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fs2open.github.com/code/object/collideweaponweapon.cpp
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "object/objcollide.h"
#include "object/object.h"
#include "weapon/weapon.h"
#include "ship/ship.h"
#include "parse/lua.h"
#include "parse/scripting.h"
#include "freespace2/freespace.h"
// moved to ai_profiles.tbl
//#define BOMB_ARM_TIME 1.5f
// Checks weapon-weapon collisions. pair->a and pair->b are weapons.
// Returns 1 if all future collisions between these can be ignored
int collide_weapon_weapon( obj_pair * pair )
{
float A_radius, B_radius;
object *A = pair->a;
object *B = pair->b;
Assert( A->type == OBJ_WEAPON );
Assert( B->type == OBJ_WEAPON );
// Don't allow ship to shoot down its own missile.
if (A->parent_sig == B->parent_sig)
return 1;
// Only shoot down teammate's missile if not traveling in nearly same direction.
if (Weapons[A->instance].team == Weapons[B->instance].team)
if (vm_vec_dot(&A->orient.vec.fvec, &B->orient.vec.fvec) > 0.7f)
return 1;
// Ignore collisions involving a bomb if the bomb is not yet armed.
weapon *wpA, *wpB;
weapon_info *wipA, *wipB;
wpA = &Weapons[A->instance];
wpB = &Weapons[B->instance];
wipA = &Weapon_info[wpA->weapon_info_index];
wipB = &Weapon_info[wpB->weapon_info_index];
A_radius = A->radius;
B_radius = B->radius;
// UnknownPlayer : Should we even be bothering with collision detection is neither one of these is a bomb?
//WMC - Here's a reason why...scripting now!
if (wipA->weapon_hitpoints > 0) {
if (!(wipA->wi_flags2 & WIF2_HARD_TARGET_BOMB)) {
A_radius *= 2; // Makes bombs easier to hit
}
if ( (wipA->lifetime - wpA->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skill_level] )
return 0;
}
if (wipB->weapon_hitpoints > 0) {
if (!(wipB->wi_flags2 & WIF2_HARD_TARGET_BOMB)) {
B_radius *= 2; // Makes bombs easier to hit
}
if ( (wipB->lifetime - wpB->lifeleft) < The_mission.ai_profile->delay_bomb_arm_timer[Game_skill_level] )
return 0;
}
// Rats, do collision detection.
if (collide_subdivide(&A->last_pos, &A->pos, A_radius, &B->last_pos, &B->pos, B_radius))
{
Script_system.SetHookObjects(4, "Weapon", A, "WeaponB", B, "Self",A, "Object", B);
bool a_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, A);
//Should be reversed
Script_system.SetHookObjects(4, "Weapon", B, "WeaponB", A, "Self",B, "Object", A);
bool b_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, B);
if(!a_override && !b_override)
{
//Do the normal stuff if no override -C
ship *sap, *sbp;
sap = &Ships[Objects[A->parent].instance];
sbp = &Ships[Objects[B->parent].instance];
// MWA -- commented out next line because it was too long for output window on occation.
// Yes -- I should fix the output window, but I don't have time to do it now.
//nprintf(("AI", "[%s] %s's missile %i shot down by [%s] %s's laser %i\n", Iff_info[sbp->team].iff_name, sbp->ship_name, B->instance, Iff_info[sap->team].iff_name, sap->ship_name, A->instance));
if (wipA->weapon_hitpoints > 0) {
if (wipB->weapon_hitpoints > 0) { // Two bombs collide, detonate both.
Weapons[A->instance].lifeleft = 0.01f;
Weapons[B->instance].lifeleft = 0.01f;
Weapons[A->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON;
Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON;
} else {
A->hull_strength -= wipB->damage;
if (A->hull_strength < 0.0f) {
Weapons[A->instance].lifeleft = 0.01f;
Weapons[A->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON;
}
}
} else if (wipB->weapon_hitpoints > 0) {
B->hull_strength -= wipA->damage;
if (B->hull_strength < 0.0f) {
Weapons[B->instance].lifeleft = 0.01f;
Weapons[B->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON;
}
}
#ifndef NDEBUG
float dist = 0.0f;
if (Weapons[A->instance].lifeleft == 0.01f) {
dist = vm_vec_dist_quick(&A->pos, &wpA->homing_pos);
//nprintf(("AI", "Frame %i: Weapon %s shot down. Dist: %.1f, inner: %.0f, outer: %.0f\n", Framecount, wipA->name, dist, wipA->inner_radius, wipA->outer_radius));
}
if (Weapons[B->instance].lifeleft == 0.01f) {
dist = vm_vec_dist_quick(&A->pos, &wpB->homing_pos);
//nprintf(("AI", "Frame %i: Weapon %s shot down. Dist: %.1f, inner: %.0f, outer: %.0f\n", Framecount, wipB->name, dist, wipB->inner_radius, wipB->outer_radius));
}
#endif
}
if(!(b_override && !a_override))
{
Script_system.SetHookObjects(4, "Weapon", A, "WeaponB", B, "Self",A, "Object", B);
Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, A);
}
if((b_override && !a_override) || (!b_override && !a_override))
{
//SHould be reversed
Script_system.SetHookObjects(4, "Weapon", B, "WeaponB", A, "Self",B, "Object", A);
Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, B);
}
Script_system.RemHookVars(4, "Weapon", "WeaponB", "Self","ObjectB");
return 1;
}
return 0;
}