mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 04:31:34 -10:00
2495 lines
75 KiB
C++
2495 lines
75 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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/*
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* $Logfile: /Freespace2/code/Asteroid/Asteroid.cpp $
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* $Revision: 2.35.2.12 $
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* $Date: 2007-12-28 02:10:34 $
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* $Author: Backslash $
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*
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* C module for asteroid code
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.35.2.11 2007/09/02 02:07:38 Goober5000
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* added fixes for #1415 and #1483, made sure every read_file_text had a corresponding setjmp, and sync'd the parse error messages between HEAD and stable
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*
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* Revision 2.35.2.10 2007/05/28 18:27:32 wmcoolmon
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* Added armor support for asteroid, debris, ship, and beam damage
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*
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* Revision 2.35.2.9 2007/02/20 04:19:09 Goober5000
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* the great big duplicate model removal commit
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*
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* Revision 2.35.2.8 2007/02/11 09:35:11 taylor
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* add VALID_FNAME() macro and put it around a few places (more to come)
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* clean out some old variables
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* move CLAMP() macro from opengl header to global header
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* update COUNT_ESTIMATE to match new bmpman changes
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*
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* Revision 2.35.2.7 2006/12/07 17:53:08 taylor
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* a little clean up for bits of code that isn't used
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*
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* Revision 2.35.2.6 2006/11/15 00:36:08 taylor
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* various bits of little cleanup
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* get rid of some more compiler warnings
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*
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* Revision 2.35.2.5 2006/09/11 01:15:03 taylor
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* fixes for stuff_string() bounds checking
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*
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* Revision 2.35.2.4 2006/08/27 18:12:38 taylor
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* make Species_info[] and Asteroid_info[] dynamic
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*
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* Revision 2.35.2.3 2006/08/19 04:38:46 taylor
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* maybe optimize the (PI/2), (PI*2) and (RAND_MAX/2) stuff a little bit
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*
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* Revision 2.35.2.2 2006/07/06 04:06:00 Goober5000
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* 1) complete (almost) changeover to reorganized texture mapping system
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* 2) finally fix texture animation; textures now animate at the correct speed
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* --Goober5000
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*
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* Revision 2.35.2.1 2006/07/04 07:42:09 Goober5000
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* --in preparation for fixing an annoying animated texture bug, reorganize the various texture structs and glow point structs and clarify several parts of the texture code :P
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* --this breaks animated glow maps, and animated regular maps still aren't fixed, but these will be remedied shortly
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* --Goober5000
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*
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* Revision 2.35 2006/05/13 07:02:27 taylor
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* add lazy (ie, faster) checking of asteroid collisions for time-to-impact
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*
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* Revision 2.34 2006/01/26 03:23:29 Goober5000
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* pare down the pragmas some more
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* --Goober5000
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*
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* Revision 2.33 2006/01/13 03:30:59 Goober5000
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* übercommit of custom IFF stuff :)
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*
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* Revision 2.32 2005/11/21 02:43:30 Goober5000
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* change from "setting" to "profile"; this way makes more sense
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* --Goober5000
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*
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* Revision 2.31 2005/11/21 00:46:05 Goober5000
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* add ai_settings.tbl
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* --Goober5000
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*
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* Revision 2.30 2005/10/11 12:24:04 taylor
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* little cleaner since the two sets weren't needed
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*
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* Revision 2.29 2005/10/10 17:21:03 taylor
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* remove NO_NETWORK
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*
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* Revision 2.28 2005/10/08 15:37:26 taylor
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* fix several asteroid problems, little code duplication but this actually works and is less error prone than the previous method
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*
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* Revision 2.27 2005/09/25 22:29:35 Kazan
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* my bad
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*
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* Revision 2.26 2005/09/25 22:23:39 Kazan
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* correct an error
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*
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* Revision 2.25 2005/09/25 20:55:28 Goober5000
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* oh noes!
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* --Goober5000
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*
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* Revision 2.24 2005/09/25 20:31:42 Goober5000
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* okay; everything should be good to go
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* --Goober5000
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*
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* Revision 2.23 2005/09/25 08:25:14 Goober5000
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* Okay, everything should now work again. :p Still have to do a little more with the asteroids.
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* --Goober5000
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*
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* Revision 2.20 2005/07/22 10:18:36 Goober5000
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* CVS header tweaks
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* --Goober5000
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*
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* Revision 2.19 2005/07/13 02:50:48 Goober5000
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* remove PreProcDefine #includes in FS2
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* --Goober5000
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*
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* Revision 2.18 2005/07/13 02:01:28 Goober5000
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* fixed a bunch of "issues" caused by me with the species stuff
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* --Goober5000
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*
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* Revision 2.17 2005/07/13 00:44:20 Goober5000
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* improved species support and removed need for #define
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* --Goober5000
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*
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* Revision 2.16 2005/06/01 09:34:59 taylor
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* newline fix
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*
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* Revision 2.15 2005/04/28 05:29:28 wmcoolmon
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* Removed FS2_DEMO defines that looked like they wouldn't cause the universe to collapse
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*
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* Revision 2.14 2005/04/28 01:32:57 wmcoolmon
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* Switch stuff_string_white to stuff_string (I don't see why _white was used in the first place)
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*
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* Revision 2.13 2005/04/15 11:41:28 taylor
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* stupid <expletive-delete> terminal, I <expletive-deleted> <expletive-deleted>!!!
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*
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* Revision 2.12 2005/04/15 11:36:55 taylor
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* new GCC = new warning messages, yippeeee!!
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*
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* Revision 2.11 2005/04/05 05:53:14 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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* Revision 2.10 2005/03/02 21:24:43 taylor
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* more network/inferno goodness for Windows, takes care of a few warnings too
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*
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* Revision 2.9 2004/07/26 20:47:23 Kazan
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* remove MCD complete
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*
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* Revision 2.8 2004/07/12 16:32:41 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 2.7 2004/03/31 05:42:25 Goober5000
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* got rid of all those nasty warnings from xlocale and so forth; also added comments
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* to indicate which warnings were being disabled
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* --Goober5000
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*
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* Revision 2.6 2004/03/05 09:01:53 Goober5000
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* Uber pass at reducing #includes
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* --Goober5000
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*
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* Revision 2.5 2004/02/14 00:18:29 randomtiger
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* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
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* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
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* Removal of many files from project.
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* Removal of meanless Gr_bitmap_poly variable.
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* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
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* Removal of redundant Fred paths that arent needed for Fred OGL.
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* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
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* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
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* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
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*
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* Revision 2.4 2003/11/17 06:52:51 bobboau
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* got assert to work again
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*
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* Revision 2.3 2003/10/15 22:03:23 Kazan
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* Da Species Update :D
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*
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* Revision 2.2 2003/04/29 01:03:22 Goober5000
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* implemented the custom hitpoints mod
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* --Goober5000
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*
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* Revision 2.1 2002/08/01 01:41:04 penguin
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* The big include file move
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*
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* Revision 2.0 2002/06/03 04:02:21 penguin
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* Warpcore CVS sync
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*
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* Revision 1.3 2002/05/10 20:42:43 mharris
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* use "ifndef NO_NETWORK" all over the place
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*
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* Revision 1.2 2002/05/03 22:07:08 mharris
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* got some stuff to compile
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*
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* Revision 1.1 2002/05/02 18:03:04 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 31 9/08/99 10:52a Mikek
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* Reduce the number of asteroids that can be thrown at a target at
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* Medium+.
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*
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* 30 9/06/99 12:46a Andsager
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* Add weapon_explosion_ani LOD
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*
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* 29 9/05/99 3:13p Mikek
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* Slightly decrease number of asteroids thrown at escorted ships.
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*
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* 28 8/26/99 8:51p Dave
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* Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
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*
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* 27 7/30/99 7:01p Dave
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* Dogfight escort gauge. Fixed up laser rendering in Glide.
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*
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* 26 7/19/99 8:58p Andsager
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* Don't try to throw at objnum -1
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*
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* 25 7/15/99 9:20a Andsager
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* FS2_DEMO initial checkin
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*
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* 24 7/09/99 5:54p Dave
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* Seperated cruiser types into individual types. Added tons of new
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* briefing icons. Campaign screen.
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*
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* 23 6/10/99 11:06a Andsager
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* Mission designed selection of asteroid types.
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*
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* 22 6/09/99 2:55p Andsager
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* Allow multiple asteroid subtypes (of large, medium, small) and follow
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* family.
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*
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* 21 6/08/99 7:19p Dave
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* Fixed asteroid lighting. Was because on non-darkening textures in Glide
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* only. Dumb.
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*
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* 20 6/07/99 1:18p Andsager
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* Make asteroids choose consistent texture from large to small. Modify
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* fireball radius of dying asteroids.
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*
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* 19 5/03/99 10:50p Andsager
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* Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
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* Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
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* obj_used_list.
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*
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* 18 4/23/99 12:01p Johnson
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* Added SIF_HUGE_SHIP
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*
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* 17 4/21/99 6:15p Dave
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* Did some serious housecleaning in the beam code. Made it ready to go
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* for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
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* a handy macro for recalculating collision pairs for a given object.
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*
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* 16 4/16/99 2:34p Andsager
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* Second pass on debris fields
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*
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* 15 4/15/99 5:27p Andsager
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* Fix explosion sound for Ships debris
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*
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* 14 4/15/99 5:00p Andsager
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* Frist pass on Debris field
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*
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* 13 2/07/99 8:51p Andsager
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* Add inner bound to asteroid field. Inner bound tries to stay astroid
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* free. Wrap when within and don't throw at ships inside.
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*
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* 12 1/20/99 6:04p Dave
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* Another bit of stuff for beam weapons. Ships will properly use them
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* now, although they're really deadly.
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*
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* 11 1/06/99 2:24p Dave
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* Stubs and release build fixes.
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*
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* 10 12/03/98 3:14p Andsager
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* Check in code that checks rotating submodel actually has ship subsystem
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*
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* 9 11/19/98 11:07p Andsager
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* Check in of physics and collision detection of rotating submodels
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*
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* 8 11/13/98 10:12a Andsager
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* simplify collision code
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*
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* 7 11/05/98 5:55p Dave
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* Big pass at reducing #includes
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*
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* 6 10/23/98 3:51p Dave
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* Full support for tstrings.tbl and foreign languages. All that remains
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* is to make it active in Fred.
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*
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* 5 10/23/98 1:11p Andsager
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* Make ship sparks emit correctly from rotating structures.
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*
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* 4 10/16/98 1:22p Andsager
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* clean up header files
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*
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* 3 10/13/98 9:28a Dave
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* Started neatening up freespace.h. Many variables renamed and
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* reorganized. Added AlphaColors.[h,cpp]
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*
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* 2 10/07/98 10:52a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:48a Dave
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*
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* 80 7/14/98 3:30p Dave
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*
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* 79 5/18/98 12:05p Mike
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* Make sm1-06a a little harder.
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*
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* 78 5/06/98 12:36p Lawrance
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* disable ambient asteroid sound for now
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*
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* 77 4/30/98 12:49a Allender
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* deal with asteroid problems in multiplayer
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*
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* 76 4/27/98 1:46p Mike
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* Make asteroid_density have no meaning.
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*
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* 75 4/24/98 11:59a Dan
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* fix bug where a null vector would occur when death_hit_pos was assinged
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* to asteroid_pos
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*
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* 74 4/23/98 4:43p Andsager
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* Don't call asteroid_update_collide() on creating asteroids since it
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* creates sets of collisions pairs. Pairs are created when objects are
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* merged in obj_merge_created_list()
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*
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* 73 4/21/98 1:23a Mike
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* Tone down difficulty in asteroid toss missions.
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*
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* 72 4/16/98 11:57a John
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* Removed debug and unused registry values.
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*
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* 71 4/08/98 1:27a Lawrance
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* Fix typo.
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*
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* 70 4/08/98 1:17a Lawrance
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* Fix bug with red and white brackets being drawn on top of one another.
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*
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* 69 4/02/98 6:28p Lawrance
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* remove asteroid code from demo
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*
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* 68 4/02/98 5:11p Mike
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* Quick out of asteroid code if none present.
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*
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* 67 4/02/98 1:34p Mike
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* Minor difficulty balance, made a bit easier.
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*
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* 66 4/02/98 1:29p Andsager
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*
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* 65 4/01/98 5:34p John
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* Made only the used POFs page in for a level. Reduced some interp
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* arrays. Made custom detail level work differently.
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*
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* 64 3/31/98 5:11p John
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* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
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* bunch of debug stuff out of player file. Made model code be able to
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* unload models and malloc out only however many models are needed.
