Files
fs2open.github.com/code/object/objectdock.cpp
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791 lines
24 KiB
C++

/*
* Created by Ian "Goober5000" Warfield for the FreeSpace2 Source Code Project.
* You may not sell or otherwise commercially exploit the source or things you
* create based on the source.
*/
#include "math/bitarray.h"
#include "math/vecmat.h"
#include "mission/missionparse.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "ship/ship.h"
// helper prototypes
void dock_evaluate_tree(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *), ubyte *visited_bitstring);
void dock_move_docked_children_tree(object *objp, object *parent_objp);
void dock_count_total_docked_objects_helper(object *objp, dock_function_info *infop);
void dock_check_find_docked_object_helper(object *objp, dock_function_info *infop);
void dock_calc_docked_center_helper(object *objp, dock_function_info *infop);
void dock_calc_docked_center_of_mass_helper(object *objp, dock_function_info *infop);
void dock_calc_total_docked_mass_helper(object *objp, dock_function_info *infop);
void dock_calc_max_cross_sectional_radius_squared_perpendicular_to_line_helper(object *objp, dock_function_info *infop);
void dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper(object *objp, dock_function_info *infop);
void dock_find_max_speed_helper(object *objp, dock_function_info *infop);
void dock_find_max_fspeed_helper(object *objp, dock_function_info *infop);
// management prototypes
bool dock_check_assume_hub();
object *dock_get_hub(object *objp);
void dock_add_instance(object *objp, int dockpoint, object *other_objp);
void dock_remove_instance(object *objp, object *other_objp);
dock_instance *dock_find_instance(object *objp, object *other_objp);
dock_instance *dock_find_instance(object *objp, int dockpoint);
int dock_count_instances(object *objp);
object *dock_get_first_docked_object(object *objp)
{
// are we docked?
if (!object_is_docked(objp))
return NULL;
return objp->dock_list->docked_objp;
}
bool dock_check_docked_one_on_one(object *objp)
{
// we must be docked
if (!object_is_docked(objp))
return false;
// our dock list must contain only one object
if (objp->dock_list->next != NULL)
return false;
// the other guy's dock list must contain only one object
if (dock_get_first_docked_object(objp)->dock_list->next != NULL)
return false;
// debug check to make sure that we're docked to each other
Assert(objp == dock_get_first_docked_object(objp)->dock_list->docked_objp);
// success
return true;
}
int dock_count_direct_docked_objects(object *objp)
{
return dock_count_instances(objp);
}
int dock_count_total_docked_objects(object *objp)
{
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_count_total_docked_objects_helper);
return dfi.maintained_variables.int_value;
}
bool dock_check_find_direct_docked_object(object *objp, object *other_objp)
{
return (dock_find_instance(objp, other_objp) != NULL);
}
bool dock_check_find_docked_object(object *objp, object *other_objp)
{
dock_function_info dfi;
dfi.parameter_variables.objp_value = other_objp;
dock_evaluate_all_docked_objects(objp, &dfi, dock_check_find_docked_object_helper);
return dfi.maintained_variables.bool_value;
}
object *dock_find_object_at_dockpoint(object *objp, int dockpoint)
{
dock_instance *result = dock_find_instance(objp, dockpoint);
if (result == NULL)
return NULL;
else
return result->docked_objp;
}
int dock_find_dockpoint_used_by_object(object *objp, object *other_objp)
{
dock_instance *result = dock_find_instance(objp, other_objp);
if (result == NULL)
return -1;
else
return result->dockpoint_used;
}
void dock_calc_docked_center(vec3d *dest, object *objp)
{
vm_vec_zero(dest);
dock_function_info dfi;
dfi.maintained_variables.vecp_value = dest;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_docked_center_helper);
// overall center = sum of centers divided by sum of objects
vm_vec_scale(dest, (1.0f / (float) dfi.maintained_variables.int_value));
}
void dock_calc_docked_center_of_mass(vec3d *dest, object *objp)
{
vm_vec_zero(dest);
dock_function_info dfi;
dfi.maintained_variables.vecp_value = dest;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_docked_center_of_mass_helper);
