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fs2open.github.com/code/object/collidedebrisweapon.cpp
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/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Object/CollideDebrisWeapon.cpp $
* $Revision: 2.5 $
* $Date: 2005-04-05 05:53:21 $
* $Author: taylor $
*
* Routines to detect collisions and do physics, damage, etc for weapons and debris
*
* $Log: not supported by cvs2svn $
* Revision 2.4 2004/07/26 20:47:45 Kazan
* remove MCD complete
*
* Revision 2.3 2004/07/12 16:32:59 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.2 2004/03/05 09:01:57 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.1 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 4 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 3 10/16/98 1:22p Andsager
* clean up header files
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 7 4/02/98 6:29p Lawrance
* compile out asteroid references for demo
*
* 6 3/02/98 2:58p Mike
* Make "asteroids" in debug console turn asteroids on/off.
*
* 5 2/19/98 12:46a Lawrance
* Further work on asteroids.
*
* 4 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 3 1/13/98 8:09p John
* Removed the old collision system that checked all pairs. Added code
* to disable collisions and particles.
*
* 2 9/17/97 5:12p John
* Restructured collision routines. Probably broke a lot of stuff.
*
* 1 9/17/97 2:14p John
* Initial revision
*
* $NoKeywords: $
*/
#include "object/objcollide.h"
#include "object/object.h"
#include "asteroid/asteroid.h"
#include "debris/debris.h"
#include "weapon/weapon.h"
#include "math/fvi.h"
// placeholder struct for ship_debris collisions
typedef struct ship_weapon_debris_struct {
object *ship_object;
object *debris_object;
vec3d ship_collision_cm_pos;
vec3d r_ship;
vec3d collision_normal;
int shield_hit_tri;
vec3d shield_hit_tri_point;
float impulse;
} ship_weapon_debris_struct;
// Checks debris-weapon collisions. pair->a is debris and pair->b is weapon.
// Returns 1 if all future collisions between these can be ignored
int collide_debris_weapon( obj_pair * pair )
{
vec3d hitpos;
int hit;
object *pdebris = pair->a;
object *weapon = pair->b;
Assert( pdebris->type == OBJ_DEBRIS );
Assert( weapon->type == OBJ_WEAPON );
// first check the bounding spheres of the two objects.
hit = fvi_segment_sphere(&hitpos, &weapon->last_pos, &weapon->pos, &pdebris->pos, pdebris->radius);
if (hit) {
hit = debris_check_collision(pdebris, weapon, &hitpos );
if ( !hit )
return 0;
weapon_hit( weapon, pdebris, &hitpos );
debris_hit( pdebris, weapon, &hitpos, Weapon_info[Weapons[weapon->instance].weapon_info_index].damage );
return 0;
} else {
return weapon_will_never_hit( weapon, pdebris, 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
int collide_asteroid_weapon( obj_pair * pair )
{
#ifndef FS2_DEMO
if (!Asteroids_enabled)
return 0;
vec3d hitpos;
int hit;
object *pasteroid = pair->a;
object *weapon = pair->b;
Assert( pasteroid->type == OBJ_ASTEROID);
Assert( weapon->type == OBJ_WEAPON );
// first check the bounding spheres of the two objects.
hit = fvi_segment_sphere(&hitpos, &weapon->last_pos, &weapon->pos, &pasteroid->pos, pasteroid->radius);
if (hit) {
hit = asteroid_check_collision(pasteroid, weapon, &hitpos );
if ( !hit )
return 0;
weapon_hit( weapon, pasteroid, &hitpos );
asteroid_hit( pasteroid, weapon, &hitpos, Weapon_info[Weapons[weapon->instance].weapon_info_index].damage );
return 0;
} else {
return weapon_will_never_hit( weapon, pasteroid, pair );
}
#else
return 0;
#endif
}