Files
fs2open.github.com/code/object/collidedebrisweapon.cpp
T
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
2018-09-26 19:15:42 +02:00

140 lines
4.6 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.
*
*/
#include "asteroid/asteroid.h"
#include "debris/debris.h"
#include "math/fvi.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "scripting/scripting.h"
#include "weapon/weapon.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.
* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_debris_weapon( obj_pair * pair )
{
vec3d hitpos, hitnormal;
int hit;
object *pdebris = pair->a;
object *weapon_obj = pair->b;
Assert( pdebris->type == OBJ_DEBRIS );
Assert( weapon_obj->type == OBJ_WEAPON );
// first check the bounding spheres of the two objects.
hit = fvi_segment_sphere(&hitpos, &weapon_obj->last_pos, &weapon_obj->pos, &pdebris->pos, pdebris->radius);
if (hit) {
hit = debris_check_collision(pdebris, weapon_obj, &hitpos, NULL, &hitnormal );
if ( !hit )
return 0;
Script_system.SetHookObjects(4, "Weapon", weapon_obj, "Debris", pdebris, "Self", weapon_obj, "Object", pdebris);
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, weapon_obj);
Script_system.SetHookObjects(2, "Self", pdebris, "Object", weapon_obj);
bool debris_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pdebris);
if(!weapon_override && !debris_override)
{
weapon_hit( weapon_obj, pdebris, &hitpos, -1, &hitnormal );
debris_hit( pdebris, weapon_obj, &hitpos, Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].damage );
}
Script_system.SetHookObjects(2, "Self", weapon_obj, "Object", pdebris);
if(!(debris_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEDEBRIS, weapon_obj);
Script_system.SetHookObjects(2, "Self", pdebris, "Object", weapon_obj);
if((debris_override && !weapon_override) || (!debris_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEWEAPON, pdebris, Weapons[weapon_obj->instance].weapon_info_index);
Script_system.RemHookVars(4, "Weapon", "Debris", "Self", "Object");
return 0;
} else {
return weapon_will_never_hit( weapon_obj, pdebris, pair );
}
}
/**
* Checks debris-weapon collisions.
* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_asteroid_weapon( obj_pair * pair )
{
if (!Asteroids_enabled)
return 0;
vec3d hitpos, hitnormal;
int hit;
object *pasteroid = pair->a;
object *weapon_obj = pair->b;
Assert( pasteroid->type == OBJ_ASTEROID);
Assert( weapon_obj->type == OBJ_WEAPON );
// first check the bounding spheres of the two objects.
hit = fvi_segment_sphere(&hitpos, &weapon_obj->last_pos, &weapon_obj->pos, &pasteroid->pos, pasteroid->radius);
if (hit) {
hit = asteroid_check_collision(pasteroid, weapon_obj, &hitpos, NULL, &hitnormal);
if ( !hit )
return 0;
Script_system.SetHookObjects(4, "Weapon", weapon_obj, "Asteroid", pasteroid, "Self", weapon_obj, "Object", pasteroid);
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, weapon_obj);
Script_system.SetHookObjects(2, "Self",pasteroid, "Object", weapon_obj);
bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pasteroid);
if(!weapon_override && !asteroid_override)
{
weapon_hit( weapon_obj, pasteroid, &hitpos, -1, &hitnormal);
asteroid_hit( pasteroid, weapon_obj, &hitpos, Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].damage );
}
Script_system.SetHookObjects(2, "Self", weapon_obj, "Object", pasteroid);
if(!(asteroid_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEASTEROID, weapon_obj);
Script_system.SetHookObjects(2, "Self", pasteroid, "Object", weapon_obj);
if((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEWEAPON, pasteroid, Weapons[weapon_obj->instance].weapon_info_index);
Script_system.RemHookVars(4, "Weapon", "Asteroid", "Self", "Object");
return 0;
} else {
return weapon_will_never_hit( weapon_obj, pasteroid, pair );
}
}