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This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables. This is an updated version of #3151 to work with the latest codebase. NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
389 lines
15 KiB
C++
389 lines
15 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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#include "asteroid/asteroid.h"
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#include "debris/debris.h"
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#include "hud/hud.h"
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#include "io/timer.h"
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#include "object/objcollide.h"
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#include "object/object.h"
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#include "scripting/global_hooks.h"
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#include "scripting/scripting.h"
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#include "scripting/api/objs/vecmath.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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#include "ship/shiphit.h"
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void calculate_ship_ship_collision_physics(collision_info_struct *ship_ship_hit_info);
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/**
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* Checks debris-ship collisions.
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* @param pair obj_pair pointer to the two objects. pair->a is debris and pair->b is ship.
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* @return 1 if all future collisions between these can be ignored
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*/
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int collide_debris_ship( obj_pair * pair )
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{
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float dist;
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object *debris_objp = pair->a;
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object *ship_objp = pair->b;
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// Don't check collisions for warping out player
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if ( Player->control_mode != PCM_NORMAL ) {
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if ( ship_objp == Player_obj )
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return 0;
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}
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Assert( debris_objp->type == OBJ_DEBRIS );
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Assert( ship_objp->type == OBJ_SHIP );
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if (reject_due_collision_groups(debris_objp, ship_objp))
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return 0;
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ship* shipp = &Ships[ship_objp->instance];
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// don't check collision if it's our own debris and we are dying
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if ( (debris_objp->parent == OBJ_INDEX(ship_objp)) && (shipp->flags[Ship::Ship_Flags::Dying]) )
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return 0;
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dist = vm_vec_dist( &debris_objp->pos, &ship_objp->pos );
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if ( dist < debris_objp->radius + ship_objp->radius ) {
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int hit;
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vec3d hitpos;
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// create and initialize ship_ship_hit_info struct
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collision_info_struct debris_hit_info;
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init_collision_info_struct(&debris_hit_info);
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if ( debris_objp->phys_info.mass > ship_objp->phys_info.mass ) {
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debris_hit_info.heavy = debris_objp;
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debris_hit_info.light = ship_objp;
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} else {
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debris_hit_info.heavy = ship_objp;
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debris_hit_info.light = debris_objp;
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}
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hit = debris_check_collision(debris_objp, ship_objp, &hitpos, &debris_hit_info );
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if ( hit )
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{
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bool ship_override = false, debris_override = false;
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if (Script_system.IsActiveAction(CHA_COLLIDEDEBRIS)) {
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Script_system.SetHookObjects(4, "Self", ship_objp, "Object", debris_objp, "Ship", ship_objp, "Debris", debris_objp);
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Script_system.SetHookVar("Hitpos", 'o', scripting::api::l_Vector.Set(hitpos));
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ship_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, ship_objp, debris_objp);
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Script_system.RemHookVars({ "Self", "Object", "Ship", "Debris", "Hitpos" });
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}
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if (scripting::hooks::OnShipCollision->isActive()) {
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debris_override = scripting::hooks::OnShipCollision->isOverride(
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scripting::hook_param_list(scripting::hook_param("Self", 'o', debris_objp),
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scripting::hook_param("Object", 'o', ship_objp),
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scripting::hook_param("Ship", 'o', ship_objp),
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scripting::hook_param("Debris", 'o', debris_objp),
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scripting::hook_param("Hitpos", 'o', hitpos)),
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debris_objp, ship_objp);
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}
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if(!ship_override && !debris_override)
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{
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float ship_damage;
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float debris_damage;
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// do collision physics
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calculate_ship_ship_collision_physics( &debris_hit_info );
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if ( debris_hit_info.impulse < 0.5f )
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return 0;
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// calculate ship damage
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ship_damage = 0.005f * debris_hit_info.impulse; // Cut collision-based damage in half.
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// Decrease heavy damage by 2x.
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if (ship_damage > 5.0f)
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ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
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// calculate debris damage and set debris damage to greater or debris and ship
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// debris damage is needed since we can really whack some small debris with afterburner and not do
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// significant damage to ship but the debris goes off faster than afterburner speed.