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*
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* 63 3/30/98 4:02p John
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* Made machines with < 32 MB of RAM use every other frame of certain
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* bitmaps. Put in code to keep track of how much RAM we've malloc'd.
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*
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* 62 3/30/98 2:38p Mike
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* Add asteroid_density to detail level support.
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* No force explosion damage in training missions.
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* Make cargo deathrolls shorter.
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*
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* 61 3/30/98 10:07a Lawrance
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* Um, make asteroids work again.
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*
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* 60 3/29/98 12:55a Lawrance
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* Get demo build working with limited set of data.
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*
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* 59 3/26/98 9:19a Lawrance
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* Support multiple asteroid pofs
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*
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* 58 3/25/98 3:44p Andsager
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* Fixed bug in asteroid_sub_create, where last_pos field was invalid in
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* its creation frame but needed for collision in that frame.
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*
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* 57 3/25/98 2:03p Sandeep
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* Remove "f" from top of file.
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*
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* 56 3/25/98 1:50p Mike
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* Asteroid destruction (sm1-06a) balancing.
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*
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* 55 3/25/98 10:43a Andsager
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* Hack for ship_asteroid collisions when erroneous relative_vel >150
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*
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* 54 3/23/98 12:20p Andsager
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* Enable collision from rotation in ship_debris and ship_debris
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* collisions.
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*
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* 53 3/22/98 4:09p Andsager
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* Make moment of inertia based on model.
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*
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* 52 3/21/98 3:33p Lawrance
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* When asteroid collides with an escort ship, make the sound carry
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* farther
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*
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* 51 3/19/98 12:09p John
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* Fixed a bug using 6 characters. r_heavy was using local coordinates
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* instead of world so all asteroid-ship and debris-ship hitpos's were in
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* the wrong spot. Ok, I rearreanged some code to make it clearer also.
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*
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* 50 3/17/98 5:55p Lawrance
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* Support object linked sounds for asteroids.
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*
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* 49 3/17/98 3:44p Mike
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* Make asteroids-thrown-at-target not only happen when an asteroid wraps.
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*
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* 48 3/17/98 9:53a Lawrance
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* Asteroid area effect only affect ships
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*
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* 47 3/17/98 9:25a Allender
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* some minor asteroid changes for multiplayer
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*
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* 46 3/17/98 12:16a Allender
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* asteroids in multiplayer -- minor problems with position being correct
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*
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* 45 3/14/98 1:44p Mike
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* Todolist items 3365..3368. Make child asteroids collide properly.
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* Make asteroid throwing less bunchy, toss asteroids earlier, make
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* facing-ness not break mission balance.
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*
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* 44 3/13/98 9:06a John
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* Made missile thrusters use a different min dist for scaling. Made
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* missilies not use lighting.
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*
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* 43 3/12/98 4:01p Lawrance
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* Only show warning brackets for cruiser/capital ships on the same team
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*
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* $NoKeywords: $
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*/
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#include "asteroid/asteroid.h"
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#include "object/object.h"
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#include "object/objcollide.h"
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#include "freespace2/freespace.h"
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#include "io/timer.h"
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#include "render/3d.h"
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#include "fireball/fireballs.h"
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#include "gamesnd/gamesnd.h"
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#include "particle/particle.h"
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#include "globalincs/linklist.h"
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#include "hud/hud.h"
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#include "hud/hudescort.h"
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#include "hud/hudgauges.h"
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#include "ship/shiphit.h"
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#include "math/staticrand.h"
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#include "globalincs/systemvars.h"
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#include "localization/localize.h"
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#include "stats/scoring.h"
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#include "hud/hudtarget.h"
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#include "weapon/weapon.h"
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#include "ship/ship.h"
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#include "parse/parselo.h"
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#include "math/vecmat.h"
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#include "model/model.h"
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#include "species_defs/species_defs.h"
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#include "iff_defs/iff_defs.h"
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#include "network/multiutil.h"
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#include "network/multimsgs.h"
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#include "network/multi.h"
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#include "parse/scripting.h"
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#include <vector>
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//WMC - we want asteroid ability with demo!!
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//#ifndef FS2_DEMO
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#define ASTEROID_OBJ_USED (1<<0) // flag used in asteroid_obj struct
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#define MAX_ASTEROID_OBJS MAX_ASTEROIDS // max number of asteroids tracked in asteroid list
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asteroid_obj Asteroid_objs[MAX_ASTEROID_OBJS]; // array used to store asteroid object indexes
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asteroid_obj Asteroid_obj_list; // head of linked list of asteroid_obj structs
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// used for randomly generating debris type when there are multiple sizes.
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#define SMALL_DEBRIS_WEIGHT 8
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#define MEDIUM_DEBRIS_WEIGHT 4
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#define LARGE_DEBRIS_WEIGHT 1
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int Asteroids_enabled = 1;
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int Num_asteroids = 0;
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int Asteroid_throw_objnum = -1; // Object index of ship to throw asteroids at.
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int Next_asteroid_throw;
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std::vector<asteroid_info> Asteroid_info;
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asteroid Asteroids[MAX_ASTEROIDS];
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asteroid_field Asteroid_field;
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static int Asteroid_impact_explosion_ani;
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static float Asteroid_impact_explosion_radius;
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#define ASTEROID_CHECK_WRAP_TIMESTAMP 2000 // how often an asteroid gets checked for wrapping
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#define ASTEROID_UPDATE_COLLIDE_TIMESTAMP 2000 // how often asteroid is checked for impending collisions with escort ships
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#define ASTEROID_MIN_COLLIDE_TIME 24 // time in seconds to check for asteroid colliding
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// Force updating of pair stuff for asteroid *objp.
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void asteroid_update_collide(object *objp)
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{
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// Asteroid has wrapped, update collide objnum and flags
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Asteroids[objp->instance].collide_objnum = -1;
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Asteroids[objp->instance].collide_objsig = -1;
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OBJ_RECALC_PAIRS(objp);
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}
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// Clear out the Asteroid_obj_list
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//
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void asteroid_obj_list_init()
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{
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int i;
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list_init(&Asteroid_obj_list);
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for ( i = 0; i < MAX_ASTEROID_OBJS; i++ ) {
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Asteroid_objs[i].flags = 0;
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}
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}
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// ---------------------------------------------------
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// asteroid_obj_list_add()
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//
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// Function to add a node from the Asteroid_obj_list. Only
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// called from weapon_create()
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int asteroid_obj_list_add(int objnum)
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{
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int index;
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asteroid *cur_asteroid = &Asteroids[Objects[objnum].instance];
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index = cur_asteroid - Asteroids;
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Assert(index >= 0 && index < MAX_ASTEROID_OBJS);
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Assert(!Asteroid_objs[index].flags & ASTEROID_OBJ_USED);
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Asteroid_objs[index].flags = 0;
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Asteroid_objs[index].objnum = objnum;
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list_append(&Asteroid_obj_list, &Asteroid_objs[index]);
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Asteroid_objs[index].flags |= ASTEROID_OBJ_USED;
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return index;
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}
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// ---------------------------------------------------
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// missle_obj_list_remove()
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//
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// Function to remove a node from the Asteroid_obj_list. Only
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// called from weapon_delete()
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void asteroid_obj_list_remove(object * obj)
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{
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int index = obj->instance;
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Assert(index >= 0 && index < MAX_ASTEROID_OBJS);
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Assert(Asteroid_objs[index].flags & ASTEROID_OBJ_USED);
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list_remove(&Asteroid_obj_list, &Asteroid_objs[index]);
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Asteroid_objs[index].flags = 0;
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}
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// Prevent speed from getting too huge so it's hard to catch up to an asteroid.
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float asteroid_cap_speed(int asteroid_info_index, float speed)
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{
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float max, double_max;
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Assert( asteroid_info_index < (int)Asteroid_info.size() );
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max = Asteroid_info[asteroid_info_index].max_speed;
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double_max = max * 2;
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while (speed > double_max){
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speed *= 0.5f;
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}
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if (speed > max){
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speed *= 0.75f;
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}
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return speed;
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}
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// Returns whether position is inside inner bounding volume
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// sum together the following: 1 inside x, 2 inside y, 4 inside z
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// inside only when sum = 7
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int asteroid_in_inner_bound_with_axes(asteroid_field *asfieldp, vec3d *pos, float delta)
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{
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Assert(asfieldp->has_inner_bound);
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int rval = 0;
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if ( (pos->xyz.x > asfieldp->inner_min_bound.xyz.x - delta) && (pos->xyz.x < asfieldp->inner_max_bound.xyz.x + delta) ) {
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rval += 1;
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}
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if ( (pos->xyz.y > asfieldp->inner_min_bound.xyz.y - delta) && (pos->xyz.y < asfieldp->inner_max_bound.xyz.y + delta) ) {
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rval += 2;
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}
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if ( (pos->xyz.z > asfieldp->inner_min_bound.xyz.z - delta) && (pos->xyz.z < asfieldp->inner_max_bound.xyz.z + delta) ) {
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rval += 4;
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}
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return rval;
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}
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// check if asteroid is within inner bound
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// return 0 if not inside or no inner bound, 1 if inside inner bound
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int asteroid_in_inner_bound(asteroid_field *asfieldp, vec3d *pos, float delta) {
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if (!asfieldp->has_inner_bound) {
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return 0;
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}
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return (asteroid_in_inner_bound_with_axes(asfieldp, pos, delta) == 7);
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}
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// repositions asteroid outside the inner box on all 3 axes
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// moves to the other side of the inner box a distance delta from edge of box
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void inner_bound_pos_fixup(asteroid_field *asfieldp, vec3d *pos)
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{
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if (!asteroid_in_inner_bound(asfieldp, pos, 0)) {
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return;
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}
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float dist1, dist2;
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int axis;
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for (axis=0; axis<3; axis++) {
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dist1 = pos->a1d[axis] - asfieldp->inner_min_bound.a1d[axis];
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dist2 = asfieldp->inner_max_bound.a1d[axis] - pos->a1d[axis];
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Assert(dist1 >= 0 && dist2 >= 0);
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if (dist1 < dist2) {
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pos->a1d[axis] = asfieldp->inner_max_bound.a1d[axis] + dist1;
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} else {
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pos->a1d[axis] = asfieldp->inner_min_bound.a1d[axis] - dist2;
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}
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}
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}
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// Create a single asteroid
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object *asteroid_create(asteroid_field *asfieldp, int asteroid_type, int asteroid_subtype)
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{
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int n, objnum;
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matrix orient;
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object *objp;
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asteroid *asp;
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asteroid_info *asip;
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vec3d pos, delta_bound;
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angles angs;
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float radius;
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ushort signature;
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int rand_base;
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// bogus
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if(asfieldp == NULL) {
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return NULL;
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}
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for (n=0; n<MAX_ASTEROIDS; n++) {
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if (!(Asteroids[n].flags & AF_USED)) {
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break;
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}
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}
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if (n >= MAX_ASTEROIDS) {
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nprintf(("Warning","Could not create asteroid, no more slots left\n"));
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return NULL;
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}
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if((asteroid_type < 0) || (asteroid_type >= (((int)Species_info.size() + 1) * NUM_DEBRIS_SIZES))) {
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return NULL;
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}
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if((asteroid_subtype < 0) || (asteroid_subtype >= NUM_DEBRIS_POFS)) {
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return NULL;
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}
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// HACK: multiplayer asteroid subtype always 0 to keep subtype in sync
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if ( Game_mode & GM_MULTIPLAYER) {
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asteroid_subtype = 0;
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}
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asip = &Asteroid_info[asteroid_type];
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// bogus
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if(asip->modelp[asteroid_subtype] == NULL) {
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return NULL;
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}
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asp = &Asteroids[n];
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asp->asteroid_type = asteroid_type;
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asp->asteroid_subtype = asteroid_subtype;
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asp->flags = 0;
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asp->flags |= AF_USED;
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asp->check_for_wrap = timestamp_rand(0, ASTEROID_CHECK_WRAP_TIMESTAMP);
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asp->check_for_collide = timestamp_rand(0, ASTEROID_UPDATE_COLLIDE_TIMESTAMP);
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asp->final_death_time = timestamp(-1);
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asp->collide_objnum = -1;
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asp->collide_objsig = -1;
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asp->target_objnum = -1;
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radius = model_get_radius(asip->model_num[asteroid_subtype]);
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vm_vec_sub(&delta_bound, &asfieldp->max_bound, &asfieldp->min_bound);
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// for multiplayer, we want to do a static_rand so that everything behaves the same on all machines
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signature = 0;
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rand_base = 0;
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if ( Game_mode & GM_NORMAL ) {
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pos.xyz.x = asfieldp->min_bound.xyz.x + delta_bound.xyz.x * frand();
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pos.xyz.y = asfieldp->min_bound.xyz.y + delta_bound.xyz.y * frand();
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pos.xyz.z = asfieldp->min_bound.xyz.z + delta_bound.xyz.z * frand();
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inner_bound_pos_fixup(asfieldp, &pos);
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// vm_set_identity(&orient);
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angs.p = frand() * PI2;
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angs.b = frand() * PI2;
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angs.h = frand() * PI2;
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} else {
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signature = multi_assign_network_signature( MULTI_SIG_ASTEROID );
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rand_base = signature;
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pos.xyz.x = asfieldp->min_bound.xyz.x + delta_bound.xyz.x * static_randf( rand_base++ );
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pos.xyz.y = asfieldp->min_bound.xyz.y + delta_bound.xyz.y * static_randf( rand_base++ );
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pos.xyz.z = asfieldp->min_bound.xyz.z + delta_bound.xyz.z * static_randf( rand_base++ );
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inner_bound_pos_fixup(asfieldp, &pos);
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// vm_set_identity(&orient);
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angs.p = static_randf( rand_base++ ) * PI2;
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angs.b = static_randf( rand_base++ ) * PI2;
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angs.h = static_randf( rand_base++ ) * PI2;
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}
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vm_angles_2_matrix(&orient, &angs);
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objnum = obj_create( OBJ_ASTEROID, -1, n, &orient, &pos, radius, OF_RENDERS | OF_PHYSICS | OF_COLLIDES);
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// mprintf(("Framecount: %d asteroid create: obj = %d\n", Framecount, objnum));
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if ( (objnum == -1) || (objnum >= MAX_OBJECTS) ) {
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mprintf(("Couldn't create asteroid -- out of object slots\n"));
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return NULL;
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}
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asp->objnum = objnum;
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// Add to Asteroid_used_list
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asteroid_obj_list_add(objnum);
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objp = &Objects[objnum];
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if ( Game_mode & GM_MULTIPLAYER ){
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objp->net_signature = signature;
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}
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Num_asteroids++;
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if (radius < 1.0) {
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radius = 1.0f;
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}
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vec3d rotvel;
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if ( Game_mode & GM_NORMAL ) {
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vm_vec_rand_vec_quick(&rotvel);
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vm_vec_scale(&rotvel, frand()/4.0f + 0.1f);
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objp->phys_info.rotvel = rotvel;
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vm_vec_rand_vec_quick(&objp->phys_info.vel);
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} else {
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static_randvec( rand_base++, &rotvel );
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vm_vec_scale(&rotvel, static_randf(rand_base++)/4.0f + 0.1f);
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objp->phys_info.rotvel = rotvel;
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static_randvec( rand_base++, &objp->phys_info.vel );
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}
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float speed;
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if ( Game_mode & GM_NORMAL ) {
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speed = asteroid_cap_speed(asteroid_type, asfieldp->speed*frand_range(0.5f + (float) Game_skill_level/NUM_SKILL_LEVELS, 2.0f + (float) (2*Game_skill_level)/NUM_SKILL_LEVELS));
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} else {
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speed = asteroid_cap_speed(asteroid_type, asfieldp->speed*static_randf_range(rand_base++, 0.5f + (float) Game_skill_level/NUM_SKILL_LEVELS, 2.0f + (float) (2*Game_skill_level)/NUM_SKILL_LEVELS));
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}
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vm_vec_scale(&objp->phys_info.vel, speed);
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objp->phys_info.desired_vel = objp->phys_info.vel;
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// blow out his reverse thrusters. Or drag, same thing.
