Files
fs2open.github.com/code/object/collidedebrisweapon.cpp
T
zookeeper 6f906561bb Fixed oversight in r10430: the $Weapon class hook condition didn't work on $Weapon Collision hooks if the other object was an asteroid.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10474 387891d4-d844-0410-90c0-e4c51a9137d3
2014-02-23 13:41:02 +10:00

141 lines
4.4 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "object/objcollide.h"
#include "object/object.h"
#include "asteroid/asteroid.h"
#include "debris/debris.h"
#include "weapon/weapon.h"
#include "math/fvi.h"
#include "parse/scripting.h"
// placeholder struct for ship_debris collisions
typedef struct ship_weapon_debris_struct {
object *ship_object;
object *debris_object;
vec3d ship_collision_cm_pos;
vec3d r_ship;
vec3d collision_normal;
int shield_hit_tri;
vec3d shield_hit_tri_point;
float impulse;
} ship_weapon_debris_struct;
/**
* Checks debris-weapon collisions.
* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_debris_weapon( obj_pair * pair )
{
vec3d hitpos;
int hit;
object *pdebris = pair->a;
object *weapon = pair->b;
Assert( pdebris->type == OBJ_DEBRIS );
Assert( weapon->type == OBJ_WEAPON );
// first check the bounding spheres of the two objects.
hit = fvi_segment_sphere(&hitpos, &weapon->last_pos, &weapon->pos, &pdebris->pos, pdebris->radius);
if (hit) {
hit = debris_check_collision(pdebris, weapon, &hitpos );
if ( !hit )
return 0;
Script_system.SetHookObjects(4, "Weapon", weapon, "Debris", pdebris, "Self",weapon, "Object", pdebris);
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, weapon);
Script_system.SetHookObjects(2, "Self",pdebris, "Object", weapon);
bool debris_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pdebris);
if(!weapon_override && !debris_override)
{
weapon_hit( weapon, pdebris, &hitpos );
debris_hit( pdebris, weapon, &hitpos, Weapon_info[Weapons[weapon->instance].weapon_info_index].damage );
}
Script_system.SetHookObjects(2, "Self",weapon, "Object", pdebris);
if(!(debris_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEDEBRIS, '\0', NULL, weapon);
Script_system.SetHookObjects(2, "Self",pdebris, "Object", weapon);
if((debris_override && !weapon_override) || (!debris_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pdebris, Weapons[weapon->instance].weapon_info_index);
Script_system.RemHookVars(4, "Weapon", "Debris", "Self","ObjectB");
return 0;
} else {
return weapon_will_never_hit( weapon, pdebris, pair );
}
}
/**
* Checks debris-weapon collisions.
* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_asteroid_weapon( obj_pair * pair )
{
if (!Asteroids_enabled)
return 0;
vec3d hitpos;
int hit;
object *pasteroid = pair->a;
object *weapon = pair->b;
Assert( pasteroid->type == OBJ_ASTEROID);
Assert( weapon->type == OBJ_WEAPON );
// first check the bounding spheres of the two objects.
hit = fvi_segment_sphere(&hitpos, &weapon->last_pos, &weapon->pos, &pasteroid->pos, pasteroid->radius);
if (hit) {
hit = asteroid_check_collision(pasteroid, weapon, &hitpos );
if ( !hit )
return 0;
Script_system.SetHookObjects(4, "Weapon", weapon, "Asteroid", pasteroid, "Self",weapon, "Object", pasteroid);
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, weapon);
Script_system.SetHookObjects(2, "Self",pasteroid, "Object", weapon);
bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pasteroid);
if(!weapon_override && !asteroid_override)
{
weapon_hit( weapon, pasteroid, &hitpos );
asteroid_hit( pasteroid, weapon, &hitpos, Weapon_info[Weapons[weapon->instance].weapon_info_index].damage );
}
Script_system.SetHookObjects(2, "Self",weapon, "Object", pasteroid);
if(!(asteroid_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, weapon);
Script_system.SetHookObjects(2, "Self",pasteroid, "Object", weapon);
if((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override))
Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pasteroid, Weapons[weapon->instance].weapon_info_index);
Script_system.RemHookVars(4, "Weapon", "Asteroid", "Self","ObjectB");
return 0;
} else {
return weapon_will_never_hit( weapon, pasteroid, pair );
}
}