Files
fs2open.github.com/code/object/collideshipweapon.cpp
T
Kestrellius 6921f550c1 Enhanced functionality for conditional impacts (#6785)
* add new conditions

* don't worry about it

* implement new conditions

* bugfixing

* handle pokethrough differently

* clang for the clang god

* appeasement

* to the last i grapple with thee

* from hell's heart etc

* bugfixing

* support hits while dying

* fix shield math, cleanup

* fix memory error
2025-07-12 11:40:53 +02:00

735 lines
30 KiB
C++

/*
* 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 "hud/hudshield.h"
#include "hud/hudwingmanstatus.h"
#include "io/timer.h"
#include "math/curve.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "scripting/api/objs/model.h"
#include "scripting/api/objs/vecmath.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "weapon/weapon.h"
extern int Game_skill_level;
extern float ai_endangered_time(const object *ship_objp, const object *weapon_objp);
static int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair );
extern float flFrametime;
/**
* If weapon_obj is likely to hit ship_obj sooner than current aip->danger_weapon_objnum,
* then update danger_weapon_objnum.
*/
static void update_danger_weapon(const object *pship_obj, const object *weapon_obj)
{
ai_info *aip;
Assert(pship_obj->type == OBJ_SHIP);
aip = &Ai_info[Ships[pship_obj->instance].ai_index];
if (aip->danger_weapon_objnum == -1) {
aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
aip->danger_weapon_signature = weapon_obj->signature;
} else if (aip->danger_weapon_signature == Objects[aip->danger_weapon_objnum].signature) {
float danger_old_time, danger_new_time;
danger_old_time = ai_endangered_time(pship_obj, &Objects[aip->danger_weapon_objnum]);
danger_new_time = ai_endangered_time(pship_obj, weapon_obj);
if (danger_new_time < danger_old_time) {
aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
aip->danger_weapon_signature = weapon_obj->signature;
}
}
}
/**
* Deal with weapon-ship hit stuff.
* Separated from check_collision routine below because of multiplayer reasons.
* When hit_dir was added in commit a3422b4, it was passed by value. Since it is no longer modified locally in the function, it can be passed by pointer.
*/
static void ship_weapon_do_hit_stuff(object *pship_obj, object *weapon_obj, const vec3d *world_hitpos, const vec3d *hitpos, int quadrant_num, int submodel_num, const vec3d *hit_dir)
{
weapon *wp = &Weapons[weapon_obj->instance];
weapon_info *wip = &Weapon_info[wp->weapon_info_index];
ship *shipp = &Ships[pship_obj->instance];
auto pmi = model_get_instance(shipp->model_instance_num);
auto pm = model_get(pmi->model_num);
float damage;
vec3d force;
vec3d worldNormal;
model_instance_local_to_global_dir(&worldNormal, hit_dir, pm, pmi, submodel_num, &pship_obj->orient);
// Apply hit & damage & stuff to weapon
weapon_hit(weapon_obj, pship_obj, world_hitpos, quadrant_num); //NOLINT(readability-suspicious-call-argument)
if (wip->damage_time >= 0.0f && wp->lifeleft <= wip->damage_time) {
if (wip->atten_damage >= 0.0f) {
damage = (((wip->damage - wip->atten_damage) * (wp->lifeleft / wip->damage_time)) + wip->atten_damage);
} else {
damage = wip->damage * (wp->lifeleft / wip->damage_time);
}
} else {
damage = wip->damage;
}
float dot = -vm_vec_dot(&weapon_obj->orient.vec.fvec, &worldNormal);
if (wip->damage_incidence_max != 1.0f || wip->damage_incidence_min != 1.0f) {
if (dot < 0.0f)
dot = 0.0f;
damage *= wip->damage_incidence_min + ((wip->damage_incidence_max - wip->damage_incidence_min) * dot);
}
damage *= wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::DAMAGE_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
// we handle curve scaling for shield damage here, but hull and subsystem damage scaling happens in shiphit.cpp
if (quadrant_num) {
damage *= wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::SHIELD_DAMAGE_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
