2 * $Logfile: /Freespace2/code/Object/CollideDebrisShip.cpp $
7 * Routines to detect collisions and do physics, damage, etc for ships and debris
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 12 9/14/99 2:59a Andsager
15 * Limit amount of damage done by debris colliding with ship for SUPERCAP
17 * 11 8/31/99 11:43p Andsager
18 * No ship:debris damage to ship if debris' parent is ship itself
20 * 10 8/10/99 5:49p Andsager
21 * Fix bug - no damage collision against debris.
23 * 9 8/09/99 4:45p Andsager
24 * Add HUD "collision " waring when colliding with asteroids and debris.
26 * 8 7/15/99 9:20a Andsager
27 * FS2_DEMO initial checkin
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.
33 * 6 1/12/99 10:24a Andsager
34 * Fix asteroid-ship collision bug, with negative collision
36 * 5 10/23/98 1:11p Andsager
37 * Make ship sparks emit correctly from rotating structures.
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.
44 * 3 10/16/98 1:22p Andsager
45 * clean up header files
47 * 2 10/07/98 10:53a Dave
50 * 1 10/07/98 10:50a Dave
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
57 * 26 4/02/98 6:29p Lawrance
58 * compile out asteroid references for demo
60 * 25 4/02/98 5:10p Mike
61 * Decrease damage yet more (by 3x) when an asteroid collides with a ship
64 * 24 4/02/98 4:25p Andsager
65 * fix bug calculating max_ship_impulse
67 * 23 3/30/98 10:35a Andsager
68 * Attempt to optimize ship:asteroid collisions. Maybe return if time.
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.
74 * 21 3/25/98 2:15p Andsager
76 * 20 3/25/98 1:36p Mike
77 * Balancing of sm1-06a, Galatea mission.
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.
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.
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.
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.
95 * 15 3/02/98 2:58p Mike
96 * Make "asteroids" in debug console turn asteroids on/off.
98 * 14 2/19/98 12:46a Lawrance
99 * Further work on asteroids.
101 * 13 2/07/98 2:14p Mike
102 * Improve asteroid splitting. Add ship:asteroid collisions. Timestamp
103 * ship:debris collisions.
105 * 12 2/06/98 7:29p John
106 * Added code to cull out some future asteroid-ship collisions.
108 * 11 2/05/98 12:51a Mike
109 * Early asteroid stuff.
111 * 10 2/04/98 8:57p Lawrance
112 * remove unused variable
114 * 9 2/04/98 6:08p Lawrance
115 * Add a light collision sound, overlay a shield collide sound if
118 * 8 1/05/98 9:07p Andsager
119 * Changed ship_shipor_debris_hit_info struct to more meaninful names
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
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
130 * 5 11/03/97 11:08p Lawrance
131 * play correct collision sounds.
133 * 4 10/27/97 8:35a John
134 * code for new player warpout sequence
136 * 3 10/01/97 5:55p Lawrance
137 * change call to snd_play_3d() to allow for arbitrary listening position
139 * 2 9/17/97 5:12p John
140 * Restructured collision routines. Probably broke a lot of stuff.
142 * 1 9/17/97 2:14p John
149 #include "objcollide.h"
155 #include "asteroid.h"
158 void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info);
161 extern int Framecount;
162 int Debris_ship_count = 0;
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 )
170 object *pdebris = pair->a;
171 object *pship = pair->b;
173 // Don't check collisions for warping out player
174 if ( Player->control_mode != PCM_NORMAL ) {
175 if ( pship == Player_obj )
179 Assert( pdebris->type == OBJ_DEBRIS );
180 Assert( pship->type == OBJ_SHIP );
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));
186 dist = vm_vec_dist( &pdebris->pos, &pship->pos );
187 if ( dist < pdebris->radius + pship->radius ) {
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) );
194 if ( pdebris->phys_info.mass > pship->phys_info.mass ) {
195 debris_hit_info.heavy = pdebris;
196 debris_hit_info.light = pship;
198 debris_hit_info.heavy = pship;
199 debris_hit_info.light = pdebris;
202 hit = debris_check_collision(pdebris, pship, &hitpos, &debris_hit_info );
207 // do collision physics
208 calculate_ship_ship_collision_physics( &debris_hit_info );
210 if ( debris_hit_info.impulse < 0.5f )
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;
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;
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);
231 // apply damage to debris
232 debris_hit( pdebris, pship, &hitpos, debris_damage); // speed => damage
233 int quadrant_num, apply_ship_damage;
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);
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) ) {
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);
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);
254 // maybe print Collision on HUD
255 if ( pship == Player_obj ) {
256 hud_start_text_flash(XSTR("Collision", 1431), 2000);
259 collide_ship_ship_do_sound(&hitpos, pship, pdebris, pship==Player_obj);
263 } else { // Bounding spheres don't intersect, set timestamp for next collision check.
