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There's a number of issues fixed here: * Radar blips of docked ships were the wrong colour in stage 1 * You could target docked ships in stage 1 * Docked ships thrusters were visible in stage 1 * Hyperspace warptype ship could initially appear at their warp-destination, then spring back to the correct location to complete the rest of their warpin (because a docked ship had higher speed than the dock leader) There may also be a number of other subtle bugs with docked warpin; e.g. I suspect (but haven't tested) that AI turrets could fire on docked ships during warpin These should also be fixed Lastly, fixes issue #1867
151 lines
5.8 KiB
C++
151 lines
5.8 KiB
C++
/*
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* Created by Ian "Goober5000" Warfield for the FreeSpace2 Source Code Project.
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* You may not sell or otherwise commercially exploit the source or things you
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* create based on the source.
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*/
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#ifndef _OBJECT_DOCK_H
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#define _OBJECT_DOCK_H
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#include "globalincs/globals.h"
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#include "globalincs/pstypes.h"
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class object;
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// info for each docked object
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typedef struct dock_instance {
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dock_instance *next; // next item in list
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int dockpoint_used; // index into polymodel->docking_bays[]
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object *docked_objp; // object that is docked to me
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} dock_instance;
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// class used when a function must be evaluated for all docked objects
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// (it's a class because it has a constructor)
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class dock_function_info
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{
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public:
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// Set this to true when the function should return early.
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bool early_return_condition;
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// The following were originally unions, but it became necessary to use structs
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// for certain functions that need to maintain two or more values.
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struct {
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double double_value;
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object* objp_value;
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vec3d* vecp_value;
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vec3d* vecp_value2;
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float float_value;
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int int_value;
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bool bool_value;
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char char_value;
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} parameter_variables, maintained_variables;
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// constructor to initialize everything to 0
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// (This used to memset the entire class (which at the time was a struct) to 0, but that hosed the function address table. Fortunately, by the time the constructor
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// was called, the address table wasn't needed any more! It's now revised because it's best to keep the code robust in case of future unanticipated changes.)
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dock_function_info()
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: early_return_condition(false)
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{
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memset(¶meter_variables, 0, sizeof(parameter_variables));
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memset(&maintained_variables, 0, sizeof(maintained_variables));
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}
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};
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enum axis_type
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{
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X_AXIS,
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Y_AXIS,
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Z_AXIS
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};
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// get the first object in objp's dock list
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object *dock_get_first_docked_object(object *objp);
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// check whether objp is part of a docked pair
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bool dock_check_docked_one_on_one(object *objp);
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// count objects directly docked to objp
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int dock_count_direct_docked_objects(object *objp);
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// count objects directly or indirectly docked with objp
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int dock_count_total_docked_objects(object *objp);
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// check whether other_objp is directly docked to objp
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bool dock_check_find_direct_docked_object(object *objp, object *other_objp);
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// check whether other_objp is directly or indirectly docked to objp
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bool dock_check_find_docked_object(object *objp, object *other_objp);
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// find the object occupying objp's specified dockpoint
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object *dock_find_object_at_dockpoint(object *objp, int dockpoint);
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// find objp's dockpoint being occupied by other_objp
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int dock_find_dockpoint_used_by_object(object *objp, object *other_objp);
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// calculate the local center of all docked objects (returned in dest)
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void dock_calc_docked_actual_center(vec3d *dest, object *objp);
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// calculate the local mins and maxs of all docked objects
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void dock_calc_docked_extents(vec3d *mins, vec3d *maxs, object *objp);
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// calculate the center of mass of all docked objects (returned in dest)
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// currently the game assumes the center of mass is the center of an object; this will need to
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// be fixed eventually (though this function does weight the object masses properly)
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void dock_calc_docked_center_of_mass(vec3d *dest, object *objp);
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// sum the masses of all directly or indirectly docked ships
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float dock_calc_total_docked_mass(object *objp);
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// calculate cross-sectional radius of a set of docked models
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float dock_calc_max_cross_sectional_radius_perpendicular_to_axis(object *objp, axis_type axis);
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// *insert sophomoric jokes here*
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// The semilatus rectum is analagous to the radius, but restricted to one dimension (whereas the radius
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// covers two dimensions). It is half of the latus rectum. More information can be found in Wikipedia
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// or in any math textbook. :p
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float dock_calc_max_semilatus_rectum_parallel_to_axis(object *objp, axis_type axis);
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// calculate the overall forward speed of the entire docked mass
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float dock_calc_docked_fspeed(object *objp);
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// calculate the overall speed of the entire docked mass
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float dock_calc_docked_speed(object *objp);
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// Überfunction for evaluating all objects that could possibly be docked to objp. This will
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// call "function" for each docked object. The function should store its intermediate and
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// return values in the dock_function_info class.
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void dock_evaluate_all_docked_objects(object *objp, dock_function_info *infop, void (*function)(object *, dock_function_info *));
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// moves all docked objects; called only from obj_move_all in object.cpp
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void dock_move_docked_objects(object *objp);
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// add objp1 and objp2 to each others' dock lists; currently only called by ai_do_objects_docked_stuff
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void dock_dock_objects(object *objp1, int dockpoint1, object *objp2, int dockpoint2);
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// remove objp1 and objp2 from each others' dock lists; currently only called by ai_do_objects_undocked_stuff
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void dock_undock_objects(object *objp1, object *objp2);
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/**
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* @brief Undocks everything from the given object
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* @note This is a slow method. use dock_free_dock_list() when doing object cleanup.
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* @note Currently, this function cannot be called from within ship_cleanup() [Github Issue #1177:https://github.com/scp-fs2open/fs2open.github.com/issues/1177]
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*/
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void dock_undock_all(object *objp);
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// free the entire dock list without undocking anything; should only be used on object cleanup
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void dock_free_dock_list(object *objp);
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// flag set/remove helpers required in multiple places
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void object_set_arriving_stage1_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ );
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void object_remove_arriving_stage1_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ );
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void object_set_arriving_stage2_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ );
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void object_remove_arriving_stage2_ndl_flag_helper(object *objp, dock_function_info * /*infop*/ );
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#endif // _OBJECT_DOCK_H
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