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Ship's implicit move operations compiled but were semantically broken in two ways: moving copied the subsys_list sentinel's links verbatim, leaving the bookend nodes of the intrusive subsystem list pointing at the old sentinel address; and the raw owning warpin_effect / warpout_effect pointers were copied without nulling the source, so a vacated Ships[] slot aliased live WarpEffects that ship::clear() (on slot reuse) or ship_close() (which walks every slot) would delete out from under the destination ship. Fix both at the member level so the compiler-generated moves are correct by composition: - Add ship_subsys_sentinel, derived from ship_subsys, whose move operations re-link the bookend nodes (handling the null-linked, self-referential-empty, and populated source states) and leave the moved-from sentinel as an initialized empty list. Copying is deleted. Public inheritance keeps &ship::subsys_list convertible to ship_subsys*, so list_init, GET_FIRST, and every other call site is unchanged. - Convert warpin_effect and warpout_effect to std::unique_ptr. The delete-and-null blocks in ship::clear(), ship_close(), and ship_set_warp_effects() collapse into reset(); call sites that borrow the pointer into a raw local now use get(). With the members handling themselves, declare ship's special member functions: defaulted default constructor and moves, deleted copies (previously implicit via the unique_ptr members, now stated intent). The moves are deliberately not declared noexcept because members like SCP_map and std::deque do not have standard-guaranteed nothrow moves; the computed exception specification is used instead. Co-Authored-By: Claude Fable 5 <[email protected]>
1055 lines
44 KiB
C++
1055 lines
44 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "hud/hudshield.h"
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#include "hud/hudwingmanstatus.h"
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#include "io/timer.h"
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#include "math/curve.h"
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#include "network/multi.h"
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#include "network/multimsgs.h"
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#include "network/multiutil.h"
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#include "object/objcollide.h"
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#include "object/object.h"
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#include "scripting/global_hooks.h"
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#include "scripting/scripting.h"
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#include "scripting/api/objs/model.h"
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#include "scripting/api/objs/vecmath.h"
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#include "playerman/player.h"
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#include "prop/prop.h"
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#include "ship/ship.h"
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#include "ship/shipfx.h"
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#include "ship/shiphit.h"
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#include "weapon/weapon.h"
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struct ship_weapon_collision_data {
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std::optional<mc_info> mc;
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int notify_ai_shield_down;
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bool shield_collision;
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int quadrant_num;
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int shield_tri_hit;
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vec3d shield_hitpos;
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bool should_update_danger_weapon; // deferred to main thread for thread safety
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bool should_detonate; // deferred to main thread for thread safety
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};
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extern int Game_skill_level;
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extern float ai_endangered_time(const object *ship_objp, const object *weapon_objp);
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static std::tuple<bool, bool, ship_weapon_collision_data> check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair );
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extern float flFrametime;
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/**
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* If weapon_obj is likely to hit ship_obj sooner than current aip->danger_weapon_objnum,
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* then update danger_weapon_objnum.
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*/
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static void update_danger_weapon(const object *pship_obj, const object *weapon_obj)
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{
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ai_info *aip;
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Assert(pship_obj->type == OBJ_SHIP);
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aip = &Ai_info[Ships[pship_obj->instance].ai_index];
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if (aip->danger_weapon_objnum == -1) {
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aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
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aip->danger_weapon_signature = weapon_obj->signature;
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} else if (aip->danger_weapon_signature == Objects[aip->danger_weapon_objnum].signature) {
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float danger_old_time, danger_new_time;
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danger_old_time = ai_endangered_time(pship_obj, &Objects[aip->danger_weapon_objnum]);
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danger_new_time = ai_endangered_time(pship_obj, weapon_obj);
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if (danger_new_time < danger_old_time) {
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aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
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aip->danger_weapon_signature = weapon_obj->signature;
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}
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}
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}
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/**
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* Deal with weapon-ship hit stuff.
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* Separated from check_collision routine below because of multiplayer reasons.
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* 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.