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objp->phys_info.rotdamp = 10000.0f;
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objp->phys_info.side_slip_time_const = 10000.0f;
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objp->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
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// Fill in the max_vel field, so the collision pair stuff knows
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// how fast this can move maximum in order to throw out collisions.
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// This is in local coordinates, so Z is forward velocity.
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objp->phys_info.max_vel.xyz.x = 0.0f;
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objp->phys_info.max_vel.xyz.y = 0.0f;
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objp->phys_info.max_vel.xyz.z = vm_vec_mag(&objp->phys_info.desired_vel);
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objp->phys_info.mass = asip->modelp[asteroid_subtype]->rad * 700.0f;
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objp->phys_info.I_body_inv.vec.rvec.xyz.x = 1.0f / (objp->phys_info.mass*asip->modelp[asteroid_subtype]->rad);
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objp->phys_info.I_body_inv.vec.uvec.xyz.y = objp->phys_info.I_body_inv.vec.rvec.xyz.x;
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objp->phys_info.I_body_inv.vec.fvec.xyz.z = objp->phys_info.I_body_inv.vec.rvec.xyz.x;
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objp->hull_strength = asip->initial_asteroid_strength * (0.8f + (float)Game_skill_level/NUM_SKILL_LEVELS)/2.0f;
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// ensure vel is valid
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Assert( !vm_is_vec_nan(&objp->phys_info.vel) );
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// assign a persistant sound to the asteroid
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// obj_snd_assign(objnum, SND_ASTEROID);
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return objp;
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}
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// Create asteroids when parent_objp blows up.
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void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec)
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{
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object *new_objp;
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float speed;
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Assert(parent_objp->type == OBJ_ASTEROID);
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int subtype = Asteroids[parent_objp->instance].asteroid_subtype;
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new_objp = asteroid_create(&Asteroid_field, asteroid_type, subtype);
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if (new_objp == NULL)
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return;
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if ( MULTIPLAYER_MASTER ){
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send_asteroid_create( new_objp, parent_objp, asteroid_type, relvec );
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}
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// Now, bash some values.
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vm_vec_scale_add(&new_objp->pos, &parent_objp->pos, relvec, 0.5f * parent_objp->radius);
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float parent_speed = vm_vec_mag_quick(&parent_objp->phys_info.vel);
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if ( parent_speed < 0.1f ) {
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parent_speed = vm_vec_mag_quick(&Asteroid_field.vel);
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}
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new_objp->phys_info.vel = parent_objp->phys_info.vel;
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if ( Game_mode & GM_NORMAL )
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speed = asteroid_cap_speed(asteroid_type, (frand() + 2.0f) * parent_speed);
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else
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speed = asteroid_cap_speed(asteroid_type, (static_randf(new_objp->net_signature)+2.0f) * parent_speed);
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vm_vec_scale_add2(&new_objp->phys_info.vel, relvec, speed);
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if (vm_vec_mag_quick(&new_objp->phys_info.vel) > 80.0f)
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vm_vec_scale(&new_objp->phys_info.vel, 0.5f);
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new_objp->phys_info.desired_vel = new_objp->phys_info.vel;
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vm_vec_scale_add(&new_objp->last_pos, &new_objp->pos, &new_objp->phys_info.vel, -flFrametime);
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// DA: 4/22/98 We get next line for free when new object (in obj_create_list) is merged.
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// this line gives too many collision pairs.
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// asteroid_update_collide(new_objp);
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}
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// Load in an asteroid model
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void asteroid_load(int asteroid_info_index, int asteroid_subtype)
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{
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asteroid_info *asip;
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// int pof_index;
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Assert( asteroid_info_index < (int)Asteroid_info.size() );
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Assert( asteroid_subtype < NUM_DEBRIS_POFS );
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if ( (asteroid_info_index >= (int)Asteroid_info.size()) || (asteroid_subtype >= NUM_DEBRIS_POFS) ) {
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return;
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}
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asip = &Asteroid_info[asteroid_info_index];
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// pick one of MAX_ASTEROID_POFS models
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// LOAD ALL TEXTURES USED
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// static int asteroid_pof_index = rand() % MAX_ASTEROID_POFS;
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// if (Asteroid_field.debris_genre == DG_ASTEROID) {
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// pof_index = asteroid_pof_index;
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// } else {
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// // only 1 pof for ship debris type
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// pof_index = 0;
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// }
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if ( !VALID_FNAME(asip->pof_files[asteroid_subtype]) )
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return;
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asip->model_num[asteroid_subtype] = model_load( asip->pof_files[asteroid_subtype], 0, NULL );
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if (asip->model_num[asteroid_subtype] > -1) {
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asip->modelp[asteroid_subtype] = model_get(asip->model_num[asteroid_subtype]);
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// Stuff detail level distances.
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for (int i = 0; i < asip->num_detail_levels; i++) {
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asip->modelp[asteroid_subtype]->detail_depth[i] = i2fl(asip->detail_distance[i]);
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}
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}
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}
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// randomly choose a debris model within the current group
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int get_debris_from_same_group(int index) {
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int group_base, group_offset;
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group_base = (index / NUM_DEBRIS_SIZES) * NUM_DEBRIS_SIZES;
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group_offset = index - group_base;
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// group base + offset
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// offset is formed by adding 1 or 2 (since 3 in model group) and mapping back in the 0-2 range
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return group_base + ((group_offset + rand()%(NUM_DEBRIS_SIZES-1) + 1) % NUM_DEBRIS_SIZES);
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}
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// returns a weight that depends on asteroid size.
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// the weight is then used to determine the frequencty of different sizes of ship debris
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int get_debris_weight(int ship_debris_index)
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{
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int size = ship_debris_index % NUM_DEBRIS_SIZES;
|
|
switch (size)
|
|
{
|
|
case ASTEROID_TYPE_SMALL:
|
|
return SMALL_DEBRIS_WEIGHT;
|
|
|
|
case ASTEROID_TYPE_MEDIUM:
|
|
return MEDIUM_DEBRIS_WEIGHT;
|
|
|
|
case ASTEROID_TYPE_LARGE:
|
|
return LARGE_DEBRIS_WEIGHT;
|
|
|
|
default:
|
|
Int3();
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// Create all the asteroids for the mission, called from
|
|
void asteroid_create_all()
|
|
{
|
|
int i, idx;
|
|
|
|
// ship_debris_odds_table keeps track of debris type of the next debris piece
|
|
// each different type (size) of debris piece has a diffenent weight, smaller weighted more heavily than larger.
|
|
// choose next type from table ship_debris_odds_table by rand()%max_weighted_range,
|
|
// the threshold *below* which the debris type is selected.