}
// if this is friendly fire, we check for the friendly fire cap values
if (wp->team == shipp->team) {
if (&Objects[weapon_obj->parent] == pship_obj && The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level] >= 0.f) {
// if this is a ship shooting itself, we use the self damage cap
damage = MIN(damage, The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level]);
} else if (The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
// otherwise we use the friendly damage cap
damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
}
}
// deterine whack whack
float blast = wip->mass * wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::MASS_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
vm_vec_copy_scale(&force, &weapon_obj->phys_info.vel, blast );
// send player pain packet
if ( (MULTIPLAYER_MASTER) && !(shipp->flags[Ship::Ship_Flags::Dying]) ){
int np_index = multi_find_player_by_object(pship_obj);
// if this is a player ship
if((np_index >= 0) && (np_index != MY_NET_PLAYER_NUM) && (wip->subtype == WP_LASER)){
send_player_pain_packet(&Net_players[np_index], wp->weapon_info_index, wip->damage * weapon_get_damage_scale(wip, weapon_obj, pship_obj), &force, world_hitpos, quadrant_num);
}
}
ship_apply_local_damage(pship_obj, weapon_obj, world_hitpos, damage, wip->damage_type_idx, quadrant_num, CREATE_SPARKS, submodel_num, &worldNormal, dot, hitpos); //NOLINT(readability-suspicious-call-argument)
// let the hud shield gauge know when Player or Player target is hit
hud_shield_quadrant_hit(pship_obj, quadrant_num);
// Let wingman status gauge know a wingman ship was hit
if ( (Ships[pship_obj->instance].wing_status_wing_index >= 0) && ((Ships[pship_obj->instance].wing_status_wing_pos >= 0)) ) {
hud_wingman_status_start_flash(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
}
// Apply a wack. This used to be inside of ship_hit... duh! Ship_hit
// is to apply damage, not physics, so I moved it here.
// don't apply whack for multiplayer_client from laser - will occur with pain packet
if (!((wip->subtype == WP_LASER) && MULTIPLAYER_CLIENT) ) {
// apply a whack
ship_apply_whack( &force, world_hitpos, pship_obj );
}
// Add impact decal
if (quadrant_num == -1 && wip->impact_decal.definition_handle >= 0) {
// Use the weapon orientation to augment the orientation computation.
vec3d weapon_up;
model_instance_global_to_local_dir(&weapon_up, &weapon_obj->orient.vec.uvec, pm, pmi, submodel_num, &pship_obj->orient);
matrix decal_orient;
vm_vector_2_matrix_norm(&decal_orient, hit_dir, &weapon_up); // hit_dir is already normalized so we can use the more efficient function
// randomize angle of decal if specified --wookeejedi
if (wip->impact_decal.random_rotation) {
angles random_rotation_angs = vm_angles_new(0.0f, frand() * PI2, 0.0f);
matrix random_rotation_ori;
vm_angles_2_matrix(&random_rotation_ori, &random_rotation_angs);
vm_matrix_x_matrix(&decal_orient, &decal_orient, &random_rotation_ori);
}
decals::addDecal(wip->impact_decal, pship_obj, submodel_num, *hitpos, decal_orient);
}
}
extern int Framecount;
static int ship_weapon_check_collision(object *ship_objp, object *weapon_objp, float time_limit = 0.0f, int *next_hit = nullptr)
{
mc_info mc_hull, mc_shield, *mc;
ship *shipp;
ship_info *sip;
weapon *wp;
weapon_info *wip;
Assert( ship_objp != nullptr );
Assert( ship_objp->type == OBJ_SHIP );
Assert( ship_objp->instance >= 0 );
shipp = &Ships[ship_objp->instance];
sip = &Ship_info[shipp->ship_info_index];
Assert( weapon_objp != nullptr );
Assert( weapon_objp->type == OBJ_WEAPON );
Assert( weapon_objp->instance >= 0 );
wp = &Weapons[weapon_objp->instance];
wip = &Weapon_info[wp->weapon_info_index];
Assert( shipp->objnum == OBJ_INDEX(ship_objp));
// Make ships that are warping in not get collision detection done
if ( shipp->is_arriving() ) return 0;
// Return information for AI to detect incoming fire.
