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fs2open.github.com/code/object/collidedebrisship.cpp
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/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Object/CollideDebrisShip.cpp $
* $Revision: 2.10.2.1 $
* $Date: 2007-02-11 09:06:13 $
* $Author: taylor $
*
* Routines to detect collisions and do physics, damage, etc for ships and debris
*
* $Log: not supported by cvs2svn $
* Revision 2.10 2005/10/09 09:13:29 wmcoolmon
* Added warpin/warpout speed override values to ships.tbl
*
* Revision 2.9 2005/04/05 05:53:21 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.8 2005/03/27 12:28:32 Goober5000
* clarified max hull/shield strength names and added ship guardian thresholds
* --Goober5000
*
* Revision 2.7 2005/03/10 08:00:11 taylor
* change min/max to MIN/MAX to fix GCC problems
* add lab stuff to Makefile
* build unbreakage for everything that's not MSVC++ 6
* lots of warning fixes
* fix OpenGL rendering problem with ship insignias
* no Warnings() in non-debug mode for Linux (like Windows)
* some campaign savefile fixage to stop reverting everyones data
*
* Revision 2.6 2004/07/26 20:47:45 Kazan
* remove MCD complete
*
* Revision 2.5 2004/07/12 16:32:59 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.4 2004/03/05 09:01:57 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.3 2003/11/11 02:15:42 Goober5000
* ubercommit - basically spelling and language fixes with some additional
* warnings disabled
* --Goober5000
*
* Revision 2.2 2003/04/29 01:03:22 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.2 2002/05/04 04:52:22 mharris
* 1st draft at porting
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 12 9/14/99 2:59a Andsager
* Limit amount of damage done by debris colliding with ship for SUPERCAP
*
* 11 8/31/99 11:43p Andsager
* No ship:debris damage to ship if debris' parent is ship itself
*
* 10 8/10/99 5:49p Andsager
* Fix bug - no damage collision against debris.
*
* 9 8/09/99 4:45p Andsager
* Add HUD "collision " waring when colliding with asteroids and debris.
*
* 8 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 7 6/14/99 3:21p Andsager
* Allow collisions between ship and its debris. Fix up collision pairs
* when large ship is warping out.
*
* 6 1/12/99 10:24a Andsager
* Fix asteroid-ship collision bug, with negative collision
*
* 5 10/23/98 1:11p Andsager
* Make ship sparks emit correctly from rotating structures.
*
* 4 10/20/98 1:39p Andsager
* Make so sparks follow animated ship submodels. Modify
* ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
* submodel_num. Add submodel_num to multiplayer hit packet.
*
* 3 10/16/98 1:22p Andsager
* clean up header files
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 27 4/24/98 5:35p Andsager
* Fix sparks sometimes drawing not on model. If ship is sphere in
* collision, don't draw sparks. Modify ship_apply_local_damage() to take
* parameter no_spark.
*
* 26 4/02/98 6:29p Lawrance
* compile out asteroid references for demo
*
* 25 4/02/98 5:10p Mike
* Decrease damage yet more (by 3x) when an asteroid collides with a ship
* during warp out.
*
* 24 4/02/98 4:25p Andsager
* fix bug calculating max_ship_impulse
*
* 23 3/30/98 10:35a Andsager
* Attempt to optimize ship:asteroid collisions. Maybe return if time.
*
* 22 3/25/98 2:37p Andsager
* Modify maximum damage done by asteroids, depends on ship's max_vel, not
* vel when warping out.
*
* 21 3/25/98 2:15p Andsager
*
* 20 3/25/98 1:36p Mike
* Balancing of sm1-06a, Galatea mission.
*
* 19 3/23/98 11:14a Andsager
* Modified collide_asteroid_ship to calculate next possible collision
* time based on ship afterburner speed.
*
* 18 3/20/98 12:02a Mike
* Cap damage done by an asteroid on a huge ship to 1/8 ship strength if a
* large ship. If <4000 hull, can do more than 1/8.
*
* 17 3/05/98 3:12p Mike
* Fix bugs in asteroid collisions. Throw asteroids at Galataea (needs to
* be made general). Add skill level support for asteroid throwing.
*
* 16 3/04/98 11:21p Mike
* Less rotation on huge ships in death roll.
* Less damage done to huge ships when hit an asteroid at high speed.
*
* 15 3/02/98 2:58p Mike
* Make "asteroids" in debug console turn asteroids on/off.
