physics.c 68 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566
  1. #ifdef PRECOMPILEDHEADERS
  2. #include "TileEngine All.h"
  3. #else
  4. #include "physics.h"
  5. #include "wcheck.h"
  6. #include "timer control.h"
  7. #include "isometric utils.h"
  8. #include "los.h"
  9. #include "worldman.h"
  10. #include "event pump.h"
  11. #include "Sound Control.h"
  12. #include "soldier control.h"
  13. #include "interface.h"
  14. #include "interface items.h"
  15. #include "weapons.h"
  16. #include "explosion control.h"
  17. #include "Debug Control.h"
  18. #include "tile animation.h"
  19. #include "message.h"
  20. #include "weapons.h"
  21. #include "structure wrap.h"
  22. #include "physics.h"
  23. #include "overhead.h"
  24. #include "animation control.h"
  25. #include "text.h"
  26. #include "Random.h"
  27. #include "lighteffects.h"
  28. #include "opplist.h"
  29. #include "World Items.h"
  30. #include "environment.h"
  31. #endif
  32. #include "Campaign.h"
  33. #include "SkillCheck.h"
  34. #define NO_TEST_OBJECT 0
  35. #define TEST_OBJECT_NO_COLLISIONS 1
  36. #define TEST_OBJECT_ANY_COLLISION 2
  37. #define TEST_OBJECT_NOTWALLROOF_COLLISIONS 3
  38. #define OUTDOORS_START_ANGLE (FLOAT)( PI/4 )
  39. #define INDOORS_START_ANGLE (FLOAT)( PI/30 )
  40. //#define INDOORS_START_ANGLE (FLOAT)( 0 )
  41. #define GLAUNCHER_START_ANGLE (FLOAT)( PI/8 )
  42. #define GLAUNCHER_HIGHER_LEVEL_START_ANGLE (FLOAT)( PI/6 )
  43. #define GET_THROW_HEIGHT( l ) (INT16)( ( l * 256 ) )
  44. #define GET_SOLDIER_THROW_HEIGHT( l ) (INT16)( ( l * 256 ) + STANDING_HEIGHT )
  45. #define GET_OBJECT_LEVEL( z ) ( (INT8)( ( z + 10 ) / HEIGHT_UNITS ) )
  46. #define OBJECT_DETONATE_ON_IMPACT( o ) ( ( o->Obj.usItem == MORTAR_SHELL ) ) // && ( o->ubActionCode == THROW_ARM_ITEM || pObject->fTestObject ) )
  47. #define MAX_INTEGRATIONS 8
  48. #define TIME_MULTI 1.8
  49. //#define TIME_MULTI 2.2
  50. #define DELTA_T ( 1.0 * TIME_MULTI )
  51. #define GRAVITY ( 9.8 * 2.5 )
  52. //#define GRAVITY ( 9.8 * 2.8 )
  53. REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
  54. UINT32 guiNumObjectSlots = 0;
  55. BOOLEAN fDampingActive = FALSE;
  56. //real Kdl = (float)0.5; // LINEAR DAMPENING ( WIND RESISTANCE )
  57. real Kdl = (float)( 0.1 * TIME_MULTI ); // LINEAR DAMPENING ( WIND RESISTANCE )
  58. #define EPSILONV 0.5
  59. #define EPSILONP (real)0.01
  60. #define EPSILONPZ 3
  61. #define CALCULATE_OBJECT_MASS( m ) ( (float)( m * 2 ) )
  62. #define SCALE_VERT_VAL_TO_HORZ( f ) ( ( f / HEIGHT_UNITS ) * CELL_X_SIZE )
  63. #define SCALE_HORZ_VAL_TO_VERT( f ) ( ( f / CELL_X_SIZE ) * HEIGHT_UNITS )
  64. void SimulateObject( REAL_OBJECT *pObject, real deltaT );
  65. void CheckForObjectHittingMerc( REAL_OBJECT *pObject, UINT16 usStructureID );
  66. extern void DoGenericHit( SOLDIERTYPE *pSoldier, UINT8 ubSpecial, INT16 bDirection );
  67. BOOLEAN PhysicsUpdateLife( REAL_OBJECT *pObject, real DeltaTime );
  68. BOOLEAN PhysicsComputeForces( REAL_OBJECT *pObject );
  69. BOOLEAN PhysicsIntegrate( REAL_OBJECT *pObject, real DeltaTime );
  70. BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject );
  71. BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID );
  72. void PhysicsResolveCollision( REAL_OBJECT *pObject, vector_3 *pVelocity, vector_3 *pNormal, real CoefficientOfRestitution );
  73. void PhysicsDeleteObject( REAL_OBJECT *pObject );
  74. BOOLEAN PhysicsHandleCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID, real DeltaTime );
  75. FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees );
  76. UINT16 RandomGridFromRadius( INT16 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius );
  77. void HandleArmedObjectImpact( REAL_OBJECT *pObject );
  78. void ObjectHitWindow( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce );
  79. FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psFinalGridNo );
  80. vector_3 FindBestForceForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, INT16 sEndZ, real dzDegrees, OBJECTTYPE *pItem, INT16 *psGridNo, FLOAT *pzMagForce );
  81. INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psFinalGridNo, INT8 *pbLevel, BOOLEAN fFromUI );
  82. FLOAT CalculateSoldierMaxForce( SOLDIERTYPE *pSoldier, FLOAT dDegrees, OBJECTTYPE *pObject, BOOLEAN fArmed );
  83. BOOLEAN AttemptToCatchObject( REAL_OBJECT *pObject );
  84. BOOLEAN CheckForCatchObject( REAL_OBJECT *pObject );
  85. BOOLEAN DoCatchObject( REAL_OBJECT *pObject );
  86. BOOLEAN CheckForCatcher( REAL_OBJECT *pObject, UINT16 usStructureID );
  87. /// OBJECT POOL FUNCTIONS
  88. INT32 GetFreeObjectSlot(void)
  89. {
  90. UINT32 uiCount;
  91. for(uiCount=0; uiCount < guiNumObjectSlots; uiCount++)
  92. {
  93. if(( ObjectSlots[uiCount].fAllocated == FALSE ) )
  94. return((INT32)uiCount);
  95. }
  96. if(guiNumObjectSlots < NUM_OBJECT_SLOTS )
  97. return((INT32)guiNumObjectSlots++);
  98. return(-1);
  99. }
  100. void RecountObjectSlots(void)
  101. {
  102. INT32 uiCount;
  103. for(uiCount=guiNumObjectSlots-1; (uiCount >=0) ; uiCount--)
  104. {
  105. if( ( ObjectSlots[uiCount].fAllocated ) )
  106. {
  107. guiNumObjectSlots=(UINT32)(uiCount+1);
  108. return;
  109. }
  110. }
  111. guiNumObjectSlots = 0;
  112. }
  113. INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData )
  114. {
  115. INT32 iObjectIndex;
  116. FLOAT mass;
  117. REAL_OBJECT *pObject;
  118. if( ( iObjectIndex = GetFreeObjectSlot() )==(-1) )
  119. return(-1);
  120. pObject = &( ObjectSlots[ iObjectIndex ] );
  121. memset( pObject, 0, sizeof( REAL_OBJECT ) );
  122. // OK, GET OBJECT DATA AND COPY
  123. memcpy( &(pObject->Obj), pGameObj, sizeof( OBJECTTYPE ) );
  124. // Get mass
  125. mass = CALCULATE_OBJECT_MASS( Item[pGameObj->usItem ].ubWeight );
  126. // If mass is z, make it something!
  127. if ( mass == 0 )
  128. {
  129. mass = 10;
  130. }
  131. // OK, mass determines the smoothness of the physics integration
  132. // For gameplay, we will use mass for maybe max throw distance
  133. mass = 60;
  134. // Set lifelength
  135. pObject->dLifeLength = dLifeLength;
  136. pObject->fAllocated = TRUE;
  137. pObject->fAlive = TRUE;
  138. pObject->fApplyFriction = FALSE;
  139. pObject->iSoundID = NO_SAMPLE;
  140. // Set values
  141. pObject->OneOverMass = 1 / mass;
  142. pObject->Position.x = xPos;
  143. pObject->Position.y = yPos;
  144. pObject->Position.z = zPos;
  145. pObject->fVisible = TRUE;
  146. pObject->ubOwner = ubOwner;
  147. pObject->ubActionCode = ubActionCode;
  148. pObject->uiActionData = uiActionData;
  149. pObject->fDropItem = TRUE;
  150. pObject->ubLastTargetTakenDamage = NOBODY;
  151. pObject->fFirstTimeMoved = TRUE;
  152. pObject->InitialForce.x = SCALE_VERT_VAL_TO_HORZ( xForce );
  153. pObject->InitialForce.y = SCALE_VERT_VAL_TO_HORZ( yForce );
  154. pObject->InitialForce.z = zForce ;
  155. pObject->InitialForce = VDivScalar( &(pObject->InitialForce), (float)TIME_MULTI );
  156. pObject->InitialForce = VMultScalar( &(pObject->InitialForce), 1.5 );
  157. // Calculate gridNo
  158. pObject->sGridNo = MAPROWCOLTOPOS( ( (INT16)yPos / CELL_Y_SIZE ), ( (INT16)xPos / CELL_X_SIZE ) );
  159. pObject->iID = iObjectIndex;
  160. pObject->pNode = NULL;
  161. pObject->pShadow = NULL;
  162. // If gridno not equal to NOWHERE, use sHeight of alnd....
