/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "asteroid/asteroid.h" #include "debris/debris.h" #include "debugconsole/console.h" #include "freespace.h" #include "gamesequence/gamesequence.h" #include "gamesnd/gamesnd.h" #include "hud/hudmessage.h" #include "hud/hudshield.h" #include "io/joy_ff.h" #include "io/timer.h" #include "mod_table/mod_table.h" #include "network/multi.h" #include "network/multi_interpolate.h" #include "object/objcollide.h" #include "object/object.h" #include "object/objectdock.h" #include "object/objectshield.h" #include "scripting/global_hooks.h" #include "scripting/api/objs/model.h" #include "playerman/player.h" #include "prop/prop.h" #include "render/3d.h" // needed for View_position, which is used when playing 3d sound #include "ship/ship.h" #include "ship/shipfx.h" #include "ship/shiphit.h" #define COLLIDE_DEBUG #undef COLLIDE_DEBUG // GENERAL COLLISIONS FUNCTIONS // calculates the inverse moment of inertia matrix in world coordinates static void get_I_inv (matrix* I_inv, matrix* I_inv_body, matrix* orient); // calculate the physics of extended two body collisions void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info); #ifndef NDEBUG static int Collide_friendly = 1; DCF_BOOL( collide_friendly, Collide_friendly ) #endif static sound_handle Player_collide_sound, AI_collide_sound; static sound_handle Player_collide_shield_sound, AI_collide_shield_sound; /** * Return true if two ships are docking or if one of the two is indirectly docking to the other. */ static bool check_for_docking_collision(object *objp1, object *objp2) { ai_info *aip1, *aip2; ship *shipp1, *shipp2; shipp1 = &Ships[objp1->instance]; shipp2 = &Ships[objp2->instance]; aip1 = &Ai_info[shipp1->ai_index]; aip2 = &Ai_info[shipp2->ai_index]; if (dock_check_find_docked_object(objp1, objp2)) { return true; } if (aip1->mode == AIM_DOCK && aip1->goal_objnum >= 0 && aip1->goal_objnum < MAX_OBJECTS) { if (dock_check_find_docked_object(&Objects[aip1->goal_objnum], objp2)) return true; } if (aip2->mode == AIM_DOCK && aip2->goal_objnum >= 0 && aip2->goal_objnum < MAX_OBJECTS) { if (dock_check_find_docked_object(&Objects[aip2->goal_objnum], objp1)) return true; } return false; } /** * If light_obj emerging from or departing to dock bay in heavy_obj, no collision detection. */ static int bay_emerge_or_depart(object *heavy_objp, object *light_objp) { if (light_objp->type != OBJ_SHIP) return 0; ai_info *aip = &Ai_info[Ships[light_objp->instance].ai_index]; // the player shouldn't be allowed to fly through the ship just cause the rest of their wing can if ((Player_obj == light_objp) && !Player_use_ai){ return 0; } if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART)) { if (aip->goal_objnum == OBJ_INDEX(heavy_objp)) return 1; } return 0; } int ship_ship_check_collision(collision_info_struct *ship_ship_hit_info) { object *heavy_obj = ship_ship_hit_info->heavy; object *light_obj = ship_ship_hit_info->light; __UNUSED int player_involved; // flag to indicate that A or B is the Player_obj Assert( heavy_obj->type == OBJ_SHIP ); Assert( light_obj->type == OBJ_SHIP ); ship *heavy_shipp = &Ships[heavy_obj->instance]; ship *light_shipp = &Ships[light_obj->instance]; ship_info *heavy_sip = &Ship_info[heavy_shipp->ship_info_index]; ship_info *light_sip = &Ship_info[light_shipp->ship_info_index]; // AL 12-4-97: we use the player_involved flag to ensure collisions are always // done with the player, regardless of team. if ( heavy_obj == Player_obj || light_obj == Player_obj ) { player_involved = 1; } else { player_involved = 0; } // Make ships that are warping in not get collision detection done if ( heavy_shipp->is_arriving(ship::warpstage::STAGE1, false) || light_shipp->is_arriving(ship::warpstage::STAGE1, false)) { return 0; } // Don't do collision detection for docking ships, since they will always collide while trying to dock if (check_for_docking_collision(heavy_obj, light_obj) ) { return 0; } // If light_obj emerging from or departing to dock bay in heavy_obj, no collision detection. if (bay_emerge_or_depart(heavy_obj, light_obj)) { return 0; } // Ships which are dying should not do collision detection. // Also, this is the only clean way I could figure to get ships to not do damage to each other for one frame // when they are docked and departing. Due to sequencing, they would not show up as docked, yet they // would still come through here, so they would harm each other, if on opposing teams. -- MK, 2/2/98 if ((heavy_obj->flags[Object::Object_Flags::Should_be_dead]) || (light_obj->flags[Object::Object_Flags::Should_be_dead])) { return 0; } #ifndef NDEBUG // Don't do collision detection on a pair of ships on the same team. // Change this someday, but for now, it's a problem. if ( !Collide_friendly ) { // Collide_friendly is a global value changed via debug console if ( (!player_involved) && (heavy_shipp->team == light_shipp->team) ) { return 0; } } #endif // Apparently we're doing same team collisions. // But, if both are offscreen, ignore the collision if (heavy_shipp->team == light_shipp->team) { if ( (!(heavy_obj->flags[Object::Object_Flags::Was_rendered]) && !(light_obj->flags[Object::Object_Flags::Was_rendered])) ) { return 0; } } // Set up model_collide info mc_info mc; // Do in heavy object RF mc.model_num = heavy_sip->model_num; // Fill in the model to check mc.model_instance_num = heavy_shipp->model_instance_num; mc.orient = &heavy_obj->orient; // The object's orient vec3d zero, p0, p1; vm_vec_zero(&zero); // we need the physical vector and can not set its value to zero vm_vec_sub(&p0, &light_obj->last_pos, &heavy_obj->last_pos); vm_vec_sub(&p1, &light_obj->pos, &heavy_obj->pos); // find the light object's position in the heavy object's reference frame at last frame and also in this frame. vec3d p0_temp, p0_rotated; // Collision detection from rotation enabled if at max rotational velocity and 5fps, rotation is less than PI/2 // This should account for all ships if ( (vm_vec_mag_squared( &heavy_obj->phys_info.max_rotvel ) * .04) < (PI*PI/4) ) { // collide_rotate calculate (1) start position and (2) relative velocity ship_ship_hit_info->collide_rotate = true; vm_vec_rotate(&p0_temp, &p0, &heavy_obj->last_orient); vm_vec_unrotate(&p0_rotated, &p0_temp, &heavy_obj->orient); mc.p0 = &p0_rotated; // Point 1 of ray to check vm_vec_sub(&ship_ship_hit_info->light_rel_vel, &p1, &p0_rotated); vm_vec_scale(&ship_ship_hit_info->light_rel_vel, 1/flFrametime); } // should be no ships that can rotate this fast else { #ifndef NDEBUG static bool Warned_about_fast_rotational_collisions = false; if (!Warned_about_fast_rotational_collisions) { Warning(LOCATION, "Ship '%s' rotates too quickly! Rotational collision detection has been skipped.", heavy_sip->name); Warned_about_fast_rotational_collisions = true; } #endif ship_ship_hit_info->collide_rotate = false; mc.p0 = &p0; // Point 1 of ray to check vm_vec_sub(&ship_ship_hit_info->light_rel_vel, &light_obj->phys_info.vel, &heavy_obj->phys_info.vel); } // Set up collision info mc.pos = &zero; // The object's position mc.p1 = &p1; // Point 2 of ray to check mc.radius = model_get_core_radius(light_sip->model_num); mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE); // flags // Only check invisible face polygons for ship:ship of different teams. if ( !(heavy_shipp->flags[Ship::Ship_Flags::Dont_collide_invis]) ) { if ((heavy_obj->flags[Object::Object_Flags::Player_ship]) || (light_obj->flags[Object::Object_Flags::Player_ship]) || (heavy_shipp->team != light_shipp->team) ) { mc.flags |= MC_CHECK_INVISIBLE_FACES; } } // copy important data int orig_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF vec3d orig_p0 = *mc.p0; vec3d orig_p1 = *mc.p1; // first test against the sphere - if this fails then don't do any submodel tests mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE; int valid_hit_occured = 0; polymodel *pm_light; pm_light = model_get(Ship_info[light_shipp->ship_info_index].model_num); if(pm_light->submodel[pm_light->detail[0]].flags[Model::Submodel_flags::No_collisions]) { return 0; } if (model_collide(&mc)) { // Set earliest hit time ship_ship_hit_info->hit_time = FLT_MAX; auto pmi = model_get_instance(heavy_shipp->model_instance_num); auto pm = model_get(pmi->model_num); // Do collision the cool new way if ( ship_ship_hit_info->collide_rotate ) { // We collide with the sphere, find the list of moving submodels and test one at a time SCP_vector submodel_vector; model_get_moving_submodel_list(submodel_vector, heavy_obj); // turn off all moving submodels, collide against only 1 at a time. mc.collision_checked.assign(pm->n_models, 0); for (auto submodel : submodel_vector) { mc.collision_checked[submodel] = true; } // Only check single submodel now, since children of moving submodels are handled as moving as well mc.flags = orig_flags | MC_SUBMODEL; if (heavy_sip->collision_lod > -1) { mc.lod = heavy_sip->collision_lod; } // check each submodel in turn for (auto submodel : submodel_vector) { // turn