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debris_damage = debris_hit_info.impulse/debris_objp->phys_info.mass; // ie, delta velocity of debris
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debris_damage = (debris_damage > ship_damage) ? debris_damage : ship_damage;
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// modify ship damage by debris damage multiplier
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ship_damage *= Debris[debris_objp->instance].damage_mult;
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// supercaps cap damage at 10-20% max hull ship damage
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if (Ship_info[shipp->ship_info_index].flags[Ship::Info_Flags::Supercap]) {
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float cap_percent_damage = frand_range(0.1f, 0.2f);
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ship_damage = MIN(ship_damage, cap_percent_damage * shipp->ship_max_hull_strength);
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}
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// apply damage to debris
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debris_hit( debris_objp, ship_objp, &hitpos, debris_damage); // speed => damage
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int apply_ship_damage;
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// apply damage to ship unless 1) debris is from ship
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apply_ship_damage = (ship_objp->signature != debris_objp->parent_sig);
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if ( debris_hit_info.heavy == ship_objp) {
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int quadrant_num = get_ship_quadrant_from_global(&hitpos, ship_objp);
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if (The_mission.ai_profile->flags[AI::Profile_Flags::No_shield_damage_from_ship_collisions] ||
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(ship_objp->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(ship_objp, quadrant_num) ) {
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quadrant_num = -1;
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}
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if (apply_ship_damage) {
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ship_apply_local_damage(debris_hit_info.heavy, debris_hit_info.light, &hitpos, ship_damage, Debris[debris_objp->instance].damage_type_idx, quadrant_num, CREATE_SPARKS, debris_hit_info.submodel_num);
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}
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} else {
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// don't draw sparks using sphere hit position
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if (apply_ship_damage) {
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ship_apply_local_damage(debris_hit_info.light, debris_hit_info.heavy, &hitpos, ship_damage, Debris[debris_objp->instance].damage_type_idx, MISS_SHIELDS, NO_SPARKS);
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}
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}
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// maybe print Collision on HUD
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if ( ship_objp == Player_obj ) {
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hud_start_text_flash(XSTR("Collision", 1431), 2000);
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}
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collide_ship_ship_do_sound(&hitpos, ship_objp, debris_objp, ship_objp==Player_obj);
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}
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if (Script_system.IsActiveAction(CHA_COLLIDEDEBRIS) && !(debris_override && !ship_override))
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{
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Script_system.SetHookObjects(4, "Self", ship_objp, "Object", debris_objp, "Ship", ship_objp, "Debris", debris_objp);
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Script_system.SetHookVar("Hitpos", 'o', scripting::api::l_Vector.Set(hitpos));
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Script_system.RunCondition(CHA_COLLIDEDEBRIS, ship_objp, debris_objp);
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Script_system.RemHookVars({ "Self", "Object", "Ship", "Debris", "Hitpos" });
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}
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if (scripting::hooks::OnShipCollision->isActive() && ((debris_override && !ship_override) || (!debris_override && !ship_override)))
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{
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scripting::hooks::OnShipCollision->run(
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scripting::hook_param_list(scripting::hook_param("Self", 'o', debris_objp),
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scripting::hook_param("Object", 'o', ship_objp),
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scripting::hook_param("Ship", 'o', ship_objp),
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scripting::hook_param("Debris", 'o', debris_objp),
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scripting::hook_param("Hitpos", 'o', hitpos)),
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debris_objp, ship_objp);
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}
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return 0;
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}
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} else { // Bounding spheres don't intersect, set timestamp for next collision check.
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float ship_max_speed, debris_speed;
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float time;
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if (ship_is_beginning_warpout_speedup(ship_objp)) {
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ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(ship_objp));
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} else {
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ship_max_speed = ship_get_max_speed(shipp);
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}
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ship_max_speed = MAX(ship_max_speed, 10.0f);
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ship_max_speed = MAX(ship_max_speed, ship_objp->phys_info.vel.xyz.z);
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debris_speed = debris_objp->phys_info.speed;
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time = 1000.0f * (dist - ship_objp->radius - debris_objp->radius - 10.0f) / (ship_max_speed + debris_speed); // 10.0f is a safety factor
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time -= 200.0f; // allow one frame slow frame at ~5 fps
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if (time > 100) {
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pair->next_check_time = timestamp( fl2i(time) );
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} else {
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pair->next_check_time = timestamp(0); // check next time
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}
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}
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return 0;
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}
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/**
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* Checks asteroid-ship collisions.
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* @param pair obj_pair pointer to the two objects. pair->a is asteroid and pair->b is ship.