|
|
struct {
|
|
int random_threshold;
|
|
int debris_type;
|
|
} ship_debris_odds_table[MAX_ACTIVE_DEBRIS_TYPES];
|
|
|
|
int max_weighted_range = 0;
|
|
|
|
if (!Asteroids_enabled)
|
|
return;
|
|
|
|
if (Asteroid_field.num_initial_asteroids <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
int max_asteroids = Asteroid_field.num_initial_asteroids; // * (1.0f - 0.1f*(MAX_DETAIL_LEVEL-Detail.asteroid_density)));
|
|
|
|
int num_debris_types = 0;
|
|
|
|
// get number of ship debris types
|
|
if (Asteroid_field.debris_genre == DG_SHIP) {
|
|
for (idx=0; idx<MAX_ACTIVE_DEBRIS_TYPES; idx++) {
|
|
if (Asteroid_field.field_debris_type[idx] != -1) {
|
|
num_debris_types++;
|
|
}
|
|
}
|
|
|
|
// Calculate the odds table
|
|
for (idx=0; idx<num_debris_types; idx++) {
|
|
int debris_weight = get_debris_weight(Asteroid_field.field_debris_type[idx]);
|
|
ship_debris_odds_table[idx].random_threshold = max_weighted_range + debris_weight;
|
|
ship_debris_odds_table[idx].debris_type = Asteroid_field.field_debris_type[idx];
|
|
max_weighted_range += debris_weight;
|
|
}
|
|
}
|
|
|
|
// Load Asteroid/ship models
|
|
if (Asteroid_field.debris_genre == DG_SHIP) {
|
|
for (idx=0; idx<num_debris_types; idx++) {
|
|
asteroid_load(Asteroid_field.field_debris_type[idx], 0);
|
|
}
|
|
} else {
|
|
if (Asteroid_field.field_debris_type[0] != -1) {
|
|
asteroid_load(ASTEROID_TYPE_SMALL, 0);
|
|
asteroid_load(ASTEROID_TYPE_MEDIUM, 0);
|
|
asteroid_load(ASTEROID_TYPE_LARGE, 0);
|
|
}
|
|
|
|
if (Asteroid_field.field_debris_type[1] != -1) {
|
|
asteroid_load(ASTEROID_TYPE_SMALL, 1);
|
|
asteroid_load(ASTEROID_TYPE_MEDIUM, 1);
|
|
asteroid_load(ASTEROID_TYPE_LARGE, 1);
|
|
}
|
|
|
|
if (Asteroid_field.field_debris_type[2] != -1) {
|
|
asteroid_load(ASTEROID_TYPE_SMALL, 2);
|
|
asteroid_load(ASTEROID_TYPE_MEDIUM, 2);
|
|
asteroid_load(ASTEROID_TYPE_LARGE, 2);
|
|
}
|
|
}
|
|
|
|
// load all the asteroid/debris pieces
|
|
for (i=0; i<max_asteroids; i++) {
|
|
if (Asteroid_field.debris_genre == DG_ASTEROID) {
|
|
// For asteroid, load only large asteroids
|
|
|
|
// get a valid subtype
|
|
int subtype = rand() % NUM_DEBRIS_POFS;
|
|
while (Asteroid_field.field_debris_type[subtype] == -1) {
|
|
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
|
|
}
|
|
|
|
asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
|
|
} else {
|
|
Assert(num_debris_types > 0);
|
|
|
|
int rand_choice = rand() % max_weighted_range;
|
|
|
|
for (idx=0; idx<MAX_ACTIVE_DEBRIS_TYPES; idx++) {
|
|
// for ship debris, choose type according to odds table
|
|
if (rand_choice < ship_debris_odds_table[idx].random_threshold) {
|
|
asteroid_create(&Asteroid_field, ship_debris_odds_table[idx].debris_type, 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Init asteriod system for the level, called from game_level_init()
|
|
void asteroid_level_init()
|
|
{
|
|
Asteroid_field.num_initial_asteroids=0;
|
|
Num_asteroids = 0;
|
|
Next_asteroid_throw = timestamp(1);
|
|
asteroid_obj_list_init();
|
|
}
|
|
|
|
// return !0 if asteroid should be wrapped, 0 otherwise. Multiplayer clients will always return
|
|
// 0 from this function. We will force a wrap on the clients when server tells us
|
|
int asteroid_should_wrap(object *objp, asteroid_field *asfieldp)
|
|
{
|
|
if ( MULTIPLAYER_CLIENT )
|
|
return 0;
|
|
|
|
if (objp->pos.xyz.x < asfieldp->min_bound.xyz.x) {
|
|
return 1;
|
|
}
|
|
|
|
if (objp->pos.xyz.y < asfieldp->min_bound.xyz.y) {
|
|
return 1;
|
|
}
|
|
|
|
if (objp->pos.xyz.z < asfieldp->min_bound.xyz.z) {
|
|
return 1;
|
|
}
|
|
|
|
if (objp->pos.xyz.x > asfieldp->max_bound.xyz.x) {
|
|
return 1;
|
|
}
|
|
|
|
if (objp->pos.xyz.y > asfieldp->max_bound.xyz.y) {
|
|
return 1;
|
|
}
|
|
|
|
if (objp->pos.xyz.z > asfieldp->max_bound.xyz.z) {
|
|
return 1;
|
|
}
|
|
|
|
// check against inner bound
|
|
if (asfieldp->has_inner_bound) {
|
|
if ( (objp->pos.xyz.x > asfieldp->inner_min_bound.xyz.x) && (objp->pos.xyz.x < asfieldp->inner_max_bound.xyz.x)
|
|
&& (objp->pos.xyz.y > asfieldp->inner_min_bound.xyz.y) && (objp->pos.xyz.y < asfieldp->inner_max_bound.xyz.y)
|
|
&& (objp->pos.xyz.z > asfieldp->inner_min_bound.xyz.z) && (objp->pos.xyz.z < asfieldp->inner_max_bound.xyz.z) ) {
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Wrap an asteroid from one end of the asteroid field to the other
|
|
void asteroid_wrap_pos(object *objp, asteroid_field *asfieldp)
|
|
{
|
|
if (objp->pos.xyz.x < asfieldp->min_bound.xyz.x) {
|
|
objp->pos.xyz.x = asfieldp->max_bound.xyz.x + (objp->pos.xyz.x - asfieldp->min_bound.xyz.x);
|
|
}
|
|
|
|
if (objp->pos.xyz.y < asfieldp->min_bound.xyz.y) {
|
|
objp->pos.xyz.y = asfieldp->max_bound.xyz.y + (objp->pos.xyz.y - asfieldp->min_bound.xyz.y);
|
|
}
|
|
|
|
if (objp->pos.xyz.z < asfieldp->min_bound.xyz.z) {
|
|
objp->pos.xyz.z = asfieldp->max_bound.xyz.z + (objp->pos.xyz.z - asfieldp->min_bound.xyz.z);
|
|
}
|
|
|
|
if (objp->pos.xyz.x > asfieldp->max_bound.xyz.x) {
|
|
objp->pos.xyz.x = asfieldp->min_bound.xyz.x + (objp->pos.xyz.x - asfieldp->max_bound.xyz.x);
|
|
}
|
|
|
|
if (objp->pos.xyz.y > asfieldp->max_bound.xyz.y) {
|
|
objp->pos.xyz.y = asfieldp->min_bound.xyz.y + (objp->pos.xyz.y - asfieldp->max_bound.xyz.y);
|
|
}
|
|
|
|
if (objp->pos.xyz.z > asfieldp->max_bound.xyz.z) {
|
|
objp->pos.xyz.z = asfieldp->min_bound.xyz.z + (objp->pos.xyz.z - asfieldp->max_bound.xyz.z);
|
|
}
|
|
|
|
// wrap on inner bound, check all 3 axes as needed, use of rand ok for multiplayer with send_asteroid_throw()
|
|
inner_bound_pos_fixup(asfieldp, &objp->pos);
|
|
|
|
}
|
|
|
|
|
|
// return !0 if this asteroid is a target for any ship, otherwise return 0
|
|
int asteroid_is_targeted(object *objp)
|
|
{
|
|
ship_obj *so;
|
|
object *ship_objp;
|
|
int asteroid_obj_index;
|
|
|
|
asteroid_obj_index=OBJ_INDEX(objp);
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
ship_objp = &Objects[so->objnum];
|
|
if ( Ai_info[Ships[ship_objp->instance].ai_index].target_objnum == asteroid_obj_index ) {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Create an asteroid that will hit object *objp in delta_time seconds
|
|
void asteroid_aim_at_target(object *objp, object *asteroid_objp, float delta_time)
|
|
{
|
|
vec3d predicted_center_pos;
|
|
vec3d rand_vec;
|
|
float speed;
|
|
|
|
vm_vec_scale_add(&predicted_center_pos, &objp->pos, &objp->phys_info.vel, delta_time);
|
|
vm_vec_rand_vec_quick(&rand_vec);
|
|
vm_vec_scale_add2(&predicted_center_pos, &rand_vec, objp->radius/2.0f);
|
|
|
|
vm_vec_add2(&rand_vec, &objp->orient.vec.fvec);
|
|
if (vm_vec_mag_quick(&rand_vec) < 0.1f)
|
|
vm_vec_add2(&rand_vec, &objp->orient.vec.rvec);
|
|
vm_vec_normalize(&rand_vec);
|
|
|
|
speed = Asteroid_info[0].max_speed * (frand()/2.0f + 0.5f);
|
|
|
|
vm_vec_copy_scale(&asteroid_objp->phys_info.vel, &rand_vec, -speed);
|
|
asteroid_objp->phys_info.desired_vel = asteroid_objp->phys_info.vel;
|
|
vm_vec_scale_add(&asteroid_objp->pos, &predicted_center_pos, &asteroid_objp->phys_info.vel, -delta_time);
|
|
vm_vec_scale_add(&asteroid_objp->last_pos, &asteroid_objp->pos, &asteroid_objp->phys_info.vel, -flFrametime);
|
|
}
|
|
|
|
// Call once per frame to maybe throw an asteroid at a ship.
|
|
// "count" asteroids already targeted on
|
|
void maybe_throw_asteroid(int count)
|
|
{
|
|
if (!timestamp_elapsed(Next_asteroid_throw)) {
|
|
return;
|
|
}
|
|
|
|
if (Asteroid_throw_objnum == -1) {
|
|
return;
|
|
}
|
|
|
|
nprintf(("AI", "Incoming asteroids: %i\n", count));
|
|
|
|
if (count > The_mission.ai_profile->max_incoming_asteroids[Game_skill_level])
|
|
return;
|
|
|
|
Next_asteroid_throw = timestamp(1000 + 1200 * count/(Game_skill_level+1));
|
|
|
|
ship_obj *so;
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
object *A = &Objects[so->objnum];
|
|
if (so->objnum == Asteroid_throw_objnum) {
|
|
int subtype = rand() % NUM_DEBRIS_POFS;
|
|
while (Asteroid_field.field_debris_type[subtype] == -1) {
|
|
subtype = (subtype + 1) % NUM_DEBRIS_POFS;
|
|
}
|
|
object *objp = asteroid_create(&Asteroid_field, ASTEROID_TYPE_LARGE, subtype);
|
|
if (objp != NULL) {
|
|
asteroid_aim_at_target(A, objp, ASTEROID_MIN_COLLIDE_TIME + frand() * 20.0f);
|
|
|
|
// if asteroid is inside inner bound, kill it
|
|
if (asteroid_in_inner_bound(&Asteroid_field, &objp->pos, 0.0f)) {
|
|
objp->flags |= OF_SHOULD_BE_DEAD;
|
|
} else {
|
|
Asteroids[objp->instance].target_objnum = so->objnum;
|
|
// DA: 4/22/98 We get next line for free when new object (in obj_create_list) is merged.
|
|
// this line gives too many collision pairs.
|
|
// asteroid_update_collide(objp);
|
|
|
|
if ( MULTIPLAYER_MASTER ) {
|
|
send_asteroid_throw( objp );
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void asteroid_delete( object * obj )
|
|
{
|
|
int num;
|
|
asteroid *asp;
|
|
|
|
num = obj->instance;
|
|
Assert( Asteroids[num].objnum == OBJ_INDEX(obj));
|
|
|
|
asp = &Asteroids[num];
|
|
|
|
Assert( Num_asteroids >= 0 );
|
|
|
|
asp->flags = 0;
|
|
Num_asteroids--;
|
|
|
|
// Delete asteroid from Asteroid_used_list
|
|
asteroid_obj_list_remove( obj );
|
|
}
|
|
|
|
// See if we should reposition the asteroid. Only reposition if oustide the bounding volume and
|
|
// the player isn't looking towards the asteroid.