on just one submodel for collision test mc.collision_checked[submodel] = false; if (pmi->submodel[submodel].blown_off) { mc.collision_checked[submodel] = true; continue; } // find the start and end positions of the sphere in submodel RF model_instance_global_to_local_point(&p0, &light_obj->last_pos, pm, pmi, submodel, &heavy_obj->last_orient, &heavy_obj->last_pos, true); model_instance_global_to_local_point(&p1, &light_obj->pos, pm, pmi, submodel, &heavy_obj->orient, &heavy_obj->pos); mc.p0 = &p0; mc.p1 = &p1; mc.orient = &vmd_identity_matrix; mc.submodel_num = submodel; if ( model_collide(&mc) ) { if (mc.hit_dist < ship_ship_hit_info->hit_time ) { valid_hit_occured = 1; // set up ship_ship_hit_info common set_hit_struct_info(ship_ship_hit_info, &mc, true); model_instance_local_to_global_point(&ship_ship_hit_info->hit_pos, &mc.hit_point, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero); // set up ship_ship_hit_info for rotating submodel if (!ship_ship_hit_info->edge_hit) { model_instance_local_to_global_dir(&ship_ship_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient); } // find position in submodel RF of light object at collison vec3d int_light_pos, diff; vm_vec_sub(&diff, mc.p1, mc.p0); vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist); model_instance_local_to_global_point(&ship_ship_hit_info->light_collision_cm_pos, &int_light_pos, pm, pmi, mc.hit_submodel, &heavy_obj->orient, &zero); } } // re-disable this submodel before enabling the next one mc.collision_checked[submodel] = true; } // Clear collision_checked before subsequent model_collide calls so it auto-inits fresh mc.collision_checked.clear(); } // Now complete base model collision checks that do not take into account rotating submodels. mc.flags = orig_flags; mc.p0 = &orig_p0; mc.p1 = &orig_p1; mc.orient = &heavy_obj->orient; // usual ship_ship collision test if ( model_collide(&mc) ) { // check if this is the earliest hit if (mc.hit_dist < ship_ship_hit_info->hit_time) { valid_hit_occured = 1; set_hit_struct_info(ship_ship_hit_info, &mc, false); // get collision normal if not edge hit if (!ship_ship_hit_info->edge_hit) { model_instance_local_to_global_dir(&ship_ship_hit_info->collision_normal, &mc.hit_normal, pm, pmi, mc.hit_submodel, &heavy_obj->orient); } // find position in submodel RF of light object at collison vec3d diff; vm_vec_sub(&diff, mc.p1, mc.p0); vm_vec_scale_add(&ship_ship_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist); } } } // check if the hit point is beyond the clip plane if one of the ships is warping in or out. if (valid_hit_occured) { WarpEffect* warp_effect = nullptr; // this is extremely confusing but mc.hit_point_world isn't actually in world coords // everything above was calculated relative to the heavy's position vec3d actual_world_hit_pos = mc.hit_point_world + heavy_obj->pos; if (heavy_shipp->flags[Ship::Ship_Flags::Depart_warp] && heavy_shipp->warpout_effect != nullptr) warp_effect = heavy_shipp->warpout_effect.get(); else if (heavy_shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && heavy_shipp->warpin_effect != nullptr) warp_effect = heavy_shipp->warpin_effect.get(); bool heavy_warp_no_collide = false; if (warp_effect != nullptr) heavy_warp_no_collide = point_is_clipped_by_warp(&actual_world_hit_pos, warp_effect); warp_effect = nullptr; if (light_shipp->flags[Ship::Ship_Flags::Depart_warp] && light_shipp->warpout_effect != nullptr) warp_effect = light_shipp->warpout_effect.get(); else if (light_shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && light_shipp->warpin_effect != nullptr) warp_effect = light_shipp->warpin_effect.get(); bool light_warp_no_collide = false; if (warp_effect != nullptr) light_warp_no_collide = point_is_clipped_by_warp(&actual_world_hit_pos, warp_effect); if (heavy_warp_no_collide || light_warp_no_collide) valid_hit_occured = 0; } if (valid_hit_occured) { // Collision debug stuff #ifndef NDEBUG object *collide_obj = NULL; if (heavy_obj == Player_obj) { collide_obj = light_obj; } else if (light_obj == Player_obj) { collide_obj = heavy_obj; } if ((collide_obj != NULL) && (Ship_info[Ships[collide_obj->instance].ship_info_index].is_fighter_bomber())) { const char *submode_string = ""; const char *mode_string = ""; ai_info *aip; extern const char *Mode_text[]; aip = &Ai_info[Ships[collide_obj->instance].ai_index]; if (aip->mode >= 0) mode_string = Mode_text[aip->mode]; if (aip->mode == AIM_CHASE) submode_string = Submode_text[aip->submode]; nprintf(("AI", "Player collided with ship %s, AI mode = %s, submode = %s\n", Ships[collide_obj->instance].ship_name, mode_string, submode_string)); } #endif } return valid_hit_occured; } /** * Gets modified mass of cruiser in cruiser/asteroid collision so cruisers don't get bumped so hard. * modified mass is 10x, 4x, or 2x larger than asteroid mass * @return 1 if modified mass is larger than given mass, 0 otherwise */ static int check_special_cruiser_asteroid_collision(object *heavy, object *lighter, float *cruiser_mass, int *cruiser_light) { int asteroid_type; if (heavy->type == OBJ_ASTEROID) { if (lighter->type == OBJ_SHIP && Ship_info[Ships[lighter->instance].ship_info_index].is_big_or_huge()) { asteroid_type = Asteroids[heavy->instance].asteroid_type; if (asteroid_type == 0) { *cruiser_mass = 10.0f * heavy->phys_info.mass; } else if (asteroid_type == 1) { *cruiser_mass = 4.0f * heavy->phys_info.mass; } else { *cruiser_mass = 2.0f * heavy->phys_info.mass; } if (*cruiser_mass > lighter->phys_info.mass) { *cruiser_light = 1; return 1; } } } else if (lighter->type == OBJ_ASTEROID) { if (heavy->type == OBJ_SHIP && Ship_info[Ships[heavy->instance].ship_info_index].is_big_or_huge()) { asteroid_type = Asteroids[lighter->instance].asteroid_type; if (asteroid_type == 0) { *cruiser_mass = 10.0f * lighter->phys_info.mass; } else if (asteroid_type == 1) { *cruiser_mass = 4.0f * lighter->phys_info.mass; } else { *cruiser_mass = 2.0f * lighter->phys_info.mass; } if (*cruiser_mass > heavy->phys_info.mass) { *cruiser_light = 0; return 1; } } } return 0; } /** * Find the subobject corresponding to the submodel hit */ static bool check_subsystem_landing_allowed(ship_info *heavy_sip, collision_info_struct *ship_ship_hit_info) { if (!(heavy_sip->flags[Ship::Info_Flags::Allow_landings])) return false; for (int i = 0; i < heavy_sip->n_subsystems; i++) { if (heavy_sip->subsystems[i].flags[Model::Subsystem_Flags::Allow_landing] && heavy_sip->subsystems[i].subobj_num == ship_ship_hit_info->heavy_submodel_num) { return true; } } return false; } /** * Helper function that calculates the next time this ship should be allowed to collide with a client player on multiplayer. */ static int calculate_next_multiplayer_client_collision_time(float impulse_magnitude) { // Uses a continuous cubic rational function that allows us to space out collisions based on collision strength. // based on some quick tests from Asteroth about how strong impuse is on average. constexpr float IMPULSE_RANGE_FACTOR = 0.000000000001031f; // The inverse of the range of regular impulse values, 9900, to the third power constexpr float MIN_IMPULSE = 100.0f; // The lowest values of collisions that we see. Ignore if lower than this. constexpr float LONGEST_COLLISION_INTERVAL = 175.0f; // 1/5th of a second is usually enough time to get an update from the server. constexpr float MINIMUM_INTERVAL = 25.0f; // if there is sufficient impulse, don't go below this value. impulse_magnitude -= MIN_IMPULSE; // if barely anything is happening, then do not limit collisions if (impulse_magnitude < 0.0f) { return 0; } // calculate the percentage of the max we are going to use float factor = std::clamp(powf(impulse_magnitude, 3.0f) * IMPULSE_RANGE_FACTOR, 0.0f, 1.0f); // then multiply times the longest interval we could want. factor *= LONGEST_COLLISION_INTERVAL; factor += MINIMUM_INTERVAL; return static_cast(factor); } // ------------------------------------------------------------------------------------------------ // input: ship_ship_hit => structure containing ship_ship hit info // (includes) A, B => objects colliding // r_A, r_B => position to collision from center of mass // collision_normal => collision_normal (outward from B) // // output: velocity, angular velocity, impulse // // ------------------------------------------------------------------------------------------------ // // calculates correct physics response to collision between two objects given // masses, moments of inertia, velocities, angular velocities, // relative collision positions, and the impulse direction // void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info) { // important parameters passed thru ship_ship_or_debris_hit // calculate the whack applied to each ship from collision // make local copies of hit_struct parameters object *heavy = ship_ship_hit_info->heavy; object *lighter = ship_ship_hit_info->light; // gurgh... this includes asteroids and debris too Assert(heavy->type == OBJ_SHIP || heavy->type == OBJ_ASTEROID || heavy->type == OBJ_DEBRIS || heavy->type == OBJ_PROP); Assert(lighter->type == OBJ_SHIP || lighter->type == OBJ_ASTEROID || lighter->type == OBJ_DEBRIS || lighter->type == OBJ_PROP); ship_info *light_sip = (lighter->type == OBJ_SHIP) ? &Ship_info[Ships[lighter->instance].ship_info_index] : NULL; ship_info *heavy_sip = (heavy->type == OBJ_SHIP) ? &Ship_info[Ships[heavy->instance].ship_info_index] : NULL; // make cruiser/asteroid collision softer on cruisers. int special_cruiser_asteroid_collision; int cruiser_light = 0; float cruiser_mass = 0.0f, copy_mass = 0.0f; special_cruiser_asteroid_collision = check_special_cruiser_asteroid_collision(heavy, lighter, &cruiser_mass, &cruiser_light); if (special_cruiser_asteroid_collision) { if (cruiser_light) { Assert(lighter->phys_info.mass < cruiser_mass); copy_mass = lighter->phys_info.mass; lighter->phys_info.mass = cruiser_mass; } else { Assert(heavy->phys_info.mass < cruiser_mass); copy_mass = heavy->phys_info.mass; heavy->phys_info.mass = cruiser_mass; } } float coeff_restitution; // parameter controls amount of bounce float v_rel_normal_m; // relative collision velocity in the direction of the collision normal vec3d v_rel_parallel_m; // normalized v_rel (Va-Vb) projected onto collision surface vec3d world_rotvel_heavy_m, world_rotvel_light_m, vel_from_rotvel_heavy_m, vel_from_rotvel_light_m, v_rel_m, vel_heavy_m, vel_light_m; coeff_restitution = 0.1f; // relative velocity wrt normal is zero after the collision ( range 0-1 ) // find velocity of each obj at collision point // heavy object is in cm reference frame so we don't get a v_heavy term. if ( ship_ship_hit_info->collide_rotate ) { // if we have collisions from rotation, the effective velocity from rotation of the large body is alreay taken account vm_vec_zero( &vel_heavy_m ); } else { // take account the effective velocity from rotation vm_vec_unrotate(&world_rotvel_heavy_m, &heavy->phys_info.rotvel, &heavy->orient); // heavy's world rotvel before collision vm_vec_cross(&vel_from_rotvel_heavy_m, &world_rotvel_heavy_m, &ship_ship_hit_info->r_heavy); // heavy's velocity from rotvel before collision vel_heavy_m = vel_from_rotvel_heavy_m; } // if collision from rotating submodel of heavy obj, add in vel from rotvel of submodel vec3d local_vel_from_submodel; if (ship_ship_hit_info->submodel_move_hit) { polymodel *pm; polymodel_instance *pmi = NULL; int model_instance_num = -1; if (heavy->type == OBJ_SHIP) { pm = model_get(heavy_sip->model_num); model_instance_num = Ships[heavy->instance].model_instance_num; pmi = model_get_instance(model_instance_num); } else if (heavy->type == OBJ_ASTEROID) { pm = model_get(Asteroid_info[Asteroids[heavy->instance].asteroid_type].subtypes[Asteroids[heavy->instance].asteroid_subtype].model_number); model_instance_num = Asteroids[heavy->instance].model_instance_num; pmi = model_get_instance(model_instance_num); } else if (heavy->type == OBJ_DEBRIS) { pm = model_get(Debris[heavy->instance].model_num); } else if (heavy->type == OBJ_PROP) { prop* propp = prop_id_lookup(heavy->instance); pm = model_get(Prop_info[propp->prop_info_index].model_num); model_instance_num = propp->model_instance_num; pmi = model_get_instance(model_instance_num); } else { // we should have caught this already Int3(); pm = NULL; } //Previously, a side effect of moving submodel collision excluded turrets from imparting momentum to colliders if ( pmi != nullptr && pm->submodel[ship_ship_hit_info->heavy_submodel_num].rotation_type != MOVEMENT_TYPE_TURRET) { //Find the global movement of the position that hit the ship vec3d last_frame_col_pos, col_pos; model_instance_local_to_global_point(&last_frame_col_pos, &ship_ship_hit_info->hit_pos, pm, pmi, ship_ship_hit_info->heavy_submodel_num, &heavy->orient, &heavy->pos, true); model_instance_local_to_global_point(&col_pos, &ship_ship_hit_info->hit_pos, pm, pmi, ship_ship_hit_info->heavy_submodel_num, &heavy->orient, &heavy->pos); //Calculate the movement speed from that vm_vec_sub(&local_vel_from_submodel, &col_pos, &last_frame_col_pos); //By artificially inflating moving submodel collision speed by 20%, the chance to accidentally tunnel through fast (~100m/s) moving submodels is drastically reduced with only very little noticeable in-game change vm_vec_scale2(&local_vel_from_submodel, 1.2f, flFrametime); } else { vm_vec_zero(&local_vel_from_submodel); } } else { // didn't collide with submodel vm_vec_zero(&local_vel_from_submodel); } vm_vec_unrotate(&world_rotvel_light_m, &lighter->phys_info.rotvel, &lighter->orient); // light's world rotvel before collision vm_vec_cross(&vel_from_rotvel_light_m, &world_rotvel_light_m, &ship_ship_hit_info->r_light); // light's velocity from rotvel before collision vm_vec_add(&vel_light_m, &vel_from_rotvel_light_m, &ship_ship_hit_info->light_rel_vel); vm_vec_sub(&v_rel_m, &vel_light_m, &vel_heavy_m); // Add in effect of rotating submodel vm_vec_sub2(&v_rel_m, &local_vel_from_submodel); v_rel_normal_m = vm_vec_dot(&v_rel_m, &ship_ship_hit_info->collision_normal);// if less than zero, colliding contact taking place // (v_slow - v_fast) dot (n_fast) if (v_rel_normal_m > 0) { // This can happen in 2 situations. // (1) The rotational velocity is large enough to cause ships to miss. In this case, there would most likely // have been a collision, but at a later time, so reset v_rel_normal_m // (2) We could also have just gotten a slightly incorrect hitpos, where r dot v_rel is nearly zero. // In this case, we know there was a collision, but slight collision and the normal is correct, so reset v_rel_normal_m // need a normal direction. We can just take the -v_light normalized. v_rel_normal_m = -v_rel_normal_m; nprintf(("Physics", "Frame %i reset v_rel_normal_m %f Edge %i\n", Framecount, v_rel_normal_m, ship_ship_hit_info->edge_hit)); v_rel_normal_m = -v_rel_normal_m; } //Maybe treat the current collision as a landing //Init values just to be safe vec3d light_local_vel(ship_ship_hit_info->light_rel_vel); float light_uvec_dot_norm = 0.0f; float light_fvec_dot_norm = 0.0f; float light_rvec_dot_norm = 0.0f; bool subsys_landing_allowed = lighter->type == OBJ_SHIP && heavy->type == OBJ_SHIP && check_subsystem_landing_allowed(heavy_sip, ship_ship_hit_info); if (subsys_landing_allowed) { vm_vec_rotate(&light_local_vel, &ship_ship_hit_info->light_rel_vel, &lighter->orient); light_uvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.uvec); light_fvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.fvec); light_rvec_dot_norm = vm_vec_dot(&ship_ship_hit_info->collision_normal, &lighter->orient.vec.rvec); } if (subsys_landing_allowed && light_local_vel.xyz.z < light_sip->collision_physics.landing_max_z && light_local_vel.xyz.z > light_sip->collision_physics.landing_min_z && light_local_vel.xyz.y > light_sip->collision_physics.landing_min_y && fl_abs(light_local_vel.xyz.x) < light_sip->collision_physics.landing_max_x && light_uvec_dot_norm > 0 && light_fvec_dot_norm < light_sip->collision_physics.landing_max_angle && light_fvec_dot_norm > light_sip->collision_physics.landing_min_angle && fl_abs(light_rvec_dot_norm) < light_sip->collision_physics.landing_max_rot_angle) { ship_ship_hit_info->is_landing = true; } vec3d rotational_impulse_heavy, rotational_impulse_light, delta_rotvel_heavy, delta_rotvel_light; vec3d delta_vel_from_delta_rotvel_heavy, delta_vel_from_delta_rotvel_light, impulse; float impulse_mag, heavy_denom, light_denom; matrix heavy_I_inv, light_I_inv; // include a frictional collision impulse F parallel to the collision plane // F = I * sin (collision_normal, normalized v_rel_m) [sin is ratio of v_rel_parallel_m to v_rel_m] // note: (-) sign is needed to account for the direction of the v_rel_parallel_m if (IS_VEC_NULL(&v_rel_m)) { // If the relative velocity is zero then the compuatation below would cause NaN errors vm_vec_zero(&impulse); } else { float collision_speed_parallel; float parallel_mag; impulse = ship_ship_hit_info->collision_normal; vm_vec_projection_onto_plane(&v_rel_parallel_m, &v_rel_m, &ship_ship_hit_info->collision_normal); collision_speed_parallel = vm_vec_normalize_safe(&v_rel_parallel_m); float friction = (lighter->type == OBJ_SHIP) ? light_sip->collision_physics.friction : COLLISION_FRICTION_FACTOR; parallel_mag = float(-friction) * collision_speed_parallel / vm_vec_mag(&v_rel_m); vm_vec_scale_add2(&impulse, &v_rel_parallel_m, parallel_mag); } // calculate the effect on the velocity of the collison point per unit impulse // first find the effect thru change in rotvel // then find the change in the cm vel vm_vec_cross(&rotational_impulse_heavy, &ship_ship_hit_info->r_heavy, &impulse); get_I_inv(&heavy_I_inv, &heavy->phys_info.I_body_inv, &heavy->orient); vm_vec_rotate(&delta_rotvel_heavy, &rotational_impulse_heavy, &heavy_I_inv); float rotation_factor_heavy = (heavy->type == OBJ_SHIP) ? heavy_sip->collision_physics.rotation_factor : COLLISION_ROTATION_FACTOR; if (heavy == Player_obj) { rotation_factor_heavy *= The_mission.ai_profile->rot_fac_multiplier_ply_collisions; } vm_vec_scale(&delta_rotvel_heavy, rotation_factor_heavy); // hack decrease rotation (delta_rotvel) vm_vec_cross(&delta_vel_from_delta_rotvel_heavy, &delta_rotvel_heavy , &ship_ship_hit_info->r_heavy); heavy_denom = vm_vec_dot(&delta_vel_from_delta_rotvel_heavy, &ship_ship_hit_info->collision_normal); if (heavy_denom < 0) { // sanity check heavy_denom = 0.0f; } if (heavy->type != OBJ_PROP) { heavy_denom += 1.0f / heavy->phys_info.mass; } // calculate the effect on the velocity of the collison point per unit impulse // first find the effect thru change in rotvel // then find the change in the cm vel vm_vec_cross(&rotational_impulse_light, &ship_ship_hit_info->r_light, &impulse); get_I_inv(&light_I_inv, &lighter->phys_info.I_body_inv, &lighter->orient); vm_vec_rotate(&delta_rotvel_light, &rotational_impulse_light, &light_I_inv); float rotation_factor_light = (lighter->type == OBJ_SHIP) ? light_sip->collision_physics.rotation_factor : COLLISION_ROTATION_FACTOR; if (subsys_landing_allowed) { // SUSHI: If on a landing surface, use the same shortcut the player gets // This is a bit of a hack, but gets around some nasty unpredictable collision behavior // when trying to do AI landings for certain ships rotation_factor_light *= 0.0f; } else if (lighter == Player_obj) { rotation_factor_light *= The_mission.ai_profile->rot_fac_multiplier_ply_collisions; } vm_vec_scale(&delta_rotvel_light, rotation_factor_light); // hack decrease rotation (delta_rotvel) vm_vec_cross(&delta_vel_from_delta_rotvel_light, &delta_rotvel_light, &ship_ship_hit_info->r_light); light_denom = vm_vec_dot(&delta_vel_from_delta_rotvel_light, &ship_ship_hit_info->collision_normal); if (light_denom < 0) { // sanity check light_denom = 0.0f; } if (lighter->type != OBJ_PROP) { light_denom += 1.0f / lighter->phys_info.mass; } // calculate the necessary impulse to achieved the desired relative velocity after the collision // update damage info in mc impulse_mag = -(1.0f + coeff_restitution)*v_rel_normal_m / (heavy_denom + light_denom); ship_ship_hit_info->impulse = impulse_mag; if (impulse_mag < 0) { nprintf(("Physics", "negative impulse mag -- Get Dave A if not Descent Physics\n")); impulse_mag = -impulse_mag; } // On multi clients should this collision occur? (limiting the frequency of applying the impulse prevents bugs) bool should_collide = (!MULTIPLAYER_CLIENT || (lighter == Player_obj && heavy->type == OBJ_SHIP && timestamp_elapsed(Ships[heavy->instance].multi_client_collision_timestamp)) || (heavy == Player_obj && lighter->type == OBJ_SHIP && timestamp_elapsed(Ships[lighter->instance].multi_client_collision_timestamp))); // update the physics info structs for heavy and light objects // since we have already calculated delta rotvel for heavy and light in world coords // physics should not have to recalculate this, just change into body coords (done in collide_whack) // Cyborg - to complicate this, multiplayer clients should never ever whack non-player ships. if (should_collide){ auto light_rot_mag = light_sip ? light_sip->collision_physics.rotation_mag_max : -1.0f; vm_vec_scale(&impulse, impulse_mag); vm_vec_scale(&delta_rotvel_light, impulse_mag); physics_collide_whack(&impulse, &delta_rotvel_light, &lighter->phys_info, &lighter->orient, ship_ship_hit_info->is_landing, light_rot_mag); auto heavy_rot_mag = heavy_sip ? heavy_sip->collision_physics.rotation_mag_max : -1.0f; vm_vec_negate(&impulse); vm_vec_scale(&delta_rotvel_heavy, -impulse_mag); physics_collide_whack(&impulse, &delta_rotvel_heavy, &heavy->phys_info, &heavy->orient, true, heavy_rot_mag); } // If within certain bounds, we want to add some more rotation towards the "resting orientation" of the ship // These bounds are defined separately from normal "landing" bounds so that they can be more generous: // we can have crash landings that still re-orient the ship. if (subsys_landing_allowed && light_local_vel.xyz.z < light_sip->collision_physics.reorient_max_z && light_local_vel.xyz.z > light_sip->collision_physics.reorient_min_z && light_local_vel.xyz.y > light_sip->collision_physics.reorient_min_y && fl_abs(light_local_vel.xyz.x) < light_sip->collision_physics.reorient_max_x && light_uvec_dot_norm > 0 && light_fvec_dot_norm < light_sip->collision_physics.reorient_max_angle && light_fvec_dot_norm > light_sip->collision_physics.reorient_min_angle && fl_abs(light_rvec_dot_norm) < light_sip->collision_physics.reorient_max_rot_angle) { vec3d landing_delta_rotvel; landing_delta_rotvel.xyz.x = (light_fvec_dot_norm * light_sip->collision_physics.reorient_mult) - light_sip->collision_physics.landing_rest_angle; // For yaw, use the dot product between vel vector (normalized) and orientation on the xz plane // This reduces to the following math // We also clamp to reduce huge nose swings at low speeds float xzVelMag = sqrt(light_local_vel.xyz.x * light_local_vel.xyz.x + light_local_vel.xyz.z * light_local_vel.xyz.z); float xzVelDotOrient = MIN(MAX((xzVelMag > 0 ? (light_local_vel.xyz.x / xzVelMag) : 0), -0.5f), 0.5f); landing_delta_rotvel.xyz.y = (xzVelMag > 2) ? (xzVelDotOrient * light_sip->collision_physics.reorient_mult) : 0; landing_delta_rotvel.xyz.z = light_rvec_dot_norm * light_sip->collision_physics.reorient_mult * -1; vm_vec_add2( &lighter->phys_info.rotvel, &landing_delta_rotvel ); } // Find final positions // We will try not to worry about the left over time in the frame // heavy's position unchanged by collision // light's position is heavy's position plus relative position from heavy if (should_collide && lighter->flags.none_of(Object::Object_Flags::Dont_change_position, Object::Object_Flags::Immobile)) { vm_vec_add(&lighter->pos, &heavy->pos, &ship_ship_hit_info->light_collision_cm_pos); } // Try to move each body back to its position just before collision occured to prevent interpenetration // Move away in direction of light and away in direction of normal vec3d direction_light; // direction light is moving relative to heavy vm_vec_sub(&direction_light, &ship_ship_hit_info->light_rel_vel, &local_vel_from_submodel); vm_vec_normalize_safe(&direction_light); float heavy_light_mass_ratio = heavy->phys_info.mass / (heavy->phys_info.mass + lighter->phys_info.mass); if (heavy->type == OBJ_PROP) { heavy_light_mass_ratio = 1.0f; } else if (lighter->type == OBJ_PROP) { heavy_light_mass_ratio = 0.0f; } if (should_collide){ if (heavy->flags.none_of(Object::Object_Flags::Dont_change_position, Object::Object_Flags::Immobile)) { Assert(!vm_is_vec_nan(&direction_light)); vm_vec_scale_add2(&heavy->pos, &direction_light, 0.2f * (1.0f - heavy_light_mass_ratio)); vm_vec_scale_add2(&heavy->pos, &ship_ship_hit_info->collision_normal, -0.1f * (1.0f - heavy_light_mass_ratio)); } // while we are in a block that has already checked if we should collide, set the MP client timestamps if (MULTIPLAYER_CLIENT){ if (lighter == Player_obj && heavy->type == OBJ_SHIP){ Ships[heavy->instance].multi_client_collision_timestamp = _timestamp( calculate_next_multiplayer_client_collision_time(impulse_mag) ); } else if (lighter->type == OBJ_SHIP) { Ships[lighter->instance].multi_client_collision_timestamp = _timestamp( calculate_next_multiplayer_client_collision_time(impulse_mag) ); } } } //For landings, we want minimal movement on the light ship (just enough to keep the collision detection honest) if (ship_ship_hit_info->is_landing) { vm_vec_scale_add2(&lighter->pos, &ship_ship_hit_info->collision_normal, LANDING_POS_OFFSET); } else if (lighter->flags.none_of(Object::Object_Flags::Dont_change_position, Object::Object_Flags::Immobile)) { vm_vec_scale_add2(&lighter->pos, &direction_light, -0.2f * heavy_light_mass_ratio); vm_vec_scale_add2(&lighter->pos, &ship_ship_hit_info->collision_normal, 0.1f * heavy_light_mass_ratio); } // restore mass in case of special cruiser / asteroid collision if (special_cruiser_asteroid_collision) { if (cruiser_light) { lighter->phys_info.mass = copy_mass; } else { heavy->phys_info.mass = copy_mass; } } } // ------------------------------------------------------------------------------------------------ // get_I_inv() // // input: I_inv_body => inverse moment of inertia matrix in body coordinates // orient => orientation matrix // // output: I_inv => inverse moment of inertia matrix in world coordinates // ------------------------------------------------------------------------------------------------ // // calculates the inverse moment of inertia matrix from the body matrix and oreint matrix // static void get_I_inv (matrix* I_inv, matrix* I_inv_body, matrix* orient) { matrix orient_t; // I_inv = (Rt)(I_inv_body)(R) // This is opposite to what is commonly seen in books since we are rotating coordianates axes // which is equivalent to rotating in the opposite direction (or transpose) vm_copy_transpose(&orient_t, orient); if (Fix_collision_moment_of_inertia) *I_inv = orient_t * (*I_inv_body) * (*orient); else *I_inv = (*orient) * (*I_inv_body) * orient_t; // retail