// Checks debris-weapon collisions. pair->a is debris and pair->b is weapon. // Returns 1 if all future collisions between these can be ignored int collide_asteroid_weapon( obj_pair * pair ) { #if !(defined(FS2_DEMO) || defined(FS1_DEMO)) if (!Asteroids_enabled) return 0; vector 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; weapon_hit( weapon, pasteroid, &hitpos ); asteroid_hit( pasteroid, weapon, &hitpos, Weapon_info[Weapons[weapon->instance].weapon_info_index].damage ); return 0; } else { return weapon_will_never_hit( weapon, pasteroid, pair ); } #else return 0; #endif }
/** * 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, hitnormal; int hit; object *pasteroid = pair->a; object *weapon_obj = pair->b; Assert( pasteroid->type == OBJ_ASTEROID); Assert( weapon_obj->type == OBJ_WEAPON ); // first check the bounding spheres of the two objects. hit = fvi_segment_sphere(&hitpos, &weapon_obj->last_pos, &weapon_obj->pos, &pasteroid->pos, pasteroid->radius); if (hit) { hit = asteroid_check_collision(pasteroid, weapon_obj, &hitpos, NULL, &hitnormal); if ( !hit ) return 0; Script_system.SetHookObjects(4, "Weapon", weapon_obj, "Asteroid", pasteroid, "Self", weapon_obj, "Object", pasteroid); bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, weapon_obj); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", weapon_obj); bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pasteroid); if(!weapon_override && !asteroid_override) { weapon_hit( weapon_obj, pasteroid, &hitpos, -1, &hitnormal); asteroid_hit( pasteroid, weapon_obj, &hitpos, Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].damage ); } Script_system.SetHookObjects(2, "Self", weapon_obj, "Object", pasteroid); if(!(asteroid_override && !weapon_override)) Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, weapon_obj); Script_system.SetHookObjects(2, "Self", pasteroid, "Object", weapon_obj); if((asteroid_override && !weapon_override) || (!asteroid_override && !weapon_override)) Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pasteroid, Weapons[weapon_obj->instance].weapon_info_index); Script_system.RemHookVars(4, "Weapon", "Asteroid", "Self", "Object"); return 0; } else { return weapon_will_never_hit( weapon_obj, pasteroid, pair ); } }
// ------------------------------------------------------------------------------------ // shockwave_move() // // Simulate a single shockwave. If the shockwave radius exceeds outer_radius, then // delete the shockwave. // // input: ojbp => object pointer that points to shockwave object // frametime => time to simulate shockwave // void shockwave_move(object *shockwave_objp, float frametime) { shockwave *sw; object *objp; float blast,damage; int i; Assert(shockwave_objp->type == OBJ_SHOCKWAVE); Assert(shockwave_objp->instance >= 0 && shockwave_objp->instance < MAX_SHOCKWAVES); sw = &Shockwaves[shockwave_objp->instance]; // if the shockwave has a delay on it if(sw->delay_stamp != -1){ if(timestamp_elapsed(sw->delay_stamp)){ sw->delay_stamp = -1; } else { return; } } sw->time_elapsed += frametime; /* if ( sw->time_elapsed > sw->total_time ) { shockwave_objp->flags |= OF_SHOULD_BE_DEAD; } */ shockwave_set_framenum(shockwave_objp->instance); sw->radius += (frametime * sw->speed); if ( sw->radius > sw->outer_radius ) { sw->radius = sw->outer_radius; shockwave_objp->flags |= OF_SHOULD_BE_DEAD; return; } // blast ships and asteroids for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) ) { continue; } if ( objp->type == OBJ_SHIP ) { // don't blast navbuoys if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) { continue; } } // only apply damage to a ship once from a shockwave for ( i = 0; i < sw->num_objs_hit; i++ ) { if ( objp->signature == sw->obj_sig_hitlist[i] ){ break; } } if ( i < sw->num_objs_hit ){ continue; } if ( weapon_area_calc_damage(objp, &sw->pos, sw->inner_radius, sw->outer_radius, sw->blast, sw->damage, &blast, &damage, sw->radius) == -1 ){ continue; } // okay, we have damage applied, record the object signature so we don't repeatedly apply damage Assert(sw->num_objs_hit < SW_MAX_OBJS_HIT); if ( sw->num_objs_hit >= SW_MAX_OBJS_HIT) { sw->num_objs_hit--; } switch(objp->type) { case OBJ_SHIP: sw->obj_sig_hitlist[sw->num_objs_hit++] = objp->signature; ship_apply_global_damage(objp, shockwave_objp, &sw->pos, damage ); weapon_area_apply_blast(NULL, objp, &sw->pos, blast, 1); break; case OBJ_ASTEROID: asteroid_hit(objp, NULL, NULL, damage); break; default: Int3(); break; } // If this shockwave hit the player, play shockwave impact sound if ( objp == Player_obj ) { snd_play( &Snds[SND_SHOCKWAVE_IMPACT], 0.0f, MAX(0.4f, damage/Weapon_info[sw->weapon_info_index].damage) ); } } // end for }
/** * Simulate a single shockwave. If the shockwave radius exceeds outer_radius, then * delete the shockwave. * * @param shockwave_objp object pointer that points to shockwave object * @param frametime time to simulate shockwave */ void shockwave_move(object *shockwave_objp, float frametime) { shockwave *sw; object *objp; float blast,damage; int i; Assert(shockwave_objp->type == OBJ_SHOCKWAVE); Assert(shockwave_objp->instance >= 0 && shockwave_objp->instance < MAX_SHOCKWAVES); sw = &Shockwaves[shockwave_objp->instance]; // if the shockwave has a delay on it if(sw->delay_stamp != -1){ if(timestamp_elapsed(sw->delay_stamp)){ sw->delay_stamp = -1; } else { return; } } sw->time_elapsed += frametime; shockwave_set_framenum(shockwave_objp->instance); sw->radius += (frametime * sw->speed); if ( sw->radius > sw->outer_radius ) { sw->radius = sw->outer_radius; shockwave_objp->flags |= OF_SHOULD_BE_DEAD; return; } // blast ships and asteroids // And (some) weapons for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON)) { continue; } if ( objp->type == OBJ_WEAPON ) { // only apply to missiles with hitpoints weapon_info* wip = &Weapon_info[Weapons[objp->instance].weapon_info_index]; if (wip->weapon_hitpoints <= 0 || !(wip->wi_flags2 & WIF2_TAKES_SHOCKWAVE_DAMAGE)) continue; if (sw->weapon_info_index >= 0) { if (Weapon_info[sw->weapon_info_index].wi_flags2 & WIF2_CIWS) { continue; } } } if ( objp->type == OBJ_SHIP ) { // don't blast navbuoys if ( ship_get_SIF(objp->instance) & SIF_NAVBUOY ) { continue; } } // only apply damage to a ship once from a shockwave for ( i = 0; i < sw->num_objs_hit; i++ ) { if ( objp->signature == sw->obj_sig_hitlist[i] ){ break; } } if ( i < sw->num_objs_hit ){ continue; } if ( weapon_area_calc_damage(objp, &sw->pos, sw->inner_radius, sw->outer_radius, sw->blast, sw->damage, &blast, &damage, sw->radius) == -1 ){ continue; } // okay, we have damage applied, record the object signature so we don't repeatedly apply damage Assert(sw->num_objs_hit < SW_MAX_OBJS_HIT); if ( sw->num_objs_hit >= SW_MAX_OBJS_HIT) { sw->num_objs_hit--; } weapon_info* wip = NULL; switch(objp->type) { case OBJ_SHIP: sw->obj_sig_hitlist[sw->num_objs_hit++] = objp->signature; // If we're doing an AoE Electronics shockwave, do the electronics stuff. -MageKing17 if ( (sw->weapon_info_index >= 0) && (Weapon_info[sw->weapon_info_index].wi_flags3 & WIF3_AOE_ELECTRONICS) && !