// overall center of mass = weighted sum of centers of mass divided by total mass
vm_vec_scale(dest, (1.0f / dfi.maintained_variables.float_value));
}
float dock_calc_total_docked_mass(object *objp)
{
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_total_docked_mass_helper);
return dfi.maintained_variables.float_value;
}
float dock_calc_max_cross_sectional_radius_perpendicular_to_axis(object *objp, axis_type axis)
{
vec3d local_line_end;
vec3d *world_line_start, world_line_end;
dock_function_info dfi;
// to calculate the cross-sectional radius, we need a line that will be perpendicular to the cross-section
// the first endpoint is simply the position of the object
world_line_start = &objp->pos;
// the second endpoint extends in the axis direction
vm_vec_zero(&local_line_end);
switch(axis)
{
case X_AXIS:
local_line_end.xyz.x = 1.0f;
break;
case Y_AXIS:
local_line_end.xyz.y = 1.0f;
break;
case Z_AXIS:
local_line_end.xyz.z = 1.0f;
break;
default:
Int3();
return 0.0f;
}
// rotate and move the endpoint to go through the axis of the actual object
vm_vec_rotate(&world_line_end, &local_line_end, &objp->orient);
vm_vec_add2(&world_line_end, &objp->pos);
// now we have a unit vector starting at the object's position and pointing along the chosen axis
// (although the length doesn't matter, as it's calculated as an endless line)
// now determine the cross-sectional radius
// set parameters and call function for the radius squared
dfi.parameter_variables.vecp_value = world_line_start;
dfi.parameter_variables.vecp_value2 = &world_line_end;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_max_cross_sectional_radius_squared_perpendicular_to_line_helper);
// the radius is the square root of our result
return fl_sqrt(dfi.maintained_variables.float_value);
}
float dock_calc_max_semilatus_rectum_parallel_to_axis(object *objp, axis_type axis)
{
vec3d local_line_end;
vec3d *world_line_start, world_line_end;
dock_function_info dfi;
// to calculate the semilatus rectum, we need a directrix that will be parallel to the axis
// the first endpoint is simply the position of the object
world_line_start = &objp->pos;
// the second endpoint extends in the axis direction
vm_vec_zero(&local_line_end);
switch(axis)
{
case X_AXIS:
local_line_end.xyz.x = 1.0f;
break;
case Y_AXIS:
local_line_end.xyz.y = 1.0f;
break;
case Z_AXIS:
local_line_end.xyz.z = 1.0f;
break;
default:
Int3();
return 0.0f;
}
// rotate and move the endpoint to go through the axis of the actual object
vm_vec_rotate(&world_line_end, &local_line_end, &objp->orient);
vm_vec_add2(&world_line_end, &objp->pos);
// now we have a unit vector starting at the object's position and pointing along the chosen axis
// (although the length doesn't matter, as it's calculated as an endless line)
// now determine the semilatus rectum
// set parameters and call function for the semilatus rectum squared
dfi.parameter_variables.vecp_value = world_line_start;
dfi.parameter_variables.vecp_value2 = &world_line_end;
dock_evaluate_all_docked_objects(objp, &dfi, dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper);
// the semilatus rectum is the square root of our result
return fl_sqrt(dfi.maintained_variables.float_value);
}
float dock_calc_docked_fspeed(object *objp)
{
// *sigh*... the docked fspeed is simply the max fspeed of all docked objects
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_find_max_fspeed_helper);
return dfi.maintained_variables.float_value;
}
float dock_calc_docked_speed(object *objp)
{
// ditto with speed
dock_function_info dfi;
dock_evaluate_all_docked_objects(objp, &dfi, dock_find_max_speed_helper);
return dfi.maintained_variables.float_value;
}
// functions to deal with all docked ships anywhere
// ---------------------------------------------------------------------------------------------------------------
// universal two functions
// -----------------------
// evaluate a certain function for all docked objects
void dock_evaluate_all_docked_objects(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *))
{
Assert((objp != NULL) && (infop != NULL) && (function != NULL));
// not docked?
