// 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_debris_weapon( obj_pair * pair ) { vector 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; weapon_hit( weapon, pdebris, &hitpos ); debris_hit( pdebris, weapon, &hitpos, Weapon_info[Weapons[weapon->instance].weapon_info_index].damage ); return 0; } else { return weapon_will_never_hit( weapon, pdebris, pair ); } }
// 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 ); } }
/** * 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, hitnormal; int hit; object *pdebris = pair->a; object *weapon_obj = pair->b; Assert( pdebris->type == OBJ_DEBRIS ); 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, &pdebris->pos, pdebris->radius); if (hit) { hit = debris_check_collision(pdebris, weapon_obj, &hitpos, NULL, &hitnormal ); if ( !hit ) return 0; Script_system.SetHookObjects(4, "Weapon", weapon_obj, "Debris", pdebris, "Self", weapon_obj, "Object", pdebris); bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDEDEBRIS, weapon_obj); Script_system.SetHookObjects(2, "Self", pdebris, "Object", weapon_obj); bool debris_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, pdebris); if(!weapon_override && !debris_override) { weapon_hit( weapon_obj, pdebris, &hitpos, -1, &hitnormal ); debris_hit( pdebris, weapon_obj, &hitpos, Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].damage ); } Script_system.SetHookObjects(2, "Self", weapon_obj, "Object", pdebris); if(!(debris_override && !weapon_override)) Script_system.RunCondition(CHA_COLLIDEDEBRIS, '\0', NULL, weapon_obj); Script_system.SetHookObjects(2, "Self", pdebris, "Object", weapon_obj); if((debris_override && !weapon_override) || (!debris_override && !weapon_override)) Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, pdebris, Weapons[weapon_obj->instance].weapon_info_index); Script_system.RemHookVars(4, "Weapon", "Debris", "Self", "Object"); return 0; } else { return weapon_will_never_hit( weapon_obj, pdebris, pair ); } }
// See model.h for usage. I don't want to put the // usage here because you need to see the #defines and structures // this uses while reading the help. int model_collide(mc_info *mc_info_obj) { Mc = mc_info_obj; MONITOR_INC(NumFVI,1); Mc->num_hits = 0; // How many collisions were found Mc->shield_hit_tri = -1; // Assume we won't hit any shield polygons Mc->hit_bitmap = -1; Mc->edge_hit = 0; if ( (Mc->flags & MC_CHECK_SHIELD) && (Mc->flags & MC_CHECK_MODEL) ) { Error( LOCATION, "Checking both shield and model!\n" ); return 0; } //Fill in some global variables that all the model collide routines need internally. Mc_pm = model_get(Mc->model_num); Mc_orient = *Mc->orient; Mc_base = *Mc->pos; Mc_mag = vm_vec_dist( Mc->p0, Mc->p1 ); Mc_edge_time = FLT_MAX; if ( Mc->model_instance_num >= 0 ) { Mc_pmi = model_get_instance(Mc->model_instance_num); } else { Mc_pmi = NULL; } // DA 11/19/98 - disable this check for rotating submodels // Don't do check if for very small movement // if (Mc_mag < 0.01f) { // return 0; // } float model_radius; // How big is the model we're checking against int first_submodel; // Which submodel gets returned as hit if MC_ONLY_SPHERE specified if ( (Mc->flags & MC_SUBMODEL) || (Mc->flags & MC_SUBMODEL_INSTANCE) ) { first_submodel = Mc->submodel_num; model_radius = Mc_pm->submodel[first_submodel].rad; } else { first_submodel = Mc_pm->detail[0]; model_radius = Mc_pm->rad; } if ( Mc->flags & MC_CHECK_SPHERELINE ) { if ( Mc->radius <= 0.0f ) { Warning(LOCATION, "Attempting to collide with a sphere, but the sphere's radius is <= 0.0f!\n\n(model file is %s; submodel is %d, mc_flags are %d)", Mc_pm->filename, first_submodel, Mc->flags); return 0; } // Do a quick check on the Bounding Sphere if (fvi_segment_sphere(&Mc->hit_point_world, Mc->p0, Mc->p1, Mc->pos, model_radius+Mc->radius) ) { if ( Mc->flags & MC_ONLY_SPHERE ) { Mc->hit_point = Mc->hit_point_world; Mc->hit_submodel = first_submodel; Mc->num_hits++; return (Mc->num_hits > 0); } // continue checking polygons. } else { return 0; } } else { int r; // Do a quick check on the Bounding Sphere if ( Mc->flags & MC_CHECK_RAY ) { r = fvi_ray_sphere(&Mc->hit_point_world, Mc->p0, Mc->p1, Mc->pos, model_radius); } else { r = fvi_segment_sphere(&Mc->hit_point_world, Mc->p0, Mc->p1, Mc->pos, model_radius); } if (r) { if ( Mc->flags & MC_ONLY_SPHERE ) { Mc->hit_point = Mc->hit_point_world; Mc->hit_submodel = first_submodel; Mc->num_hits++; return (Mc->num_hits > 0); } // continue checking polygons. } else { return 0; } } if ( Mc->flags & MC_SUBMODEL ) { // Check only one subobject mc_check_subobj( Mc->submodel_num ); // Check submodel and any children } else if (Mc->flags & MC_SUBMODEL_INSTANCE) { mc_check_subobj(Mc->submodel_num); } else { // Check all the the highest detail model polygons and subobjects for intersections // Don't check it or its children if it is destroyed if (!Mc_pm->submodel[Mc_pm->detail[0]].blown_off) { mc_check_subobj( Mc_pm->detail[0] ); } } //If we found a hit, then rotate it into world coordinates if ( Mc->num_hits ) { if ( Mc->flags & MC_SUBMODEL ) { // If we're just checking one submodel, don't use normal instancing to find world points vm_vec_unrotate(&Mc->hit_point_world, &Mc->hit_point, Mc->orient); vm_vec_add2(&Mc->hit_point_world, Mc->pos); } else { if ( Mc_pmi ) { model_instance_find_world_point(&Mc->hit_point_world, &Mc->hit_point, Mc->model_instance_num, Mc->hit_submodel, Mc->orient, Mc->pos); } else { model_find_world_point(&Mc->hit_point_world, &Mc->hit_point, Mc->model_num, Mc->hit_submodel, Mc->orient, Mc->pos); } } } return Mc->num_hits; }