|
|
void asteroid_maybe_reposition(object *objp, asteroid_field *asfieldp)
|
|
{
|
|
// passive field does not wrap
|
|
if (asfieldp->field_type == FT_PASSIVE) {
|
|
return;
|
|
}
|
|
|
|
if ( asteroid_should_wrap(objp, asfieldp) ) {
|
|
vec3d vec_to_asteroid, old_asteroid_pos, old_vel;
|
|
float dot, dist;
|
|
|
|
old_asteroid_pos = objp->pos;
|
|
old_vel = objp->phys_info.vel;
|
|
|
|
//nprintf(("AI", "Frame %i, reposition #%i\n", Framecount, objp-Objects));
|
|
|
|
// don't wrap asteroid if it is a target of some ship
|
|
if ( !asteroid_is_targeted(objp) ) {
|
|
|
|
// only wrap if player won't see asteroid disappear/reverse direction
|
|
dist = vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
|
|
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
|
|
|
|
if ((dot < 0.7f) || (dist > 3000.0f)) {
|
|
if (Num_asteroids > MAX_ASTEROIDS-10) {
|
|
objp->flags |= OF_SHOULD_BE_DEAD;
|
|
} else {
|
|
// check to ensure player won't see asteroid appear either
|
|
asteroid_wrap_pos(objp, asfieldp);
|
|
Asteroids[objp->instance].target_objnum = -1;
|
|
|
|
vm_vec_normalized_dir(&vec_to_asteroid, &objp->pos, &Eye_position);
|
|
dot = vm_vec_dot(&Eye_matrix.vec.fvec, &vec_to_asteroid);
|
|
dist = vm_vec_dist_quick(&objp->pos, &Eye_position);
|
|
|
|
if (( dot > 0.7f) && (dist < 3000.0f)) {
|
|
// player would see asteroid pop out other side, so reverse velocity instead of wrapping
|
|
objp->pos = old_asteroid_pos;
|
|
vm_vec_copy_scale(&objp->phys_info.vel, &old_vel, -1.0f);
|
|
objp->phys_info.desired_vel = objp->phys_info.vel;
|
|
Asteroids[objp->instance].target_objnum = -1;
|
|
}
|
|
|
|
// update last pos (after vel is known)
|
|
vm_vec_scale_add(&objp->last_pos, &objp->pos, &objp->phys_info.vel, -flFrametime);
|
|
|
|
asteroid_update_collide(objp);
|
|
|
|
if ( MULTIPLAYER_MASTER )
|
|
send_asteroid_throw( objp );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void lerp(float *goal, float f1, float f2, float scale)
|
|
{
|
|
*goal = (f2 - f1) * scale + f1;
|
|
}
|
|
|
|
void asteroid_process_pre( object *objp, float frame_time)
|
|
{
|
|
if (Asteroids_enabled) {
|
|
// vec3d *v, *vv;
|
|
|
|
// v = &objp->phys_info.vel;
|
|
// vv = &objp->phys_info.desired_vel;
|
|
|
|
//nprintf(("AI", "Frm %i: Obj #%2i: Hull: %5.1f Vel: %5.1f %5.1f %5.1f Des: %5.1f %5.1f %5.1f\n", Framecount, objp-Objects, objp->hull_strength, v->xyz.x, v->xyz.y, v->xyz.z, vv->xyz.x, vv->xyz.y, vv->xyz.z));
|
|
|
|
// Make vel chase desired_vel
|
|
lerp(&objp->phys_info.vel.xyz.x, objp->phys_info.vel.xyz.x, objp->phys_info.desired_vel.xyz.x, flFrametime);
|
|
lerp(&objp->phys_info.vel.xyz.y, objp->phys_info.vel.xyz.y, objp->phys_info.desired_vel.xyz.y, flFrametime);
|
|
lerp(&objp->phys_info.vel.xyz.z, objp->phys_info.vel.xyz.z, objp->phys_info.desired_vel.xyz.z, flFrametime);
|
|
}
|
|
}
|
|
|
|
int asteroid_check_collision(object *pasteroid, object *other_obj, vec3d *hitpos, collision_info_struct *asteroid_hit_info)
|
|
{
|
|
if (!Asteroids_enabled) {
|
|
return 0;
|
|
}
|
|
|
|
mc_info mc;
|
|
int num, asteroid_subtype;
|
|
|
|
Assert( pasteroid->type == OBJ_ASTEROID );
|
|
|
|
num = pasteroid->instance;
|
|
Assert( num >= 0 );
|
|
|
|
Assert( Asteroids[num].objnum == OBJ_INDEX(pasteroid));
|
|
asteroid_subtype = Asteroids[num].asteroid_subtype;
|
|
|
|
// asteroid_hit_info NULL -- asteroid-weapon collision
|
|
if ( asteroid_hit_info == NULL ) {
|
|
// asteroid weapon collision
|
|
Assert( other_obj->type == OBJ_WEAPON );
|
|
mc.model_num = Asteroid_info[Asteroids[num].asteroid_type].model_num[asteroid_subtype]; // Fill in the model to check
|
|
model_clear_instance( mc.model_num );
|
|
mc.orient = &pasteroid->orient; // The object's orient
|
|
mc.pos = &pasteroid->pos; // The object's position
|
|
mc.p0 = &other_obj->last_pos; // Point 1 of ray to check
|
|
mc.p1 = &other_obj->pos; // Point 2 of ray to check
|
|
mc.flags = (MC_CHECK_MODEL);
|
|
|
|
if (model_collide(&mc))
|
|
*hitpos = mc.hit_point_world;
|
|
|
|
return mc.num_hits;
|
|
}
|
|
|
|
// asteroid ship collision -- use asteroid_hit_info to calculate physics
|
|
object *ship_obj = other_obj;
|
|
Assert( ship_obj->type == OBJ_SHIP );
|
|
|
|
object* heavy = asteroid_hit_info->heavy;
|
|
object* light = asteroid_hit_info->light;
|
|
object *heavy_obj = heavy;
|
|
object *light_obj = light;
|
|
|
|
vec3d zero, p0, p1;
|
|
vm_vec_zero( &zero );
|
|
vm_vec_sub( &p0, &light->last_pos, &heavy->last_pos );
|
|
vm_vec_sub( &p1, &light->pos, &heavy->pos );
|
|
|
|
mc.pos = &zero; // The object's position
|
|
mc.p0 = &p0; // Point 1 of ray to check
|
|
mc.p1 = &p1; // Point 2 of ray to check
|
|
|
|
// find the light object's position in the heavy object's reference frame at last frame and also in this frame.
|
|
vec3d p0_temp, p0_rotated;
|
|
|
|
// Collision detection from rotation enabled if at rotaion is less than 30 degree in frame
|
|
// This should account for all ships
|
|
if ( (vm_vec_mag_squared( &heavy->phys_info.rotvel ) * flFrametime*flFrametime) < (PI*PI/36) ) {
|
|
// collide_rotate calculate (1) start position and (2) relative velocity
|
|
asteroid_hit_info->collide_rotate = 1;
|
|
vm_vec_rotate( &p0_temp, &p0, &heavy->last_orient );
|
|
vm_vec_unrotate( &p0_rotated, &p0_temp, &heavy->orient );
|
|
mc.p0 = &p0_rotated; // Point 1 of ray to check
|
|
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &p1, &p0_rotated );
|
|
vm_vec_scale( &asteroid_hit_info->light_rel_vel, 1/flFrametime );
|
|
// HACK - this applies to big ships warping in/out of asteroid fields - not sure what it does
|
|
if (vm_vec_mag(&asteroid_hit_info->light_rel_vel) > 300) {
|
|
// nprintf(("Physics", "Asteroid type %d\n", Asteroids[asteroid_hit_info->light->instance].type));
|
|
asteroid_hit_info->collide_rotate = 0;
|
|
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel );
|
|
}
|
|
} else {
|
|
asteroid_hit_info->collide_rotate = 0;
|
|
vm_vec_sub( &asteroid_hit_info->light_rel_vel, &light->phys_info.vel, &heavy->phys_info.vel );
|
|
}
|
|
|
|
int mc_ret_val = 0;
|
|
|
|
if ( asteroid_hit_info->heavy == ship_obj ) { // ship is heavier, so asteroid is sphere. Check sphere collision against ship poly model
|
|
mc.model_num = Ship_info[Ships[ship_obj->instance].ship_info_index].model_num; // Fill in the model to check
|
|
mc.orient = &ship_obj->orient; // The object's orient
|
|
mc.radius = pasteroid->radius;
|
|
mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
|
|
|
|
// copy important data
|
|
int copy_flags = mc.flags; // make a copy of start end positions of sphere in big ship RF
|
|
vec3d copy_p0, copy_p1;
|
|
copy_p0 = *mc.p0;
|
|
copy_p1 = *mc.p1;
|
|
|
|
// first test against the sphere - if this fails then don't do any submodel tests
|
|
mc.flags = MC_ONLY_SPHERE | MC_CHECK_SPHERELINE;
|
|
|
|
int submodel_list[MAX_ROTATING_SUBMODELS];
|
|
int num_rotating_submodels = 0;
|
|
polymodel *pm;
|
|
|
|
ship_model_start(ship_obj);
|
|
|
|
if (model_collide(&mc)) {
|
|
|
|
// Set earliest hit time
|
|
asteroid_hit_info->hit_time = FLT_MAX;
|
|
|
|
// Do collision the cool new way
|
|
if ( asteroid_hit_info->collide_rotate ) {
|
|
// We collide with the sphere, find the list of rotating submodels and test one at a time
|
|
model_get_rotating_submodel_list(submodel_list, &num_rotating_submodels, heavy_obj);
|
|
|
|
// Get polymodel and turn off all rotating submodels, collide against only 1 at a time.
|
|
pm = model_get(Ship_info[Ships[heavy_obj->instance].ship_info_index].model_num);
|
|
|
|
// turn off all rotating submodels and test for collision
|
|
int i;
|
|
for (i=0; i<num_rotating_submodels; i++) {
|
|
pm->submodel[submodel_list[i]].blown_off = 1;
|
|
}
|
|
|
|
// reset flags to check MC_CHECK_MODEL | MC_CHECK_SPHERELINE and maybe MC_CHECK_INVISIBLE_FACES and MC_SUBMODEL_INSTANCE
|
|
mc.flags = copy_flags | MC_SUBMODEL_INSTANCE;
|
|
|
|
|
|
// check each submodel in turn
|
|
for (i=0; i<num_rotating_submodels; i++) {
|
|
// turn on submodel for collision test
|
|
pm->submodel[submodel_list[i]].blown_off = 0;
|
|
|
|
// set angles for last frame (need to set to prev to get p0)
|
|
angles copy_angles = pm->submodel[submodel_list[i]].angs;
|
|
|
|
// find the start and end positions of the sphere in submodel RF
|
|
pm->submodel[submodel_list[i]].angs = pm->submodel[submodel_list[i]].sii->prev_angs;
|
|
world_find_model_point(&p0, &light_obj->last_pos, pm, submodel_list[i], &heavy_obj->last_orient, &heavy_obj->last_pos);
|
|
|
|
pm->submodel[submodel_list[i]].angs = copy_angles;
|
|
world_find_model_point(&p1, &light_obj->pos, pm, submodel_list[i], &heavy_obj->orient, &heavy_obj->pos);
|
|
|
|
mc.p0 = &p0;
|
|
mc.p1 = &p1;
|
|
// mc.pos = zero // in submodel RF
|
|
|
|
mc.orient = &vmd_identity_matrix;
|
|
mc.submodel_num = submodel_list[i];
|
|
|
|
if ( model_collide(&mc) ) {
|
|
if ( mc.hit_dist < asteroid_hit_info->hit_time ) {
|
|
mc_ret_val = 1;
|
|
|
|
// set up asteroid_hit_info common
|
|
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_ROT_HIT);
|
|
|
|
// set up asteroid_hit_info for rotating submodel
|
|
if (asteroid_hit_info->edge_hit == 0) {
|
|
model_find_obj_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
|
|
}
|
|
|
|
// find position in submodel RF of light object at collison
|
|
vec3d int_light_pos, diff;
|
|
vm_vec_sub(&diff, mc.p1, mc.p0);
|
|
vm_vec_scale_add(&int_light_pos, mc.p0, &diff, mc.hit_dist);
|
|
model_find_world_point(&asteroid_hit_info->light_collision_cm_pos, &int_light_pos, mc.model_num, mc.hit_submodel, &heavy_obj->orient, &zero);
|
|
}
|
|
}
|
|
// Don't look at this submodel again
|
|
pm->submodel[submodel_list[i]].blown_off = 1;
|
|
}
|
|
|
|
}
|
|
|
|
// Recover and do usual ship_ship collision, but without rotating submodels
|
|
mc.flags = copy_flags;
|
|
*mc.p0 = copy_p0;
|
|
*mc.p1 = copy_p1;
|
|
mc.orient = &heavy_obj->orient;
|
|
|
|
// usual ship_ship collision test
|
|
if ( model_collide(&mc) ) {
|
|
// check if this is the earliest hit
|
|
if (mc.hit_dist < asteroid_hit_info->hit_time) {
|
|
mc_ret_val = 1;
|
|
|
|
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
|
|
|
|
// get collision normal if not edge hit
|
|
if (asteroid_hit_info->edge_hit == 0) {
|
|
model_find_obj_dir(&asteroid_hit_info->collision_normal, &mc.hit_normal, heavy_obj, mc.hit_submodel);
|
|
}
|
|
|
|
// find position in submodel RF of light object at collison
|
|
vec3d diff;
|
|
vm_vec_sub(&diff, mc.p1, mc.p0);
|
|
vm_vec_scale_add(&asteroid_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
|
|
|
|
}
|
|
}
|
|
|
|
ship_model_stop( ship_obj );
|
|
}
|
|
|
|
} else {
|
|
// Asteroid is heavier obj
|
|
mc.model_num = Asteroid_info[Asteroids[num].asteroid_type].model_num[asteroid_subtype]; // Fill in the model to check
|
|
model_clear_instance( mc.model_num );
|
|
mc.orient = &pasteroid->orient; // The object's orient
|
|
mc.radius = model_get_core_radius(Ship_info[Ships[ship_obj->instance].ship_info_index].model_num);
|
|
|
|
// check for collision between asteroid model and ship sphere
|
|
mc.flags = (MC_CHECK_MODEL | MC_CHECK_SPHERELINE);
|
|
|
|
mc_ret_val = model_collide(&mc);
|
|
|
|
if (mc_ret_val) {
|
|
set_hit_struct_info(asteroid_hit_info, &mc, SUBMODEL_NO_ROT_HIT);
|
|
|
|
// set normal if not edge hit
|
|
if ( !asteroid_hit_info->edge_hit ) {
|
|
vm_vec_unrotate(&asteroid_hit_info->collision_normal, &mc.hit_normal, &heavy->orient);
|
|
}
|
|
|
|
// find position in submodel RF of light object at collison
|
|
vec3d diff;
|
|
vm_vec_sub(&diff, mc.p1, mc.p0);
|
|
vm_vec_scale_add(&asteroid_hit_info->light_collision_cm_pos, mc.p0, &diff, mc.hit_dist);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
if ( mc_ret_val ) {
|
|
|
|
// SET PHYSICS PARAMETERS
|
|
// already have (hitpos - heavy) and light_cm_pos
|
|
// get heavy cm pos - already have light_cm_pos
|
|
asteroid_hit_info->heavy_collision_cm_pos = zero;
|
|
|
|
// get r_heavy and r_light
|
|
asteroid_hit_info->r_heavy = asteroid_hit_info->hit_pos;
|
|
vm_vec_sub(&asteroid_hit_info->r_light, &asteroid_hit_info->hit_pos, &asteroid_hit_info->light_collision_cm_pos);
|
|
|
|
// set normal for edge hit
|
|
if ( asteroid_hit_info->edge_hit ) {
|
|
vm_vec_copy_normalize(&asteroid_hit_info->collision_normal, &asteroid_hit_info->r_light);
|
|
vm_vec_negate(&asteroid_hit_info->collision_normal);
|
|
}
|
|
|
|
// get world hitpos
|
|
vm_vec_add(hitpos, &asteroid_hit_info->heavy->pos, &asteroid_hit_info->r_heavy);
|
|
|
|
return 1;
|
|
} else {
|
|
// no hit
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void asteroid_render(object * obj)
|
|
{
|
|
if (Asteroids_enabled) {
|
|
int num;
|
|
polymodel *pm;
|
|
asteroid *asp;
|
|
|
|
pm = NULL;
|
|
num = obj->instance;
|
|
|
|
Assert((num >= 0) && (num < MAX_ASTEROIDS));
|
|
asp = &Asteroids[num];
|
|
|
|
Assert( asp->flags & AF_USED );
|
|
|
|
model_clear_instance( Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype]);
|
|
model_render(Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype], &obj->orient, &obj->pos, MR_NORMAL|MR_IS_ASTEROID, OBJ_INDEX(obj) ); // Replace MR_NORMAL with 0x07 for big yellow blobs
|
|
}
|
|
}
|
|
|
|
// Create a normalized vector generally in the direction from *hitpos to other_obj->pos
|
|
void asc_get_relvec(vec3d *relvec, object *other_obj, vec3d *hitpos)
|
|
{
|
|
vec3d tvec, rand_vec;
|
|
int count = 0;
|
|
|
|
vm_vec_normalized_dir(&tvec, &other_obj->pos, hitpos);
|
|
|
|
// Try up to three times to get a good vector.