  163. if ( pObject->sGridNo != NOWHERE )
  164. {
  165. pObject->Position.z += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight );
  166. pObject->EndedWithCollisionPosition.z += CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight );
  167. }
  168. PhysicsDebugMsg( String( "NewPhysics Object") );
  169. return( iObjectIndex );
  170. }
  171. BOOLEAN RemoveObjectSlot( INT32 iObject )
  172. {
  173. CHECKF( iObject < NUM_OBJECT_SLOTS );
  174. ObjectSlots[iObject].fAllocated=FALSE;
  175. RecountObjectSlots();
  176. return( TRUE );
  177. }
  178. void SimulateWorld( )
  179. {
  180. UINT32 cnt;
  181. REAL_OBJECT *pObject;
  182. if ( COUNTERDONE( PHYSICSUPDATE ) )
  183. {
  184. RESETCOUNTER( PHYSICSUPDATE );
  185. for( cnt = 0;cnt < guiNumObjectSlots; cnt++)
  186. {
  187. // CHECK FOR ALLOCATED
  188. if( ObjectSlots[ cnt ].fAllocated )
  189. {
  190. // Get object
  191. pObject = &( ObjectSlots[ cnt ] );
  192. SimulateObject( pObject, (real)DELTA_T );
  193. }
  194. }
  195. }
  196. }
  197. void RemoveAllPhysicsObjects( )
  198. {
  199. UINT32 cnt;
  200. for( cnt = 0;cnt < guiNumObjectSlots; cnt++)
  201. {
  202. // CHECK FOR ALLOCATED
  203. if( ObjectSlots[ cnt ].fAllocated )
  204. {
  205. PhysicsDeleteObject( &(ObjectSlots[ cnt ]) );
  206. }
  207. }
  208. }
  209. void SimulateObject( REAL_OBJECT *pObject, real deltaT )
  210. {
  211. real DeltaTime = 0;
  212. real CurrentTime = 0;
  213. real TargetTime = DeltaTime;
  214. INT32 iCollisionID;
  215. BOOLEAN fEndThisObject = FALSE;
  216. if ( !PhysicsUpdateLife( pObject, (float)deltaT ) )
  217. {
  218. return;
  219. }
  220. if ( pObject->fAlive )
  221. {
  222. CurrentTime = 0;
  223. TargetTime = (float)deltaT;
  224. // Do subtime here....
  225. DeltaTime = (float)deltaT / (float)10;
  226. if ( !PhysicsComputeForces( pObject ) )
  227. {
  228. return;
  229. }
  230. while( CurrentTime < TargetTime )
  231. {
  232. if ( !PhysicsIntegrate( pObject, DeltaTime ) )
  233. {
  234. fEndThisObject = TRUE;
  235. break;
  236. }
  237. if ( !PhysicsHandleCollisions( pObject, &iCollisionID, DeltaTime ) )
  238. {
  239. fEndThisObject = TRUE;
  240. break;
  241. }
  242. if ( iCollisionID != COLLISION_NONE )
  243. {
  244. break;
  245. }
  246. CurrentTime += DeltaTime;
  247. }
  248. if ( fEndThisObject )
  249. {
  250. return;
  251. }
  252. if ( !PhysicsMoveObject( pObject ) )
  253. {
  254. return;
  255. }
  256. }
  257. }
  258. BOOLEAN PhysicsComputeForces( REAL_OBJECT *pObject )
  259. {
  260. vector_3 vTemp;
  261. // Calculate forces
  262. pObject->Force = VSetEqual( &(pObject->InitialForce ) );
  263. // Note: Only apply gravity if we are not resting on some structure surface
  264. if ( !pObject->fZOnRest )
  265. {
  266. pObject->Force.z -= (real)GRAVITY;
  267. }
  268. // Set intial force to zero
  269. pObject->InitialForce = VMultScalar( &(pObject->InitialForce ), 0 );
  270. if ( pObject->fApplyFriction )
  271. {
  272. vTemp = VMultScalar( &(pObject->Velocity), -pObject->AppliedMu );
  273. pObject->Force = VAdd( &(vTemp), &(pObject->Force) );
  274. pObject->fApplyFriction = FALSE;
  275. }
  276. if( fDampingActive )
  277. {
  278. vTemp = VMultScalar( &(pObject->Velocity), -Kdl );
  279. pObject->Force = VAdd( &(vTemp), &(pObject->Force) );
  280. }
  281. return( TRUE );
  282. }
  283. BOOLEAN PhysicsUpdateLife( REAL_OBJECT *pObject, real DeltaTime )
  284. {
  285. UINT8 bLevel = 0;
  286. pObject->dLifeSpan += DeltaTime;
  287. // End life if time has ran out or we are stationary
  288. if ( pObject->dLifeLength != -1 )
  289. {
  290. if ( pObject->dLifeSpan > pObject->dLifeLength )
  291. {
  292. pObject->fAlive = FALSE;
  293. }
  294. }
  295. // End life if we are out of bounds....
  296. if ( !GridNoOnVisibleWorldTile( pObject->sGridNo ) )
  297. {
  298. pObject->fAlive = FALSE;
  299. }
  300. if ( !pObject->fAlive )
  301. {
  302. pObject->fAlive = FALSE;
  303. if ( !pObject->fTestObject )
  304. {
  305. if ( pObject->iSoundID != NO_SAMPLE )
  306. {
  307. SoundStop( pObject->iSoundID );
  308. }
  309. if ( pObject->ubActionCode == THROW_ARM_ITEM && !pObject->fInWater )
  310. {
  311. HandleArmedObjectImpact( pObject );
  312. }
  313. else
  314. {
  315. // If we are in water, and we are a sinkable item...
  316. if ( !pObject->fInWater || !( Item[ pObject->Obj.usItem ].fFlags & ITEM_SINKS ) )
  317. {
  318. if ( pObject->fDropItem )
  319. {
  320. // ATE: If we have collided with roof last...
  321. if ( pObject->iOldCollisionCode == COLLISION_ROOF )
  322. {
  323. bLevel = 1;
  324. }
  325. // ATE; If an armed object, don't add....
  326. if ( pObject->ubActionCode != THROW_ARM_ITEM )
  327. {
  328. AddItemToPool( pObject->sGridNo, &( pObject->Obj ), 1, bLevel, 0, -1 );
  329. }
  330. }
  331. }
  332. }
  333. // Make impact noise....
  334. if ( pObject->Obj.usItem == ROCK || pObject->Obj.usItem == ROCK2 )
  335. {
  336. MakeNoise( pObject->ubOwner, pObject->sGridNo, 0, gpWorldLevelData[ pObject->sGridNo ].ubTerrainID, (UINT8) (9 + PreRandom( 9 ) ), NOISE_ROCK_IMPACT );
  337. }
  338. else if ( Item[ pObject->Obj.usItem ].usItemClass & IC_GRENADE )
  339. {
  340. MakeNoise( pObject->ubOwner, pObject->sGridNo, 0, gpWorldLevelData[ pObject->sGridNo ].ubTerrainID, (UINT8) (9 + PreRandom( 9 ) ), NOISE_GRENADE_IMPACT );
  341. }
  342. if ( !pObject->fTestObject && pObject->iOldCollisionCode == COLLISION_GROUND )
  343. {
  344. PlayJA2Sample( THROW_IMPACT_2, RATE_11025, SoundVolume( MIDVOLUME, pObject->sGridNo ), 1, SoundDir( pObject->sGridNo ) );
  345. }
  346. DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., PHYSICS OBJECT DONE effect gone off") );
  347. ReduceAttackBusyCount( pObject->ubOwner, FALSE );
  348. // ATE: Handle end of animation...
  349. if ( pObject->fCatchAnimOn )
  350. {
  351. SOLDIERTYPE *pSoldier;
  352. pObject->fCatchAnimOn = FALSE;
  353. // Get intended target
  354. pSoldier = MercPtrs[ pObject->uiActionData ];
  355. // Catch anim.....