(objp->flags & OF_INVULNERABLE) ) { weapon_do_electronics_effect(objp, &sw->pos, sw->weapon_info_index); } ship_apply_global_damage(objp, shockwave_objp, &sw->pos, damage ); weapon_area_apply_blast(NULL, objp, &sw->pos, blast, 1); break; case OBJ_ASTEROID: asteroid_hit(objp, NULL, NULL, damage); break; case OBJ_WEAPON: wip = &Weapon_info[Weapons[objp->instance].weapon_info_index]; if (wip->armor_type_idx >= 0) damage = Armor_types[wip->armor_type_idx].GetDamage(damage, shockwave_get_damage_type_idx(shockwave_objp->instance),1.0f); objp->hull_strength -= damage; if (objp->hull_strength < 0.0f) { Weapons[objp->instance].lifeleft = 0.01f; Weapons[objp->instance].weapon_flags |= WF_DESTROYED_BY_WEAPON; } break; default: Int3(); break; } // If this shockwave hit the player, play shockwave impact sound if ( objp == Player_obj ) { float full_damage, vol_scale; if (sw->weapon_info_index >= 0) { full_damage = Weapon_info[sw->weapon_info_index].damage; } else { full_damage = sw->damage; } if (full_damage != 0.0f) { vol_scale = MAX(0.4f, damage/full_damage); } else { vol_scale = 1.0f; } snd_play( &Snds[SND_SHOCKWAVE_IMPACT], 0.0f, vol_scale ); } } // end for }
/** * Checks asteroid-ship collisions. * @param pair obj_pair pointer to the two objects. pair->a is asteroid and pair->b is ship. * @return 1 if all future collisions between these can be ignored */ int collide_asteroid_ship( obj_pair * pair ) { if (!Asteroids_enabled) return 0; float dist; object *pasteroid = pair->a; object *pship = pair->b; // Don't check collisions for warping out player if ( Player->control_mode != PCM_NORMAL ) { if ( pship == Player_obj ) return 0; } if (pasteroid->hull_strength < 0.0f) return 0; Assert( pasteroid->type == OBJ_ASTEROID ); Assert( pship->type == OBJ_SHIP ); dist = vm_vec_dist( &pasteroid->pos, &pship->pos ); if ( dist < pasteroid->radius + pship->radius ) { int hit; vec3d hitpos; // create and initialize ship_ship_hit_info struct collision_info_struct asteroid_hit_info; init_collision_info_struct(&asteroid_hit_info); if ( pasteroid->phys_info.mass > pship->phys_info.mass ) { asteroid_hit_info.heavy = pasteroid; asteroid_hit_info.light = pship; } else { asteroid_hit_info.heavy = pship; asteroid_hit_info.light = pasteroid; } hit = asteroid_check_collision(pasteroid, pship, &hitpos, &asteroid_hit_info ); if ( hit ) { //Scripting support (WMC) Script_system.SetHookObjects(4, "Ship", pship, "Asteroid", pasteroid, "Self",pship, "Object", pasteroid); bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEASTEROID, pship); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", pship); bool asteroid_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, pasteroid); if(!ship_override && !asteroid_override) { float ship_damage; float asteroid_damage; vec3d asteroid_vel = pasteroid->phys_info.vel; // do collision physics calculate_ship_ship_collision_physics( &asteroid_hit_info ); if ( asteroid_hit_info.impulse < 0.5f ) return 0; // limit damage from impulse by making max impulse (for damage) 2*m*v_max_relative float max_ship_impulse = (2.0f*pship->phys_info.max_vel.xyz.z+vm_vec_mag_quick(&asteroid_vel)) * (pship->phys_info.mass*pasteroid->phys_info.mass) / (pship->phys_info.mass + pasteroid->phys_info.mass); if (asteroid_hit_info.impulse > max_ship_impulse) { ship_damage = 0.001f * max_ship_impulse; } else { ship_damage = 0.001f * asteroid_hit_info.impulse; // Cut collision-based damage in half. } // Decrease heavy damage by 2x. if (ship_damage > 5.0f) ship_damage = 5.0f + (ship_damage - 5.0f)/2.0f; if ((ship_damage > 500.0f) && (ship_damage > Ships[pship->instance].ship_max_hull_strength/8.0f)) { ship_damage = Ships[pship->instance].ship_max_hull_strength/8.0f; nprintf(("AI", "Pinning damage to %s from asteroid at %7.3f (%7.3f percent)\n", Ships[pship->instance].ship_name, ship_damage, 100.0f * ship_damage/Ships[pship->instance].ship_max_hull_strength)); } // Decrease damage during warp out because it's annoying when your escoree dies during warp out. if (Ai_info[Ships[pship->instance].ai_index].mode == AIM_WARP_OUT) ship_damage /= 3.0f; // calculate asteroid damage and set asteroid damage to greater or asteroid and ship // asteroid damage is needed since we can really whack some small asteroid with afterburner and not do // significant damage to ship but the asteroid goes off faster than afterburner speed. asteroid_damage = asteroid_hit_info.impulse/pasteroid->phys_info.mass; // ie, delta velocity of asteroid asteroid_damage = (asteroid_damage > ship_damage) ? asteroid_damage : ship_damage; // apply damage to asteroid asteroid_hit( pasteroid, pship, &hitpos, asteroid_damage); // speed => damage //extern fix Missiontime; int quadrant_num; if ( asteroid_hit_info.heavy == pship ) { quadrant_num = get_ship_quadrant_from_global(&hitpos, pship); if ((pship->flags[Object::Object_Flags::No_shields]) || !ship_is_shield_up(pship, quadrant_num) ) { quadrant_num = -1; } ship_apply_local_damage(asteroid_hit_info.heavy, asteroid_hit_info.light, &hitpos, ship_damage, quadrant_num, CREATE_SPARKS, asteroid_hit_info.submodel_num); } else { // don't draw sparks (using sphere hitpos) ship_apply_local_damage(asteroid_hit_info.light, asteroid_hit_info.heavy, &hitpos, ship_damage, MISS_SHIELDS, NO_SPARKS); } // maybe print Collision on HUD if ( pship == Player_obj ) { hud_start_text_flash(XSTR("Collision", 1431), 2000); } collide_ship_ship_do_sound(&hitpos, pship, pasteroid, pship==Player_obj); } Script_system.SetHookObjects(2, "Self",pship, "Object", pasteroid); if(!(asteroid_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDEASTEROID, '\0', NULL, pship); Script_system.SetHookObjects(2, "Self",pasteroid, "Object", pship); if((asteroid_override && !ship_override) || (!asteroid_override && !ship_override)) Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, pasteroid); Script_system.RemHookVars(4, "Ship", "Asteroid", "Self", "Object"); return 0; } return 0; } else { // estimate earliest time at which pair can hit float asteroid_max_speed, ship_max_speed, time; ship *shipp = &Ships[pship->instance]; asteroid_max_speed = vm_vec_mag(&pasteroid->phys_info.vel); // Asteroid... vel gets reset, not max vel.z asteroid_max_speed = MAX(asteroid_max_speed, 10.0f); if (ship_is_beginning_warpout_speedup(pship)) { ship_max_speed = MAX(ship_get_max_speed(shipp), ship_get_warpout_speed(pship)); } else { ship_max_speed = ship_get_max_speed(shipp); } ship_max_speed = MAX(ship_max_speed, 10.0f); ship_max_speed = MAX(ship_max_speed, pship->phys_info.vel.xyz.z); time = 1000.0f * (dist - pship->radius - pasteroid->radius - 10.0f) / (asteroid_max_speed + ship_max_speed); // 10.0f is a safety factor time -= 200.0f; // allow one frame slow frame at ~5 fps if (time > 100) { pair->next_check_time = timestamp( fl2i(time) ); } else { pair->next_check_time = timestamp(0); // check next time } return 0; } }