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*/
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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)
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{
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weapon *wp = &Weapons[weapon_obj->instance];
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weapon_info *wip = &Weapon_info[wp->weapon_info_index];
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ship *shipp = &Ships[pship_obj->instance];
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auto pmi = model_get_instance(shipp->model_instance_num);
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auto pm = model_get(pmi->model_num);
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float damage;
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vec3d force;
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vec3d worldNormal;
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model_instance_local_to_global_dir(&worldNormal, hit_dir, pm, pmi, submodel_num, &pship_obj->orient);
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// Apply hit & damage & stuff to weapon
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weapon_hit(weapon_obj, pship_obj, world_hitpos, quadrant_num); //NOLINT(readability-suspicious-call-argument)
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if (wip->damage_time >= 0.0f && wp->lifeleft <= wip->damage_time) {
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if (wip->atten_damage >= 0.0f) {
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damage = (((wip->damage - wip->atten_damage) * (wp->lifeleft / wip->damage_time)) + wip->atten_damage);
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} else {
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damage = wip->damage * (wp->lifeleft / wip->damage_time);
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}
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} else {
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damage = wip->damage;
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}
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float dot = -vm_vec_dot(&weapon_obj->orient.vec.fvec, &worldNormal);
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if (wip->damage_incidence_max != 1.0f || wip->damage_incidence_min != 1.0f) {
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if (dot < 0.0f)
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dot = 0.0f;
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damage *= wip->damage_incidence_min + ((wip->damage_incidence_max - wip->damage_incidence_min) * dot);
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}
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damage *= wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::DAMAGE_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
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// we handle curve scaling for shield damage here, but hull and subsystem damage scaling happens in shiphit.cpp
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if (quadrant_num) {
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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);
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}
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// if this is friendly fire, we check for the friendly fire cap values
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if (wp->team == shipp->team) {
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if (&Objects[weapon_obj->parent] == pship_obj && The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level] >= 0.f) {
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// if this is a ship shooting itself, we use the self damage cap
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damage = MIN(damage, The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level]);
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} else if (The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
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// otherwise we use the friendly damage cap
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damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
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}
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}
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// deterine whack whack
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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);
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vm_vec_copy_scale(&force, &weapon_obj->phys_info.vel, blast );
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// send player pain packet
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if ( (MULTIPLAYER_MASTER) && !(shipp->flags[Ship::Ship_Flags::Dying]) ){
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int np_index = multi_find_player_by_object(pship_obj);
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// if this is a player ship
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if((np_index >= 0) && (np_index != MY_NET_PLAYER_NUM) && (wip->subtype == WP_LASER)){
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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);
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}
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}
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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)
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// let the hud shield gauge know when Player or Player target is hit
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hud_shield_quadrant_hit(pship_obj, quadrant_num);
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// Let wingman status gauge know a wingman ship was hit
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if ( (Ships[pship_obj->instance].wing_status_wing_index >= 0) && ((Ships[pship_obj->instance].wing_status_wing_pos >= 0)) ) {
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hud_wingman_status_start_flash(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
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}
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// Apply a wack. This used to be inside of ship_hit... duh! Ship_hit
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// is to apply damage, not physics, so I moved it here.
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// don't apply whack for multiplayer_client from laser - will occur with pain packet
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if (!((wip->subtype == WP_LASER) && MULTIPLAYER_CLIENT) ) {
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// apply a whack
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ship_apply_whack( &force, world_hitpos, pship_obj );
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}
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// Add impact decal
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if (quadrant_num == -1 && wip->impact_decal.definition_handle >= 0) {
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// Use the weapon orientation to augment the orientation computation.
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vec3d weapon_up;
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model_instance_global_to_local_dir(&weapon_up, &weapon_obj->orient.vec.uvec, pm, pmi, submodel_num, &pship_obj->orient);
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matrix decal_orient;
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vm_vector_2_matrix_norm(&decal_orient, hit_dir, &weapon_up); // hit_dir is already normalized so we can use the more efficient function
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// randomize angle of decal if specified --wookeejedi
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if (wip->impact_decal.random_rotation) {
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angles random_rotation_angs = vm_angles_new(0.0f, frand() * PI2, 0.0f);
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matrix random_rotation_ori;
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vm_angles_2_matrix(&random_rotation_ori, &random_rotation_angs);
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vm_matrix_x_matrix(&decal_orient, &decal_orient, &random_rotation_ori);
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}
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decals::addDecal(wip->impact_decal, pship_obj, submodel_num, *hitpos, decal_orient);
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}
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}
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extern int Framecount;
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//need_postproc, recheck, do collision?