  356. switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
  357. {
  358. case ANIM_STAND:
  359. pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
  360. EVENT_InitNewSoldierAnim( pSoldier, END_CATCH, 0 , FALSE );
  361. break;
  362. case ANIM_CROUCH:
  363. pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
  364. EVENT_InitNewSoldierAnim( pSoldier, END_CROUCH_CATCH, 0 , FALSE );
  365. break;
  366. }
  367. PlayJA2Sample( CATCH_OBJECT, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
  368. }
  369. }
  370. PhysicsDeleteObject( pObject );
  371. return( FALSE );
  372. }
  373. return( TRUE );
  374. }
  375. BOOLEAN PhysicsIntegrate( REAL_OBJECT *pObject, real DeltaTime )
  376. {
  377. vector_3 vTemp;
  378. // Save old position
  379. pObject->OldPosition = VSetEqual( &(pObject->Position) );
  380. pObject->OldVelocity = VSetEqual( &(pObject->Velocity) );
  381. vTemp = VMultScalar( &(pObject->Velocity), DeltaTime );
  382. pObject->Position = VAdd( &(pObject->Position), &vTemp );
  383. // Save test TargetPosition
  384. if ( pObject->fTestPositionNotSet )
  385. {
  386. pObject->TestTargetPosition = VSetEqual( &(pObject->Position) );
  387. }
  388. vTemp = VMultScalar( &(pObject->Force), ( DeltaTime * pObject->OneOverMass ) );
  389. pObject->Velocity = VAdd( &(pObject->Velocity), &vTemp );
  390. if ( pObject->fPotentialForDebug )
  391. {
  392. PhysicsDebugMsg( String( "Object %d: Force %f %f %f", pObject->iID, pObject->Force.x, pObject->Force.y, pObject->Force.z ) );
  393. PhysicsDebugMsg( String( "Object %d: Velocity %f %f %f", pObject->iID, pObject->Velocity.x, pObject->Velocity.y, pObject->Velocity.z ) );
  394. PhysicsDebugMsg( String( "Object %d: Position %f %f %f", pObject->iID, pObject->Position.x, pObject->Position.y, pObject->Position.z ) );
  395. PhysicsDebugMsg( String( "Object %d: Delta Pos %f %f %f", pObject->iID, (pObject->OldPosition.x - pObject->Position.x ), (pObject->OldPosition.y - pObject->Position.y ), ( pObject->OldPosition.z - pObject->Position.z ) ) );
  396. }
  397. if ( pObject->Obj.usItem == MORTAR_SHELL && !pObject->fTestObject && pObject->ubActionCode == THROW_ARM_ITEM )
  398. {
  399. // Start soud if we have reached our max height
  400. if ( pObject->OldVelocity.z >= 0 && pObject->Velocity.z < 0 )
  401. {
  402. if ( pObject->iSoundID == NO_SAMPLE )
  403. {
  404. pObject->iSoundID = PlayJA2Sample( MORTAR_WHISTLE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
  405. }
  406. }
  407. }
  408. return( TRUE );
  409. }
  410. BOOLEAN PhysicsHandleCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID, real DeltaTime )
  411. {
  412. FLOAT dDeltaX, dDeltaY, dDeltaZ;
  413. if ( PhysicsCheckForCollisions( pObject, piCollisionID ) )
  414. {
  415. dDeltaX = pObject->Position.x - pObject->OldPosition.x;
  416. dDeltaY = pObject->Position.y - pObject->OldPosition.y;
  417. dDeltaZ = pObject->Position.z - pObject->OldPosition.z;
  418. if ( dDeltaX <= EPSILONV && dDeltaX >= -EPSILONV &&
  419. dDeltaY <= EPSILONV && dDeltaY >= -EPSILONV )
  420. {
  421. pObject->sConsecutiveZeroVelocityCollisions++;
  422. }
  423. if ( pObject->sConsecutiveZeroVelocityCollisions > 3 )
  424. {
  425. // We will continue with our Z velocity
  426. pObject->Velocity.x = 0;
  427. pObject->Velocity.y = 0;
  428. // Check that we are not colliding with structure z
  429. //if ( *piCollisionID == COLLISION_STRUCTURE_Z || *piCollisionID == COLLISION_ROOF )
  430. if ( *piCollisionID == COLLISION_STRUCTURE_Z || *piCollisionID == COLLISION_ROOF || *piCollisionID == COLLISION_GROUND )
  431. {
  432. pObject->Velocity.z = 0;
  433. // Set us not alive!
  434. pObject->fAlive = FALSE;
  435. }
  436. *piCollisionID = COLLISION_NONE;
  437. }
  438. else
  439. {
  440. // Set position back to before collision
  441. pObject->Position = VSetEqual( &(pObject->OldPosition) );
  442. // Set old position!
  443. pObject->OldPosition.x = pObject->Position.y - dDeltaX;
  444. pObject->OldPosition.y = pObject->Position.x - dDeltaY;
  445. pObject->OldPosition.z = pObject->Position.z - dDeltaZ;
  446. PhysicsResolveCollision( pObject, &(pObject->CollisionVelocity), &(pObject->CollisionNormal), pObject->CollisionElasticity );
  447. }
  448. if ( pObject->Position.z < 0 )
  449. {
  450. pObject->Position.z = 0;
  451. }
  452. //otherwise, continue falling downwards!
  453. // TO STOP?
  454. // Check for delta position values
  455. if ( dDeltaZ <= EPSILONP && dDeltaZ >= -EPSILONP &&
  456. dDeltaY <= EPSILONP && dDeltaY >= -EPSILONP &&
  457. dDeltaX <= EPSILONP && dDeltaX >= -EPSILONP )
  458. {
  459. //pObject->fAlive = FALSE;
  460. //return( FALSE );
  461. }
  462. // Check for repeated collisions...
  463. //if ( pObject->iOldCollisionCode == COLLISION_ROOF || pObject->iOldCollisionCode == COLLISION_GROUND || pObject->iOldCollisionCode == COLLISION_WATER )
  464. {
  465. // ATE: This is a safeguard
  466. if ( pObject->sConsecutiveCollisions > 30 )
  467. {
  468. pObject->fAlive = FALSE;
  469. return( FALSE );
  470. }
  471. }
  472. // Check for -ve velocity still...
  473. //if ( pObject->Velocity.z <= EPSILONV && pObject->Velocity.z >= -EPSILONV &&
  474. // pObject->Velocity.y <= EPSILONV && pObject->Velocity.y >= -EPSILONV &&
  475. // pObject->Velocity.x <= EPSILONV && pObject->Velocity.x >= -EPSILONV )
  476. //{
  477. //PhysicsDeleteObject( pObject );
  478. // pObject->fAlive = FALSE;
  479. // return( FALSE );
  480. //}
  481. }
  482. return( TRUE );
  483. }
  484. void PhysicsDeleteObject( REAL_OBJECT *pObject )
  485. {
  486. if ( pObject->fAllocated )
  487. {
  488. if ( pObject->pNode != NULL )
  489. {
  490. RemoveStructFromLevelNode( pObject->sLevelNodeGridNo, pObject->pNode );
  491. }
  492. if ( pObject->pShadow != NULL )
  493. {
  494. RemoveShadowFromLevelNode( pObject->sLevelNodeGridNo, pObject->pShadow );
  495. }
  496. RemoveObjectSlot( pObject->iID );
  497. }
  498. }
  499. BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID )
  500. {
  501. vector_3 vTemp;
  502. FLOAT dDeltaX, dDeltaY, dDeltaZ, dX, dY, dZ;
  503. INT32 iCollisionCode = COLLISION_NONE;
  504. BOOLEAN fDoCollision = FALSE;
  505. FLOAT dElasity = 1;
  506. UINT16 usStructureID;
  507. FLOAT dNormalX, dNormalY, dNormalZ;
  508. INT16 sGridNo;
  509. // Checkf for collisions
  510. dX = pObject->Position.x;
  511. dY = pObject->Position.y;
  512. dZ = pObject->Position.z;
  513. vTemp.x = 0;
  514. vTemp.y = 0;
  515. vTemp.z = 0;
  516. dDeltaX = dX - pObject->OldPosition.x;
  517. dDeltaY = dY - pObject->OldPosition.y;
  518. dDeltaZ = dZ - pObject->OldPosition.z;
  519. //Round delta pos to nearest 0.01
  520. //dDeltaX = (float)( (int)dDeltaX * 100 ) / 100;
  521. //dDeltaY = (float)( (int)dDeltaY * 100 ) / 100;
  522. //dDeltaZ = (float)( (int)dDeltaZ * 100 ) / 100;
  523. // SKIP FIRST GRIDNO, WE'LL COLLIDE WITH OURSELVES....