// Could perhaps be done elsewhere at lower cost --MK, 11/7/97
float dist = vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos);
if (dist < weapon_objp->phys_info.speed) {
update_danger_weapon(ship_objp, weapon_objp);
}
int valid_hit_occurred = 0; // If this is set, then hitpos is set
int quadrant_num = -1;
polymodel *pm = model_get(sip->model_num);
// total time is flFrametime + time_limit (time_limit used to predict collisions into the future)
vec3d weapon_end_pos;
vm_vec_scale_add( &weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit );
vec3d weapon_start_pos = weapon_objp->last_pos;
// Maybe take into account the ship's velocity, so it won't later overstep the weapon's
// current position (what will be its last_pos next frame)
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fixed_ship_weapon_collision])
weapon_start_pos += ship_objp->phys_info.vel * flFrametime;
if (!IS_VEC_NULL(&The_mission.gravity) && wip->gravity_const != 0.0f) {
// subtle point about simulating collisions against a parabola
// every simulated point, the positions every frame, are perfectly on the correct parabola
// however this means collision is checking *the lines inbetween* those points, which will always be undernearth the parabola
// the grater the frametime, the greater the discrepancy, and can cause erroneous misses
// So just for collision purposes, we offset these points slightly in the opposite direction of gravity
// at least to ensure the *average* position at all interpolated points is on the parabola
weapon_start_pos -= The_mission.gravity * flFrametime * flFrametime * (1.f / 12);
weapon_end_pos -= The_mission.gravity * flFrametime * flFrametime * (1.f / 12);
}
// Goober5000 - I tried to make collision code much saner... here begin the (major) changes
// set up collision struct
mc_hull.model_instance_num = shipp->model_instance_num;
mc_hull.model_num = sip->model_num;
mc_hull.submodel_num = -1;
mc_hull.orient = &ship_objp->orient;
mc_hull.pos = &ship_objp->pos;
mc_hull.p0 = &weapon_start_pos;
mc_hull.p1 = &weapon_end_pos;
mc_hull.lod = sip->collision_lod;
// (btw, these are leftover comments from below...)
//
// Note: This code is obviously stupid. We want to add the shield point if there is shield to hit, but:
// 1. We want the size/color of the hit effect to indicate shield damage done. (i.e., for already-weak shield, smaller effect)
// 2. Currently (8/9/97), shield_apply_damage() passes lefer damage to hull, which might not make sense. If
// wouldn't have collided with hull, shouldn't do damage. Once this is fixed, the code below needs to cast the
// vector through to the hull if there is leftover damage.
//
// WIF2_PIERCE_SHIELDS pierces shields
// AL 1-14-97: "Puncture" doesn't mean penetrate shield anymore, it means that it punctures
// hull to inflict maximum subsystem damage
//
// _argv[-1], 16 Jan 2005: Surface shields.
// Surface shields allow for shields on a ship without a shield mesh. Good for putting real shields
// on the Lucifer. This also fixes the strange bug where shots will occasionally go through the
// shield mesh when they shouldn't. I don't know what causes this, but this fixes that -- shields
// will absorb it when it hits the hull instead. This has no fancy graphical effect, though.
// Someone should make one.
// check both kinds of collisions
int shield_collision = 0;
int hull_collision = 0;
// check shields for impact
if (!(ship_objp->flags[Object::Object_Flags::No_shields])) {
// set up collision struct
mc_shield = mc_hull;
if (sip->flags[Ship::Info_Flags::Auto_spread_shields]) {
// The weapon is not allowed to impact the shield before it reaches this point
vec3d shield_ignored_until = weapon_objp->last_pos;
float weapon_flown_for = vm_vec_dist(&wp->start_pos, &weapon_objp->last_pos);
float min_weapon_span;
if (sip->auto_shield_spread_min_span >= 0.0f) {
min_weapon_span = sip->auto_shield_spread_min_span;
} else {