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static std::tuple<bool, bool, ship_weapon_collision_data> ship_weapon_check_collision(object *ship_objp, object *weapon_objp, float time_limit = 0.0f, int *next_hit = nullptr)
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{
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mc_info mc_hull, mc_shield, *mc;
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ship *shipp;
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ship_info *sip;
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weapon *wp;
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weapon_info *wip;
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Assert( ship_objp != nullptr );
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Assert( ship_objp->type == OBJ_SHIP );
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Assert( ship_objp->instance >= 0 );
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shipp = &Ships[ship_objp->instance];
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sip = &Ship_info[shipp->ship_info_index];
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Assert( weapon_objp != nullptr );
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Assert( weapon_objp->type == OBJ_WEAPON );
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Assert( weapon_objp->instance >= 0 );
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wp = &Weapons[weapon_objp->instance];
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wip = &Weapon_info[wp->weapon_info_index];
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Assert( shipp->objnum == OBJ_INDEX(ship_objp));
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// Make ships that are warping in not get collision detection done
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if ( shipp->is_arriving() ) return {false, true, {std::nullopt, -1, false, -1, -1, ZERO_VECTOR, false, false}};
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// Return information for AI to detect incoming fire.
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// Could perhaps be done elsewhere at lower cost --MK, 11/7/97
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float dist = vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos);
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bool should_update_danger_weapon = (dist < weapon_objp->phys_info.speed);
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bool should_detonate = false;
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bool postproc = should_update_danger_weapon;
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int valid_hit_occurred = 0; // If this is set, then hitpos is set
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int quadrant_num = -1;
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polymodel *pm = model_get(sip->model_num);
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// total time is flFrametime + time_limit (time_limit used to predict collisions into the future)
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vec3d weapon_end_pos;
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vm_vec_scale_add( &weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit );
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vec3d weapon_start_pos = weapon_objp->last_pos;
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// Maybe take into account the ship's velocity, so it won't later overstep the weapon's
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// current position (what will be its last_pos next frame)
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if (The_mission.ai_profile->flags[AI::Profile_Flags::Fixed_ship_weapon_collision])
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weapon_start_pos += ship_objp->phys_info.vel * flFrametime;
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if (!IS_VEC_NULL(&The_mission.gravity) && wip->gravity_const != 0.0f) {
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// subtle point about simulating collisions against a parabola
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// every simulated point, the positions every frame, are perfectly on the correct parabola
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// however this means collision is checking *the lines inbetween* those points, which will always be undernearth the parabola
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// the grater the frametime, the greater the discrepancy, and can cause erroneous misses
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// So just for collision purposes, we offset these points slightly in the opposite direction of gravity
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// at least to ensure the *average* position at all interpolated points is on the parabola
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weapon_start_pos -= The_mission.gravity * flFrametime * flFrametime * (1.f / 12);
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weapon_end_pos -= The_mission.gravity * flFrametime * flFrametime * (1.f / 12);
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}
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// Goober5000 - I tried to make collision code much saner... here begin the (major) changes
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// set up collision struct
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mc_hull.model_instance_num = shipp->model_instance_num;
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mc_hull.model_num = sip->model_num;
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mc_hull.submodel_num = -1;
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mc_hull.orient = &ship_objp->orient;
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mc_hull.pos = &ship_objp->pos;
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mc_hull.p0 = &weapon_start_pos;
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mc_hull.p1 = &weapon_end_pos;
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mc_hull.lod = sip->collision_lod;
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// (btw, these are leftover comments from below...)
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//
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// Note: This code is obviously stupid. We want to add the shield point if there is shield to hit, but:
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// 1. We want the size/color of the hit effect to indicate shield damage done. (i.e., for already-weak shield, smaller effect)
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// 2. Currently (8/9/97), shield_apply_damage() passes lefer damage to hull, which might not make sense. If
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// wouldn't have collided with hull, shouldn't do damage. Once this is fixed, the code below needs to cast the
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// vector through to the hull if there is leftover damage.