if (!object_is_docked(objp))
{
// call the function for just the one object
function(objp, infop);
return;
}
// we only have two objects docked
if (dock_check_docked_one_on_one(objp))
{
// call the function for the first object, and return if instructed
function(objp, infop);
if (infop->early_return_condition) return;
// call the function for the second object, and return if instructed
function(objp->dock_list->docked_objp, infop);
if (infop->early_return_condition) return;
}
// we have multiple objects docked and we're treating them as a hub
else if (dock_check_assume_hub())
{
// get the hub
object *hub_objp = dock_get_hub(objp);
// call the function for the hub, and return if instructed
function(hub_objp, infop);
if (infop->early_return_condition) return;
// iterate through all docked objects
for (dock_instance *ptr = hub_objp->dock_list; ptr != NULL; ptr = ptr->next)
{
// call the function for this object, and return if instructed
function(ptr->docked_objp, infop);
if (infop->early_return_condition) return;
}
}
// we have multiple objects docked and we must treat them as a tree
else
{
// create a bit array to mark the objects we check
ubyte *visited_bitstring = (ubyte *) vm_malloc(calculate_num_bytes(MAX_OBJECTS));
// clear it
memset(visited_bitstring, 0, calculate_num_bytes(MAX_OBJECTS));
// start evaluating the tree
dock_evaluate_tree(objp, infop, function, visited_bitstring);
// destroy the bit array
vm_free(visited_bitstring);
visited_bitstring = NULL;
}
}
void dock_evaluate_tree(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *), ubyte *visited_bitstring)
{
// make sure we haven't visited this object already
if (get_bit(visited_bitstring, OBJ_INDEX(objp)))
return;
// mark as visited
set_bit(visited_bitstring, OBJ_INDEX(objp));
// call the function for this object, and return if instructed
function(objp, infop);
if (infop->early_return_condition) return;
// iterate through all docked objects
for (dock_instance *ptr = objp->dock_list; ptr != NULL; ptr = ptr->next)
{
// start another tree with the docked object as the root, and return if instructed
dock_evaluate_tree(ptr->docked_objp, infop, function, visited_bitstring);
if (infop->early_return_condition) return;
}
}
// special-case functions
// ----------------------
void dock_move_docked_objects(object *objp)
{
if ((objp->type != OBJ_SHIP) && (objp->type != OBJ_START))
return;
if (!object_is_docked(objp))
return;
// has this object (by extension, this group of docked objects) been handled already?
if (objp->flags & OF_DOCKED_ALREADY_HANDLED)
return;
Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
dock_function_info dfi;
object *fastest_objp;
// in FRED, objp is the object everyone moves with
if (Fred_running)
{
fastest_objp = objp;
}
else
{
// find the object with the highest max speed
dock_evaluate_all_docked_objects(objp, &dfi, dock_find_max_speed_helper);
fastest_objp = dfi.maintained_variables.objp_value;
// if we have no max speed, just use the first one
if (fastest_objp == NULL)
fastest_objp = objp;
}
// start a tree with that object as the parent... do NOT use the überfunction for this,
// because we must use a tree for the parent ancestry to work correctly
// we don't need a bit array because OF_DOCKED_ALREADY_HANDLED takes care of it
// and must persist for the entire game frame
// start evaluating the tree, starting with the fastest object having no parent
dock_move_docked_children_tree(fastest_objp, NULL);
}
void dock_move_docked_children_tree(object *objp, object *parent_objp)
{
// has this object been handled already?
