/** * Checks ship-weapon collisions. * @param pair obj_pair pointer to the two objects. pair->a is ship and pair->b is weapon. * @return 1 if all future collisions between these can be ignored */ int collide_ship_weapon( obj_pair * pair ) { int did_hit; object *ship = pair->a; object *weapon_obj = pair->b; Assert( ship->type == OBJ_SHIP ); Assert( weapon_obj->type == OBJ_WEAPON ); ship_info *sip = &Ship_info[Ships[ship->instance].ship_info_index]; // Don't check collisions for player if past first warpout stage. if ( Player->control_mode > PCM_WARPOUT_STAGE1) { if ( ship == Player_obj ) return 0; } if (reject_due_collision_groups(ship, weapon_obj)) return 0; // Cull lasers within big ship spheres by casting a vector forward for (1) exit sphere or (2) lifetime of laser // If it does hit, don't check the pair until about 200 ms before collision. // If it does not hit and is within error tolerance, cull the pair. if ( (sip->is_big_or_huge()) && (Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].subtype == WP_LASER) ) { // Check when within ~1.1 radii. // This allows good transition between sphere checking (leaving the laser about 200 ms from radius) and checking // within the sphere with little time between. There may be some time for "small" big ships // Note: culling ships with auto spread shields seems to waste more performance than it saves, // so we're not doing that here if ( !(sip->flags[Ship::Info_Flags::Auto_spread_shields]) && vm_vec_dist_squared(&ship->pos, &weapon_obj->pos) < (1.2f*ship->radius*ship->radius) ) { return check_inside_radius_for_big_ships( ship, weapon_obj, pair ); } } did_hit = ship_weapon_check_collision( ship, weapon_obj ); if ( !did_hit ) { // Since we didn't hit, check to see if we can disable all future collisions // between these two. return weapon_will_never_hit( weapon_obj, ship, pair ); } return 0; }
// Checks ship-weapon collisions. pair->a is ship and pair->b is weapon. // Returns 1 if all future collisions between these can be ignored int collide_ship_weapon( obj_pair * pair ) { int did_hit; object *ship = pair->a; object *weapon = pair->b; Assert( ship->type == OBJ_SHIP ); Assert( weapon->type == OBJ_WEAPON ); // Don't check collisions for player if past first warpout stage. if ( Player->control_mode > PCM_WARPOUT_STAGE1) { if ( ship == Player_obj ) return 0; } // Cull lasers within big ship spheres by casting a vector forward for (1) exit sphere or (2) lifetime of laser // If it does hit, don't check the pair until about 200 ms before collision. // If it does not hit and is within error tolerance, cull the pair. if ( (Ship_info[Ships[ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) && (Weapon_info[Weapons[weapon->instance].weapon_info_index].subtype == WP_LASER) ) { // if ( (ship->radius > 50) && (Weapon_info[Weapons[weapon->instance].weapon_info_index].subtype == WP_LASER) ) { // Check when within ~1.1 radii. // This allows good transition between sphere checking (leaving the laser about 200 ms from radius) and checking // within the sphere with little time between. There may be some time for "small" big ships if ( vm_vec_dist_squared(&ship->pos, &weapon->pos) < (1.2f*ship->radius*ship->radius) ) { return check_inside_radius_for_big_ships( ship, weapon, pair ); } } // demo_do_rand_test(); did_hit = ship_weapon_check_collision( ship, weapon ); // demo_do_rand_test(); if ( !did_hit ) { // Since we didn't hit, check to see if we can disable all future collisions // between these two. return weapon_will_never_hit( weapon, ship, pair ); } return 0; }