multiplied in the opposite order } #define PLANET_DAMAGE_SCALE 4.0f #define PLANET_DAMAGE_RANGE 3 // If within this factor of radius, apply damage. fix Last_planet_damage_time = 0; extern void hud_start_text_flash(char *txt, int t, int interval); /** * Procss player_ship:planet damage. * If within range of planet, apply damage to ship. */ static void mcp_1(obj_pair * pair, const std::any& data) { float planet_radius; float dist; bool ship_is_first = std::any_cast(data); object* planet_objp = ship_is_first ? pair->b : pair->a; object* player_objp = ship_is_first ? pair->a : pair->b; planet_radius = planet_objp->radius; dist = vm_vec_dist_quick(&player_objp->pos, &planet_objp->pos); if (dist > planet_radius*PLANET_DAMAGE_RANGE) return; ship_apply_global_damage( player_objp, planet_objp, NULL, PLANET_DAMAGE_SCALE * flFrametime * (float)pow((planet_radius*PLANET_DAMAGE_RANGE)/dist, 3.0f), -1 ); if ((Missiontime - Last_planet_damage_time > F1_0) || (Missiontime < Last_planet_damage_time)) { HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR( "Too close to planet. Taking damage!", 465)); Last_planet_damage_time = Missiontime; snd_play_3d( gamesnd_get_game_sound(ship_get_sound(player_objp, GameSounds::ABURN_ENGAGE)), &player_objp->pos, &View_position ); } } /** * Return true if *objp is a planet, else return false. * Hack: Just checking first six letters of name. */ static int is_planet(object *objp) { return (strnicmp(Ships[objp->instance].ship_name, NOX("planet"), 6) == 0); } /** * If exactly one of these is a planet and the other is a player ship, do something special. * @return true if this was a ship:planet (or planet_ship) collision (planet involved / bool is ship first) and we processed it. Else return false. */ static std::pair maybe_collide_planet (object *obj1, object *obj2) { ship_info *sip1, *sip2; sip1 = &Ship_info[Ships[obj1->instance].ship_info_index]; sip2 = &Ship_info[Ships[obj2->instance].ship_info_index]; if (sip1->flags[Ship::Info_Flags::Player_ship]) { if (is_planet(obj2)) { return {true, true}; } } else if (sip2->flags[Ship::Info_Flags::Player_ship]) { if (is_planet(obj1)) { return {true, false}; } } return {false, false}; } /** * Given a global point and an object, get the quadrant number the point belongs to. */ int get_ship_quadrant_from_global(vec3d *global_pos, object *objp) { vec3d tpos; vec3d rotpos; vm_vec_sub(&tpos, global_pos, &objp->pos); vm_vec_rotate(&rotpos, &tpos, &objp->orient); return get_quadrant(&rotpos, objp); } #define MIN_REL_SPEED_FOR_LOUD_COLLISION 50 // relative speed of two colliding objects at which we play the "loud" collide sound void collide_ship_ship_sounds_init() { Player_collide_sound = sound_handle::invalid(); AI_collide_sound = sound_handle::invalid(); Player_collide_shield_sound = sound_handle::invalid(); AI_collide_shield_sound = sound_handle::invalid(); } gamesnd_id choose_collision_sound(gamesnd_id default_snd, object *A, object *B) { gamesnd_id a_snd, b_snd; if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_HEAVY)) { if (A->type == OBJ_SHIP) a_snd = Ship_info[Ships[A->instance].ship_info_index].collision_physics.collision_sound_heavy_idx; else if (A->type == OBJ_DEBRIS) a_snd = Ship_info[Debris[A->instance].ship_info_index].debris_collision_sound_heavy; if (B->type == OBJ_SHIP) b_snd = Ship_info[Ships[B->instance].ship_info_index].collision_physics.collision_sound_heavy_idx; else if (B->type == OBJ_DEBRIS) b_snd = Ship_info[Debris[B->instance].ship_info_index].debris_collision_sound_heavy; } else if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_LIGHT)) { if (A->type == OBJ_SHIP) a_snd = Ship_info[Ships[A->instance].ship_info_index].collision_physics.collision_sound_light_idx; else if (A->type == OBJ_DEBRIS) a_snd = Ship_info[Debris[A->instance].ship_info_index].debris_collision_sound_light; if (B->type == OBJ_SHIP) b_snd = Ship_info[Ships[B->instance].ship_info_index].collision_physics.collision_sound_light_idx; else if (B->type == OBJ_DEBRIS) b_snd = Ship_info[Debris[B->instance].ship_info_index].debris_collision_sound_light; } else if (default_snd == gamesnd_id(GameSounds::SHIP_SHIP_SHIELD)) { if (A->type == OBJ_SHIP) a_snd = Ship_info[Ships[A->instance].ship_info_index].collision_physics.collision_sound_shielded_idx; if (B->type == OBJ_SHIP) b_snd = Ship_info[Ships[B->instance].ship_info_index].collision_physics.collision_sound_shielded_idx; } // if both A *and* B have a sound, arbitrarily choose A's sound if (a_snd.isValid()) return a_snd; else if (b_snd.isValid()) return b_snd; else return default_snd; } /** * Determine what sound to play when two ships collide */ void collide_ship_ship_do_sound(vec3d *world_hit_pos, object *A, object *B, int player_involved) { vec3d rel_vel; float rel_speed; vm_vec_sub(&rel_vel, &A->phys_info.desired_vel, &B->phys_info.desired_vel); rel_speed = vm_vec_mag_quick(&rel_vel); if ( rel_speed > MIN_REL_SPEED_FOR_LOUD_COLLISION ) { auto snd_id = choose_collision_sound(GameSounds::SHIP_SHIP_HEAVY, A, B); snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position ); } else { auto snd_id = choose_collision_sound(GameSounds::SHIP_SHIP_LIGHT, A, B); if ( player_involved ) { if ( !snd_is_playing(Player_collide_sound) ) { Player_collide_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position ); } } else { if ( !snd_is_playing(AI_collide_sound) ) { AI_collide_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position ); } } } // maybe play a "shield" collision sound overlay if appropriate if ( (shield_get_strength(A) > 5) || (shield_get_strength(B) > 5) ) { auto snd_id = choose_collision_sound(GameSounds::SHIP_SHIP_SHIELD, A, B); if ( player_involved ) { if ( !snd_is_playing(Player_collide_sound) ) { Player_collide_shield_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position ); } } else { if ( !snd_is_playing(Player_collide_sound) ) { AI_collide_shield_sound = snd_play_3d( gamesnd_get_game_sound(snd_id), world_hit_pos, &View_position ); } } } } /** * obj1 and obj2 collided. * If different teams, kamikaze bit set and other ship is large, auto-explode! */ static void do_kamikaze_crash(object *obj1, object *obj2) { ai_info *aip1, *aip2; ship *ship1, *ship2; ship1 = &Ships[obj1->instance]; ship2 = &Ships[obj2->instance]; aip1 = &Ai_info[ship1->ai_index]; aip2 = &Ai_info[ship2->ai_index]; if (ship1->team != ship2->team) { if (aip1->ai_flags[AI::AI_Flags::Kamikaze]) { if (Ship_info[ship2->ship_info_index].is_big_or_huge()) { obj1->hull_strength = KAMIKAZE_HULL_ON_DEATH; shield_set_strength(obj1, 0.0f); } } if (aip2->ai_flags[AI::AI_Flags::Kamikaze]) { if (Ship_info[ship1->ship_info_index].is_big_or_huge()) { obj2->hull_strength = KAMIKAZE_HULL_ON_DEATH; shield_set_strength(obj2, 0.0f); } } } } /** * Response when hit by fast moving cap ship */ static void maybe_push_little_ship_from_fast_big_ship(object *big_obj, object *small_obj, float impulse, vec3d *normal) { // Move player out of the way of a BIG|HUGE ship warping in or out int big_class = Ship_info[Ships[big_obj->instance].ship_info_index].class_type; int small_class = Ship_info[Ships[small_obj->instance].ship_info_index].class_type; if (big_class > -1 && Ship_types[big_class].flags[Ship::Type_Info_Flags::Warp_pushes]) { if (small_class > -1 && Ship_types[small_class].flags[Ship::Type_Info_Flags::Warp_pushable]) { float big_speed = vm_vec_mag_quick(&big_obj->phys_info.vel); if (big_speed > 3*big_obj->phys_info.max_vel.xyz.z) { // push player away in direction perp to forward of big ship // get perp vec vec3d temp, perp; vm_vec_sub(&temp, &small_obj->pos, &big_obj->pos); vm_vec_scale_add(&perp, &temp, &big_obj->orient.vec.fvec, -vm_vec_dot(&temp, &big_obj->orient.vec.fvec)); vm_vec_normalize_quick(&perp); // don't drive into sfc we just collided with if (vm_vec_dot(&perp, normal) < 0) { vm_vec_negate(&perp); } // get magnitude of added perp vel float added_perp_vel_mag = impulse / small_obj->phys_info.mass; // add to vel and ramp vel vm_vec_scale_add2(&small_obj->phys_info.vel, &perp, added_perp_vel_mag); vm_vec_rotate(&small_obj->phys_info.prev_ramp_vel, &small_obj->phys_info.vel, &small_obj->orient); } } } } void collide_ship_ship_process(obj_pair * pair, const std::any& collision_data) { auto ship_ship_hit_info = std::any_cast(collision_data); object *A = pair->a; object *B = pair->b; bool a_override = false, b_override = false; // get world hitpos - do it here in case the override hooks need it vec3d world_hit_pos; vm_vec_add(&world_hit_pos, &ship_ship_hit_info.heavy->pos, &ship_ship_hit_info.hit_pos); // get submodel handle if scripting needs it bool has_submodel = (ship_ship_hit_info.heavy_submodel_num >= 0); scripting::api::submodel_h smh(ship_ship_hit_info.heavy_model_num, ship_ship_hit_info.heavy_submodel_num); if (scripting::hooks::OnShipCollision->isActive()) { a_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{ {A, B} }, scripting::hook_param_list(scripting::hook_param("Self", 'o', A), scripting::hook_param("Object", 'o', B), scripting::hook_param("Ship", 