|
|
while (count++ < 3) {
|
|
vm_vec_rand_vec_quick(&rand_vec);
|
|
vm_vec_add(relvec, &tvec, &rand_vec);
|
|
float mag = vm_vec_mag_quick(relvec);
|
|
if ((mag > 0.2f) && (mag < 1.7f))
|
|
break;
|
|
}
|
|
|
|
vm_vec_normalize_quick(relvec);
|
|
}
|
|
|
|
// return multiplier on asteroid radius for fireball
|
|
float asteroid_get_fireball_scale_multiplier(int num)
|
|
{
|
|
if (Asteroids[num].flags & AF_USED) {
|
|
|
|
switch(Asteroids[num].asteroid_type) {
|
|
case ASTEROID_TYPE_LARGE:
|
|
return 1.5f;
|
|
break;
|
|
|
|
default:
|
|
return 1.0f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Int3(); // this should not happen. asteroid should be used.
|
|
return 1.0f;
|
|
}
|
|
|
|
|
|
// create asteroid explosion
|
|
// exit: expected time for explosion anim to last, in seconds
|
|
float asteroid_create_explosion(object *objp)
|
|
{
|
|
int fireball_objnum;
|
|
float explosion_life, fireball_scale_multiplier;
|
|
|
|
fireball_scale_multiplier = asteroid_get_fireball_scale_multiplier(objp->instance);
|
|
|
|
fireball_objnum = fireball_create( &objp->pos, FIREBALL_ASTEROID, OBJ_INDEX(objp), objp->radius*fireball_scale_multiplier, 0, &objp->phys_info.vel );
|
|
if ( fireball_objnum > -1 ) {
|
|
explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
|
|
} else {
|
|
explosion_life = 0.0f;
|
|
}
|
|
|
|
return explosion_life;
|
|
}
|
|
|
|
// play sound when asteroid explodes
|
|
void asteriod_explode_sound(object *objp, int type, int play_loud)
|
|
{
|
|
int sound_index = -1;
|
|
float range_factor = 1.0f; // how many times sound should traver farther than normal
|
|
|
|
if (type % NUM_DEBRIS_SIZES <= 1)
|
|
{
|
|
sound_index = SND_ASTEROID_EXPLODE_SMALL;
|
|
range_factor = 5.0;
|
|
}
|
|
else
|
|
{
|
|
sound_index = SND_ASTEROID_EXPLODE_LARGE;
|
|
range_factor = 10.0f;
|
|
}
|
|
|
|
Assert(sound_index != -1);
|
|
|
|
if ( !play_loud ) {
|
|
range_factor = 1.0f;
|
|
}
|
|
|
|
snd_play_3d( &Snds[sound_index], &objp->pos, &Eye_position, objp->radius, NULL, 0, 1.0f, SND_PRIORITY_MUST_PLAY, NULL, range_factor );
|
|
}
|
|
|
|
// asteroid_do_area_effect()
|
|
//
|
|
// Do the area effect for an asteroid exploding
|
|
//
|
|
// input: asteroid_objp => object pointer to asteriod causing explosion
|
|
void asteroid_do_area_effect(object *asteroid_objp)
|
|
{
|
|
object *ship_objp;
|
|
float damage, blast;
|
|
ship_obj *so;
|
|
asteroid *asp;
|
|
asteroid_info *asip;
|
|
|
|
asp = &Asteroids[asteroid_objp->instance];
|
|
asip = &Asteroid_info[asp->asteroid_type];
|
|
|
|
if ( asip->damage <= 0 ) { // do a quick out if there is no damage to apply
|
|
return;
|
|
}
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
ship_objp = &Objects[so->objnum];
|
|
|
|
// don't blast navbuoys
|
|
if ( ship_get_SIF(ship_objp->instance) & SIF_NAVBUOY ) {
|
|
continue;
|
|
}
|
|
|
|
if ( weapon_area_calc_damage(ship_objp, &asteroid_objp->pos, asip->inner_rad, asip->outer_rad, asip->blast, asip->damage, &blast, &damage, asip->outer_rad) == -1 )
|
|
continue;
|
|
|
|
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage );
|
|
weapon_area_apply_blast(NULL, ship_objp, &asteroid_objp->pos, blast, 0);
|
|
} // end for
|
|
}
|
|
|
|
// Asteroid asteroid_obj was hit.
|
|
// Apply damage. Maybe make it break into smaller asteroids.
|
|
// input: asteroid_obj => pointer to asteroid object getting hit
|
|
// other_obj => object that hit asteroid, can be NULL if asteroid hit by area effect
|
|
// hitpos => world position asteroid was hit, can be NULL if hit by area effect
|
|
// damage => amount of damage to apply to asteroid
|
|
void asteroid_hit( object * asteroid_obj, object * other_obj, vec3d * hitpos, float damage )
|
|
{
|
|
float explosion_life;
|
|
asteroid *asp;
|
|
|
|
asp = &Asteroids[asteroid_obj->instance];
|
|
|
|
if (asteroid_obj->flags & OF_SHOULD_BE_DEAD){
|
|
return;
|
|
}
|
|
|
|
if ( MULTIPLAYER_MASTER ){
|
|
send_asteroid_hit( asteroid_obj, other_obj, hitpos, damage );
|
|
}
|
|
|
|
asteroid_obj->hull_strength -= damage;
|
|
|
|
//nprintf(("AI", "Asteroid collided with %s, hull = %.2f\n", Object_type_names[other_obj->type], asteroid_obj->hull_strength));
|
|
|
|
if (asteroid_obj->hull_strength < 0.0f) {
|
|
if ( asp->final_death_time <= 0 ) {
|
|
int play_loud_collision = 0;
|
|
|
|
explosion_life = asteroid_create_explosion(asteroid_obj);
|
|
if ( asp->collide_objnum == OBJ_INDEX(other_obj) ) {
|
|
// play_loud_collision = 1;
|
|
}
|
|
asteriod_explode_sound(asteroid_obj, asp->asteroid_type, play_loud_collision);
|
|
asteroid_do_area_effect(asteroid_obj);
|
|
|
|
asp->final_death_time = timestamp( fl2i(explosion_life*1000.0f)/5 ); // Wait till 30% of vclip time before breaking the asteroid up.
|
|
if ( hitpos ) {
|
|
asp->death_hit_pos = *hitpos;
|
|
} else {
|
|
asp->death_hit_pos = asteroid_obj->pos;
|
|
// randomize hit pos a bit, otherwise we will get a NULL vector when trying to find direction to toss child asteroids
|
|
vec3d rand_vec;
|
|
vm_vec_rand_vec_quick(&rand_vec);
|
|
vm_vec_add2(&asp->death_hit_pos, &rand_vec);
|
|
}
|
|
}
|
|
} else if ( other_obj ) {
|
|
if ( other_obj->type == OBJ_WEAPON ) {
|
|
weapon_info *wip;
|
|
wip = &Weapon_info[Weapons[other_obj->instance].weapon_info_index];
|
|
// If the weapon didn't play any impact animation, play custom asteroid impact animation
|
|
if ( wip->impact_weapon_expl_index < 0 ) {
|
|
particle_create( hitpos, &vmd_zero_vector, 0.0f, Asteroid_impact_explosion_radius, PARTICLE_BITMAP, Asteroid_impact_explosion_ani );
|
|
}
|
|
}
|
|
}
|
|
|
|
// evaluate any relevant player scoring implications
|
|
scoring_eval_hit(asteroid_obj,other_obj);
|
|
}
|
|
|
|
// De-init asteroids, called from game_level_close()
|
|
void asteroid_level_close()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<MAX_ASTEROIDS; i++) {
|
|
if (Asteroids[i].flags & AF_USED) {
|
|
Asteroids[i].flags &= ~AF_USED;
|
|
Assert(Asteroids[i].objnum >=0 && Asteroids[i].objnum < MAX_OBJECTS);
|
|
Objects[Asteroids[i].objnum].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
}
|
|
|
|
Asteroid_field.num_initial_asteroids=0;
|
|
}
|
|
|
|
DCF(asteroids,"Turns asteroids on/off")
|
|
{
|
|
if ( Dc_command ) {
|
|
dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
|
|
if ( Dc_arg_type & ARG_TRUE )
|
|
Asteroids_enabled = 1;
|
|
else if ( Dc_arg_type & ARG_FALSE )
|
|
Asteroids_enabled = 0;
|
|
else if ( Dc_arg_type & ARG_NONE )
|
|
Asteroids_enabled ^= 1;
|
|
}
|
|
if ( Dc_help )
|
|
dc_printf( "Usage: asteroids [bool]\nTurns asteroid system on/off. If nothing passed, then toggles it.\n" );
|
|
|
|
if ( Dc_status )
|
|
dc_printf( "asteroids are %s\n", (Asteroids_enabled?"ON":"OFF") );
|
|
|
|
/*
|
|
if ((old_asteroids_enabled == 0) && (Asteroids_enabled == 1)) {
|
|
asteroid_init();
|
|
} else if ((old_asteroids_enabled == 1) && (Asteroids_enabled == 0)) {
|
|
asteroid_uninit();
|
|
}
|
|
*/
|
|
}
|
|
|
|
void hud_target_asteroid()
|
|
{
|
|
int i;
|
|
int start_index = 0, end_index = MAX_ASTEROIDS;
|
|
|
|
if (Player_ai->target_objnum != -1) {
|
|
if (Objects[Player_ai->target_objnum].type == OBJ_ASTEROID) {
|
|
start_index = Objects[Player_ai->target_objnum].instance+1;
|
|
end_index = start_index-1;
|
|
if (end_index < 0)
|
|
end_index = MAX_ASTEROIDS;
|
|
}
|
|
}
|
|
|
|
i = start_index;
|
|
while (i != end_index) {
|
|
if (i == MAX_ASTEROIDS)
|
|
i = 0;
|
|
|
|
if (Asteroids[i].flags & AF_USED) {
|
|
Assert(Objects[Asteroids[i].objnum].type == OBJ_ASTEROID);
|
|
set_target_objnum( Player_ai, Asteroids[i].objnum);
|
|
break;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
// Return the number of active asteroids
|
|
int asteroid_count()
|
|
{
|
|
return Num_asteroids;
|
|
}
|
|
|
|
// See if asteroid should split up. We delay splitting up to allow the explosion animation
|
|
// to play for a bit.
