/* * 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" #include "stats/scoring.h" #include "network/multi.h" /** * Checks weapon-weapon collisions. * @param pair obj_pair pointer to the two objects. pair->a and pair->b are weapons. * @return 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; if (wipA->weapon_hitpoints > 0) { if (!(wipA->wi_flags2 & WIF2_HARD_TARGET_BOMB)) { A_radius *= 2; // Makes bombs easier to hit } if ((The_mission.ai_profile->flags2 & AIPF2_ASPECT_INVULNERABILITY_FIX) && (wipA->wi_flags & WIF_LOCKED_HOMING) && (wpA->homing_object != &obj_used_list)) { if ( (wipA->max_lifetime - wpA->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skill_level] ) return 0; } else 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 ((The_mission.ai_profile->flags2 & AIPF2_ASPECT_INVULNERABILITY_FIX) && (wipB->wi_flags & WIF_LOCKED_HOMING) && (wpB->homing_object != &obj_used_list)) { if ( (wipB->max_lifetime - wpB->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skill_level] ) return 0; } else 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) { float aDamage = wipA->damage; if (wipB->armor_type_idx >= 0) aDamage = Armor_types[wipB->armor_type_idx].GetDamage(aDamage, wipA->damage_type_idx, 1.0f); float bDamage = wipB->damage; if (wipA->armor_type_idx >= 0) bDamage = Armor_types[wipA->armor_type_idx].GetDamage(bDamage, wipB->damage_type_idx, 1.0f); if (wipA->weapon_hitpoints > 0) { if (wipB->weapon_hitpoints > 0) { // Two bombs collide, detonate both. if ((wipA->wi_flags & WIF_BOMB) && (wipB->wi_flags & WIF_BOMB)) { 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 -= bDamage; B->hull_strength -= aDamage; // safety to make sure either of the weapons die - allow 'bulkier' to keep going if ((A->hull_strength > 0.0f) && (B->hull_strength > 0.0f)) { if (wipA->weapon_hitpoints > wipB->weapon_hitpoints) { B->hull_strength = -1.0f; } else { A->hull_strength = -1.0f; } } if (A->hull_strength < 0.0f) { Weapons[A->instance].lifeleft = 0.01f; Weapons[A->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } if (B->hull_strength < 0.0f) { Weapons[B->instance].lifeleft = 0.01f; Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } } } else { A->hull_strength -= bDamage; Weapons[B->instance].lifeleft = 0.01f; Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; 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 -= aDamage; Weapons[A->instance].lifeleft = 0.01f; Weapons[A->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; if (B->hull_strength < 0.0f) { Weapons[B->instance].lifeleft = 0.01f; Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } } // single player and multiplayer masters evaluate the scoring and kill stuff if (!MULTIPLAYER_CLIENT) { //Save damage for bomb so we can do scoring once it's destroyed. -Halleck if (wipA->wi_flags & WIF_BOMB) { scoring_add_damage_to_weapon(A, B, wipB->damage); //Update stats. -Halleck scoring_eval_hit(A, B, 0); } if (wipB->wi_flags & WIF_BOMB) { scoring_add_damage_to_weapon(B, A, wipA->damage); //Update stats. -Halleck scoring_eval_hit(B, A, 0); } } #ifndef NDEBUG float dist = 0.0f; if (Weapons[A->instance].lifeleft == 0.01f) { dist = vm_vec_dist_quick(&A->pos, &wpA->homing_pos); } if (Weapons[B->instance].lifeleft == 0.01f) { dist = vm_vec_dist_quick(&B->pos, &wpB->homing_pos); } #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, wpA->weapon_info_index); } 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, wpB->weapon_info_index); } Script_system.RemHookVars(4, "Weapon", "WeaponB", "Self","ObjectB"); return 1; } return 0; }