*
* 14 2/19/98 12:46a Lawrance
* Further work on asteroids.
*
* 13 2/07/98 2:14p Mike
* Improve asteroid splitting. Add ship:asteroid collisions. Timestamp
* ship:debris collisions.
*
* 12 2/06/98 7:29p John
* Added code to cull out some future asteroid-ship collisions.
*
* 11 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 10 2/04/98 8:57p Lawrance
* remove unused variable
*
* 9 2/04/98 6:08p Lawrance
* Add a light collision sound, overlay a shield collide sound if
* applicable.
*
* 8 1/05/98 9:07p Andsager
* Changed ship_shipor_debris_hit_info struct to more meaninful names
*
* 7 1/02/98 9:08a Andsager
* Changed ship:ship and ship:debris collision detection to ignore shields
* and collide only against hull. Also, significantly reduced radius of
* sphere.
*
* 6 12/22/97 9:56p Andsager
* Implement ship:debris collisions. Generalize and move
* ship_ship_or_debris_hit struct from CollideShipShip to ObjCollide.h
*
* 5 11/03/97 11:08p Lawrance
* play correct collision sounds.
*
* 4 10/27/97 8:35a John
* code for new player warpout sequence
*
* 3 10/01/97 5:55p Lawrance
* change call to snd_play_3d() to allow for arbitrary listening position
*
* 2 9/17/97 5:12p John
* Restructured collision routines. Probably broke a lot of stuff.
*
* 1 9/17/97 2:14p John
* Initial revision
*
* $NoKeywords: $
*/
#include "object/objcollide.h"
#include "ship/ship.h"
#include "debris/debris.h"
#include "playerman/player.h"
#include "ship/shiphit.h"
#include "io/timer.h"
#include "asteroid/asteroid.h"
#include "hud/hud.h"
#include "object/object.h"
void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info);
/*
extern int Framecount;
int Debris_ship_count = 0;
*/
// Checks debris-ship collisions. pair->a is debris and pair->b is ship.
// Returns 1 if all future collisions between these can be ignored
int collide_debris_ship( obj_pair * pair )
{
float dist;
object *pdebris = pair->a;
object *pship = pair->b;
// Don't check collisions for warping out player
if ( Player->control_mode != PCM_NORMAL ) {
if ( pship == Player_obj )
return 0;
}
Assert( pdebris->type == OBJ_DEBRIS );
Assert( pship->type == OBJ_SHIP );
// don't check collision if it's our own debris and we are dying
if ( (pdebris->parent == OBJ_INDEX(pship)) && (Ships[pship->instance].flags & SF_DYING) )
return 0;
/* Debris_ship_count++;
if (Debris_ship_count % 100 == 0)
nprintf(("AI", "Done %i debris:ship checks in %i frames = %.2f checks/frame\n", Debris_ship_count, Framecount, (float) Debris_ship_count/Framecount));
*/
dist = vm_vec_dist( &pdebris->pos, &pship->pos );
if ( dist < pdebris->radius + pship->radius ) {
int hit;
vec3d hitpos;
// create and initialize ship_ship_hit_info struct
collision_info_struct debris_hit_info;
memset( &debris_hit_info, -1, sizeof(collision_info_struct) );
if ( pdebris->phys_info.mass > pship->phys_info.mass ) {
debris_hit_info.heavy = pdebris;
debris_hit_info.light = pship;
} else {
debris_hit_info.heavy = pship;
debris_hit_info.light = pdebris;
}
hit = debris_check_collision(pdebris, pship, &hitpos, &debris_hit_info );
if ( hit ) {
float ship_damage;
float debris_damage;
// do collision physics
calculate_ship_ship_collision_physics( &debris_hit_info );
if ( debris_hit_info.impulse < 0.5f )
return 0;
// calculate ship damage
ship_damage = 0.005f * debris_hit_info.impulse; // Cut collision-based damage in half.
