pship;
332                         asteroid_hit_info.light = pasteroid;
333                 }
334
335                 hit = asteroid_check_collision(pasteroid, pship, &hitpos, &asteroid_hit_info );
336                 if ( hit ) {
337                         float           ship_damage;    
338                         float           asteroid_damage;
339
340                         vector asteroid_vel = pasteroid->phys_info.vel;
341
342                         // do collision physics
343                         calculate_ship_ship_collision_physics( &asteroid_hit_info );
344
345                         if ( asteroid_hit_info.impulse < 0.5f )
346                                 return 0;
347
348                         // limit damage from impulse by making max impulse (for damage) 2*m*v_max_relative
349                         float max_ship_impulse = (2.0f*pship->phys_info.max_vel.z+vm_vec_mag_quick(&asteroid_vel)) * 
350                                 (pship->phys_info.mass*pasteroid->phys_info.mass) / (pship->phys_info.mass + pasteroid->phys_info.mass);
351
352                         if (asteroid_hit_info.impulse > max_ship_impulse) {
353                                 ship_damage = 0.001f * max_ship_impulse;
354                         } else {
355                                 ship_damage = 0.001f * asteroid_hit_info.impulse;       //      Cut collision-based damage in half.
356                         }
357
358                         //      Decrease heavy damage by 2x.
359                         if (ship_damage > 5.0f)
360                                 ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
361
362                         if ((ship_damage > 500.0f) && (ship_damage > Ship_info[Ships[pship->instance].ship_info_index].initial_hull_strength/8.0f)) {
363                                 ship_damage = Ship_info[Ships[pship->instance].ship_info_index].initial_hull_strength/8.0f;
364                                 nprintf(("AI", "Pinning damage to %s from asteroid at %7.3f (%7.3f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ship_info[Ships[pship->instance].ship_info_index].initial_hull_strength));
365                         }
366
367                         //      Decrease damage during warp out because it's damn annoying when your escoree dies during warp out.
368                         if (Ai_info[Ships[pship->instance].ai_index].mode == AIM_WARP_OUT)
369                                 ship_damage /= 3.0f;
370
371                         //nprintf(("AI", "Asteroid damage on %s = %7.3f (%6.2f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ship_info[Ships[pship->instance].ship_info_index].initial_hull_strength));
372
373                         // calculate asteroid damage and set asteroid damage to greater or asteroid and ship
374                         // asteroid damage is needed since we can really whack some small asteroid with afterburner and not do
375                         // significant damage to ship but the asteroid goes off faster than afterburner speed.
376                         asteroid_damage = asteroid_hit_info.impulse/pasteroid->phys_info.mass;  // ie, delta velocity of asteroid
377                         asteroid_damage = (asteroid_damage > ship_damage) ? asteroid_damage : ship_damage;
378
379                         // apply damage to asteroid
380                         asteroid_hit( pasteroid, pship, &hitpos, asteroid_damage);              // speed => damage
381
382                         //extern fix Missiontime;
383
384                         int quadrant_num;
385                         if ( asteroid_hit_info.heavy == pship ) {
386                                 quadrant_num = get_ship_quadrant_from_global(&hitpos, pship);
387                                 if ((pship->flags & OF_NO_SHIELDS) || !ship_is_shield_up(pship, quadrant_num) ) {
388                                         quadrant_num = -1;
389                                 }
390                                 ship_apply_local_damage(asteroid_hit_info.heavy, asteroid_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, asteroid_hit_info.submodel_num);
391                                 //if (asteroid_hit_info.heavy->type == OBJ_SHIP) {
392                                 //      nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.heavy->instance].ship_name));
393                                 //}
394                         } else {
395                                 // dont draw sparks (using sphere hitpos)
396                                 ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS);
397                                 //if (asteroid_hit_info.light->type == OBJ_SHIP) {
398                                 //      nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.light->instance].ship_name));
399                                 //}
400                         }
401
402                         // maybe print Collision on HUD
403                         if ( pship == Player_obj ) {                                    
404                                 hud_start_text_flash(XSTR("Collision", 1431), 2000);
405                         }
406
407                         collide_ship_ship_do_sound(&hitpos, pship, pasteroid, pship==Player_obj);
408
409                         return 0;
410                 }
411
412                 return 0;
413         } else {
414                 // estimate earliest time at which pair can hit
415                 float asteroid_max_speed, ship_max_speed, time;
416                 ship *shipp = &Ships[pship->instance];
417
418                 asteroid_max_speed = vm_vec_mag(&pasteroid->phys_info.vel);             // Asteroid... vel gets reset, not max vel.z
419                 asteroid_max_speed = max(asteroid_max_speed, 10.0f);
420
421                 if (ship_is_beginning_warpout_speedup(pship)) {
422                         ship_max_speed = max(ship_get_max_speed(shipp), ship_get_warp_speed(pship));
423                 } else {
424                         ship_max_speed = ship_get_max_speed(shipp);
425                 }
426                 ship_max_speed = max(ship_max_speed, 10.0f);
427                 ship_max_speed = max(ship_max_speed, pship->phys_info.vel.z);
428
429
430                 time = 1000.0f * (dist - pship->radius - pasteroid->radius - 10.0f) / (asteroid_max_speed + ship_max_speed);            // 10.0f is a safety factor
431                 time -= 200.0f;         // allow one frame slow frame at ~5 fps
432
433                 if (time > 100) {
434                         pair->next_check_time = timestamp( fl2i(time) );
435                 } else {
436                         pair->next_check_time = timestamp(0);   // check next time
437                 }
438                 return 0;
439         }
440 #else
441         return 0;       // no asteroids in demo version
442 #endif
443 }