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//
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// WIF2_PIERCE_SHIELDS pierces shields
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// AL 1-14-97: "Puncture" doesn't mean penetrate shield anymore, it means that it punctures
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// hull to inflict maximum subsystem damage
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//
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// _argv[-1], 16 Jan 2005: Surface shields.
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// Surface shields allow for shields on a ship without a shield mesh. Good for putting real shields
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// on the Lucifer. This also fixes the strange bug where shots will occasionally go through the
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// shield mesh when they shouldn't. I don't know what causes this, but this fixes that -- shields
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// will absorb it when it hits the hull instead. This has no fancy graphical effect, though.
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// Someone should make one.
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// check both kinds of collisions
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int shield_collision = 0;
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int hull_collision = 0;
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// check shields for impact
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if (!(ship_objp->flags[Object::Object_Flags::No_shields])) {
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// set up collision struct
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mc_shield = mc_hull;
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if (sip->flags[Ship::Info_Flags::Auto_spread_shields]) {
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// The weapon is not allowed to impact the shield before it reaches this point
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vec3d shield_ignored_until = weapon_objp->last_pos;
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float weapon_flown_for = vm_vec_dist(&wp->start_pos, &weapon_objp->last_pos);
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float min_weapon_span;
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if (sip->auto_shield_spread_min_span >= 0.0f) {
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min_weapon_span = sip->auto_shield_spread_min_span;
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} else {
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min_weapon_span = sip->auto_shield_spread;
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}
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// If weapon hasn't yet flown a distance greater than the maximum ignore
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// range, then some part of the currently checked range needs to be
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// ignored
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if (weapon_flown_for < min_weapon_span) {
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vm_vec_sub(&shield_ignored_until, &weapon_end_pos, &wp->start_pos);
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vm_vec_normalize(&shield_ignored_until);
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vm_vec_scale(&shield_ignored_until, min_weapon_span);
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vm_vec_add2(&shield_ignored_until, &wp->start_pos);
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}
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float this_range = vm_vec_dist(&weapon_objp->last_pos, &weapon_end_pos);
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// The range during which the weapon is not allowed to collide with the
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// shield, except if it actually hits the hull
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float ignored_range;
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// If the weapon has not yet surpassed the ignore range, calculate the
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// remaining ignore range
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if (vm_vec_dist(&wp->start_pos, &shield_ignored_until) > weapon_flown_for)
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ignored_range = vm_vec_dist(&weapon_objp->last_pos, &shield_ignored_until);