|
|
void asteroid_maybe_break_up(object *asteroid_obj)
|
|
{
|
|
asteroid *asp;
|
|
|
|
asp = &Asteroids[asteroid_obj->instance];
|
|
|
|
if ( timestamp_elapsed(asp->final_death_time) ) {
|
|
vec3d relvec, vfh, tvec;
|
|
|
|
Script_system.SetHookObject("Self", asteroid_obj);
|
|
if(!Script_system.IsConditionOverride(CHA_DEATH, asteroid_obj))
|
|
{
|
|
asteroid_obj->flags |= OF_SHOULD_BE_DEAD;
|
|
|
|
// multiplayer clients won't go through the following code. asteroid_sub_create will send
|
|
// a create packet to the client in the above named function
|
|
if ( !MULTIPLAYER_CLIENT ) {
|
|
// if this isn't true it's just debris, and debris doesn't break up
|
|
if (asp->asteroid_type <= ASTEROID_TYPE_LARGE)
|
|
{
|
|
switch (asp->asteroid_type) {
|
|
case ASTEROID_TYPE_SMALL:
|
|
break;
|
|
case ASTEROID_TYPE_MEDIUM:
|
|
asc_get_relvec(&relvec, asteroid_obj, &asp->death_hit_pos);
|
|
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_SMALL, &relvec);
|
|
|
|
vm_vec_normalized_dir(&vfh, &asteroid_obj->pos, &asp->death_hit_pos);
|
|
vm_vec_copy_scale(&tvec, &vfh, 2.0f);
|
|
vm_vec_sub2(&tvec, &relvec);
|
|
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_SMALL, &tvec);
|
|
|
|
break;
|
|
case ASTEROID_TYPE_LARGE:
|
|
asc_get_relvec(&relvec, asteroid_obj, &asp->death_hit_pos);
|
|
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_MEDIUM, &relvec);
|
|
|
|
vm_vec_normalized_dir(&vfh, &asteroid_obj->pos, &asp->death_hit_pos);
|
|
vm_vec_copy_scale(&tvec, &vfh, 2.0f);
|
|
vm_vec_sub2(&tvec, &relvec);
|
|
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_MEDIUM, &tvec);
|
|
|
|
while (frand() > 0.6f) {
|
|
vec3d rvec, tvec2;
|
|
vm_vec_rand_vec_quick(&rvec);
|
|
vm_vec_scale_add(&tvec2, &vfh, &rvec, 0.75f);
|
|
asteroid_sub_create(asteroid_obj, ASTEROID_TYPE_SMALL, &tvec2);
|
|
}
|
|
break;
|
|
|
|
default: // this isn't going to happen.. really
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
asp->final_death_time = timestamp(-1);
|
|
}
|
|
Script_system.RunCondition(CHA_DEATH, '\0', NULL, asteroid_obj);
|
|
Script_system.RemHookVar("Self");
|
|
}
|
|
}
|
|
|
|
int asteroid_get_random_in_cone(vec3d *pos, vec3d *dir, float ang, int danger)
|
|
{
|
|
int idx;
|
|
vec3d asteroid_dir;
|
|
|
|
// just pick the first asteroid which satisfies our condition
|
|
for(idx=0; idx<Num_asteroids; idx++){
|
|
vm_vec_sub(&asteroid_dir, &Objects[Asteroids[idx].objnum].pos, pos);
|
|
vm_vec_normalize_quick(&asteroid_dir);
|
|
|
|
// if it satisfies the condition
|
|
if(vm_vec_dot(dir, &asteroid_dir) >= ang){
|
|
return idx;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void asteroid_test_collide(object *asteroid_obj, object *ship_obj, mc_info *mc, bool lazy = false)
|
|
{
|
|
float asteroid_ray_dist;
|
|
vec3d asteroid_fvec, terminus;
|
|
|
|
// See if ray from asteroid intersects bounding box of escort ship
|
|
asteroid_ray_dist = vm_vec_mag_quick(&asteroid_obj->phys_info.desired_vel) * ASTEROID_MIN_COLLIDE_TIME;
|
|
asteroid_fvec = asteroid_obj->phys_info.desired_vel;
|
|
|
|
if(IS_VEC_NULL(&asteroid_fvec)){
|
|
terminus = asteroid_obj->pos;
|
|
} else {
|
|
vm_vec_normalize(&asteroid_fvec);
|
|
vm_vec_scale_add(&terminus, &asteroid_obj->pos, &asteroid_fvec, asteroid_ray_dist);
|
|
}
|
|
|
|
Assert(ship_obj->type == OBJ_SHIP);
|
|
|
|
ship_model_start(ship_obj);
|
|
|
|
mc->model_num = Ship_info[Ships[ship_obj->instance].ship_info_index].model_num; // Fill in the model to check
|
|
mc->orient = &ship_obj->orient; // The object's orientation
|
|
mc->pos = &ship_obj->pos; // The object's position
|
|
mc->p0 = &asteroid_obj->pos; // Point 1 of ray to check
|
|
mc->p1 = &terminus; // Point 2 of ray to check
|
|
if (lazy) {
|
|
mc->flags = MC_CHECK_MODEL | MC_ONLY_BOUND_BOX;
|
|
} else {
|
|
mc->flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
|
|
}
|
|
mc->radius = asteroid_obj->radius;
|
|
|
|
model_collide(mc);
|
|
|
|
ship_model_stop(ship_obj);
|
|
}
|
|
|
|
// Return !0 is the asteroid will collide with the escort ship within ASTEROID_MIN_COLLIDE_TIME
|
|
// seconds
|
|
int asteroid_will_collide(object *asteroid_obj, object *escort_objp)
|
|
{
|
|
mc_info mc;
|
|
|
|
asteroid_test_collide(asteroid_obj, escort_objp, &mc);
|
|
|
|
if ( !mc.num_hits ) {
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// return !0 if we should warn about asteroid hitting ship, otherwise return 0
|
|
int asteroid_valid_ship_to_warn_collide(ship *shipp)
|
|
{
|
|
if ( !(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
|
|
return 0;
|
|
}
|
|
|
|
if ( shipp->flags & (SF_DYING|SF_DEPART_WARP) ) {
|
|
return 0;
|
|
}
|
|
|
|
// Goober5000 used to be if teams were unequal and player was not traitor, but this works for allies not on your team
|
|
if ( iff_x_attacks_y(Player_ship->team, shipp->team) ) {
|
|
return 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// See if asteroid will collide with a large ship on the escort list in the next
|
|
// ASTEROID_MIN_COLLIDE_TIME seconds.
|
|
void asteroid_update_collide_flag(object *asteroid_objp)
|
|
{
|
|
int i, num_escorts, escort_objnum, will_collide=0;
|
|
ship *escort_shipp;
|
|
asteroid *asp;
|
|
|
|
asp = &Asteroids[asteroid_objp->instance];
|
|
asp->collide_objnum = -1;
|
|
asp->collide_objsig = -1;
|
|
|
|
// multiplayer dogfight
|
|
if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)){
|
|
return;
|
|
}
|
|
|
|
num_escorts = hud_escort_num_ships_on_list();
|
|
|
|
if ( num_escorts <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0; i < num_escorts; i++ ) {
|
|
escort_objnum = hud_escort_return_objnum(i);
|
|
if ( escort_objnum >= 0 ) {
|
|
escort_shipp = &Ships[Objects[escort_objnum].instance];
|
|
if ( asteroid_valid_ship_to_warn_collide(escort_shipp) ) {
|
|
will_collide = asteroid_will_collide(asteroid_objp, &Objects[escort_objnum]);
|
|
if ( will_collide ) {
|
|
asp->collide_objnum = escort_objnum;
|
|
asp->collide_objsig = Objects[escort_objnum].signature;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ensure that the collide objnum for the asteroid is still valid
|
|
void asteroid_verify_collide_objnum(asteroid *asp)
|
|
{
|
|
if ( asp->collide_objnum >= 0 ) {
|
|
if ( Objects[asp->collide_objnum].signature != asp->collide_objsig ) {
|
|
asp->collide_objnum = -1;
|
|
asp->collide_objsig = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void asteroid_process_post(object * obj, float frame_time)
|
|
{
|
|
if (Asteroids_enabled) {
|
|
int num;
|
|
num = obj->instance;
|
|
|
|
//Assert( Asteroids[num].objnum == objnum );
|
|
asteroid *asp = &Asteroids[num];
|
|
|
|
// Only wrap if active field
|
|
if (Asteroid_field.field_type == FT_ACTIVE) {
|
|
if ( timestamp_elapsed(asp->check_for_wrap) ) {
|
|
asteroid_maybe_reposition(obj, &Asteroid_field);
|
|
asp->check_for_wrap = timestamp(ASTEROID_CHECK_WRAP_TIMESTAMP);
|
|
}
|
|
}
|
|
|
|
asteroid_verify_collide_objnum(asp);
|
|
|
|
if ( timestamp_elapsed(asp->check_for_collide) ) {
|
|
asteroid_update_collide_flag(obj);
|
|
asp->check_for_collide = timestamp(ASTEROID_UPDATE_COLLIDE_TIMESTAMP);
|
|
}
|
|
|
|
asteroid_maybe_break_up(obj);
|
|
}
|
|
}
|
|
|
|
// return the object number that the asteroid is about to impact
|
|
int asteroid_collide_objnum(object *asteroid_objp)
|
|
{
|
|
return Asteroids[asteroid_objp->instance].collide_objnum;
|
|
}
|
|
|
|
// return the time until the asteroid will impact its collide_objnum
|
|
float asteroid_time_to_impact(object *asteroid_objp)
|
|
{
|
|
float time=-1.0f, total_dist, speed;
|
|
asteroid *asp;
|
|
mc_info mc;
|
|
|
|
asp = &Asteroids[asteroid_objp->instance];
|
|
|
|
if ( asp->collide_objnum < 0 ) {
|
|
return time;
|
|
}
|
|
|
|
asteroid_test_collide(asteroid_objp, &Objects[asp->collide_objnum], &mc, true);
|
|
|
|
if ( mc.num_hits ) {
|
|
total_dist = vm_vec_dist(&mc.hit_point_world, &asteroid_objp->pos) - asteroid_objp->radius;
|
|
if ( total_dist < 0 ) {
|
|
total_dist = 0.0f;
|
|
}
|
|
speed = vm_vec_mag(&asteroid_objp->phys_info.vel);
|
|
time = total_dist/speed;
|
|
}
|
|
|
|
return time;
|
|
}
|
|
|
|
// read in a single asteroid section from asteroid.tbl
|
|
void asteroid_parse_section(asteroid_info *asip)
|
|
{
|
|
required_string("$Name:");
|
|
stuff_string(asip->name, F_NAME, NAME_LENGTH);
|
|
|
|
required_string( "$POF file1:" );
|
|
stuff_string(asip->pof_files[0], F_NAME, MAX_FILENAME_LEN);
|
|
|
|
required_string( "$POF file2:" );
|
|
stuff_string(asip->pof_files[1], F_NAME, MAX_FILENAME_LEN);
|
|
|
|
if ( (stristr(asip->name,"Asteroid") != NULL) ) {
|
|
required_string( "$POF file3:" );
|
|
stuff_string(asip->pof_files[2], F_NAME, MAX_FILENAME_LEN);
|
|
}
|
|
|
|
asip->num_detail_levels = 0;
|
|
|
|
required_string("$Detail distance:");
|
|
asip->num_detail_levels = stuff_int_list(asip->detail_distance, MAX_ASTEROID_DETAIL_LEVELS, RAW_INTEGER_TYPE);
|
|
|
|
required_string("$Max Speed:");
|
|
stuff_float(&asip->max_speed);
|
|
|
|
if(optional_string("$Damage Type:")) {
|
|
char buf[NAME_LENGTH];
|
|
stuff_string(buf, F_NAME, NAME_LENGTH);
|
|
asip->damage_type_idx = damage_type_add(buf);
|
|
}
|
|
|
|
required_string("$Expl inner rad:");
|
|
stuff_float(&asip->inner_rad);
|
|
|
|
required_string("$Expl outer rad:");
|
|
stuff_float(&asip->outer_rad);
|
|
|
|
required_string("$Expl damage:");
|
|
stuff_float(&asip->damage);
|
|
|
|
required_string("$Expl blast:");
|
|
stuff_float(&asip->blast);
|
|
|
|
required_string("$Hitpoints:");
|
|
stuff_float(&asip->initial_asteroid_strength);
|
|
}
|
|
|
|
// read in data from asteroid.tbl into Asteroid_info[] array
|
|
void asteroid_parse_tbl()
|
|
{
|
|
char impact_ani_file[MAX_FILENAME_LEN];
|
|
int *asteroid_tally = NULL;
|
|
int i, rval;
|
|
|
|
// open localization
|
|
lcl_ext_open();
|
|
|
|
if ((rval = setjmp(parse_abort)) != 0) {
|
|
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "asteroid.tbl", rval));
|
|
lcl_ext_close();
|
|
return;
|
|
}
|
|
|
|
read_file_text("asteroid.tbl");
|
|
reset_parse();
|
|
|
|
required_string("#Asteroid Types");
|
|
|
|
asteroid_tally = new int[Species_info.size() + 1];
|
|
|
|
memset(asteroid_tally, 0, sizeof(int) * (Species_info.size()+1));
|
|
|
|
|
|
while (required_string_either("#End","$Name:"))
|
|
{
|
|
asteroid_info new_asteroid;
|
|
|
|
for (i = 0; i < NUM_DEBRIS_POFS; i++)
|
|
new_asteroid.model_num[i] = -1;
|
|
|
|
asteroid_parse_section( &new_asteroid );
|
|
|
|
Assert( Species_info.size() );
|
|
// sanity check for debris type sizes
|
|
for (i = Species_info.size(); i >= 0; i--) {
|
|
// must remain in proper order
|
|
// 0 - generic debris types
|
|
// > 0 - species specific debris types
|
|
if ( (i == 0) || stristr(new_asteroid.name, Species_info[i-1].species_name) ) {
|
|
Assert( asteroid_tally[i] < NUM_DEBRIS_SIZES );
|
|
|
|
if ( asteroid_tally[i] >= NUM_DEBRIS_SIZES ) {
|
|
// too many sizes specified, don't increment Num_debris_types and we'll overwrite
|
|
// the current entry with the next
|
|
break;
|
|
}
|
|
|
|
// we're safe to continue
|
|
asteroid_tally[i]++;
|
|
Asteroid_info.push_back( new_asteroid );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
required_string("#End");
|
|
|
|
Asteroid_impact_explosion_ani = -1;
|
|
required_string("$Impact Explosion:");
|
|
stuff_string(impact_ani_file, F_NAME, MAX_FILENAME_LEN);
|
|
|
|
if ( VALID_FNAME(impact_ani_file) ) {
|
|
int num_frames;
|
|
Asteroid_impact_explosion_ani = bm_load_animation( impact_ani_file, &num_frames, NULL, 1);
|
|
}
|
|
|
|
required_string("$Impact Explosion Radius:");
|
|
stuff_float(&Asteroid_impact_explosion_radius);
|
|
|
|
// close localization
|
|
lcl_ext_close();
|
|
|
|
|
|
// check for any missing info
|
|
char *errormsg = new char[75 + (Species_info.size() * (NAME_LENGTH))];
|
|
bool species_missing = false;
|
|
strcpy(errormsg, "The following species are missing debris types in asteroids.tbl:\n");
|
|
for (i = 0; i < (int)Species_info.size(); i++)
|
|
{
|
|
int idx = (i+1); // offset from generic asteroids at 0..NUM_DEBRIS_SIZES
|
|
|
|
if (asteroid_tally[idx] < NUM_DEBRIS_SIZES)
|
|
{
|
|
strcat(errormsg, Species_info[i].species_name);
|
|
strcat(errormsg, "\n");
|
|
species_missing = true;
|
|
}
|
|
}
|
|
strcat(errormsg, "\0");
|
|
|
|
if (species_missing)
|
|
{
|
|
Error(LOCATION, errormsg);
|
|
}
|
|
|
|
delete[] asteroid_tally;
|
|
delete[] errormsg;
|
|
}
|
|
|
|
// Return number of asteroids expected to collide with a ship.
