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https://github.com/scp-fs2open/fs2open.github.com.git
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140 lines
4.7 KiB
C++
140 lines
4.7 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 "asteroid/asteroid.h"
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#include "debris/debris.h"
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#include "math/fvi.h"
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#include "object/objcollide.h"
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#include "object/object.h"
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#include "scripting/scripting.h"
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#include "weapon/weapon.h"
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// placeholder struct for ship_debris collisions
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typedef struct ship_weapon_debris_struct {
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object *ship_object;
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object *debris_object;
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vec3d ship_collision_cm_pos;
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vec3d r_ship;
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vec3d collision_normal;
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int shield_hit_tri;
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vec3d shield_hit_tri_point;
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float impulse;
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} ship_weapon_debris_struct;
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/**
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* Checks debris-weapon collisions.
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* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is weapon.
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* @return 1 if all future collisions between these can be ignored
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*/
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int collide_debris_weapon( obj_pair * pair )
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{
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vec3d hitpos, hitnormal;
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int hit;
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object *pdebris = pair->a;
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object *weapon_obj = pair->b;
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Assert( pdebris->type == OBJ_DEBRIS );
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Assert( weapon_obj->type == OBJ_WEAPON );
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// first check the bounding spheres of the two objects.
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hit = fvi_segment_sphere(&hitpos, &weapon_obj->last_pos, &weapon_obj->pos, &pdebris->pos, pdebris->radius);
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if (hit) {
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hit = debris_check_collision(pdebris, weapon_obj, &hitpos, NULL, &hitnormal );
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if ( !hit )
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return 0;
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Script_system.SetHookObjects(4, "Weapon", weapon_obj, "Debris", pdebris, "Self", weapon_obj, "Object", pdebris);
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bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, weapon_obj);
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Script_system.SetHookObjects(2, "Self", pdebris, "Object", weapon_obj);
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bool debris_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pdebris);
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if(!weapon_override && !debris_override)
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{
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weapon_hit( weapon_obj, pdebris, &hitpos, -1, &hitnormal );
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debris_hit( pdebris, weapon_obj, &hitpos, Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].damage );
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}
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Script_system.SetHookObjects(2, "Self", weapon_obj, "Object", pdebris);
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if(!(debris_override && !weapon_override))
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Script_system.RunCondition(CHA_COLLIDEDEBRIS, '\0', NULL, weapon_obj);
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Script_system.SetHookObjects(2, "Self", pdebris, "Object", weapon_obj);
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if((debris_override && !weapon_override) || (!debris_override && !weapon_override))
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Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pdebris, Weapons[weapon_obj->instance].weapon_info_index);
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Script_system.RemHookVars(4, "Weapon", "Debris", "Self", "Object");
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return 0;
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} else {
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return weapon_will_never_hit( weapon_obj, pdebris, pair );
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}
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}
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/**
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* Checks debris-weapon collisions.
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* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is weapon.
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* @return 1 if all future collisions between these can be ignored
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*/
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int collide_asteroid_weapon( obj_pair * pair )
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{
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if (!Asteroids_enabled)
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return 0;
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vec3d hitpos, hitnormal;
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int hit;
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object *pasteroid = pair->a;
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object *weapon_obj = pair->b;
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Assert( pasteroid->type == OBJ_ASTEROID);
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Assert( weapon_obj->type == OBJ_WEAPON );
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// first check the bounding spheres of the two objects.
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hit = fvi_segment_sphere(&hitpos, &weapon_obj->last_pos, &weapon_obj->pos, &pasteroid->pos, pasteroid->radius);
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if (hit) {
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hit = asteroid_check_collision(pasteroid, weapon_obj, &hitpos, NULL, &hitnormal);
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if ( !hit )
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return 0;
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Script_system.SetHookObjects(4, "Weapon", weapon_obj, "Asteroid", pasteroid, "Self", weapon_obj, "Object", pasteroid);
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bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, weapon_obj);
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Script_system.SetHookObjects(2, "Self",pasteroid, "Object", weapon_obj);
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bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pasteroid);
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if(!weapon_override && !asteroid_override)
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{
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weapon_hit( weapon_obj, pasteroid, &hitpos, -1, &hitnormal);
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asteroid_hit( pasteroid, weapon_obj, &hitpos, Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].damage );
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}
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Script_system.SetHookObjects(2, "Self", weapon_obj, "Object", pasteroid);
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if(!(asteroid_override && !weapon_override))
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Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, weapon_obj);
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Script_system.SetHookObjects(2, "Self", pasteroid, "Object", weapon_obj);
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if((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override))
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Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pasteroid, Weapons[weapon_obj->instance].weapon_info_index);
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Script_system.RemHookVars(4, "Weapon", "Asteroid", "Self", "Object");
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return 0;
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} else {
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return weapon_will_never_hit( weapon_obj, pasteroid, pair );
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}
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}
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