'o', A), scripting::hook_param("ShipB", 'o', B), scripting::hook_param("Hitpos", 'o', world_hit_pos), scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == A)), scripting::hook_param("ShipBSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == B)))); // Yes, this should be reversed. b_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{ {A, B} }, scripting::hook_param_list(scripting::hook_param("Self", 'o', B), scripting::hook_param("Object", 'o', A), scripting::hook_param("Ship", 'o', B), scripting::hook_param("ShipB", 'o', A), scripting::hook_param("Hitpos", 'o', world_hit_pos), scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == B)), scripting::hook_param("ShipBSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == A)))); } object* heavy_obj = ship_ship_hit_info.heavy; object* light_obj = ship_ship_hit_info.light; if(!a_override && !b_override) { // // Start of a codeblock that was originally taken from ship_ship_check_collision // Moved here to properly handle ship-ship collision overrides and not process their physics when overridden by lua // ship *light_shipp = &Ships[ship_ship_hit_info.light->instance]; ship *heavy_shipp = &Ships[ship_ship_hit_info.heavy->instance]; const ship_info* light_sip = &Ship_info[light_shipp->ship_info_index]; const ship_info* heavy_sip = &Ship_info[heavy_shipp->ship_info_index]; // Update ai to deal with collisions if (OBJ_INDEX(heavy_obj) == Ai_info[light_shipp->ai_index].target_objnum) { Ai_info[light_shipp->ai_index].ai_flags.set(AI::AI_Flags::Target_collision); } if (OBJ_INDEX(light_obj) == Ai_info[heavy_shipp->ai_index].target_objnum) { Ai_info[heavy_shipp->ai_index].ai_flags.set(AI::AI_Flags::Target_collision); } // SET PHYSICS PARAMETERS // already have (hitpos - heavy) and light_cm_pos // get r_heavy and r_light ship_ship_hit_info.r_heavy = ship_ship_hit_info.hit_pos; vm_vec_sub(&ship_ship_hit_info.r_light, &ship_ship_hit_info.hit_pos, &ship_ship_hit_info.light_collision_cm_pos); // set normal for edge hit if (ship_ship_hit_info.edge_hit) { vm_vec_copy_normalize(&ship_ship_hit_info.collision_normal, &ship_ship_hit_info.r_light); vm_vec_negate(&ship_ship_hit_info.collision_normal); } // do physics calculate_ship_ship_collision_physics(&ship_ship_hit_info); // Provide some separation for the case of same team if (heavy_shipp->team == light_shipp->team) { // If a couple of small ships, just move them apart. if ((heavy_sip->is_small_ship()) && (light_sip->is_small_ship())) { if ((heavy_obj->flags[Object::Object_Flags::Player_ship]) || (light_obj->flags[Object::Object_Flags::Player_ship])) { vec3d h_to_l_vec; vec3d rel_vel_h; vec3d perp_rel_vel; vm_vec_sub(&h_to_l_vec, &heavy_obj->pos, &light_obj->pos); vm_vec_sub(&rel_vel_h, &heavy_obj->phys_info.vel, &light_obj->phys_info.vel); float mass_sum = light_obj->phys_info.mass + heavy_obj->phys_info.mass; // get comp of rel_vel perp to h_to_l_vec; float mag = vm_vec_dot(&h_to_l_vec, &rel_vel_h) / vm_vec_mag_squared(&h_to_l_vec); vm_vec_scale_add(&perp_rel_vel, &rel_vel_h, &h_to_l_vec, -mag); vm_vec_normalize(&perp_rel_vel); vm_vec_scale_add2(&heavy_obj->phys_info.vel, &perp_rel_vel, heavy_sip->collision_physics.both_small_bounce * light_obj->phys_info.mass / mass_sum); vm_vec_scale_add2(&light_obj->phys_info.vel, &perp_rel_vel, -(light_sip->collision_physics.both_small_bounce) * heavy_obj->phys_info.mass / mass_sum); vm_vec_rotate(&heavy_obj->phys_info.prev_ramp_vel, &heavy_obj->phys_info.vel, &heavy_obj->orient); vm_vec_rotate(&light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient); } } else { // add extra velocity to separate the two objects, backing up the direction we came in. // TODO: add effect of velocity from rotating submodel float rel_vel = vm_vec_mag_quick(&ship_ship_hit_info.light_rel_vel); if (rel_vel < 1) { rel_vel = 1.0f; } float mass_sum = heavy_obj->phys_info.mass + light_obj->phys_info.mass; vm_vec_scale_add2(&heavy_obj->phys_info.vel, &ship_ship_hit_info.light_rel_vel, heavy_sip->collision_physics.bounce * light_obj->phys_info.mass / (mass_sum * rel_vel)); vm_vec_rotate(&heavy_obj->phys_info.prev_ramp_vel, &heavy_obj->phys_info.vel, &heavy_obj->orient); vm_vec_scale_add2(&light_obj->phys_info.vel, &ship_ship_hit_info.light_rel_vel, -(light_sip->collision_physics.bounce) * heavy_obj->phys_info.mass / (mass_sum * rel_vel)); vm_vec_rotate(&light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient); } } // // End of the codeblock that was originally taken from ship_ship_check_collision // float damage; if ( ship_ship_hit_info.player_involved && (Player->control_mode == PCM_WARPOUT_STAGE1) ) { gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_STOP ); HUD_printf("%s", XSTR( "Warpout sequence aborted.", 466)); } damage = 0.005f * ship_ship_hit_info.impulse; // Cut collision-based damage in half. // Decrease heavy damage by 2x. if (damage > 5.0f){ damage = 5.0f + (damage - 5.0f)/2.0f; } do_kamikaze_crash(A, B); if (ship_ship_hit_info.impulse > 0) { //Only flash the "Collision" text if not landing if ( ship_ship_hit_info.player_involved && !ship_ship_hit_info.is_landing) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } } //If this is a landing, play a different sound if (ship_ship_hit_info.is_landing) { if (vm_vec_mag(&ship_ship_hit_info.light_rel_vel) > MIN_LANDING_SOUND_VEL) { if ( ship_ship_hit_info.player_involved ) { if ( !snd_is_playing(Player_collide_sound) ) { Player_collide_sound = snd_play_3d( gamesnd_get_game_sound(light_sip->collision_physics.landing_sound_idx), &world_hit_pos, &View_position ); } } else { if ( !snd_is_playing(AI_collide_sound) ) { AI_collide_sound = snd_play_3d( gamesnd_get_game_sound(light_sip->collision_physics.landing_sound_idx), &world_hit_pos, &View_position ); } } } } else { collide_ship_ship_do_sound(&world_hit_pos, A, B, ship_ship_hit_info.player_involved); } // check if we should do force feedback stuff if (ship_ship_hit_info.player_involved && (ship_ship_hit_info.impulse > 0)) { float scaler; vec3d v; scaler = -ship_ship_hit_info.impulse / Player_obj->phys_info.mass * 300; vm_vec_copy_normalize(&v, &world_hit_pos); joy_ff_play_vector_effect(&v, scaler); } #ifndef NDEBUG if ( !Collide_friendly ) { if ( Ships[A->instance].team == Ships[B->instance].team ) { vec3d collision_vec, right_angle_vec; vm_vec_normalized_dir(&collision_vec, &ship_ship_hit_info.hit_pos, &A->pos); if (vm_vec_dot(&collision_vec, &A->orient.vec.fvec) > 0.999f){ right_angle_vec = A->orient.vec.rvec; } else { vm_vec_cross(&right_angle_vec, &A->orient.vec.uvec, &collision_vec); } vm_vec_scale_add2( &A->phys_info.vel, &right_angle_vec, +2.0f); vm_vec_scale_add2( &B->phys_info.vel, &right_angle_vec, -2.0f); return; } } #endif //Only do damage if not a landing if (!ship_ship_hit_info.is_landing) { // Scale damage based on skill level for player. if ((light_obj->flags[Object::Object_Flags::Player_ship]) || (heavy_obj->flags[Object::Object_Flags::Player_ship])) { // Cyborg17 - Pretty hackish, but it's our best option, limit the amount of times a collision can // happen to multiplayer clients, because otherwise the server can kill clients far too quickly. // So here it goes, first only do this on the master (has an intrinsic multiplayer check) if (MULTIPLAYER_MASTER) { // check to see if both colliding ships are player ships bool second_player_check = false; if ((light_obj->flags[Object::Object_Flags::Player_ship]) && (heavy_obj->flags[Object::Object_Flags::Player_ship])) second_player_check = true; // iterate through each player for (net_player & current_player : Net_players) { // check that this player's ship is valid, and that it's not the server ship. if ((current_player.m_player != nullptr) && !(current_player.flags & NETINFO_FLAG_AM_MASTER) && (current_player.m_player->objnum > 0) && current_player.m_player->objnum < MAX_OBJECTS) { // check that one of the colliding ships is this player's ship if ((light_obj == &Objects[current_player.m_player->objnum]) || (heavy_obj == &Objects[current_player.m_player->objnum])) { // finally if the host is also a player, ignore making these adjustments for him because he is in a pure simulation. if (&Ships[Objects[current_player.m_player->objnum].instance] != Player_ship) { Assertion(Interp_info.find(current_player.m_player->objnum) != Interp_info.end(), "Somehow the collision code thinks there is not a player ship interp record in multi when there really *should* be. This is a coder mistake, please report!"); // temp set this as an uninterpolated ship, to make the collision look more natural until the next update comes in. Interp_info[current_player.m_player->objnum].force_interpolation_mode(); // check to see if it has been long enough since the last collision, if not, negate the damage if (!timestamp_elapsed(current_player.s_info.player_collision_timestamp)) { damage = 0.0f; } else { // make the usual adjustments damage *= (float)(Game_skill_level * Game_skill_level + 1) / (NUM_SKILL_LEVELS + 1); // if everything is good to go, set the timestamp for the next collision current_player.s_info.player_collision_timestamp = _timestamp(PLAYER_COLLISION_TIMESTAMP); } } // did we find the player we were looking for? if (!second_player_check) { break; // if we found one of the players we were looking for, set this to false so that the next one breaks the loop } else { second_player_check = false; } } } } // if not in multiplayer, just do the damage adjustment. } else { damage *= (float) (Game_skill_level*Game_skill_level+1)/(NUM_SKILL_LEVELS+1); } } else if (Ships[light_obj->instance].team == Ships[heavy_obj->instance].team) { // Decrease damage if non-player ships and not large. // Looks dumb when fighters are taking damage from bumping into each other. if ((light_obj->radius < 50.0f) && (heavy_obj->radius <50.0f)) { damage /= 4.0f; } } int quadrant_num = -1; if (!The_mission.ai_profile->flags[AI::Profile_Flags::No_shield_damage_from_ship_collisions] && !