if (objp->flags & OF_DOCKED_ALREADY_HANDLED)
return;
// mark as handled
objp->flags |= OF_DOCKED_ALREADY_HANDLED;
// if parent_objp exists
if (parent_objp != NULL)
{
// move this object to align with it
obj_move_one_docked_object(objp, parent_objp);
}
// iterate through all docked objects
for (dock_instance *ptr = objp->dock_list; ptr != NULL; ptr = ptr->next)
{
// start another tree with the docked object as the root and this object as the parent
dock_move_docked_children_tree(ptr->docked_objp, objp);
}
}
// helper functions
// ----------------
void dock_count_total_docked_objects_helper(object *objp, dock_function_info *infop)
{
// increment count
infop->maintained_variables.int_value++;
}
void dock_check_find_docked_object_helper(object *objp, dock_function_info *infop)
{
// if object found, set to true and break
if (infop->parameter_variables.objp_value == objp)
{
infop->maintained_variables.bool_value = true;
infop->early_return_condition = true;
}
}
void dock_calc_docked_center_helper(object *objp, dock_function_info *infop)
{
// add object position and increment count
vm_vec_add2(infop->maintained_variables.vecp_value, &objp->pos);
infop->maintained_variables.int_value++;
}
void dock_calc_docked_center_of_mass_helper(object *objp, dock_function_info *infop)
{
// add weighted object position and add mass
vm_vec_scale_add2(infop->maintained_variables.vecp_value, &objp->pos, objp->phys_info.mass);
infop->maintained_variables.float_value += objp->phys_info.mass;
}
void dock_calc_total_docked_mass_helper(object *objp, dock_function_info *infop)
{
// add mass
infop->maintained_variables.float_value += objp->phys_info.mass;
}
// What we're doing here is finding the distances between each extent of the object and the line, and then taking the
// maximum distance as the cross-sectional radius. We're actually maintaining the square of the distance rather than
// the actual distance, as it's faster to calculate and it gives the same result in a greater-than or less-than
// comparison. When we're done calculating everything for all objects (i.e. when we return to the parent function)
// we take the square root of the final value.
void dock_calc_max_cross_sectional_radius_squared_perpendicular_to_line_helper(object *objp, dock_function_info *infop)
{
vec3d world_point, local_point[6], nearest;
polymodel *pm;
int i;
float dist_squared;
// line parameters
vec3d *line_start = infop->parameter_variables.vecp_value;
vec3d *line_end = infop->parameter_variables.vecp_value2;
// We must find world coordinates for each of the six endpoints on the three axes of the object. I looked up
// which axis is front/back, left/right, and up/down, as well as which endpoint is which. It doesn't really
// matter, though, as all we need are the distances.
// grab our model
Assert(objp->type == OBJ_SHIP);
pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
// set up the points we want to check
memset(local_point, 0, sizeof(vec3d) * 6);
local_point[0].xyz.x = pm->maxs.xyz.x; // right point (max x)
local_point[1].xyz.x = pm->mins.xyz.x; // left point (min x)
local_point[2].xyz.y = pm->maxs.xyz.y; // top point (max y)
local_point[3].xyz.y = pm->mins.xyz.y; // bottom point (min y)
local_point[4].xyz.z = pm->maxs.xyz.z; // front point (max z)
local_point[5].xyz.z = pm->mins.xyz.z; // rear point (min z)
// check points
for (i = 0; i < 6; i++)
{
// calculate position of point
vm_vec_rotate(&world_point, &local_point[i], &objp->orient);
vm_vec_add2(&world_point, &objp->pos);
// calculate square of distance to line
vm_vec_dist_squared_to_line(&world_point, line_start, line_end, &nearest, &dist_squared);
// update with farthest distance squared
if (dist_squared > infop->maintained_variables.float_value)
infop->maintained_variables.float_value = dist_squared;
}
}
// What we're doing here is projecting each object extent onto the directrix, calculating the distance between the
// projected point and the origin, and then taking the maximum distance as the semilatus rectum. We're actually
// maintaining the square of the distance rather than the actual distance, as it's faster to calculate and it gives
// the same result in a greater-than or less-than comparison. When we're done calculating everything for all
// objects (i.e. when we return to the parent function) we take the square root of the final value.