min_weapon_span = sip->auto_shield_spread;
}
// If weapon hasn't yet flown a distance greater than the maximum ignore
// range, then some part of the currently checked range needs to be
// ignored
if (weapon_flown_for < min_weapon_span) {
vm_vec_sub(&shield_ignored_until, &weapon_end_pos, &wp->start_pos);
vm_vec_normalize(&shield_ignored_until);
vm_vec_scale(&shield_ignored_until, min_weapon_span);
vm_vec_add2(&shield_ignored_until, &wp->start_pos);
}
float this_range = vm_vec_dist(&weapon_objp->last_pos, &weapon_end_pos);
// The range during which the weapon is not allowed to collide with the
// shield, except if it actually hits the hull
float ignored_range;
// If the weapon has not yet surpassed the ignore range, calculate the
// remaining ignore range
if (vm_vec_dist(&wp->start_pos, &shield_ignored_until) > weapon_flown_for)
ignored_range = vm_vec_dist(&weapon_objp->last_pos, &shield_ignored_until);
else
ignored_range = 0.0f;
// The range during which the weapon may impact the shield
float active_range = this_range - ignored_range;
// During the ignored range, we only check for a ray collision with
// the model
if (ignored_range > 0.0f) {
mc_shield.flags = MC_CHECK_MODEL;
mc_shield.p1 = &shield_ignored_until;
shield_collision = model_collide(&mc_shield);
mc_shield.p1 = &weapon_end_pos;
mc_shield.hit_dist = mc_shield.hit_dist * (ignored_range / this_range);
}
// If no collision with the model found in the ignore range, only
// then do we check for sphereline collisions with the model during the
// non-ignored range
if (!shield_collision && weapon_flown_for + this_range > min_weapon_span) {
mc_shield.p0 = &shield_ignored_until;
mc_shield.p1 = &weapon_end_pos;
mc_shield.radius = sip->auto_shield_spread;
if (sip->auto_shield_spread_from_lod > -1) {
mc_shield.lod = sip->auto_shield_spread_from_lod;
}
mc_shield.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
shield_collision = model_collide(&mc_shield);
mc_shield.lod = sip->collision_lod;
mc_shield.submodel_num = -1;
// Because we manipulated p0 and p1 above, hit_dist will be
// relative to the values we used, not the values the rest of
// the code expects; this fixes that
mc_shield.p0 = &weapon_objp->last_pos;
mc_shield.p1 = &weapon_end_pos;
mc_shield.hit_dist = (ignored_range + (active_range * mc_shield.hit_dist)) / this_range;
}
if (shield_collision) {
// If we used a sphereline check, then the collision point will lie
// somewhere on the ship's hull; this re-positions it to lie on the
// correct point along the weapon's path
if (mc_shield.flags & MC_CHECK_SPHERELINE) {
vec3d tempv;
vm_vec_sub(&tempv, mc_shield.p1, mc_shield.p0);
vm_vec_scale(&tempv, mc_shield.hit_dist);
vm_vec_add2(&tempv, mc_shield.p0);
mc_shield.hit_point_world = tempv;
}
// Re-calculate hit_point because it's likely pointing to the wrong
// place
vec3d tempv;
vm_vec_sub(&tempv, &mc_shield.hit_point_world, &ship_objp->pos);
vm_vec_rotate(&mc_shield.hit_point, &tempv, &ship_objp->orient);
}
} else if (sip->flags[Ship::Info_Flags::Surface_shields]) {
if (pm->shield.ntris > 0) {
// If there is a shield mesh, we need to check that first
mc_shield.flags = MC_CHECK_SHIELD;
shield_collision = model_collide(&mc_shield);
}
if (!shield_collision) {
// But if no shield mesh or it was missed, check for a hull collision
mc_shield.flags = MC_CHECK_MODEL;
shield_collision = model_collide(&mc_shield);
// Because we used MC_CHECK_MODEL, the returned hit position might be
// in a submodel's frame of reference, so we need to ensure we end up
// in the ship's frame of reference
vec3d local_pos;
vm_vec_sub(&local_pos, &mc_shield.hit_point_world, &ship_objp->pos);
vm_vec_rotate(&mc_shield.hit_point, &local_pos, &ship_objp->orient);
}
} else {
// Normal collision check against a shield mesh
mc_shield.flags = MC_CHECK_SHIELD;
shield_collision = (pm->shield.ntris > 0) ? model_collide(&mc_shield) : 0;
}
}