(ship_ship_hit_info.heavy->flags[Object::Object_Flags::No_shields])) { quadrant_num = get_ship_quadrant_from_global(&world_hit_pos, ship_ship_hit_info.heavy); if (!ship_is_shield_up(ship_ship_hit_info.heavy, quadrant_num)) quadrant_num = -1; } float damage_heavy = (100.0f * damage / heavy_obj->phys_info.mass); ship_apply_local_damage(ship_ship_hit_info.heavy, ship_ship_hit_info.light, &world_hit_pos, damage_heavy, light_shipp->collision_damage_type_idx, quadrant_num, CREATE_SPARKS, ship_ship_hit_info.heavy_submodel_num, &ship_ship_hit_info.collision_normal, 1.f, nullptr, DamageSource::Collision); hud_shield_quadrant_hit(ship_ship_hit_info.heavy, quadrant_num); // don't draw sparks (using sphere hitpos) float damage_light = (100.0f * damage / light_obj->phys_info.mass); ship_apply_local_damage(ship_ship_hit_info.light, ship_ship_hit_info.heavy, &world_hit_pos, damage_light, heavy_shipp->collision_damage_type_idx, MISS_SHIELDS, NO_SPARKS, -1, &ship_ship_hit_info.collision_normal, 1.f, nullptr, DamageSource::Collision); hud_shield_quadrant_hit(ship_ship_hit_info.light, -1); maybe_push_little_ship_from_fast_big_ship(ship_ship_hit_info.heavy, ship_ship_hit_info.light, ship_ship_hit_info.impulse, &ship_ship_hit_info.collision_normal); } } if (!scripting::hooks::OnShipCollision->isActive()) { return; } if(!b_override || a_override) { scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{ {A, B} }, scripting::hook_param_list(scripting::hook_param("Self", 'o', A), scripting::hook_param("Object", 'o', B), scripting::hook_param("Ship", 'o', A), scripting::hook_param("ShipB", 'o', B), scripting::hook_param("Hitpos", 'o', world_hit_pos), scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == A)), scripting::hook_param("ShipBSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == B)))); } if((b_override && !a_override) || (!b_override && !a_override)) { // Yes, this should be reversed. scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{ {A, B} }, scripting::hook_param_list(scripting::hook_param("Self", 'o', B), scripting::hook_param("Object", 'o', A), scripting::hook_param("Ship", 'o', B), scripting::hook_param("ShipB", 'o', A), scripting::hook_param("Hitpos", 'o', world_hit_pos), scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == B)), scripting::hook_param("ShipBSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (ship_ship_hit_info.heavy == A)))); } } /** * Checks ship-ship collisions. * @return 1 if all future collisions between these can be ignored because pair->a or pair->b aren't ships * @return Otherwise always returns 0, since two ships can always collide unless one (1) dies or (2) warps out. */ //returns never_hits, process_data collision_result collide_ship_ship_check( obj_pair * pair ) { int player_involved; float dist; object *A = pair->a; object *B = pair->b; if ( A->type == OBJ_WAYPOINT ) return { true, std::any(), &collide_ship_ship_process }; if ( B->type == OBJ_WAYPOINT ) return { true, std::any(), &collide_ship_ship_process }; Assert( A->type == OBJ_SHIP ); Assert( B->type == OBJ_SHIP ); // Cyborg17 - no ship-ship collisions when doing multiplayer rollback if ( (Game_mode & GM_MULTIPLAYER) && multi_ship_record_get_rollback_wep_mode() ) { return { false, std::any(), &collide_ship_ship_process }; } if (reject_due_collision_groups(A,B)) return { false, std::any(), &collide_ship_ship_process }; // If the player is one of the two colliding ships, flag this... it is used in // several places this function. if ( A == Player_obj || B == Player_obj ) { player_involved = 1; } else { player_involved = 0; // This is the most convenient place to do this check. Clients should *not* be doing anything // collision related. Yes, from time to time that will look strange, but there are too many // side effects if we allow it. if (MULTIPLAYER_CLIENT){ return { false, std::any(), &collide_ship_ship_process }; } } // Don't check collisions for warping out player if past stage 1. if ( player_involved && (Player->control_mode > PCM_WARPOUT_STAGE1) ) { return { false, std::any(), &collide_ship_ship_process }; } dist = vm_vec_dist( &A->pos, &B->pos ); // If one of these is a planet, do special stuff. const auto& [planet_collision, planet_collision_data] = maybe_collide_planet(A, B); if (planet_collision) return { false, planet_collision_data, &mcp_1 }; if ( dist < A->radius + B->radius ) { int hit; object *HeavyOne, *LightOne; // if two objects have the same mass, make the one with the larger pointer address the HeavyOne. if ( fl_abs(A->phys_info.mass - B->phys_info.mass) < 1 ) { if (A > B) { HeavyOne = A; LightOne = B; } else { HeavyOne = B; LightOne = A; } } else { if (A->phys_info.mass > B->phys_info.mass) { HeavyOne = A; LightOne = B; } else { HeavyOne = B; LightOne = A; } } collision_info_struct ship_ship_hit_info; init_collision_info_struct(&ship_ship_hit_info); ship_ship_hit_info.heavy = HeavyOne; // heavy object, generally slower moving ship_ship_hit_info.light = LightOne; // light object, generally faster moving ship_ship_hit_info.player_involved = player_involved; hit = ship_ship_check_collision(&ship_ship_hit_info); pair->next_check_time = timestamp(0); if ( hit ) { return { false, ship_ship_hit_info, &collide_ship_ship_process }; } } else { // estimate earliest time at which pair can hit // cap ships warping in/out can exceed ship's expected velocity // if ship is warping in, in stage 1, its velocity is 0, so make ship try to collide next frame // if ship is huge and warping in or out if (((Ships[A->instance].is_arriving(ship::warpstage::STAGE1, false)) && (Ship_info[Ships[A->instance].ship_info_index].is_big_or_huge())) || ((Ships[B->instance].is_arriving(ship::warpstage::STAGE1, false)) && (Ship_info[Ships[B->instance].ship_info_index].is_big_or_huge())) ) { pair->next_check_time = timestamp(0); // check next time return { false, std::any(), &collide_ship_ship_process }; } // get max of (1) max_vel.z, (2) 10, (3) afterburner_max_vel.z, (4) vel.z (for warping in ships exceeding expected max vel) float shipA_max_speed, shipB_max_speed, time; // get shipA max speed if (ship_is_beginning_warpout_speedup(A)) { shipA_max_speed = MAX(ship_get_max_speed(&Ships[A->instance]), ship_get_warpout_speed(A)); } else { shipA_max_speed = ship_get_max_speed(&Ships[A->instance]); } // Maybe warping in or finished warping in with excessive speed shipA_max_speed = MAX(shipA_max_speed, vm_vec_mag(&A->phys_info.vel)); shipA_max_speed = MAX(shipA_max_speed, 10.0f); // get shipB max speed if (ship_is_beginning_warpout_speedup(B)) { shipB_max_speed = MAX(ship_get_max_speed(&Ships[B->instance]), ship_get_warpout_speed(B)); } else { shipB_max_speed = ship_get_max_speed(&Ships[B->instance]); } // Maybe warping in or finished warping in with excessive speed shipB_max_speed = MAX(shipB_max_speed, vm_vec_mag(&B->phys_info.vel)); shipB_max_speed = MAX(shipB_max_speed, 10.0f); time = 1000.0f * (dist - A->radius - B->radius) / (shipA_max_speed + shipB_max_speed); time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 0) { pair->next_check_time = timestamp( fl2i(time) ); } else { pair->next_check_time = timestamp(0); // check next time } } return { false, std::any(), &collide_ship_ship_process }; } int collide_ship_ship( obj_pair * pair ) { const auto& [never_check_again, collision_data, process_fnc] = collide_ship_ship_check(pair); if (collision_data.has_value()) { process_fnc(pair, collision_data); } return never_check_again ? 