// Decrease heavy damage by 2x.
if (ship_damage > 5.0f)
ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
// calculate debris damage and set debris damage to greater or debris and ship
// debris damage is needed since we can really whack some small debris with afterburner and not do
// significant damage to ship but the debris goes off faster than afterburner speed.
debris_damage = debris_hit_info.impulse/pdebris->phys_info.mass; // ie, delta velocity of debris
debris_damage = (debris_damage > ship_damage) ? debris_damage : ship_damage;
// supercaps cap damage at 10-20% max hull ship damage
if (Ship_info[Ships[pship->instance].ship_info_index].flags & SIF_SUPERCAP) {
float cap_percent_damage = frand_range(0.1f, 0.2f);
ship_damage = MIN(ship_damage, cap_percent_damage * Ships[pship->instance].ship_max_hull_strength);
}
// apply damage to debris
debris_hit( pdebris, pship, &hitpos, debris_damage); // speed => damage
int quadrant_num, apply_ship_damage;
// apply damage to ship unless 1) debris is from ship
// apply_ship_damage = !((pship->signature == pdebris->parent_sig) && ship_is_beginning_warpout_speedup(pship));
apply_ship_damage = !(pship->signature == pdebris->parent_sig);
if ( debris_hit_info.heavy == pship ) {
quadrant_num = get_ship_quadrant_from_global(&hitpos, pship);
if ((pship->flags & OF_NO_SHIELDS) || !ship_is_shield_up(pship, quadrant_num) ) {
quadrant_num = -1;
}
if (apply_ship_damage) {
ship_apply_local_damage(debris_hit_info.heavy, debris_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, debris_hit_info.submodel_num);
}
} else {
// don't draw sparks using sphere hit position
if (apply_ship_damage) {
ship_apply_local_damage(debris_hit_info.light, debris_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS);
}
}
// maybe print Collision on HUD
if ( pship == Player_obj ) {
hud_start_text_flash(XSTR("Collision", 1431), 2000);
}
collide_ship_ship_do_sound(&hitpos, pship, pdebris, pship==Player_obj);
return 0;
}
} else { // Bounding spheres don't intersect, set timestamp for next collision check.
float ship_max_speed, debris_speed;
float time;
ship *shipp;
shipp = &Ships[pship->instance];
if (ship_is_beginning_warpout_speedup(pship)) {
ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(pship));
} else {
ship_max_speed = ship_get_max_speed(shipp);
}
ship_max_speed = MAX(ship_max_speed, 10.0f);
ship_max_speed = MAX(ship_max_speed, pship->phys_info.vel.xyz.z);
debris_speed = pdebris->phys_info.speed;
time = 1000.0f * (dist - pship->radius - pdebris->radius - 10.0f) / (ship_max_speed + debris_speed); // 10.0f is a safety factor
time -= 200.0f; // allow one frame slow frame at ~5 fps
if (time > 100) {
//nprintf(("AI", "Ship %s debris #%i delay time = %.1f seconds\n", Ships[pship->instance].ship_name, pdebris-Objects, time/1000.0f));
pair->next_check_time = timestamp( fl2i(time) );
} else {
pair->next_check_time = timestamp(0); // check next time
}
}
return 0;
}
// Checks asteroid-ship collisions. pair->a is asteroid and pair->b is ship.
// Returns 1 if all future collisions between these can be ignored
int collide_asteroid_ship( obj_pair * pair )
{
#ifndef FS2_DEMO
if (!Asteroids_enabled)
return 0;
float dist;
object *pasteroid = pair->a;
object *pship = pair->b;
// Don't check collisions for warping out player
if ( Player->control_mode != PCM_NORMAL ) {
if ( pship == Player_obj ) return 0;
}
if (pasteroid->hull_strength < 0.0f)
return 0;
Assert( pasteroid->type == OBJ_ASTEROID );
Assert( pship->type == OBJ_SHIP );
dist = vm_vec_dist( &pasteroid->pos, &pship->pos );
if ( dist < pasteroid->radius + pship->radius ) {
int hit;
vec3d hitpos;
// create and initialize ship_ship_hit_info struct
collision_info_struct asteroid_hit_info;
memset( &asteroid_hit_info, -1, sizeof(collision_info_struct) );
if ( pasteroid->phys_info.mass > pship->phys_info.mass ) {
asteroid_hit_info.heavy = pasteroid;
asteroid_hit_info.light = pship;
} else {
asteroid_hit_info.heavy = pship;
asteroid_hit_info.light = pasteroid;
}
hit = asteroid_check_collision(pasteroid, pship, &hitpos, &asteroid_hit_info );
if ( hit ) {
float ship_damage;
float asteroid_damage;
vec3d asteroid_vel = pasteroid->phys_info.vel;
// do collision physics
calculate_ship_ship_collision_physics( &asteroid_hit_info );
if ( asteroid_hit_info.impulse < 0.5f )
return 0;
// limit damage from impulse by making max impulse (for damage) 2*m*v_max_relative
float max_ship_impulse = (2.0f*pship->phys_info.max_vel.xyz.z+vm_vec_mag_quick(&asteroid_vel)) *
(pship->phys_info.mass*pasteroid->phys_info.mass) / (pship->phys_info.mass + pasteroid->phys_info.mass);
if (asteroid_hit_info.impulse > max_ship_impulse) {
ship_damage = 0.001f * max_ship_impulse;
} else {
ship_damage = 0.001f * asteroid_hit_info.impulse; // Cut collision-based damage in half.
