/* * 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 "object/objcollide.h" #include "object/object.h" #include "weapon/weapon.h" #include "ship/ship.h" #include "parse/lua.h" #include "parse/scripting.h" #include "freespace2/freespace.h" // moved to ai_profiles.tbl //#define BOMB_ARM_TIME 1.5f // Checks weapon-weapon collisions. pair->a and pair->b are weapons. // Returns 1 if all future collisions between these can be ignored int collide_weapon_weapon( obj_pair * pair ) { float A_radius, B_radius; object *A = pair->a; object *B = pair->b; Assert( A->type == OBJ_WEAPON ); Assert( B->type == OBJ_WEAPON ); // Don't allow ship to shoot down its own missile. if (A->parent_sig == B->parent_sig) return 1; // Only shoot down teammate's missile if not traveling in nearly same direction. if (Weapons[A->instance].team == Weapons[B->instance].team) if (vm_vec_dot(&A->orient.vec.fvec, &B->orient.vec.fvec) > 0.7f) return 1; // Ignore collisions involving a bomb if the bomb is not yet armed. weapon *wpA, *wpB; weapon_info *wipA, *wipB; wpA = &Weapons[A->instance]; wpB = &Weapons[B->instance]; wipA = &Weapon_info[wpA->weapon_info_index]; wipB = &Weapon_info[wpB->weapon_info_index]; A_radius = A->radius; B_radius = B->radius; // UnknownPlayer : Should we even be bothering with collision detection is neither one of these is a bomb? //WMC - Here's a reason why...scripting now! if (wipA->weapon_hitpoints > 0) { if (!(wipA->wi_flags2 & WIF2_HARD_TARGET_BOMB)) { A_radius *= 2; // Makes bombs easier to hit } if ( (wipA->lifetime - wpA->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skill_level] ) return 0; } if (wipB->weapon_hitpoints > 0) { if (!(wipB->wi_flags2 & WIF2_HARD_TARGET_BOMB)) { B_radius *= 2; // Makes bombs easier to hit } if ( (wipB->lifetime - wpB->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skill_level] ) return 0; } // Rats, do collision detection. if (collide_subdivide(&A->last_pos, &A->pos, A_radius, &B->last_pos, &B->pos, B_radius)) { Script_system.SetHookObjects(4, "Weapon", A, "WeaponB", B, "Self",A, "Object", B); bool a_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, A); //Should be reversed Script_system.SetHookObjects(4, "Weapon", B, "WeaponB", A, "Self",B, "Object", A); bool b_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, B); if(!a_override && !b_override) { //Do the normal stuff if no override -C ship *sap, *sbp; sap = &Ships[Objects[A->parent].instance]; sbp = &Ships[Objects[B->parent].instance]; // MWA -- commented out next line because it was too long for output window on occation. // Yes -- I should fix the output window, but I don't have time to do it now. //nprintf(("AI", "[%s] %s's missile %i shot down by [%s] %s's laser %i\n", Iff_info[sbp->team].iff_name, sbp->ship_name, B->instance, Iff_info[sap->team].iff_name, sap->ship_name, A->instance)); if (wipA->weapon_hitpoints > 0) { if (wipB->weapon_hitpoints > 0) { // Two bombs collide, detonate both. Weapons[A->instance].lifeleft = 0.01f; Weapons[B->instance].lifeleft = 0.01f; Weapons[A->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } else { A->hull_strength -= wipB->damage; if (A->hull_strength < 0.0f) { Weapons[A->instance].lifeleft = 0.01f; Weapons[A->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } } } else if (wipB->weapon_hitpoints > 0) { B->hull_strength -= wipA->damage; if (B->hull_strength < 0.0f) { Weapons[B->instance].lifeleft = 0.01f; Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } } #ifndef NDEBUG float dist = 0.0f; if (Weapons[A->instance].lifeleft == 0.01f) { dist = vm_vec_dist_quick(&A->pos, &wpA->homing_pos); //nprintf(("AI", "Frame %i: Weapon %s shot down. Dist: %.1f, inner: %.0f, outer: %.0f\n", Framecount, wipA->name, dist, wipA->inner_radius, wipA->outer_radius)); } if (Weapons[B->instance].lifeleft == 0.01f) { dist = vm_vec_dist_quick(&A->pos, &wpB->homing_pos); //nprintf(("AI", "Frame %i: Weapon %s shot down. Dist: %.1f, inner: %.0f, outer: %.0f\n", Framecount, wipB->name, dist, wipB->inner_radius, wipB->outer_radius)); } #endif } if(!(b_override && !a_override)) { Script_system.SetHookObjects(4, "Weapon", A, "WeaponB", B, "Self",A, "Object", B); Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, A); } if((b_override && !a_override) || (!b_override && !a_override)) { //SHould be reversed Script_system.SetHookObjects(4, "Weapon", B, "WeaponB", A, "Self",B, "Object", A); Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, B); } Script_system.RemHookVars(4, "Weapon", "WeaponB", "Self","ObjectB"); return 1; } return 0; }