|
|
int count_incident_asteroids()
|
|
{
|
|
object *asteroid_objp;
|
|
int count;
|
|
|
|
count = 0;
|
|
|
|
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
|
|
if (asteroid_objp->type == OBJ_ASTEROID ) {
|
|
asteroid *asp = &Asteroids[asteroid_objp->instance];
|
|
|
|
if ( asp->target_objnum >= 0 ) {
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
// Pick object to throw asteroids at.
|
|
// Pick any capital or big ship inside the bounds of the asteroid field.
|
|
int set_asteroid_throw_objnum()
|
|
{
|
|
if (Asteroid_field.num_initial_asteroids < 1)
|
|
return -1;
|
|
|
|
ship_obj *so;
|
|
object *ship_objp;
|
|
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
ship_objp = &Objects[so->objnum];
|
|
float radius = ship_objp->radius*2.0f;
|
|
|
|
if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP)) {
|
|
if (ship_objp->pos.xyz.x + radius > Asteroid_field.min_bound.xyz.x)
|
|
if (ship_objp->pos.xyz.y + radius > Asteroid_field.min_bound.xyz.y)
|
|
if (ship_objp->pos.xyz.z + radius > Asteroid_field.min_bound.xyz.z)
|
|
if (ship_objp->pos.xyz.x - radius < Asteroid_field.max_bound.xyz.x)
|
|
if (ship_objp->pos.xyz.y - radius < Asteroid_field.max_bound.xyz.y)
|
|
if (ship_objp->pos.xyz.z - radius < Asteroid_field.max_bound.xyz.z)
|
|
if (!asteroid_in_inner_bound(&Asteroid_field, &ship_objp->pos, radius))
|
|
return so->objnum;
|
|
}
|
|
}
|
|
return -1;
|
|
|
|
}
|
|
|
|
void asteroid_frame()
|
|
{
|
|
if (Num_asteroids < 1)
|
|
return;
|
|
|
|
// Only throw if active field
|
|
if (Asteroid_field.field_type == FT_PASSIVE) {
|
|
return;
|
|
}
|
|
|
|
Asteroid_throw_objnum = set_asteroid_throw_objnum();
|
|
|
|
maybe_throw_asteroid(count_incident_asteroids());
|
|
}
|
|
|
|
// Called once, at game start. Do any one-time initializations here
|
|
void asteroid_init()
|
|
{
|
|
asteroid_parse_tbl();
|
|
}
|
|
|
|
extern int Cmdline_targetinfo;
|
|
|
|
// Draw brackets around on-screen asteroids that are about to collide, otherwise draw an offscreen indicator
|
|
void asteroid_show_brackets()
|
|
{
|
|
vertex asteroid_vertex;
|
|
object *asteroid_objp, *player_target;
|
|
asteroid *asp;
|
|
|
|
// get pointer to player target, so we don't need to take OBJ_INDEX() of asteroid_objp to compare to target_objnum
|
|
if ( Player_ai->target_objnum >= 0 ) {
|
|
player_target = &Objects[Player_ai->target_objnum];
|
|
} else {
|
|
player_target = NULL;
|
|
}
|
|
|
|
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
|
|
if (asteroid_objp->type != OBJ_ASTEROID ) {
|
|
continue;
|
|
}
|
|
|
|
asp = &Asteroids[asteroid_objp->instance];
|
|
|
|
if ( asp->collide_objnum < 0 ) {
|
|
continue;
|
|
}
|
|
|
|
if ( asteroid_objp == player_target ) {
|
|
continue;
|
|
}
|
|
|
|
g3_rotate_vertex(&asteroid_vertex,&asteroid_objp->pos);
|
|
g3_project_vertex(&asteroid_vertex);
|
|
|
|
if (!(asteroid_vertex.flags & PF_OVERFLOW)) {
|
|
gr_set_color_fast(iff_get_color(IFF_COLOR_SELECTION, 1));
|
|
hud_show_brackets(asteroid_objp, &asteroid_vertex);
|
|
if ( Cmdline_targetinfo ) {
|
|
hud_show_lead_indicator_quick(&asteroid_objp->pos, asteroid_objp);
|
|
}
|
|
}
|
|
|
|
// if asteroid is not on screen, draw an offscreen indicator
|
|
if ( hud_gauge_active(HUD_OFFSCREEN_INDICATOR) ) {
|
|
if (asteroid_vertex.codes != 0) {
|
|
float dist;
|
|
// dist = vm_vec_dist_quick(&Player_obj->pos, &asteroid_objp->pos);
|
|
dist = hud_find_target_distance( asteroid_objp, Player_obj );
|
|
gr_set_color_fast(iff_get_color(IFF_COLOR_SELECTION, 1));
|
|
hud_draw_offscreen_indicator(&asteroid_vertex, &asteroid_objp->pos, dist);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// target the closest danger asteroid to the player
|
|
void asteroid_target_closest_danger()
|
|
{
|
|
object *asteroid_objp, *closest_asteroid_objp = NULL;
|
|
asteroid *asp;
|
|
float dist, closest_dist = 999999.0f;
|
|
|
|
for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp !=END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
|
|
if (asteroid_objp->type != OBJ_ASTEROID ) {
|
|
continue;
|
|
}
|
|
|
|
asp = &Asteroids[asteroid_objp->instance];
|
|
|
|
if ( asp->collide_objnum < 0 ) {
|
|
continue;
|
|
}
|
|
|
|
dist = vm_vec_dist_quick(&Player_obj->pos, &asteroid_objp->pos);
|
|
|
|
if ( dist < closest_dist ) {
|
|
closest_dist = dist;
|
|
closest_asteroid_objp = asteroid_objp;
|
|
}
|
|
}
|
|
|
|
if ( closest_asteroid_objp ) {
|
|
set_target_objnum( Player_ai, OBJ_INDEX(closest_asteroid_objp) );
|
|
}
|
|
}
|
|
|
|
void asteroid_page_in()
|
|
{
|
|
if (Asteroid_field.num_initial_asteroids > 0 ) {
|
|
int i, j, k;
|
|
|
|
nprintf(( "Paging", "Paging in asteroids\n" ));
|
|
|
|
|
|
// max of MAX_ACTIVE_DEBRIS_TYPES possible debris field models
|
|
for (i=0; i<MAX_ACTIVE_DEBRIS_TYPES; i++) {
|
|
asteroid_info *asip;
|
|
|
|
if (Asteroid_field.debris_genre == DG_ASTEROID) {
|
|
// asteroid
|
|
Assert(i < NUM_DEBRIS_SIZES);
|
|
asip = &Asteroid_info[i];
|
|
} else {
|
|
// ship debris - always full until empty
|
|
if (Asteroid_field.field_debris_type[i] != -1) {
|
|
asip = &Asteroid_info[Asteroid_field.field_debris_type[i]];
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
for (k=0; k<NUM_DEBRIS_POFS; k++) {
|
|
|
|
// SHIP DEBRIS - use subtype 0
|
|
if (Asteroid_field.debris_genre == DG_SHIP) {
|
|
if (k > 0) {
|
|
break;
|
|
}
|
|
} else {
|
|
// ASTEROID DEBRIS - use subtype (Asteroid_field.field_debris_type[] != -1)
|
|
if (Asteroid_field.field_debris_type[k] == -1) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (asip->model_num[k] < 0)
|
|
continue;
|
|
|
|
asip->modelp[k] = model_get(asip->model_num[k]);
|
|
|
|
// Page in textures
|
|
for (j=0; j<asip->modelp[k]->n_textures; j++ ) {
|
|
int bitmap_num = asip->modelp[k]->maps[j].base_map.original_texture;
|
|
|
|
if ( bitmap_num > -1 ) {
|
|
bm_page_in_texture( bitmap_num );
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
#else
|
|
|
|
// stubbed out functions not used in the demo
|
|
void asteroid_init() {}
|
|
void asteroid_level_init() {}
|
|
void asteroid_level_close() {}
|
|
void asteroid_create_all() {}
|
|
void asteroid_render( object *asteroid_objp ) {}
|
|
void asteroid_delete( object *asteroid_objp ) {}
|
|
void asteroid_process_pre( object *asteroid_objp, float frame_time) {}
|
|
void asteroid_process_post( object *asteroid_objp, float frame_time) {}
|
|
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info ) {return 0;}
|
|
void asteroid_hit( object *asteroid_objp, object *other_objp, vec3d *hitpos, float damage ) {}
|
|
void asteroid_save_restore(CFILE *fp) {}
|
|
int asteroid_count() {return 0;}
|
|
int asteroid_collide_objnum(object *asteroid_objp) {return 0;}
|
|
float asteroid_time_to_impact(object *asteroid_objp) {return 0.0f;}
|
|
void asteroid_show_brackets() {}
|
|
void asteroid_target_closest_danger() {}
|
|
void asteroid_page_in() {}
|
|
void asteroid_sub_create(object *parent_objp, int asteroid_type, vec3d *relvec) {}
|
|
void asteroid_frame() {}
|
|
|
|
|
|
#endif
|
|
*/
|