// If we found a shield collision but were only checking for a simple model
// collision, we can re-use the same collision info for the hull as well
if (shield_collision && mc_shield.flags == MC_CHECK_MODEL) {
mc_hull = mc_shield;
hull_collision = shield_collision;
// The weapon has impacted on the hull, so if it should therefore bypass
// the shields altogether, we do it here
if (sip->auto_shield_spread_bypass) {
shield_collision = 0;
}
} else {
mc_hull.flags = MC_CHECK_MODEL;
hull_collision = model_collide(&mc_hull);
}
// check if the hit point is beyond the clip plane when warping out.
if (hull_collision || shield_collision) {
WarpEffect* warp_effect = nullptr;
if (shipp->flags[Ship::Ship_Flags::Depart_warp] && shipp->warpout_effect != nullptr)
warp_effect = shipp->warpout_effect;
else if (shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && shipp->warpin_effect != nullptr)
warp_effect = shipp->warpin_effect;
bool hull_no_collide, shield_no_collide;
hull_no_collide = shield_no_collide = false;
if (warp_effect != nullptr) {
hull_no_collide = point_is_clipped_by_warp(&mc_hull.hit_point_world, warp_effect);
shield_no_collide = point_is_clipped_by_warp(&mc_shield.hit_point_world, warp_effect);
}
if (hull_no_collide)
hull_collision = 0;
if (shield_no_collide)
shield_collision = 0;
}
if (shield_collision) {
// pick out the shield quadrant
quadrant_num = get_quadrant(&mc_shield.hit_point, ship_objp);
// make sure that the shield is active in that quadrant
if (shipp->flags[Ship::Ship_Flags::Dying] || !ship_is_shield_up(ship_objp, quadrant_num)) {
// if the shield is down in the quadrant we still want the AI to record that the shield was hit here
// so that the AI can put energy torwards repairing that shield segement (but put behind a flag)
// --wookieejedi
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_AI_shield_management_bug] && SCP_vector_inbounds(ship_objp->shield_quadrant, quadrant_num)) {
Ai_info[Ships[ship_objp->instance].ai_index].danger_shield_quadrant = quadrant_num;
}
quadrant_num = -1;
shield_collision = 0;
}
// see if we hit the shield
if (quadrant_num >= 0) {
// do the hit effect
if ( mc_shield.shield_hit_tri != -1 && (mc_shield.hit_dist*(flFrametime + time_limit) - flFrametime) < 0.0f ) {
add_shield_point(OBJ_INDEX(ship_objp), mc_shield.shield_hit_tri, &mc_shield.hit_point, wip->shield_impact_effect_radius);
}
// if this weapon pierces the shield, then do the hit effect, but act like a shield collision never occurred;
// otherwise, we have a valid hit on this shield
if (wip->wi_flags[Weapon::Info_Flags::Pierce_shields]) {
quadrant_num = -1;
shield_collision = 0;
}
}
}
// see which impact we use
if (shield_collision)
{
mc = &mc_shield;
Assert(quadrant_num >= 0);
valid_hit_occurred = 1;
}
else if (hull_collision)
{
mc = &mc_hull;
valid_hit_occurred = 1;
}
else
mc = nullptr;
// deal with predictive collisions. Find their actual hit time and see if they occured in current frame
if (next_hit && valid_hit_occurred) {
// find hit time
*next_hit = (int) (1000.0f * (mc->hit_dist*(flFrametime + time_limit) - flFrametime) );
if (*next_hit > 0)
// if hit occurs outside of this frame, do not do damage
return 1;
}
if ( valid_hit_occurred )
{
wp->collisionInfo = new mc_info; // The weapon will free this memory later
*wp->collisionInfo = *mc;
bool ship_override = false, weapon_override = false;
// get submodel handle if scripting needs it
bool has_submodel = (mc->hit_submodel >= 0);
scripting::api::submodel_h smh(mc->model_num, mc->hit_submodel);
if (scripting::hooks::OnWeaponCollision->isActive()) {
ship_override = scripting::hooks::OnWeaponCollision->isOverride(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world)));
}
if (scripting::hooks::OnShipCollision->isActive()) {
weapon_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', ship_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world),
scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
