Files
Mike NelsonandAsteroth 070a8e18fa Adds Props as a new object type (#6836)
* First draft of prop object type

* Add prop editor dialog in FRED

* prop sexps

* lua table prop support

* lab support

* lua mission access to props

* prop collision support

* use std::optional so the object->instance id is always valid

* allow props to block suns

* minor cleanup and remove arbitrary limit. Still limited to 500 objects.

* Sort props by category

* cleanup

* implement collision hooks

* parse prop flags and further ensure props are inited and closed correctly

* Add Cyborg's multi suggestions

* fix missing header

* add props to empty slots if available

* add multi signature

* fix rebase issues and match collisions to the new multithread style

* appease Clang the Conquerer

* save/parse mission prop classes by name

* Clean up comments and finish TODOs

* fix string errors

* clang wants this to be static now

* address feedback

* address feedback

* Use model num from prop info instead

* merge prop and ship collision group sexps together

* fix rebase bug

* address feedback

* fix name shadowing

* ship heavy submodel

* clang

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Co-authored-by: Asteroth <[email protected]>
2026-02-16 14:41:34 +01:00

170 lines
6.6 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.
*
*/
#ifndef _COLLIDESTUFF_H
#define _COLLIDESTUFF_H
#include "globalincs/pstypes.h"
#include <optional>
#include <any>
class object;
struct CFILE;
struct mc_info;
// used for ship:ship and ship:debris and ship:prop
struct collision_info_struct {
object *heavy;
object *light;
vec3d light_collision_cm_pos; // relative cm collision pos
vec3d r_heavy; // relative to A
vec3d r_light; // relative to B
vec3d hit_pos; // relative hit position in A's rf (r_heavy)
vec3d collision_normal; // normal outward from heavy
float hit_time; // time normalized [0,1] when sphere hits model
float impulse; // damage scales according to impulse
vec3d light_rel_vel; // velocity of light relative to heavy before collison
bool collide_rotate; // if collision is being detected purely from rotation (or submodel movement)
int heavy_model_num; // model of heavy object that is hit
int heavy_submodel_num; // submodel of heavy object that is hit
bool edge_hit; // if edge is hit, need to change collision normal
bool submodel_move_hit; // if collision is against a moving submodel
bool is_landing; //SUSHI: Maybe treat current collision as a landing
bool player_involved;
};
//Collision physics constants
#define COLLISION_FRICTION_FACTOR 0.0f //Default value if not set in ships.tbl
#define COLLISION_ROTATION_FACTOR 0.2f //Default value if not set in ships.tbl
#define MIN_LANDING_SOUND_VEL 2.0f
#define LANDING_POS_OFFSET 0.05f
constexpr uint32_t collision_cache_bitshift = 16;
//===============================================================================
// GENERAL COLLISION DETECTION HELPER FUNCTIONS
// These are in CollideGeneral.cpp and are used by one or more of the collision-
// type specific collision modules.
//===============================================================================
// Keeps track of pairs of objects for collision detection
struct obj_pair {
object *a;
object *b;
int next_check_time; // a timestamp that when elapsed means to check for a collision
};
//Never check again | data for collision post-processing | collision post-proc function
using collision_result = std::tuple<bool, std::any, void (*)(obj_pair *, const std::any& collision_data)>;
extern SCP_vector<int> Collision_sort_list;
#define COLLISION_OF(a,b) (((a)<<8)|(b))
void set_hit_struct_info(collision_info_struct *hit, mc_info *mc, bool submodel_move_hit);
void obj_add_collider(int obj_index);
void obj_remove_collider(int obj_index);
void obj_reset_colliders();
void obj_sort_and_collide(SCP_vector<int>* Collision_list = nullptr);
// Retime all collision pairs, so that all object collisions will be rechecked immediately
void obj_collide_obj_cache_stale(object* objp);
// Returns TRUE if the weapon will never hit the other object.
// If it can it predicts how long until these two objects need
// to be checked and fills the time in in current_pair.
// CODE is locatated in CollideGeneral.cpp
int weapon_will_never_hit( object *weapon, object *other, obj_pair * current_pair );
// See if two lines intersect by doing recursive subdivision.
// Bails out if larger distance traveled is less than sum of radii + 1.0f.
// CODE is locatated in CollideGeneral.cpp
int collide_subdivide(vec3d *p0, vec3d *p1, float prad, vec3d *q0, vec3d *q1, float qrad);
void collide_init();
//===============================================================================
// SPECIFIC COLLISION DETECTION FUNCTIONS
//===============================================================================
// Checks weapon-weapon collisions. pair->a and pair->b are weapons.
// Returns 1 if all future collisions between these can be ignored
// CODE is locatated in CollideWeaponWeapon.cpp
int collide_weapon_weapon( obj_pair * pair );
// Checks ship-weapon collisions. pair->a is ship and pair->b is weapon.
// Returns 1 if all future collisions between these can be ignored
// CODE is locatated in CollideShipWeapon.cpp
int collide_ship_weapon( obj_pair * pair );
//Same as above, but for deferred collision processing / usage in multithreading
collision_result collide_ship_weapon_check( obj_pair * pair );
// Checks debris-weapon collisions. pair->a is debris and pair->b is weapon.
// Returns 1 if all future collisions between these can be ignored
// CODE is locatated in CollideDebrisWeapon.cpp
int collide_debris_weapon( obj_pair * pair );
// Checks debris-ship collisions. pair->a is debris and pair->b is ship.
// Returns 1 if all future collisions between these can be ignored
// CODE is locatated in CollideDebrisShip.cpp
int collide_debris_ship( obj_pair * pair );
// Checks debris-prop collisions. pair->a is debris and pair->b is prop.
// Returns 1 if all future collisions between these can be ignored
// CODE is locatated in CollideDebrisShip.cpp
int collide_debris_prop(obj_pair* pair);
int collide_asteroid_prop(obj_pair* pair);
int collide_asteroid_ship(obj_pair *pair);
int collide_asteroid_weapon(obj_pair *pair);
// Checks ship-ship collisions. pair->a and pair->b are ships.
// Returns 1 if all future collisions between these can be ignored
// CODE is locatated in CollideShipShip.cpp
int collide_ship_ship( obj_pair * pair );
//Same as above, but for deferred collision processing / usage in multithreading
collision_result collide_ship_ship_check( obj_pair * pair );
void collide_mp_worker_thread(size_t threadIdx);
// Checks prop-ship collisions.
int collide_prop_ship(obj_pair* pair);
// Checks prop-ship collisions.
int collide_prop_weapon(obj_pair* pair);
// Predictive functions.
// Returns true if vector from curpos to goalpos with radius radius will collide with object goalobjp
int pp_collide(vec3d *curpos, vec3d *goalpos, object *goalobjp, float radius);
// Return true if objp will collide with some large ship if it moves distance distance.
int collide_predict_large_ship(object *objp, float distance);
// function to remove old weapons when no more weapon slots available.
int collide_remove_weapons();
void collide_ship_ship_do_sound(vec3d *world_hit_pos, object *A, object *B, int player_involved);
void collide_ship_ship_sounds_init();
int get_ship_quadrant_from_global(vec3d *global_pos, object *objp);
bool reject_due_collision_groups(object *A, object *B);
void init_collision_info_struct(collision_info_struct *cis);
// goes over weapons applying gravity-relevant flags
// VERY IMPORTANT if gravity was just turned on or off
void collide_apply_gravity_flags_weapons();
#endif