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else
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ignored_range = 0.0f;
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// The range during which the weapon may impact the shield
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float active_range = this_range - ignored_range;
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// During the ignored range, we only check for a ray collision with
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// the model
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if (ignored_range > 0.0f) {
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mc_shield.flags = MC_CHECK_MODEL;
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mc_shield.p1 = &shield_ignored_until;
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shield_collision = model_collide(&mc_shield);
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mc_shield.p1 = &weapon_end_pos;
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mc_shield.hit_dist = mc_shield.hit_dist * (ignored_range / this_range);
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}
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// If no collision with the model found in the ignore range, only
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// then do we check for sphereline collisions with the model during the
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// non-ignored range
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if (!shield_collision && weapon_flown_for + this_range > min_weapon_span) {
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mc_shield.p0 = &shield_ignored_until;
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mc_shield.p1 = &weapon_end_pos;
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mc_shield.radius = sip->auto_shield_spread;
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if (sip->auto_shield_spread_from_lod > -1) {
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mc_shield.lod = sip->auto_shield_spread_from_lod;
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}
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mc_shield.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
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shield_collision = model_collide(&mc_shield);
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mc_shield.lod = sip->collision_lod;
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mc_shield.submodel_num = -1;
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// Because we manipulated p0 and p1 above, hit_dist will be
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// relative to the values we used, not the values the rest of
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// the code expects; this fixes that
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mc_shield.p0 = &weapon_objp->last_pos;
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mc_shield.p1 = &weapon_end_pos;
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mc_shield.hit_dist = (ignored_range + (active_range * mc_shield.hit_dist)) / this_range;
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}
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if (shield_collision) {
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// If we used a sphereline check, then the collision point will lie
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// somewhere on the ship's hull; this re-positions it to lie on the
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// correct point along the weapon's path
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if (mc_shield.flags & MC_CHECK_SPHERELINE) {
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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.get();
|
|
else if (shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && shipp->warpin_effect != nullptr)
|
|
warp_effect = shipp->warpin_effect.get();
|
|
|
|
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;
|
|
}
|
|
|
|
int notify_ai_shield_down = -1;
|
|
|
|
int shield_tri_hit = -1;
|
|
vec3d shield_hitpos = ZERO_VECTOR;
|
|
|
|
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)) {
|
|
notify_ai_shield_down = 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 ) {
|
|
shield_tri_hit = mc_shield.shield_hit_tri;
|
|
shield_hitpos = mc_shield.hit_point;
|
|
}
|
|
|
|