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* @return 1 if all future collisions between these can be ignored
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*/
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int collide_asteroid_ship( obj_pair * pair )
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{
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if (!Asteroids_enabled)
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return 0;
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float dist;
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object *asteroid_objp = pair->a;
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object *ship_objp = pair->b;
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// Don't check collisions for warping out player
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if ( Player->control_mode != PCM_NORMAL ) {
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if ( ship_objp == Player_obj ) return 0;
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}
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if (asteroid_objp->hull_strength < 0.0f)
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return 0;
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Assert( asteroid_objp->type == OBJ_ASTEROID );
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Assert( ship_objp->type == OBJ_SHIP );
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dist = vm_vec_dist( &asteroid_objp->pos, &ship_objp->pos );
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ship* shipp = &Ships[ship_objp->instance];
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if ( dist < asteroid_objp->radius + ship_objp->radius ) {
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int hit;
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vec3d hitpos;
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// create and initialize ship_ship_hit_info struct
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collision_info_struct asteroid_hit_info;
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init_collision_info_struct(&asteroid_hit_info);
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if ( asteroid_objp->phys_info.mass > ship_objp->phys_info.mass ) {
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asteroid_hit_info.heavy = asteroid_objp;
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asteroid_hit_info.light = ship_objp;
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} else {
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asteroid_hit_info.heavy = ship_objp;
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asteroid_hit_info.light = asteroid_objp;
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}
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hit = asteroid_check_collision(asteroid_objp, ship_objp, &hitpos, &asteroid_hit_info );
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if ( hit )
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{
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bool ship_override = false, asteroid_override = false;
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//Scripting support (WMC)
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if (Script_system.IsActiveAction(CHA_COLLIDEASTEROID)) {
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Script_system.SetHookObjects(4, "Self", ship_objp, "Object", asteroid_objp, "Ship", ship_objp, "Asteroid", asteroid_objp);
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Script_system.SetHookVar("Hitpos", 'o', scripting::api::l_Vector.Set(hitpos));
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ship_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, ship_objp, asteroid_objp);
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Script_system.RemHookVars({ "Self", "Object", "Ship", "Asteroid", "Hitpos" });
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}
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if (scripting::hooks::OnShipCollision->isActive()) {
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asteroid_override = scripting::hooks::OnShipCollision->isOverride(
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scripting::hook_param_list(scripting::hook_param("Self", 'o', asteroid_objp),
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scripting::hook_param("Object", 'o', ship_objp),
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scripting::hook_param("Ship", 'o', ship_objp),
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scripting::hook_param("Asteroid", 'o', asteroid_objp),
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scripting::hook_param("Hitpos", 'o', hitpos)),
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asteroid_objp, ship_objp);
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}
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if(!ship_override && !asteroid_override)
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{
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float ship_damage;
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float asteroid_damage;
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vec3d asteroid_vel = asteroid_objp->phys_info.vel;
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// do collision physics
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calculate_ship_ship_collision_physics( &asteroid_hit_info );
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if ( asteroid_hit_info.impulse < 0.5f )
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return 0;
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// limit damage from impulse by making max impulse (for damage) 2*m*v_max_relative
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float max_ship_impulse = (2.0f*ship_objp->phys_info.max_vel.xyz.z+vm_vec_mag_quick(&asteroid_vel)) *
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(ship_objp->phys_info.mass*asteroid_objp->phys_info.mass) / (ship_objp->phys_info.mass + asteroid_objp->phys_info.mass);
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if (asteroid_hit_info.impulse > max_ship_impulse) {
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ship_damage = 0.001f * max_ship_impulse;
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} else {
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ship_damage = 0.001f * asteroid_hit_info.impulse; // Cut collision-based damage in half.
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}
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// Decrease heavy damage by 2x.
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if (ship_damage > 5.0f)
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ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f;
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if ((ship_damage > 500.0f) && (ship_damage > shipp->ship_max_hull_strength/8.0f)) {
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ship_damage = shipp->ship_max_hull_strength/8.0f;
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nprintf(("AI", "Pinning damage to %s from asteroid at %7.3f (%7.3f percent)\n", shipp->ship_name, ship_damage, 100.0f * ship_damage/ shipp->ship_max_hull_strength));
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}
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// Decrease damage during warp out because it's annoying when your escoree dies during warp out.