  524. if ( pObject->fTestObject != TEST_OBJECT_NO_COLLISIONS )
  525. {
  526. iCollisionCode = CheckForCollision( dX, dY, dZ, dDeltaX, dDeltaY, dDeltaZ, &usStructureID, &dNormalX, &dNormalY, &dNormalZ );
  527. }
  528. else if ( pObject->fTestObject == TEST_OBJECT_NO_COLLISIONS )
  529. {
  530. iCollisionCode = COLLISION_NONE;
  531. // Are we on a downward slope?
  532. if ( dZ < pObject->TestZTarget && dDeltaZ < 0 )
  533. {
  534. if (pObject->fTestPositionNotSet )
  535. {
  536. if ( pObject->TestZTarget > 32 )
  537. {
  538. pObject->fTestPositionNotSet = FALSE;
  539. pObject->TestZTarget = 0;
  540. }
  541. else
  542. {
  543. iCollisionCode = COLLISION_GROUND;
  544. }
  545. }
  546. else
  547. {
  548. iCollisionCode = COLLISION_GROUND;
  549. }
  550. }
  551. }
  552. // If a test object and we have collided with something ( should only be ground ( or roof? ) )
  553. // Or destination?
  554. if ( pObject->fTestObject == TEST_OBJECT_ANY_COLLISION )
  555. {
  556. if ( iCollisionCode != COLLISION_GROUND && iCollisionCode != COLLISION_ROOF && iCollisionCode != COLLISION_WATER && iCollisionCode != COLLISION_NONE )
  557. {
  558. pObject->fTestEndedWithCollision = TRUE;
  559. pObject->fAlive = FALSE;
  560. return( FALSE );
  561. }
  562. }
  563. if ( pObject->fTestObject == TEST_OBJECT_NOTWALLROOF_COLLISIONS )
  564. {
  565. // So we don't collide with ourselves.....
  566. if ( iCollisionCode != COLLISION_WATER && iCollisionCode != COLLISION_GROUND && iCollisionCode != COLLISION_NONE &&
  567. iCollisionCode != COLLISION_ROOF && iCollisionCode != COLLISION_INTERIOR_ROOF &&
  568. iCollisionCode != COLLISION_WALL_SOUTHEAST && iCollisionCode != COLLISION_WALL_SOUTHWEST &&
  569. iCollisionCode != COLLISION_WALL_NORTHEAST && iCollisionCode != COLLISION_WALL_NORTHWEST )
  570. {
  571. if ( pObject->fFirstTimeMoved || pObject->sFirstGridNo == pObject->sGridNo )
  572. {
  573. iCollisionCode = COLLISION_NONE;
  574. }
  575. // If we are NOT a wall or window, ignore....
  576. if ( pObject->uiNumTilesMoved < 4 )
  577. {
  578. switch( iCollisionCode )
  579. {
  580. case COLLISION_MERC:
  581. case COLLISION_STRUCTURE:
  582. case COLLISION_STRUCTURE_Z:
  583. // Set to no collision ( we shot past )
  584. iCollisionCode = COLLISION_NONE;
  585. break;
  586. }
  587. }
  588. }
  589. switch( iCollisionCode )
  590. {
  591. // End test with any collision NOT a wall, roof...
  592. case COLLISION_STRUCTURE:
  593. case COLLISION_STRUCTURE_Z:
  594. // OK, if it's mercs... don't stop
  595. if ( usStructureID >= INVALID_STRUCTURE_ID )
  596. {
  597. pObject->fTestEndedWithCollision = TRUE;
  598. if ( !pObject->fEndedWithCollisionPositionSet )
  599. {
  600. pObject->fEndedWithCollisionPositionSet = TRUE;
  601. pObject->EndedWithCollisionPosition = VSetEqual( &(pObject->Position) );
  602. }
  603. iCollisionCode = COLLISION_NONE;
  604. }
  605. else
  606. {
  607. if ( !pObject->fEndedWithCollisionPositionSet )
  608. {
  609. pObject->fEndedWithCollisionPositionSet = TRUE;
  610. pObject->EndedWithCollisionPosition = VSetEqual( &(pObject->Position) );
  611. }
  612. }
  613. break;
  614. case COLLISION_ROOF:
  615. if ( !pObject->fEndedWithCollisionPositionSet )
  616. {
  617. pObject->fEndedWithCollisionPositionSet = TRUE;
  618. pObject->EndedWithCollisionPosition = VSetEqual( &(pObject->Position) );
  619. }
  620. break;
  621. case COLLISION_WATER:
  622. case COLLISION_GROUND:
  623. case COLLISION_MERC:
  624. case COLLISION_INTERIOR_ROOF:
  625. case COLLISION_NONE:
  626. case COLLISION_WINDOW_SOUTHEAST:
  627. case COLLISION_WINDOW_SOUTHWEST:
  628. case COLLISION_WINDOW_NORTHEAST:
  629. case COLLISION_WINDOW_NORTHWEST:
  630. // Here we just keep going..
  631. break;
  632. default:
  633. // THis is for walls, windows, etc
  634. // here, we set test ended with collision, but keep going...
  635. pObject->fTestEndedWithCollision = TRUE;
  636. break;
  637. }
  638. }
  639. if ( pObject->fTestObject != TEST_OBJECT_NOTWALLROOF_COLLISIONS )
  640. {
  641. if ( iCollisionCode != COLLISION_WATER && iCollisionCode != COLLISION_GROUND && iCollisionCode != COLLISION_NONE &&
  642. iCollisionCode != COLLISION_ROOF && iCollisionCode != COLLISION_INTERIOR_ROOF &&
  643. iCollisionCode != COLLISION_WALL_SOUTHEAST && iCollisionCode != COLLISION_WALL_SOUTHWEST &&
  644. iCollisionCode != COLLISION_WALL_NORTHEAST && iCollisionCode != COLLISION_WALL_NORTHWEST )
  645. {
  646. // So we don't collide with ourselves.....
  647. if ( pObject->fFirstTimeMoved || pObject->sFirstGridNo == pObject->sGridNo )
  648. {
  649. iCollisionCode = COLLISION_NONE;
  650. }
  651. // If we are NOT a wall or window, ignore....
  652. if ( pObject->uiNumTilesMoved < 4 )
  653. {
  654. switch( iCollisionCode )
  655. {
  656. case COLLISION_MERC:
  657. case COLLISION_STRUCTURE:
  658. case COLLISION_STRUCTURE_Z:
  659. // Set to no collision ( we shot past )
  660. iCollisionCode = COLLISION_NONE;
  661. break;
  662. }
  663. }
  664. }
  665. }
  666. *piCollisionID = iCollisionCode;
  667. // If We hit the ground
  668. if ( iCollisionCode > COLLISION_NONE )
  669. {
  670. if ( pObject->iOldCollisionCode == iCollisionCode )
  671. {
  672. pObject->sConsecutiveCollisions++;
  673. }
  674. else
  675. {
  676. pObject->sConsecutiveCollisions = 1;
  677. }
  678. if ( iCollisionCode == COLLISION_WINDOW_NORTHWEST || iCollisionCode == COLLISION_WINDOW_NORTHEAST || iCollisionCode == COLLISION_WINDOW_SOUTHWEST || iCollisionCode == COLLISION_WINDOW_SOUTHEAST )
  679. {
  680. if ( !pObject->fTestObject )
  681. {
  682. // Break window!
  683. PhysicsDebugMsg( String( "Object %d: Collision Window", pObject->iID ) );
  684. sGridNo = MAPROWCOLTOPOS( ( (INT16)pObject->Position.y / CELL_Y_SIZE ), ( (INT16)pObject->Position.x / CELL_X_SIZE ) );
  685. ObjectHitWindow( sGridNo, usStructureID, FALSE, TRUE );
  686. }
  687. *piCollisionID = COLLISION_NONE;
  688. return( FALSE );
  689. }
  690. // ATE: IF detonate on impact, stop now!
  691. if ( OBJECT_DETONATE_ON_IMPACT( pObject ) )
  692. {
  693. pObject->fAlive = FALSE;
  694. return( TRUE );
  695. }
  696. if ( iCollisionCode == COLLISION_GROUND )
  697. {
  698. vTemp.x = 0;
  699. vTemp.y = 0;
  700. vTemp.z = -1;
  701. pObject->fApplyFriction = TRUE;
  702. //pObject->AppliedMu = (float)(0.54 * TIME_MULTI );
  703. pObject->AppliedMu = (float)(0.34 * TIME_MULTI );
  704. //dElasity = (float)1.5;
  705. dElasity = (float)1.3;
  706. fDoCollision = TRUE;
  707. if ( !pObject->fTestObject && !pObject->fHaveHitGround )
  708. {
  709. PlayJA2Sample( THROW_IMPACT_2, RATE_11025, SoundVolume( MIDVOLUME, pObject->sGridNo ), 1, SoundDir( pObject->sGridNo ) );
  710. }
  711. pObject->fHaveHitGround = TRUE;
  712. }
  713. else if ( iCollisionCode == COLLISION_WATER )
  714. {
  715. ANITILE_PARAMS AniParams;
  716. ANITILE *pNode;
  717. // Continue going...