// 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; //Hit
|
|
}
|
|
else if (hull_collision)
|
|
{
|
|
mc = &mc_hull;
|
|
valid_hit_occurred = 1; //Hit
|
|
}
|
|
else
|
|
mc = nullptr; //No hit, maybe stop checking
|
|
|
|
// 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 { postproc, false, {std::nullopt, -1, false, -1, -1, ZERO_VECTOR, should_update_danger_weapon, false} }; //No hit, but continue checking
|
|
}
|
|
|
|
postproc = postproc || valid_hit_occurred || notify_ai_shield_down >= 0;
|
|
ship_weapon_collision_data collision_data {
|
|
valid_hit_occurred ? std::optional(*mc) : std::nullopt, notify_ai_shield_down, postproc, quadrant_num, shield_tri_hit, shield_hitpos,
|
|
should_update_danger_weapon, false
|
|
};
|
|
|
|
// when the $Fixed Missile Detonation: flag is active, skip this whole block, as it's redundant to a similar check in weapon_home()
|
|
if (!valid_hit_occurred && !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])) {
|
|
// Detonation writes are deferred to the main thread for thread safety
|
|
should_detonate = true;
|
|
postproc = true;
|
|
valid_hit_occurred = 1; //No hit, continue checking
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
collision_data.should_detonate = should_detonate;
|
|
return { postproc, !static_cast<bool>(valid_hit_occurred), collision_data} ;
|
|
}
|
|
|
|
static void ship_weapon_process_collision(obj_pair* pair, const ship_weapon_collision_data& collision_data) {
|
|
object *ship_objp = pair->a;
|
|
object *weapon_objp = pair->b;
|
|
weapon* wp = &Weapons[weapon_objp->instance];
|
|
ship* shipp = &Ships[ship_objp->instance];
|
|
const weapon_info* wip = &Weapon_info[wp->weapon_info_index];
|
|
const ship_info* sip = &Ship_info[shipp->ship_info_index];
|
|
|
|
bool valid_hit_occurred = collision_data.mc.has_value();
|
|
auto mc = valid_hit_occurred ? &(*collision_data.mc) : nullptr;
|
|
|
|
// Perform deferred writes that are unsafe to do from worker threads
|
|
if (collision_data.should_update_danger_weapon)
|
|
update_danger_weapon(ship_objp, weapon_objp);
|
|
|
|
if (collision_data.should_detonate) {
|
|
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), vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos)));
|
|
}
|
|
|
|
if (collision_data.notify_ai_shield_down >= 0)
|
|
Ai_info[Ships[ship_objp->instance].ai_index].danger_shield_quadrant = collision_data.notify_ai_shield_down;
|
|
|
|
if (collision_data.shield_tri_hit >= 0)
|
|
add_shield_point(OBJ_INDEX(ship_objp), collision_data.shield_tri_hit, &collision_data.shield_hitpos, wip->shield_impact_effect_radius);
|
|
|
|
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 (collision_data.shield_collision && collision_data.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, collision_data.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)));
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ship_weapon_process_collision(obj_pair* pair, const std::any& collision_data) {
|
|
ship_weapon_process_collision(pair, std::any_cast<ship_weapon_collision_data>(collision_data));
|
|
}
|
|
|
|
static std::tuple<bool, bool, ship_weapon_collision_data> prop_weapon_check_collision(object* prop_objp, object* weapon_objp, float time_limit = 0.0f, int* next_hit = nullptr)
|
|
{
|
|
weapon* wp;
|
|
weapon_info* wip;
|
|
|
|
Assert(prop_objp != nullptr);
|
|
Assert(prop_objp->type == OBJ_PROP);
|
|
Assert(prop_objp->instance >= 0);
|
|
|
|
prop* propp = prop_id_lookup(prop_objp->instance);
|
|
prop_info* prinfo = &Prop_info[propp->prop_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(propp->objnum == OBJ_INDEX(prop_objp));
|
|
|
|
int valid_hit_occurred = 0; // If this is set, then hitpos is set
|
|
|
|
// total time is flFrametime + time_limit (time_limit used to predict collisions into the future)
|
|
vec3d weapon_start_pos = weapon_objp->last_pos;
|
|
vec3d weapon_end_pos;
|
|
vm_vec_scale_add(&weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit);
|
|
|
|
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_info mc;
|
|
mc.model_instance_num = propp->model_instance_num;
|
|
mc.model_num = prinfo->model_num;
|
|
mc.submodel_num = -1;
|
|
mc.orient = &prop_objp->orient;
|
|
mc.pos = &prop_objp->pos;
|
|
mc.p0 = &weapon_start_pos;
|
|
mc.p1 = &weapon_end_pos;
|
|
//mc.lod = prinfo->collision_lod;
|
|
|
|
|
|
mc.flags = MC_CHECK_MODEL;
|
|
bool hit = model_collide(&mc);
|
|
|
|
// deal with predictive collisions. Find their actual hit time and see if they occured in current frame
|
|
if (next_hit && hit) {