void dock_calc_max_semilatus_rectum_squared_parallel_to_directrix_helper(object *objp, dock_function_info *infop)
{
vec3d world_point, local_point[6], nearest;
polymodel *pm;
int i;
float temp, dist_squared;
// line parameters
vec3d *line_start = infop->parameter_variables.vecp_value;
vec3d *line_end = infop->parameter_variables.vecp_value2;
// We must find world coordinates for each of the six endpoints on the three axes of the object. I looked up
// which axis is front/back, left/right, and up/down, as well as which endpoint is which. It doesn't really
// matter, though, as all we need are the distances.
// grab our model
Assert(objp->type == OBJ_SHIP);
pm = model_get(Ship_info[Ships[objp->instance].ship_info_index].model_num);
// set up the points we want to check
memset(local_point, 0, sizeof(vec3d) * 6);
local_point[0].xyz.x = pm->maxs.xyz.x; // right point (max x)
local_point[1].xyz.x = pm->mins.xyz.x; // left point (min x)
local_point[2].xyz.y = pm->maxs.xyz.y; // top point (max y)
local_point[3].xyz.y = pm->mins.xyz.y; // bottom point (min y)
local_point[4].xyz.z = pm->maxs.xyz.z; // front point (max z)
local_point[5].xyz.z = pm->mins.xyz.z; // rear point (min z)
// check points
for (i = 0; i < 6; i++)
{
// calculate position of point
vm_vec_rotate(&world_point, &local_point[i], &objp->orient);
vm_vec_add2(&world_point, &objp->pos);
// find the nearest point along the line
vm_vec_dist_squared_to_line(&world_point, line_start, line_end, &nearest, &temp);
// find the distance squared between the origin of the line and the point on the line
dist_squared = vm_vec_dist_squared(line_start, &nearest);
// update with farthest distance squared
if (dist_squared > infop->maintained_variables.float_value)
infop->maintained_variables.float_value = dist_squared;
}
}
void dock_find_max_fspeed_helper(object *objp, dock_function_info *infop)
{
// check our fspeed against the running maximum
if (objp->phys_info.fspeed > infop->maintained_variables.float_value)
{
infop->maintained_variables.float_value = objp->phys_info.fspeed;
infop->maintained_variables.objp_value = objp;
}
}
void dock_find_max_speed_helper(object *objp, dock_function_info *infop)
{
// check our speed against the running maximum
if (objp->phys_info.speed > infop->maintained_variables.float_value)
{
infop->maintained_variables.float_value = objp->phys_info.speed;
infop->maintained_variables.objp_value = objp;
}
}
// ---------------------------------------------------------------------------------------------------------------
// end of über code block ----------------------------------------------------------------------------------------
// dock management functions -------------------------------------------------------------------------------------
void dock_dock_objects(object *objp1, int dockpoint1, object *objp2, int dockpoint2)
{
#ifndef NDEBUG
if ((dock_find_instance(objp1, objp2) != NULL) || (dock_find_instance(objp2, objp1) != NULL))
{
Error(LOCATION, "Trying to dock an object that's already docked!\n");
}
if ((dock_find_instance(objp1, dockpoint1) != NULL) || (dock_find_instance(objp2, dockpoint2) != NULL))
{
Error(LOCATION, "Trying to dock to a dockpoint that's in use!\n");
}
#endif
// put objects on each others' dock lists
dock_add_instance(objp1, dockpoint1, objp2);
dock_add_instance(objp2, dockpoint2, objp1);
}
void dock_undock_objects(object *objp1, object *objp2)
{
#ifndef NDEBUG
if ((dock_find_instance(objp1, objp2) == NULL) || (dock_find_instance(objp2, objp1) == NULL))
{
Error(LOCATION, "Trying to undock an object that isn't docked!\n");
}
#endif
// remove objects from each others' dock lists
dock_remove_instance(objp1, objp2);
dock_remove_instance(objp2, objp1);
}
// dock list functions -------------------------------------------------------------------------------------------
bool dock_check_assume_hub()
{
// There are several ways of handling ships docking to other ships. Level 1, the simplest, is the one-docker, one-dockee
// model used in retail FS2. Level 2 is the hub model, where we stipulate that any given set of docked ships
// includes one ship to which all other ships are docked. No ship except for the hub ship can be docked to more than
// one ship. Level 3 is the daisy-chain model, where you can string ships along and make a rooted tree.