if(!ship_override && !weapon_override) {
if (shield_collision && quadrant_num >= 0) {
if ((sip->shield_impact_explosion_anim.isValid()) && (wip->shield_impact_explosion_radius > 0)) {
shield_impact_explosion(mc->hit_point, mc->hit_normal, ship_objp, weapon_objp, wip->shield_impact_explosion_radius, sip->shield_impact_explosion_anim);
}
}
ship_weapon_do_hit_stuff(ship_objp, weapon_objp, &mc->hit_point_world, &mc->hit_point, quadrant_num, mc->hit_submodel, &mc->hit_normal);
}
if (scripting::hooks::OnWeaponCollision->isActive() && !(weapon_override && !ship_override)) {
scripting::hooks::OnWeaponCollision->run(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world)));
}
if (scripting::hooks::OnShipCollision->isActive() && !ship_override) {
scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', ship_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world),
scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
}
// when the $Fixed Missile Detonation: flag is active, skip this whole block, as it's redundant to a similar check in weapon_home()
else if (!Fixed_missile_detonation && (Missiontime - wp->creation_time > F1_0/2) && (wip->is_homing()) && (wp->homing_object == ship_objp)) {
if (dist < wip->shockwave.inner_rad) {
vec3d vec_to_ship;
vm_vec_normalized_dir(&vec_to_ship, &ship_objp->pos, &weapon_objp->pos);
// this causes the weapon to detonate if it has flown past the center of the ship
if (vm_vec_dot(&vec_to_ship, &weapon_objp->orient.vec.fvec) < 0.0f) {
// check if we're colliding against "invisible" ship
if (!(shipp->flags[Ship::Ship_Flags::Dont_collide_invis])) {
wp->lifeleft = 0.001f;
wp->weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation);
if (ship_objp == Player_obj)
nprintf(("Jim", "Frame %i: Weapon %d set to detonate, dist = %7.3f.\n", Framecount, OBJ_INDEX(weapon_objp), dist));
valid_hit_occurred = 1;
}
}
}
}
return valid_hit_occurred;
}
/**
* Checks ship-weapon collisions.
* @param pair obj_pair pointer to the two objects. pair->a is ship and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_ship_weapon( obj_pair * pair )
{
int did_hit;
object *ship = pair->a;
object *weapon_obj = pair->b;
Assert( ship->type == OBJ_SHIP );
Assert( weapon_obj->type == OBJ_WEAPON );
ship_info *sip = &Ship_info[Ships[ship->instance].ship_info_index];
// Cyborg17 - no ship-ship collisions when doing multiplayer rollback
if ( (Game_mode & GM_MULTIPLAYER) && multi_ship_record_get_rollback_wep_mode() && (weapon_obj->parent_sig == OBJ_INDEX(ship)) ) {
return 0;
}
// Don't check collisions for player if past first warpout stage.
if ( Player->control_mode > PCM_WARPOUT_STAGE1) {
if ( ship == Player_obj )
return 0;
}
if (reject_due_collision_groups(ship, weapon_obj))
return 0;
// Cull lasers within big ship spheres by casting a vector forward for (1) exit sphere or (2) lifetime of laser
// If it does hit, don't check the pair until about 200 ms before collision.
// If it does not hit and is within error tolerance, cull the pair.
if ( (sip->is_big_or_huge()) && (weapon_obj->phys_info.flags & PF_CONST_VEL) ) {
// Check when within ~1.1 radii.
// This allows good transition between sphere checking (leaving the laser about 200 ms from radius) and checking
// within the sphere with little time between. There may be some time for "small" big ships
// Note: culling ships with auto spread shields seems to waste more performance than it saves,
// so we're not doing that here
if ( !(sip->flags[Ship::Info_Flags::Auto_spread_shields]) && vm_vec_dist_squared(&ship->pos, &weapon_obj->pos) < (1.2f*ship->radius*ship->radius) ) {
return check_inside_radius_for_big_ships( ship, weapon_obj, pair );
}
}
did_hit = ship_weapon_check_collision( ship, weapon_obj );
if ( !did_hit ) {
// Since we didn't hit, check to see if we can disable all future collisions
// between these two.
return weapon_will_never_hit( weapon_obj, ship, pair );
}
return 0;
}
/**