  718. pObject->fApplyFriction = TRUE;
  719. pObject->AppliedMu = (float)(1.54 * TIME_MULTI );
  720. sGridNo = MAPROWCOLTOPOS( ( (INT16)pObject->Position.y / CELL_Y_SIZE ), ( (INT16)pObject->Position.x / CELL_X_SIZE ) );
  721. // Make thing unalive...
  722. pObject->fAlive = FALSE;
  723. // If first time...
  724. if ( pObject->fVisible )
  725. {
  726. if ( pObject->fTestObject == NO_TEST_OBJECT )
  727. {
  728. // Make invisible
  729. pObject->fVisible = FALSE;
  730. // JA25 CJC Oct 13 1999 - if node pointer is null don't try to set flags inside it!
  731. if( pObject->pNode )
  732. {
  733. pObject->pNode->uiFlags |= LEVELNODE_HIDDEN;
  734. }
  735. pObject->fInWater = TRUE;
  736. // Make ripple
  737. memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
  738. AniParams.sGridNo = sGridNo;
  739. AniParams.ubLevelID = ANI_STRUCT_LEVEL;
  740. AniParams.usTileType = THIRDMISS;
  741. AniParams.usTileIndex = THIRDMISS1;
  742. AniParams.sDelay = 50;
  743. AniParams.sStartFrame = 0;
  744. AniParams.uiFlags = ANITILE_FORWARD;
  745. if ( pObject->ubActionCode == THROW_ARM_ITEM )
  746. {
  747. AniParams.ubKeyFrame1 = 11;
  748. AniParams.uiKeyFrame1Code = ANI_KEYFRAME_CHAIN_WATER_EXPLOSION;
  749. AniParams.uiUserData = pObject->Obj.usItem;
  750. AniParams.ubUserData2 = pObject->ubOwner;
  751. }
  752. pNode = CreateAnimationTile( &AniParams );
  753. // Adjust for absolute positioning
  754. pNode->pLevelNode->uiFlags |= LEVELNODE_USEABSOLUTEPOS;
  755. pNode->pLevelNode->sRelativeX = (INT16)pObject->Position.x;
  756. pNode->pLevelNode->sRelativeY = (INT16)pObject->Position.y;
  757. pNode->pLevelNode->sRelativeZ = (INT16)CONVERT_HEIGHTUNITS_TO_PIXELS( (INT16)pObject->Position.z );
  758. }
  759. }
  760. }
  761. else if ( iCollisionCode == COLLISION_ROOF || iCollisionCode == COLLISION_INTERIOR_ROOF )
  762. {
  763. vTemp.x = 0;
  764. vTemp.y = 0;
  765. vTemp.z = -1;
  766. pObject->fApplyFriction = TRUE;
  767. pObject->AppliedMu = (float)(0.54 * TIME_MULTI );
  768. dElasity = (float)1.4;
  769. fDoCollision = TRUE;
  770. }
  771. //else if ( iCollisionCode == COLLISION_INTERIOR_ROOF )
  772. //{
  773. // vTemp.x = 0;
  774. // vTemp.y = 0;
  775. // vTemp.z = 1;
  776. // pObject->fApplyFriction = TRUE;
  777. // pObject->AppliedMu = (float)(0.54 * TIME_MULTI );
  778. // dElasity = (float)1.4;
  779. // fDoCollision = TRUE;
  780. //}
  781. else if ( iCollisionCode == COLLISION_STRUCTURE_Z )
  782. {
  783. if ( CheckForCatcher( pObject, usStructureID ) )
  784. {
  785. return( FALSE );
  786. }
  787. CheckForObjectHittingMerc( pObject, usStructureID );
  788. vTemp.x = 0;
  789. vTemp.y = 0;
  790. vTemp.z = -1;
  791. pObject->fApplyFriction = TRUE;
  792. pObject->AppliedMu = (float)(0.54 * TIME_MULTI );
  793. dElasity = (float)1.2;
  794. fDoCollision = TRUE;
  795. }
  796. else if ( iCollisionCode == COLLISION_WALL_SOUTHEAST || iCollisionCode == COLLISION_WALL_SOUTHWEST ||
  797. iCollisionCode == COLLISION_WALL_NORTHEAST || iCollisionCode == COLLISION_WALL_NORTHWEST )
  798. {
  799. // A wall, do stuff
  800. vTemp.x = dNormalX;
  801. vTemp.y = dNormalY;
  802. vTemp.z = dNormalZ;
  803. fDoCollision = TRUE;
  804. dElasity = (float)1.1;
  805. }
  806. else
  807. {
  808. vector_3 vIncident;
  809. if ( CheckForCatcher( pObject, usStructureID ) )
  810. {
  811. return( FALSE );
  812. }
  813. CheckForObjectHittingMerc( pObject, usStructureID );
  814. vIncident.x = dDeltaX;
  815. vIncident.y = dDeltaY;
  816. vIncident.z = 0;
  817. // Nomralize
  818. vIncident = VGetNormal( &vIncident );
  819. //vTemp.x = -1;
  820. //vTemp.y = 0;
  821. //vTemp.z = 0;
  822. vTemp.x = -1 * vIncident.x;
  823. vTemp.y = -1 * vIncident.y;
  824. vTemp.z = 0;
  825. fDoCollision = TRUE;
  826. dElasity = (float)1.1;
  827. }
  828. if ( fDoCollision )
  829. {
  830. pObject->CollisionNormal.x = vTemp.x;
  831. pObject->CollisionNormal.y = vTemp.y;
  832. pObject->CollisionNormal.z = vTemp.z;
  833. pObject->CollisionElasticity = dElasity;
  834. pObject->iOldCollisionCode = iCollisionCode;
  835. // Save collision velocity
  836. pObject->CollisionVelocity = VSetEqual( &(pObject->OldVelocity) );
  837. if ( pObject->fPotentialForDebug )
  838. {
  839. PhysicsDebugMsg( String( "Object %d: Collision %d", pObject->iID, iCollisionCode ) );
  840. PhysicsDebugMsg( String( "Object %d: Collision Normal %f %f %f", pObject->iID, vTemp.x, vTemp.y, vTemp.z ) );
  841. PhysicsDebugMsg( String( "Object %d: Collision OldPos %f %f %f", pObject->iID, pObject->Position.x, pObject->Position.y, pObject->Position.z ) );
  842. PhysicsDebugMsg( String( "Object %d: Collision Velocity %f %f %f", pObject->iID, pObject->CollisionVelocity.x, pObject->CollisionVelocity.y, pObject->CollisionVelocity.z ) );
  843. }
  844. pObject->fColliding = TRUE;
  845. }
  846. else
  847. {
  848. pObject->fColliding = FALSE;
  849. pObject->sConsecutiveCollisions = 0;
  850. pObject->sConsecutiveZeroVelocityCollisions = 0;
  851. pObject->fHaveHitGround = FALSE;
  852. }
  853. }
  854. return( fDoCollision );
  855. }
  856. void PhysicsResolveCollision( REAL_OBJECT *pObject, vector_3 *pVelocity, vector_3 *pNormal, real CoefficientOfRestitution )
  857. {
  858. real ImpulseNumerator, Impulse;
  859. vector_3 vTemp;
  860. ImpulseNumerator = -1 * CoefficientOfRestitution * VDotProduct( pVelocity , pNormal );
  861. Impulse = ImpulseNumerator;
  862. vTemp = VMultScalar( pNormal, Impulse );
  863. pObject->Velocity = VAdd( &(pObject->Velocity), &vTemp );
  864. }
  865. BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject )
  866. {
  867. LEVELNODE *pNode;
  868. INT16 sNewGridNo, sTileIndex;
  869. ETRLEObject *pTrav;
  870. HVOBJECT hVObject;
  871. //Determine new gridno
  872. sNewGridNo = MAPROWCOLTOPOS( ( (INT16)pObject->Position.y / CELL_Y_SIZE ), ( (INT16)pObject->Position.x / CELL_X_SIZE ) );
  873. if ( pObject->fFirstTimeMoved )
  874. {
  875. pObject->fFirstTimeMoved = FALSE;
  876. pObject->sFirstGridNo = sNewGridNo;
  877. }
  878. // CHECK FOR RANGE< IF INVALID, REMOVE!