|
|
// 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
|
|
valid_hit_occurred = 1;
|
|
bool postproc = true;
|
|
bool recheck = false;
|
|
// most of this data is irrevelant for props but let's match it to make it easy
|
|
ship_weapon_collision_data cd{mc, -1, postproc, -1, -1, ZERO_VECTOR, false, false};
|
|
return {postproc, recheck, std::move(cd)};
|
|
}
|
|
}
|
|
|
|
valid_hit_occurred = hit ? 1 : 0;
|
|
|
|
bool postproc = (valid_hit_occurred != 0);
|
|
bool recheck = (valid_hit_occurred == 0);
|
|
// most of this data is irrevelant for props but let's match it to make it easy
|
|
ship_weapon_collision_data cd{(valid_hit_occurred ? mc : mc_info{}), -1, postproc, -1, -1, ZERO_VECTOR, false, false};
|
|
|
|
return{postproc, recheck, std::move(cd)};
|
|
}
|
|
|
|
static void prop_weapon_process_collision(obj_pair* pair, const ship_weapon_collision_data& cd)
|
|
{
|
|
object* prop_objp = pair->a;
|
|
object* weapon_objp = pair->b;
|
|
|
|
if (!cd.mc) {
|
|
return;
|
|
}
|
|
const mc_info& mc = *cd.mc;
|
|
|
|
weapon* wp = &Weapons[weapon_objp->instance];
|
|
wp->collisionInfo = new mc_info(mc);
|
|
|
|
bool prop_override = false;
|
|
bool weapon_override = false;
|
|
|
|
bool has_submodel = (mc.hit_submodel >= 0);
|
|
scripting::api::submodel_h smh(mc.model_num, mc.hit_submodel);
|
|
|
|
if (scripting::hooks::OnWeaponCollision->isActive()) {
|
|
prop_override = scripting::hooks::OnWeaponCollision->isOverride(
|
|
scripting::hooks::CollisionConditions{{prop_objp, weapon_objp}},
|
|
scripting::hook_param_list(scripting::hook_param("Self", 'o', prop_objp),
|
|
scripting::hook_param("Object", 'o', weapon_objp),
|
|
scripting::hook_param("Prop", 'o', prop_objp),
|
|
scripting::hook_param("Weapon", 'o', weapon_objp),
|
|
scripting::hook_param("Hitpos", 'o', mc.hit_point_world)));
|
|
}
|
|
|
|
if (scripting::hooks::OnPropCollision->isActive()) {
|
|
weapon_override = scripting::hooks::OnPropCollision->isOverride(
|
|
scripting::hooks::CollisionConditions{{prop_objp, weapon_objp}},
|
|
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
|
|
scripting::hook_param("Object", 'o', prop_objp),
|
|
scripting::hook_param("Prop", 'o', prop_objp),
|
|
scripting::hook_param("Weapon", 'o', weapon_objp),
|
|
scripting::hook_param("Hitpos", 'o', mc.hit_point_world),
|
|
scripting::hook_param("PropSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
|
|
}
|
|
|
|
if (!prop_override && !weapon_override) {
|
|
weapon_hit(weapon_objp, prop_objp, &mc.hit_point_world, MISS_SHIELDS);
|
|
}
|
|
|
|
if (scripting::hooks::OnWeaponCollision->isActive() && (!weapon_override || prop_override)) {
|
|
scripting::hooks::OnWeaponCollision->run(scripting::hooks::CollisionConditions{{prop_objp, weapon_objp}},
|
|
scripting::hook_param_list(scripting::hook_param("Self", 'o', prop_objp),
|
|
scripting::hook_param("Object", 'o', weapon_objp),
|
|
scripting::hook_param("Prop", 'o', prop_objp),
|
|
scripting::hook_param("Weapon", 'o', weapon_objp),
|
|
scripting::hook_param("Hitpos", 'o', mc.hit_point_world)));
|
|
}
|
|
if (scripting::hooks::OnPropCollision->isActive() && !prop_override) {
|
|
scripting::hooks::OnPropCollision->run(scripting::hooks::CollisionConditions{{prop_objp, weapon_objp}},
|
|
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
|
|
scripting::hook_param("Object", 'o', prop_objp),
|
|
scripting::hook_param("Prop", 'o', prop_objp),
|
|
scripting::hook_param("Weapon", 'o', weapon_objp),
|
|
scripting::hook_param("Hitpos", 'o', mc.hit_point_world),
|
|
scripting::hook_param("PropSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 )
|
|
{
|
|
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) ) {
|
|
const auto& [do_postproc, never_hits, collision_data] = check_inside_radius_for_big_ships( ship, weapon_obj, pair );
|
|
if (do_postproc)
|
|
ship_weapon_process_collision(pair, collision_data);
|
|
return never_hits;
|
|
}
|
|
}
|
|
|
|
const auto& [do_postproc, check_if_never_hits, collision_data] = ship_weapon_check_collision( ship, weapon_obj );
|
|
if (do_postproc)
|
|
ship_weapon_process_collision(pair, collision_data);
|
|
|
|
if ( check_if_never_hits ) {
|
|
// 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;
|
|
}
|
|
|
|
//returns never_hits, process_data
|
|
collision_result collide_ship_weapon_check( obj_pair * pair )
|
|
{
|
|
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 {false, std::any(), &ship_weapon_process_collision};
|
|
}
|
|
|
|
// Don't check collisions for player if past first warpout stage.