//
// The new code can handle level 3 ship formations, but it requires more overhead than level 2 or level 1. (Whether
// the additional overhead is significant or not has not been determined.) In the vast majority of cases, level 3
// is not needed. So this function is provided to allow the code to optimize itself for level 2, should level 1
// evaluation fail.
// Assume level 2 optimization unless the mission specifies level 3.
return !(The_mission.flags & MISSION_FLAG_ALLOW_DOCK_TREES);
}
object *dock_get_hub(object *objp)
{
Assert(dock_check_assume_hub() && object_is_docked(objp));
// if our dock list contains only one object, it must be the hub
if (objp->dock_list->next == NULL)
{
return dock_get_first_docked_object(objp);
}
// otherwise we are the hub
else
{
return objp;
}
}
void dock_add_instance(object *objp, int dockpoint, object *other_objp)
{
dock_instance *item;
// create item
item = (dock_instance *) vm_malloc(sizeof(dock_instance));
item->dockpoint_used = dockpoint;
item->docked_objp = other_objp;
// prepend item to existing list
item->next = objp->dock_list;
objp->dock_list = item;
}
void dock_remove_instance(object *objp, object *other_objp)
{
int found = 0;
dock_instance *prev_ptr, *ptr;
prev_ptr = NULL;
ptr = objp->dock_list;
// iterate until item found
while (ptr != NULL)
{
// if found, exit loop
if (ptr->docked_objp == other_objp)
{
found = 1;
break;
}
// iterate
prev_ptr = ptr;
ptr = ptr->next;
}
// delete if found
if (found)
{
// special case... found at beginning of list
if (prev_ptr == NULL)
{
objp->dock_list = ptr->next;
}
// normal case
else
{
prev_ptr->next = ptr->next;
}
// delete it
vm_free(ptr);
}
}
// just free the list without worrying about undocking anything
void dock_free_dock_list(object *objp)
{
while (objp->dock_list != NULL)
{
dock_instance *ptr = objp->dock_list;
objp->dock_list = ptr->next;
vm_free(ptr);
}
}
dock_instance *dock_find_instance(object *objp, object *other_objp)
{
dock_instance *ptr = objp->dock_list;
// iterate until item found
while (ptr != NULL)
{
// if found, return it
if (ptr->docked_objp == other_objp)
return ptr;
// iterate
ptr = ptr->next;
}
// not found
return NULL;
}
dock_instance *dock_find_instance(object *objp, int dockpoint)
{
dock_instance *ptr = objp->dock_list;
// iterate until item found
while (ptr != NULL)
{
// if found, return it
if (ptr->dockpoint_used == dockpoint)
return ptr;
// iterate
ptr = ptr->next;
}
// not found
return NULL;
}
int dock_count_instances(object *objp)
{
int total_count = 0;
// count all instances in the list
dock_instance *ptr = objp->dock_list;
while (ptr != NULL)
{
// incrememnt for this object
total_count++;
// iterate
ptr = ptr->next;
}
// done
return total_count;
}