  879. if ( sNewGridNo == -1 )
  880. {
  881. PhysicsDeleteObject( pObject );
  882. return( FALSE );
  883. }
  884. // Look at old gridno
  885. if ( sNewGridNo != pObject->sGridNo || pObject->pNode == NULL )
  886. {
  887. if ( pObject->fVisible )
  888. {
  889. if ( CheckForCatchObject( pObject ) )
  890. {
  891. pObject->fVisible = FALSE;
  892. }
  893. }
  894. if ( pObject->fVisible )
  895. {
  896. // Add smoke trails...
  897. if ( pObject->Obj.usItem == MORTAR_SHELL && pObject->uiNumTilesMoved > 2 && pObject->ubActionCode == THROW_ARM_ITEM )
  898. {
  899. if ( sNewGridNo != pObject->sGridNo )
  900. {
  901. ANITILE_PARAMS AniParams;
  902. AniParams.sGridNo = (INT16)sNewGridNo;
  903. AniParams.ubLevelID = ANI_STRUCT_LEVEL;
  904. AniParams.sDelay = (INT16)( 100 + PreRandom( 100 ) );
  905. AniParams.sStartFrame = 0;
  906. AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_ALWAYS_TRANSLUCENT;
  907. AniParams.sX = (INT16)pObject->Position.x;
  908. AniParams.sY = (INT16)pObject->Position.y;
  909. AniParams.sZ = (INT16)CONVERT_HEIGHTUNITS_TO_PIXELS( (INT16)pObject->Position.z );
  910. strcpy( AniParams.zCachedFile, "TILECACHE\\MSLE_SMK.STI" );
  911. CreateAnimationTile( &AniParams );
  912. }
  913. }
  914. else if ( pObject->uiNumTilesMoved > 0 )
  915. {
  916. if ( sNewGridNo != pObject->sGridNo )
  917. {
  918. // We're at a new gridno!
  919. if ( pObject->pNode != NULL )
  920. {
  921. RemoveStructFromLevelNode( pObject->sLevelNodeGridNo, pObject->pNode );
  922. }
  923. // We're at a new gridno!
  924. if ( pObject->pShadow != NULL )
  925. {
  926. RemoveShadowFromLevelNode( pObject->sLevelNodeGridNo, pObject->pShadow );
  927. }
  928. // Now get graphic index
  929. sTileIndex = GetTileGraphicForItem( &(Item[ pObject->Obj.usItem ] ) );
  930. //sTileIndex = BULLETTILE1;
  931. // Set new gridno, add
  932. pNode = AddStructToTail( sNewGridNo, sTileIndex );
  933. pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL;
  934. pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL;
  935. pNode->uiFlags |= ( LEVELNODE_USEABSOLUTEPOS | LEVELNODE_IGNOREHEIGHT | LEVELNODE_PHYSICSOBJECT | LEVELNODE_DYNAMIC );
  936. // Set levelnode
  937. pObject->pNode = pNode;
  938. // Add shadow
  939. AddShadowToHead( sNewGridNo, sTileIndex );
  940. pNode = gpWorldLevelData[ sNewGridNo ].pShadowHead;
  941. pNode->ubShadeLevel=DEFAULT_SHADE_LEVEL;
  942. pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL;
  943. pNode->uiFlags |= ( LEVELNODE_USEABSOLUTEPOS | LEVELNODE_IGNOREHEIGHT | LEVELNODE_PHYSICSOBJECT | LEVELNODE_DYNAMIC );
  944. // Set levelnode
  945. pObject->pShadow = pNode;
  946. pObject->sLevelNodeGridNo = sNewGridNo;
  947. }
  948. }
  949. }
  950. else
  951. {
  952. // Remove!
  953. if ( pObject->pNode != NULL )
  954. {
  955. RemoveStructFromLevelNode( pObject->sLevelNodeGridNo, pObject->pNode );
  956. }
  957. // We're at a new gridno!
  958. if ( pObject->pShadow != NULL )
  959. {
  960. RemoveShadowFromLevelNode( pObject->sLevelNodeGridNo, pObject->pShadow );
  961. }
  962. pObject->pNode = NULL;
  963. pObject->pShadow = NULL;
  964. }
  965. if ( sNewGridNo != pObject->sGridNo )
  966. {
  967. pObject->uiNumTilesMoved++;
  968. }
  969. pObject->sGridNo = sNewGridNo;
  970. if ( pObject->fPotentialForDebug )
  971. {
  972. PhysicsDebugMsg( String( "Object %d: uiNumTilesMoved: %d", pObject->iID, pObject->uiNumTilesMoved ) );
  973. }
  974. }
  975. if ( pObject->fVisible )
  976. {
  977. if ( pObject->Obj.usItem != MORTAR_SHELL || pObject->ubActionCode != THROW_ARM_ITEM )
  978. {
  979. if ( pObject->pNode != NULL )
  980. {
  981. // OK, get offsets
  982. hVObject = gTileDatabase[ pObject->pNode->usIndex ].hTileSurface;
  983. pTrav = &(hVObject->pETRLEObject[ gTileDatabase[ pObject->pNode->usIndex ].usRegionIndex ] );
  984. // Add new object / update position
  985. // Update position data
  986. pObject->pNode->sRelativeX = (INT16)pObject->Position.x; // + pTrav->sOffsetX;
  987. pObject->pNode->sRelativeY = (INT16)pObject->Position.y; // + pTrav->sOffsetY;
  988. pObject->pNode->sRelativeZ = (INT16)CONVERT_HEIGHTUNITS_TO_PIXELS( (INT16)pObject->Position.z );
  989. // Update position data
  990. pObject->pShadow->sRelativeX = (INT16)pObject->Position.x; // + pTrav->sOffsetX;
  991. pObject->pShadow->sRelativeY = (INT16)pObject->Position.y; // + pTrav->sOffsetY;
  992. pObject->pShadow->sRelativeZ = (INT16)gpWorldLevelData[ pObject->sGridNo ].sHeight;
  993. }
  994. }
  995. }
  996. return( TRUE );
  997. }
  998. #if 0
  999. {
  1000. LEVELNODE *pNode;
  1001. INT16 sNewGridNo;
  1002. //Determine new gridno
  1003. sNewGridNo = MAPROWCOLTOPOS( ( pObject->Position.y / CELL_Y_SIZE ), ( pObject->Position.x / CELL_X_SIZE ) );
  1004. // Look at old gridno
  1005. if ( sNewGridNo != pObject->sGridNo )
  1006. {
  1007. // We're at a new gridno!
  1008. // First find levelnode of our object and delete
  1009. pNode = gpWorldLevelData[ pObject->sGridNo ].pStructHead;
  1010. // LOOP THORUGH OBJECT LAYER
  1011. while( pNode != NULL )
  1012. {
  1013. if ( pNode->uiFlags & LEVELNODE_PHYSICSOBJECT )
  1014. {
  1015. if ( pNode->iPhysicsObjectID == pObject->iID )
  1016. {
  1017. RemoveStruct( pObject->sGridNo, pNode->usIndex );
  1018. break;
  1019. }
  1020. }
  1021. pNode = ppNode->pNext;
  1022. }
  1023. // Set new gridno, add
  1024. }
  1025. // Add new object / update position
  1026. }
  1027. #endif
  1028. void ObjectHitWindow( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce )
  1029. {
  1030. EV_S_WINDOWHIT SWindowHit;
  1031. SWindowHit.sGridNo = sGridNo;
  1032. SWindowHit.usStructureID = usStructureID;
  1033. SWindowHit.fBlowWindowSouth = fBlowWindowSouth;
  1034. SWindowHit.fLargeForce = fLargeForce;
  1035. //AddGameEvent( S_WINDOWHIT, 0, &SWindowHit );
  1036. WindowHit( sGridNo, usStructureID, fBlowWindowSouth, fLargeForce );
  1037. }
  1038. vector_3 FindBestForceForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, INT16 sEndZ, real dzDegrees, OBJECTTYPE *pItem, INT16 *psGridNo, real *pdMagForce )
  1039. {
  1040. vector_3 vDirNormal, vPosition, vForce;
  1041. INT16 sDestX, sDestY, sSrcX, sSrcY;
  1042. real dForce = 20;
  1043. real dRange;
  1044. real dPercentDiff = 0;
  1045. real dTestRange, dTestDiff;
  1046. INT32 iNumChecks = 0;
  1047. // Get XY from gridno
  1048. ConvertGridNoToCenterCellXY( sGridNo, &sDestX, &sDestY );
  1049. ConvertGridNoToCenterCellXY( sSrcGridNo, &sSrcX, &sSrcY );
  1050. // Set position
  1051. vPosition.x = sSrcX;
  1052. vPosition.y = sSrcY;
  1053. vPosition.z = sStartZ;
  1054. // OK, get direction normal
  1055. vDirNormal.x = (float)(sDestX - sSrcX);
  1056. vDirNormal.y = (float)(sDestY - sSrcY);
  1057. vDirNormal.z = 0;
  1058. // NOmralize
  1059. vDirNormal = VGetNormal( &vDirNormal );
  1060. // From degrees, calculate Z portion of normal
  1061. vDirNormal.z = (float)sin( dzDegrees );
  1062. // Get range
  1063. dRange = (float)GetRangeInCellCoordsFromGridNoDiff( sGridNo, sSrcGridNo );
  1064. //calculate force needed
  1065. {
  1066. dForce = (float)( 12 * ( sqrt( ( GRAVITY * dRange ) / sin( 2 * dzDegrees ) ) ) );
  1067. }
  1068. do
  1069. {
  1070. // This first force is just an estimate...