|
|
if ( Player->control_mode > PCM_WARPOUT_STAGE1) {
|
|
if ( ship == Player_obj )
|
|
return {false, std::any(), &ship_weapon_process_collision};
|
|
}
|
|
|
|
if (reject_due_collision_groups(ship, weapon_obj))
|
|
return {false, std::any(), &ship_weapon_process_collision};
|
|
|
|
// 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) ) {
|
|
const auto& [do_postproc, never_hits, collision_data] = check_inside_radius_for_big_ships( ship, weapon_obj, pair );
|
|
return {never_hits, do_postproc ? collision_data : std::any(), &ship_weapon_process_collision};
|
|
}
|
|
}
|
|
|
|
const auto& [do_postproc, check_if_never_hits, collision_data] = ship_weapon_check_collision( ship, weapon_obj );
|
|
bool never_hits = check_if_never_hits ? weapon_will_never_hit( weapon_obj, ship, pair ) : false;
|
|
|
|
return {never_hits, do_postproc ? collision_data : std::any(), &ship_weapon_process_collision};
|
|
}
|
|
|
|
/**
|
|
* Checks prop-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_prop_weapon(obj_pair* pair)
|
|
{
|
|
object* prop_obj = pair->a;
|
|
object* weapon_obj = pair->b;
|
|
|
|
Assert(prop_obj->type == OBJ_PROP);
|
|
Assert(weapon_obj->type == OBJ_WEAPON);
|
|
|
|
// 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(prop_obj))) {
|
|
return 0;
|
|
}
|
|
|
|
if (reject_due_collision_groups(prop_obj, weapon_obj))
|
|
return 0;
|
|
|
|
// Cull lasers within big prop 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 (prop_obj->radius > 500.0f && (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 (vm_vec_dist_squared(&prop_obj->pos, &weapon_obj->pos) < (1.2f * prop_obj->radius * prop_obj->radius)) {
|
|
const auto& [do_postproc, never_hits, collision_data] =
|
|
check_inside_radius_for_big_ships(prop_obj, weapon_obj, pair);
|
|
|
|
if (do_postproc) {
|
|
prop_weapon_process_collision(pair, collision_data);
|
|
}
|
|
return never_hits;
|
|
}
|
|
}
|
|
|
|
auto [do_postproc, does_not_hit, collision_data] = prop_weapon_check_collision(prop_obj, weapon_obj);
|
|
|
|
if (do_postproc) {
|
|
prop_weapon_process_collision(pair, collision_data);
|
|
}
|
|
|
|
if (does_not_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, prop_obj, 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 or prop, 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 std::tuple<bool, bool, ship_weapon_collision_data> check_inside_radius_for_big_ships( object *big_obj, 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 * big_obj->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_objects being used for a ballistic weapon");
|
|
|
|
time_to_exit_sphere = (big_obj->radius + vm_vec_dist(&big_obj->pos, &weapon_obj->pos)) / (weapon_max_vel - big_obj->phys_info.max_vel.xyz.z);
|
|
ship_speed_at_exit_sphere = estimate_ship_speed_upper_limit(big_obj, time_to_exit_sphere );
|
|
// update estimated time to exit sphere
|
|
time_to_exit_sphere = (big_obj->radius + vm_vec_dist(&big_obj->pos, &weapon_obj->pos)) / (weapon_max_vel - ship_speed_at_exit_sphere);
|
|
vm_vec_scale_add( &error_vel, &big_obj->phys_info.vel, &weapon_obj->orient.vec.fvec, -vm_vec_dot(&big_obj->phys_info.vel, &weapon_obj->orient.vec.fvec) );
|
|
error_vel_mag = vm_vec_mag_quick( &error_vel );
|
|
error_vel_mag += 0.5f * (big_obj->phys_info.max_vel.xyz.z - error_vel_mag)*(time_to_exit_sphere/big_obj->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 the collision check to do damage if hit_time is negative (ie, hit occurs in this frame)
|
|
bool do_postproc, does_not_hit;
|
|
ship_weapon_collision_data collision_data;
|
|
|
|
if (big_obj->type == OBJ_PROP) {
|
|
std::tie(do_postproc, does_not_hit, collision_data) = prop_weapon_check_collision(big_obj, weapon_obj, limit_time, &hit_time);
|
|
} else {
|
|
std::tie(do_postproc, does_not_hit, collision_data) = ship_weapon_check_collision(big_obj, weapon_obj, limit_time, &hit_time);
|
|
}
|
|
|
|
// modify ship_weapon_check_collision to do damage if hit_time is negative (ie, hit occurs in this frame)
|
|
if ( !does_not_hit ) {
|
|
// hit occured in while in sphere
|
|
if (hit_time < 0) {
|
|
// hit occured in the frame
|
|
return {do_postproc, true, collision_data};
|
|
} else if (hit_time > 200) {
|
|
pair->next_check_time = timestamp(hit_time - 200);
|
|
return {do_postproc, false, collision_data};
|
|
// set next check time to time - 200
|
|
} else {
|
|
// set next check time to next frame
|
|
pair->next_check_time = 1;
|
|
return {do_postproc, false, collision_data};
|
|
}
|
|
} 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 {do_postproc, false, collision_data};
|
|
} else {
|
|
// no hit and within error tolerance
|
|
return {do_postproc, true, collision_data};
|
|
}
|
|
}
|
|
}
|