264 float ship_max_speed, debris_speed;
268 shipp = &Ships[pship->instance];
270 if (ship_is_beginning_warpout_speedup(pship)) {
271 ship_max_speed = max(ship_get_max_speed(shipp), ship_get_warp_speed(pship));
273 ship_max_speed = ship_get_max_speed(shipp);
275 ship_max_speed = max(ship_max_speed, 10.0f);
276 ship_max_speed = max(ship_max_speed, pship->phys_info.vel.z);
278 debris_speed = pdebris->phys_info.speed;
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
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) );
287 pair->next_check_time = timestamp(0); // check next time
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 )
300 if (!Asteroids_enabled)
304 object *pasteroid = pair->a;
305 object *pship = pair->b;
307 // Don't check collisions for warping out player
308 if ( Player->control_mode != PCM_NORMAL ) {
309 if ( pship == Player_obj ) return 0;
312 if (pasteroid->hull_strength < 0.0f)
315 Assert( pasteroid->type == OBJ_ASTEROID );
316 Assert( pship->type == OBJ_SHIP );
318 dist = vm_vec_dist( &pasteroid->pos, &pship->pos );
320 if ( dist < pasteroid->radius + pship->radius ) {
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) );
327 if ( pasteroid->phys_info.mass > pship->phys_info.mass ) {
328 asteroid_hit_info.heavy = pasteroid;
329 asteroid_hit_info.light = pship;
331 asteroid_hit_info.heavy = pship;
332 asteroid_hit_info.light = pasteroid;
335 hit = asteroid_check_collision(pasteroid, pship, &hitpos, &asteroid_hit_info );
338 float asteroid_damage;
340 vector asteroid_vel = pasteroid->phys_info.vel;
342 // do collision physics
343 calculate_ship_ship_collision_physics( &asteroid_hit_info );
345 if ( asteroid_hit_info.impulse < 0.5f )
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);
352 if (asteroid_hit_info.impulse > max_ship_impulse) {
353 ship_damage = 0.001f * max_ship_impulse;
355 ship_damage = 0.001f * asteroid_hit_info.impulse; // Cut collision-based damage in half.
358 // Decrease heavy damage by 2x.
359 if (ship_damage > 5.0f)
360 ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
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));
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)
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));
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;
379 // apply damage to asteroid
380 asteroid_hit( pasteroid, pship, &hitpos, asteroid_damage); // speed => damage
382 //extern fix Missiontime;
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) ) {
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));
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));
402 // maybe print Collision on HUD
403 if ( pship == Player_obj ) {
404 hud_start_text_flash(XSTR("Collision", 1431), 2000);
407 collide_ship_ship_do_sound(&hitpos, pship, pasteroid, pship==Player_obj);
414 // estimate earliest time at which pair can hit
415 float asteroid_max_speed, ship_max_speed, time;
416 ship *shipp = &Ships[pship->instance];
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);
421 if (ship_is_beginning_warpout_speedup(pship)) {
422 ship_max_speed = max(ship_get_max_speed(shipp), ship_get_warp_speed(pship));
424 ship_max_speed = ship_get_max_speed(shipp);
426 ship_max_speed = max(ship_max_speed, 10.0f);
427 ship_max_speed = max(ship_max_speed, pship->phys_info.vel.z);
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
434 pair->next_check_time = timestamp( fl2i(time) );
436 pair->next_check_time = timestamp(0); // check next time
441 return 0; // no asteroids in demo version