  1071. // now di a binary search to find best value....
  1072. iNumChecks++;
  1073. // Now use a force
  1074. vForce.x = dForce * vDirNormal.x;
  1075. vForce.y = dForce * vDirNormal.y;
  1076. vForce.z = dForce * vDirNormal.z;
  1077. dTestRange = CalculateObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, psGridNo );
  1078. // What's the diff?
  1079. dTestDiff = dTestRange - dRange;
  1080. // How have we done?
  1081. // < 5% off...
  1082. if ( fabs( ( dTestDiff / dRange ) ) < .01 )
  1083. {
  1084. break;
  1085. }
  1086. if ( iNumChecks > MAX_INTEGRATIONS )
  1087. {
  1088. break;
  1089. }
  1090. // What is the Percentage difference?
  1091. dPercentDiff = dForce * ( dTestDiff / dRange );
  1092. // Adjust force accordingly
  1093. dForce = dForce - ( ( dPercentDiff ) / 2 );
  1094. } while( TRUE );
  1095. // OK, we have our force, calculate change to get through without collide
  1096. //if ( ChanceToGetThroughObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, NULL ) == 0 )
  1097. {
  1098. //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Chance to get through throw is 0." );
  1099. }
  1100. if ( pdMagForce )
  1101. {
  1102. (*pdMagForce) = dForce;
  1103. }
  1104. #ifdef JA2TESTVERSION
  1105. //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Number of integration: %d", iNumChecks );
  1106. #endif
  1107. return( vForce );
  1108. }
  1109. INT16 FindFinalGridNoGivenDirectionGridNoForceAngle( INT16 sSrcGridNo, INT16 sGridNo, INT16 sStartZ, INT16 sEndZ, real dForce, real dzDegrees, OBJECTTYPE *pItem )
  1110. {
  1111. vector_3 vDirNormal, vPosition, vForce;
  1112. INT16 sDestX, sDestY, sSrcX, sSrcY;
  1113. real dRange;
  1114. INT16 sEndGridNo;
  1115. // Get XY from gridno
  1116. ConvertGridNoToCenterCellXY( sGridNo, &sDestX, &sDestY );
  1117. ConvertGridNoToCenterCellXY( sSrcGridNo, &sSrcX, &sSrcY );
  1118. // Set position
  1119. vPosition.x = sSrcX;
  1120. vPosition.y = sSrcY;
  1121. vPosition.z = sStartZ;
  1122. // OK, get direction normal
  1123. vDirNormal.x = (float)(sDestX - sSrcX);
  1124. vDirNormal.y = (float)(sDestY - sSrcY);
  1125. vDirNormal.z = 0;
  1126. // NOmralize
  1127. vDirNormal = VGetNormal( &vDirNormal );
  1128. // From degrees, calculate Z portion of normal
  1129. vDirNormal.z = (float)sin( dzDegrees );
  1130. // Get range
  1131. dRange = (float)GetRangeInCellCoordsFromGridNoDiff( sGridNo, sSrcGridNo );
  1132. // Now use a force
  1133. vForce.x = dForce * vDirNormal.x;
  1134. vForce.y = dForce * vDirNormal.y;
  1135. vForce.z = dForce * vDirNormal.z;
  1136. CalculateObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, &sEndGridNo );
  1137. return( sEndGridNo );
  1138. }
  1139. real FindBestAngleForTrajectory( INT16 sSrcGridNo, INT16 sGridNo,INT16 sStartZ, INT16 sEndZ, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo )
  1140. {
  1141. vector_3 vDirNormal, vPosition, vForce;
  1142. INT16 sDestX, sDestY, sSrcX, sSrcY;
  1143. real dRange;
  1144. real dzDegrees = ( (float)PI/8 );
  1145. real dPercentDiff = 0;
  1146. real dTestRange, dTestDiff;
  1147. INT32 iNumChecks = 0;
  1148. // Get XY from gridno
  1149. ConvertGridNoToCenterCellXY( sGridNo, &sDestX, &sDestY );
  1150. ConvertGridNoToCenterCellXY( sSrcGridNo, &sSrcX, &sSrcY );
  1151. // Set position
  1152. vPosition.x = sSrcX;
  1153. vPosition.y = sSrcY;
  1154. vPosition.z = sStartZ;
  1155. // OK, get direction normal
  1156. vDirNormal.x = (float)(sDestX - sSrcX);
  1157. vDirNormal.y = (float)(sDestY - sSrcY);
  1158. vDirNormal.z = 0;
  1159. // NOmralize
  1160. vDirNormal = VGetNormal( &vDirNormal );
  1161. // From degrees, calculate Z portion of normal
  1162. vDirNormal.z = (float)sin( dzDegrees );
  1163. // Get range
  1164. dRange = (float)GetRangeInCellCoordsFromGridNoDiff( sGridNo, sSrcGridNo );
  1165. do
  1166. {
  1167. // This first direction is just an estimate...
  1168. // now do a binary search to find best value....
  1169. iNumChecks++;
  1170. // Now use a force
  1171. vForce.x = dForce * vDirNormal.x;
  1172. vForce.y = dForce * vDirNormal.y;
  1173. vForce.z = dForce * vDirNormal.z;
  1174. dTestRange = CalculateObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, psGridNo );
  1175. // What's the diff?
  1176. dTestDiff = dTestRange - dRange;
  1177. // How have we done?
  1178. // < 5% off...
  1179. if ( fabs( (FLOAT)( dTestDiff / dRange ) ) < .05 )
  1180. {
  1181. break;
  1182. }
  1183. if ( iNumChecks > MAX_INTEGRATIONS )
  1184. {
  1185. break;
  1186. }
  1187. // What is the Percentage difference?
  1188. dPercentDiff = dzDegrees * ( dTestDiff / dRange );
  1189. // Adjust degrees accordingly
  1190. dzDegrees = dzDegrees - ( dPercentDiff / 2 );
  1191. // OK, If our angle is too far either way, giveup!
  1192. if ( fabs( dzDegrees ) >= ( PI / 2 ) || fabs( dzDegrees ) <= 0.005 )
  1193. {
  1194. // Use 0.....
  1195. dzDegrees = 0;
  1196. // From degrees, calculate Z portion of normal
  1197. vDirNormal.z = (float)sin( dzDegrees );
  1198. // Now use a force
  1199. vForce.x = dForce * vDirNormal.x;
  1200. vForce.y = dForce * vDirNormal.y;
  1201. vForce.z = dForce * vDirNormal.z;
  1202. dTestRange = CalculateObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, psGridNo );
  1203. return( (FLOAT)( dzDegrees ) );
  1204. }
  1205. // From degrees, calculate Z portion of normal
  1206. vDirNormal.z = (float)sin( dzDegrees );
  1207. } while( TRUE );
  1208. // OK, we have our force, calculate change to get through without collide
  1209. //if ( ChanceToGetThroughObjectTrajectory( sEndZ, pItem, &vPosition, &vForce ) == 0 )
  1210. //{
  1211. // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Chance to get through throw is 0." );
  1212. //}
  1213. return( dzDegrees );
  1214. }
  1215. void FindTrajectory( INT16 sSrcGridNo, INT16 sGridNo, INT16 sStartZ, INT16 sEndZ, real dForce, real dzDegrees, OBJECTTYPE *pItem, INT16 *psGridNo )
  1216. {
  1217. vector_3 vDirNormal, vPosition, vForce;
  1218. INT16 sDestX, sDestY, sSrcX, sSrcY;
  1219. // Get XY from gridno
  1220. ConvertGridNoToCenterCellXY( sGridNo, &sDestX, &sDestY );
  1221. ConvertGridNoToCenterCellXY( sSrcGridNo, &sSrcX, &sSrcY );
  1222. // Set position
  1223. vPosition.x = sSrcX;
  1224. vPosition.y = sSrcY;
  1225. vPosition.z = sStartZ;
  1226. // OK, get direction normal
  1227. vDirNormal.x = (float)(sDestX - sSrcX);
  1228. vDirNormal.y = (float)(sDestY - sSrcY);
  1229. vDirNormal.z = 0;
  1230. // NOmralize
  1231. vDirNormal = VGetNormal( &vDirNormal );
  1232. // From degrees, calculate Z portion of normal
  1233. vDirNormal.z = (float)sin( dzDegrees );
  1234. // Now use a force
  1235. vForce.x = dForce * vDirNormal.x;
  1236. vForce.y = dForce * vDirNormal.y;
  1237. vForce.z = dForce * vDirNormal.z;
  1238. CalculateObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, psGridNo );
  1239. }
  1240. // OK, this will, given a target Z, INVTYPE, source, target gridnos, initial force vector, will
  1241. // return range
  1242. FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psFinalGridNo )
  1243. {
  1244. INT32 iID;
  1245. REAL_OBJECT *pObject;
  1246. FLOAT dDiffX, dDiffY;
  1247. INT16 sGridNo;
  1248. if ( psFinalGridNo )
  1249. {
  1250. (*psFinalGridNo) = NOWHERE;
  1251. }
  1252. // OK, create a physics object....