* Upper limit estimate ship speed at end of time
*/
static float estimate_ship_speed_upper_limit( object *ship, float time )
{
float exponent;
float delta_v;
float factor;
delta_v = Ship_info[Ships[ship->instance].ship_info_index].max_vel.xyz.z - ship->phys_info.speed;
if (ship->phys_info.forward_accel_time_const == 0) {
return ship->phys_info.speed;
}
exponent = time / ship->phys_info.forward_accel_time_const;
factor = 1.0f - (float)exp( -exponent );
return ship->phys_info.speed + factor*delta_v;
}
// maximum error allowed in detecting collisions between laser and big ship inside the radius
// this is set for a 150 m radius ship. For ships with larger radius, the error scales according
// to the ration of radii, but is never less than 2 m
#define ERROR_STD 2
/**
* When inside radius of big ship, check if we can cull collision pair determine the time when pair should next be checked
* @return 1 if pair can be culled
* @return 0 if pair can not be culled
*/
static int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair )
{
vec3d error_vel; // vel perpendicular to laser
float error_vel_mag; // magnitude of error_vel
float time_to_max_error, time_to_exit_sphere;
float ship_speed_at_exit_sphere, error_at_exit_sphere;
float max_error = (float) ERROR_STD / 150.0f * ship->radius;
if (max_error < 2)
max_error = 2.0f;
float weapon_max_vel = MAX(weapon_obj->phys_info.max_vel.xyz.z, vm_vec_mag(&weapon_obj->phys_info.vel));
Assertion(IS_VEC_NULL(&The_mission.gravity) || weapon_obj->phys_info.gravity_const == 0.0f, "check_inside_radius_for_big_ships being used for a ballistic weapon");
time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_max_vel - ship->phys_info.max_vel.xyz.z);
ship_speed_at_exit_sphere = estimate_ship_speed_upper_limit( ship, time_to_exit_sphere );
// update estimated time to exit sphere
time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_max_vel - ship_speed_at_exit_sphere);
vm_vec_scale_add( &error_vel, &ship->phys_info.vel, &weapon_obj->orient.vec.fvec, -vm_vec_dot(&ship->phys_info.vel, &weapon_obj->orient.vec.fvec) );
error_vel_mag = vm_vec_mag_quick( &error_vel );
error_vel_mag += 0.5f * (ship->phys_info.max_vel.xyz.z - error_vel_mag)*(time_to_exit_sphere/ship->phys_info.forward_accel_time_const);
// error_vel_mag is now average velocity over period
error_at_exit_sphere = error_vel_mag * time_to_exit_sphere;
time_to_max_error = max_error / error_at_exit_sphere * time_to_exit_sphere;
// find the minimum time we can safely check into the future.
// limited by (1) time to exit sphere (2) time to weapon expires
// if ship_weapon_check_collision comes back with a hit_time > error limit, ok
// if ship_weapon_check_collision comes finds no collision, next check time based on error time
float limit_time; // furthest time to check (either lifetime or exit sphere)
if ( time_to_exit_sphere < Weapons[weapon_obj->instance].lifeleft ) {
limit_time = time_to_exit_sphere;
} else {
limit_time = Weapons[weapon_obj->instance].lifeleft;
}
// Note: when estimated hit time is less than 200 ms, look at every frame
int hit_time; // estimated time of hit in ms
// modify ship_weapon_check_collision to do damage if hit_time is negative (ie, hit occurs in this frame)
if ( ship_weapon_check_collision( ship, weapon_obj, limit_time, &hit_time ) ) {
// hit occured in while in sphere
if (hit_time < 0) {
// hit occured in the frame
return 1;
} else if (hit_time > 200) {
pair->next_check_time = timestamp(hit_time - 200);
return 0;
// set next check time to time - 200
} else {
// set next check time to next frame
pair->next_check_time = 1;
return 0;
}
} else {
if (limit_time > time_to_max_error) {
// no hit, but beyond error tolerance
if (1000*time_to_max_error > 200) {
pair->next_check_time = timestamp( (int)(1000*time_to_max_error) - 200 );
} else {
pair->next_check_time = 1;
}
return 0;
} else {
// no hit and within error tolerance
return 1;
}
}
}