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if (Ai_info[shipp->ai_index].mode == AIM_WARP_OUT)
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ship_damage /= 3.0f;
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// calculate asteroid damage and set asteroid damage to greater or asteroid and ship
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// asteroid damage is needed since we can really whack some small asteroid with afterburner and not do
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// significant damage to ship but the asteroid goes off faster than afterburner speed.
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asteroid_damage = asteroid_hit_info.impulse/asteroid_objp->phys_info.mass; // ie, delta velocity of asteroid
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asteroid_damage = (asteroid_damage > ship_damage) ? asteroid_damage : ship_damage;
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// apply damage to asteroid
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asteroid_hit( asteroid_objp, ship_objp, &hitpos, asteroid_damage); // speed => damage
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int ast_damage_type = Asteroid_info[Asteroids[asteroid_objp->instance].asteroid_type].damage_type_idx;
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if ( asteroid_hit_info.heavy == ship_objp) {
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int quadrant_num = get_ship_quadrant_from_global(&hitpos, ship_objp);
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if (The_mission.ai_profile->flags[AI::Profile_Flags::No_shield_damage_from_ship_collisions] ||
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(ship_objp->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(ship_objp, quadrant_num) ) {
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quadrant_num = -1;
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}
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ship_apply_local_damage(asteroid_hit_info.heavy, asteroid_hit_info.light, &hitpos, ship_damage, ast_damage_type, quadrant_num, CREATE_SPARKS, asteroid_hit_info.submodel_num);
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} else {
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// don't draw sparks (using sphere hitpos)
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ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, ast_damage_type, MISS_SHIELDS, NO_SPARKS);
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}
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// maybe print Collision on HUD
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if ( ship_objp == Player_obj ) {
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hud_start_text_flash(XSTR("Collision", 1431), 2000);
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}
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collide_ship_ship_do_sound(&hitpos, ship_objp, asteroid_objp, ship_objp==Player_obj);
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}
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if (Script_system.IsActiveAction(CHA_COLLIDEASTEROID) && !(asteroid_override && !ship_override))
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{
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Script_system.SetHookObjects(4, "Self", ship_objp, "Object", asteroid_objp, "Ship", ship_objp, "Asteroid", asteroid_objp);
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Script_system.SetHookVar("Hitpos", 'o', scripting::api::l_Vector.Set(hitpos));
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Script_system.RunCondition(CHA_COLLIDEASTEROID, ship_objp, asteroid_objp);
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Script_system.RemHookVars({ "Self", "Object", "Ship", "Asteroid", "Hitpos" });
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}
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if (scripting::hooks::OnShipCollision->isActive() && ((asteroid_override && !ship_override) || (!asteroid_override && !ship_override)))
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{
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scripting::hooks::OnShipCollision->run(
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scripting::hook_param_list(scripting::hook_param("Self", 'o', asteroid_objp),
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scripting::hook_param("Object", 'o', ship_objp),
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scripting::hook_param("Ship", 'o', ship_objp),
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scripting::hook_param("Asteroid", 'o', asteroid_objp),
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scripting::hook_param("Hitpos", 'o', hitpos)),
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asteroid_objp, ship_objp);
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}
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return 0;
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}
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return 0;
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} else {
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// estimate earliest time at which pair can hit
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float asteroid_max_speed, ship_max_speed, time;
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asteroid_max_speed = vm_vec_mag(&asteroid_objp->phys_info.vel); // Asteroid... vel gets reset, not max vel.z
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asteroid_max_speed = MAX(asteroid_max_speed, 10.0f);
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if (ship_is_beginning_warpout_speedup(ship_objp)) {
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ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(ship_objp));
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} else {
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ship_max_speed = ship_get_max_speed(shipp);
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}
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ship_max_speed = MAX(ship_max_speed, 10.0f);
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ship_max_speed = MAX(ship_max_speed, ship_objp->phys_info.vel.xyz.z);
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time = 1000.0f * (dist - ship_objp->radius - asteroid_objp->radius - 10.0f) / (asteroid_max_speed + ship_max_speed); // 10.0f is a safety factor
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time -= 200.0f; // allow one frame slow frame at ~5 fps
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if (time > 100) {
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pair->next_check_time = timestamp( fl2i(time) );
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} else {
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pair->next_check_time = timestamp(0); // check next time
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}
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return 0;
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}
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}
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