1 : 0; } /** * Checks prop-ship collisions. * @return 1 if all future collisions between these can be ignored */ int collide_prop_ship(obj_pair* pair) { float dist; object* prop_objp = pair->a; object* ship_objp = pair->b; Assert(prop_objp->type == OBJ_PROP); Assert(ship_objp->type == OBJ_SHIP); // Cyborg17 - no ship-ship collisions when doing multiplayer rollback if ((Game_mode & GM_MULTIPLAYER) && multi_ship_record_get_rollback_wep_mode()) { return 0; } if (ship_objp != Player_obj) { // This is the most convenient place to do this check. Clients should *not* be doing anything // collision related. Yes, from time to time that will look strange, but there are too many // side effects if we allow it. if (MULTIPLAYER_CLIENT) { return 0; } } // Don't check collisions for warping out player if past stage 1. if (ship_objp == Player_obj && (Player->control_mode > PCM_WARPOUT_STAGE1)) { return 0; } ship* shipp = &Ships[ship_objp->instance]; dist = vm_vec_dist(&prop_objp->pos, &ship_objp->pos); if (dist < prop_objp->radius + ship_objp->radius) { int hit; object* heavy_obj, * light_obj; if (prop_objp->radius > ship_objp->radius) { heavy_obj = prop_objp; light_obj = ship_objp; } else { heavy_obj = ship_objp; light_obj = prop_objp; } ship_info* sip = &Ship_info[shipp->ship_info_index]; collision_info_struct prop_ship_hit_info; init_collision_info_struct(&prop_ship_hit_info); prop_ship_hit_info.heavy = heavy_obj; // heavy object, generally slower moving prop_ship_hit_info.light = light_obj; // light object, generally faster moving vec3d world_hit_pos; hit = prop_check_collision(prop_objp, ship_objp, &world_hit_pos, &prop_ship_hit_info); pair->next_check_time = timestamp(0); if (hit) { bool a_override = false, b_override = false; // get submodel handle if scripting needs it bool has_submodel = (prop_ship_hit_info.heavy_submodel_num >= 0); scripting::api::submodel_h smh(prop_ship_hit_info.heavy_model_num, prop_ship_hit_info.heavy_submodel_num); if (scripting::hooks::OnShipCollision->isActive()) { a_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{{prop_objp, ship_objp}}, scripting::hook_param_list(scripting::hook_param("Self", 'o', prop_objp), scripting::hook_param("Object", 'o', ship_objp), scripting::hook_param("Prop", 'o', prop_objp), scripting::hook_param("Ship", 'o', ship_objp), scripting::hook_param("Hitpos", 'o', world_hit_pos), scripting::hook_param("PropSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (prop_ship_hit_info.heavy == prop_objp)), scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (prop_ship_hit_info.heavy == ship_objp)))); } if (scripting::hooks::OnPropCollision->isActive()) { // Yes, this should be reversed. b_override = scripting::hooks::OnPropCollision->isOverride(scripting::hooks::CollisionConditions{ {prop_objp, ship_objp} }, scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp), scripting::hook_param("Object", 'o', prop_objp), scripting::hook_param("Ship", 'o', ship_objp), scripting::hook_param("Prop", 'o', prop_objp), scripting::hook_param("Hitpos", 'o', world_hit_pos), scripting::hook_param("PropSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (prop_ship_hit_info.heavy == prop_objp)), scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel && (prop_ship_hit_info.heavy == ship_objp)))); } if (!a_override && !b_override) { // SET PHYSICS PARAMETERS // already have (hitpos - heavy) and light_cm_pos // get r_heavy and r_light prop_ship_hit_info.r_heavy = prop_ship_hit_info.hit_pos; vm_vec_sub(&prop_ship_hit_info.r_light, &prop_ship_hit_info.hit_pos, &prop_ship_hit_info.light_collision_cm_pos); // set normal for edge hit if (prop_ship_hit_info.edge_hit) { vm_vec_copy_normalize(&prop_ship_hit_info.collision_normal, &prop_ship_hit_info.r_light); vm_vec_negate(&prop_ship_hit_info.collision_normal); } // do physics calculate_ship_ship_collision_physics(&prop_ship_hit_info); // If a couple of small ships, just move them apart. if (sip->is_small_ship()) { if (ship_objp == Player_obj) { vec3d h_to_l_vec; vec3d perp_rel_vel; vm_vec_sub(&h_to_l_vec, &heavy_obj->pos, &light_obj->pos); // get comp of rel_vel perp to h_to_l_vec; float mag = vm_vec_dot(&h_to_l_vec, &ship_objp->phys_info.vel) / vm_vec_mag_squared(&h_to_l_vec); vm_vec_scale_add(&perp_rel_vel, &ship_objp->phys_info.vel, &h_to_l_vec, -mag); vm_vec_normalize(&perp_rel_vel); ship_objp->phys_info.vel -= perp_rel_vel * sip->collision_physics.bounce; vm_vec_rotate(&ship_objp->phys_info.prev_ramp_vel, &ship_objp->phys_info.vel, &ship_objp->orient); } } else if (ship_objp == light_obj) { // add extra velocity to separate the two objects, backing up the direction we came in. // TODO: add effect of velocity from rotating submodel float rel_vel = vm_vec_mag_quick(&prop_ship_hit_info.light_rel_vel); if (rel_vel < 1) { rel_vel = 1.0f; } light_obj->phys_info.vel -= prop_ship_hit_info.light_rel_vel * sip->collision_physics.bounce; vm_vec_rotate(&light_obj->phys_info.prev_ramp_vel, &light_obj->phys_info.vel, &light_obj->orient); } float damage; if (ship_objp == Player_obj && (Player->control_mode == PCM_WARPOUT_STAGE1)) { gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_STOP); HUD_printf("%s", XSTR("Warpout sequence aborted.", 466)); } damage = 0.005f * prop_ship_hit_info.impulse; // Cut collision-based damage in half. if (damage > 5.0f) { damage = 5.0f + (damage - 5.0f) / 2.0f; } if (prop_ship_hit_info.impulse > 0 && ship_objp == Player_obj) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } collide_ship_ship_do_sound(&world_hit_pos, prop_objp, ship_objp, ship_objp == Player_obj); // check if we should do force feedback stuff if (ship_objp == Player_obj && (prop_ship_hit_info.impulse > 0)) { float scaler; vec3d v; scaler = -prop_ship_hit_info.impulse / Player_obj->phys_info.mass * 300; vm_vec_copy_normalize(&v, &world_hit_pos); joy_ff_play_vector_effect(&v, scaler); } //Only do damage if not a landing // Scale damage based on skill level for player. if ((ship_objp->flags[Object::Object_Flags::Player_ship])) { // Cyborg17 - Pretty hackish, but it's our best option, limit the amount of times a collision can // happen to multiplayer clients, because otherwise the server can kill clients far too quickly. // So here it goes, first only do this on the master (has an intrinsic multiplayer check) if (MULTIPLAYER_MASTER) { // iterate through each player for (net_player& current_player : Net_players) { // check that this player's ship is valid, and that it's not the server ship. if ((current_player.m_player != nullptr) && !(current_player.flags & NETINFO_FLAG_AM_MASTER) && (current_player.m_player->objnum > 0) && current_player.m_player->objnum < MAX_OBJECTS) { // check that the colliding ship is this player's ship if (ship_objp == &Objects[current_player.m_player->objnum]) { // finally if the host is also a player, ignore making these adjustments for him because he is in a pure simulation. if (&Ships[Objects[current_player.m_player->objnum].instance] != Player_ship) { Assertion(Interp_info.find(current_player.m_player->objnum) != Interp_info.end(), "Somehow the collision code thinks there is not a player ship interp record in multi when there really *should* be. This is a coder mistake, please report!"); // temp set this as an uninterpolated ship, to make the collision look more natural until the next update comes in. Interp_info[current_player.m_player->objnum].force_interpolation_mode(); // check to see if it has been long enough since the last collision, if not, negate the damage if (!timestamp_elapsed(current_player.s_info.player_collision_timestamp)) { damage = 0.0f; } else { // make the usual adjustments damage *= (float)(Game_skill_level * Game_skill_level + 1) / (NUM_SKILL_LEVELS + 1); // if everything is good to go, set the timestamp for the next collision current_player.s_info.player_collision_timestamp = _timestamp(PLAYER_COLLISION_TIMESTAMP); } break; } } } } // if not in multiplayer, just do the damage adjustment. } else { damage *= (float)(Game_skill_level * Game_skill_level + 1) / (NUM_SKILL_LEVELS + 1); } } // don't draw sparks (using sphere hitpos) damage = (100.0f * damage / ship_objp->phys_info.mass); ship_apply_local_damage(ship_objp, prop_objp, &world_hit_pos, damage, -1, MISS_SHIELDS, CREATE_SPARKS, -1, &prop_ship_hit_info.collision_normal, 1.f, nullptr, DamageSource::Collision); hud_shield_quadrant_hit(ship_objp, -1); } return 0; } } else { // estimate earliest time at which pair can hit // cap ships warping in/out can exceed ship's expected velocity // if ship is warping in, in stage 1, its velocity is 0, so make ship try to collide next frame // if ship is huge and warping in or out if (shipp->is_arriving(ship::warpstage::STAGE1, false) && Ship_info[shipp->ship_info_index].is_big_or_huge()) { pair->next_check_time = timestamp(0); // check next time return 0; } // get max of (1) max_vel.z, (2) 10, (3) afterburner_max_vel.z, (4) vel.z (for warping in ships exceeding expected max vel) float ship_max_speed, time; // get shipA max speed if (ship_is_beginning_warpout_speedup(ship_objp)) { ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(ship_objp)); } else { ship_max_speed = ship_get_max_speed(shipp); } // Maybe warping in or finished warping in with excessive speed ship_max_speed = MAX(ship_max_speed, vm_vec_mag(&ship_objp->phys_info.vel)); ship_max_speed = MAX(ship_max_speed, 10.0f); time = 1000.0f * (dist - ship_objp->radius - prop_objp->radius) / (ship_max_speed); time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 0) { pair->next_check_time = timestamp(fl2i(time)); } else { pair->next_check_time = timestamp(0); // check next time } } return 0; }