}
// Decrease heavy damage by 2x.
if (ship_damage > 5.0f)
ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
if ((ship_damage > 500.0f) && (ship_damage > Ships[pship->instance].ship_max_hull_strength/8.0f)) {
ship_damage = Ships[pship->instance].ship_max_hull_strength/8.0f;
nprintf(("AI", "Pinning damage to %s from asteroid at %7.3f (%7.3f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ships[pship->instance].ship_max_hull_strength));
}
// Decrease damage during warp out because it's annoying when your escoree dies during warp out.
if (Ai_info[Ships[pship->instance].ai_index].mode == AIM_WARP_OUT)
ship_damage /= 3.0f;
//nprintf(("AI", "Asteroid damage on %s = %7.3f (%6.2f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ships[pship->instance].ship_max_hull_strength));
// calculate asteroid damage and set asteroid damage to greater or asteroid and ship
// asteroid damage is needed since we can really whack some small asteroid with afterburner and not do
// significant damage to ship but the asteroid goes off faster than afterburner speed.
asteroid_damage = asteroid_hit_info.impulse/pasteroid->phys_info.mass; // ie, delta velocity of asteroid
asteroid_damage = (asteroid_damage > ship_damage) ? asteroid_damage : ship_damage;
// apply damage to asteroid
asteroid_hit( pasteroid, pship, &hitpos, asteroid_damage); // speed => damage
//extern fix Missiontime;
int quadrant_num;
if ( asteroid_hit_info.heavy == pship ) {
quadrant_num = get_ship_quadrant_from_global(&hitpos, pship);
if ((pship->flags & OF_NO_SHIELDS) || !ship_is_shield_up(pship, quadrant_num) ) {
quadrant_num = -1;
}
ship_apply_local_damage(asteroid_hit_info.heavy, asteroid_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, asteroid_hit_info.submodel_num);
//if (asteroid_hit_info.heavy->type == OBJ_SHIP) {
// nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.heavy->instance].ship_name));
//}
} else {
// dont draw sparks (using sphere hitpos)
ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS);
//if (asteroid_hit_info.light->type == OBJ_SHIP) {
// nprintf(("AI", "Time = %7.3f, asteroid #%i applying %7.3f damage to ship %s\n", f2fl(Missiontime), pasteroid-Objects, ship_damage, Ships[asteroid_hit_info.light->instance].ship_name));
//}
}
// maybe print Collision on HUD
if ( pship == Player_obj ) {
hud_start_text_flash(XSTR("Collision", 1431), 2000);
}
collide_ship_ship_do_sound(&hitpos, pship, pasteroid, pship==Player_obj);
return 0;
}
return 0;
} else {
// estimate earliest time at which pair can hit
float asteroid_max_speed, ship_max_speed, time;
ship *shipp = &Ships[pship->instance];
asteroid_max_speed = vm_vec_mag(&pasteroid->phys_info.vel); // Asteroid... vel gets reset, not max vel.z
asteroid_max_speed = MAX(asteroid_max_speed, 10.0f);
if (ship_is_beginning_warpout_speedup(pship)) {
ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(pship));
} else {
ship_max_speed = ship_get_max_speed(shipp);
}
ship_max_speed = MAX(ship_max_speed, 10.0f);
ship_max_speed = MAX(ship_max_speed, pship->phys_info.vel.xyz.z);
time = 1000.0f * (dist - pship->radius - pasteroid->radius - 10.0f) / (asteroid_max_speed + ship_max_speed); // 10.0f is a safety factor
time -= 200.0f; // allow one frame slow frame at ~5 fps
if (time > 100) {
pair->next_check_time = timestamp( fl2i(time) );
} else {
pair->next_check_time = timestamp(0); // check next time
}
return 0;
}
#else
return 0; // no asteroids in demo version
#endif
}