Files
fs2open.github.com/code/object/collideweaponweapon.cpp
T
MageKing17 9555602823 Make an AI profile flag for the aspect bomb invulnerability fix.
Originally introduced in r8696 back in 2012 (hash d7d6009ea1), this fix changes retail balance and should be behind a flag.
2015-05-13 20:15:27 -07:00

198 lines
6.5 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 "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;
}