  1253. iID = CreatePhysicalObject( pItem, -1, vPosition->x, vPosition->y, vPosition->z, vForce->x, vForce->y, vForce->z, NOBODY, NO_THROW_ACTION, 0 );
  1254. if ( iID == -1 )
  1255. {
  1256. return( -1 );
  1257. }
  1258. pObject = &( ObjectSlots[ iID ] );
  1259. // Set some special values...
  1260. pObject->fTestObject = TEST_OBJECT_NO_COLLISIONS;
  1261. pObject->TestZTarget = sTargetZ;
  1262. pObject->fTestPositionNotSet = TRUE;
  1263. pObject->fVisible = FALSE;
  1264. // Alrighty, move this beast until it dies....
  1265. while( pObject->fAlive )
  1266. {
  1267. SimulateObject( pObject, (float)DELTA_T );
  1268. }
  1269. // Calculate gridno from last position
  1270. sGridNo = MAPROWCOLTOPOS( ( (INT16)pObject->Position.y / CELL_Y_SIZE ), ( (INT16)pObject->Position.x / CELL_X_SIZE ) );
  1271. PhysicsDeleteObject( pObject );
  1272. // get new x, y, z values
  1273. dDiffX = ( pObject->TestTargetPosition.x - vPosition->x );
  1274. dDiffY = ( pObject->TestTargetPosition.y - vPosition->y );
  1275. if ( psFinalGridNo )
  1276. {
  1277. (*psFinalGridNo) = sGridNo;
  1278. }
  1279. return( (FLOAT)sqrt( ( dDiffX * dDiffX ) + ( dDiffY * dDiffY ) ) );
  1280. }
  1281. INT32 ChanceToGetThroughObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vPosition, vector_3 *vForce, INT16 *psNewGridNo, INT8 *pbLevel, BOOLEAN fFromUI )
  1282. {
  1283. INT32 iID;
  1284. REAL_OBJECT *pObject;
  1285. // OK, create a physics object....
  1286. iID = CreatePhysicalObject( pItem, -1, vPosition->x, vPosition->y, vPosition->z, vForce->x, vForce->y, vForce->z, NOBODY, NO_THROW_ACTION, 0 );
  1287. if ( iID == -1 )
  1288. {
  1289. return( -1 );
  1290. }
  1291. pObject = &( ObjectSlots[ iID ] );
  1292. // Set some special values...
  1293. pObject->fTestObject = TEST_OBJECT_NOTWALLROOF_COLLISIONS;
  1294. pObject->fTestPositionNotSet = TRUE;
  1295. pObject->TestZTarget = sTargetZ;
  1296. pObject->fVisible = FALSE;
  1297. //pObject->fPotentialForDebug = TRUE;
  1298. // Alrighty, move this beast until it dies....
  1299. while( pObject->fAlive )
  1300. {
  1301. SimulateObject( pObject, (float)DELTA_T );
  1302. }
  1303. if ( psNewGridNo != NULL )
  1304. {
  1305. // Calculate gridno from last position
  1306. // If NOT from UI, use exact collision position
  1307. if ( fFromUI )
  1308. {
  1309. (*psNewGridNo) = MAPROWCOLTOPOS( ( (INT16)pObject->Position.y / CELL_Y_SIZE ), ( (INT16)pObject->Position.x / CELL_X_SIZE ) );
  1310. }
  1311. else
  1312. {
  1313. (*psNewGridNo) = MAPROWCOLTOPOS( ( (INT16)pObject->EndedWithCollisionPosition.y / CELL_Y_SIZE ), ( (INT16)pObject->EndedWithCollisionPosition.x / CELL_X_SIZE ) );
  1314. }
  1315. (*pbLevel) = GET_OBJECT_LEVEL( pObject->EndedWithCollisionPosition.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ (*psNewGridNo) ].sHeight ) );
  1316. }
  1317. PhysicsDeleteObject( pObject );
  1318. // See If we collided
  1319. if ( pObject->fTestEndedWithCollision )
  1320. {
  1321. return( 0 );
  1322. }
  1323. return( 100 );
  1324. }
  1325. FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo )
  1326. {
  1327. real dAngle;
  1328. INT16 sSrcX, sSrcY;
  1329. ConvertGridNoToCenterCellXY( pSoldier->sGridNo, &sSrcX, &sSrcY );
  1330. dAngle = FindBestAngleForTrajectory( pSoldier->sGridNo, sGridNo, GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel ), ubHeight, dForce, pItem, psGridNo );
  1331. // new we have defaut angle value...
  1332. return( dAngle );
  1333. }
  1334. void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, FLOAT *pdMagForce, FLOAT *pdDegrees, INT16 *psFinalGridNo, BOOLEAN fArmed )
  1335. {
  1336. INT16 sInterGridNo;
  1337. INT16 sStartZ;
  1338. FLOAT dMagForce, dMaxForce, dMinForce;
  1339. FLOAT dDegrees, dNewDegrees;
  1340. BOOLEAN fThroughIntermediateGridNo = FALSE;
  1341. UINT16 usLauncher;
  1342. BOOLEAN fIndoors = FALSE;
  1343. BOOLEAN fLauncher = FALSE;
  1344. BOOLEAN fMortar = FALSE;
  1345. BOOLEAN fGLauncher = FALSE;
  1346. INT16 sMinRange = 0;
  1347. // Start with default degrees/ force
  1348. dDegrees = OUTDOORS_START_ANGLE;
  1349. sStartZ = GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel );
  1350. // Are we armed, and are we throwing a LAUNCHABLE?
  1351. usLauncher = GetLauncherFromLaunchable( pItem->usItem );
  1352. if ( fArmed && ( usLauncher == MORTAR || pItem->usItem == MORTAR ) )
  1353. {
  1354. // Start at 0....
  1355. sStartZ = ( pSoldier->bLevel * 256 );
  1356. fMortar = TRUE;
  1357. sMinRange = MIN_MORTAR_RANGE;
  1358. //fLauncher = TRUE;
  1359. }
  1360. if ( fArmed && ( usLauncher == GLAUNCHER || usLauncher == UNDER_GLAUNCHER || pItem->usItem == GLAUNCHER || pItem->usItem == UNDER_GLAUNCHER ) )
  1361. {
  1362. // OK, look at target level and decide angle to use...
  1363. if ( ubLevel == 1 )
  1364. {
  1365. //dDegrees = GLAUNCHER_START_ANGLE;
  1366. dDegrees = GLAUNCHER_HIGHER_LEVEL_START_ANGLE;
  1367. }
  1368. else
  1369. {
  1370. dDegrees = GLAUNCHER_START_ANGLE;
  1371. }
  1372. fGLauncher = TRUE;
  1373. sMinRange = MIN_MORTAR_RANGE;
  1374. //fLauncher = TRUE;
  1375. }
  1376. // CHANGE DEGREE VALUES BASED ON IF WE ARE INSIDE, ETC
  1377. // ARE WE INSIDE?
  1378. if ( gfCaves || gfBasement )
  1379. {
  1380. // Adjust angle....
  1381. dDegrees = INDOORS_START_ANGLE;
  1382. fIndoors = TRUE;
  1383. }
  1384. if ( ( IsRoofPresentAtGridno( pSoldier->sGridNo ) ) && pSoldier->bLevel == 0 )
  1385. {
  1386. // Adjust angle....
  1387. dDegrees = INDOORS_START_ANGLE;
  1388. fIndoors = TRUE;
  1389. }
  1390. // IS OUR TARGET INSIDE?
  1391. if ( IsRoofPresentAtGridno( sGridNo ) && ubLevel == 0 )
  1392. {
  1393. // Adjust angle....
  1394. dDegrees = INDOORS_START_ANGLE;
  1395. fIndoors = TRUE;
  1396. }
  1397. // OK, look if we can go through a windows here...
  1398. if ( ubLevel == 0 )
  1399. {
  1400. sInterGridNo = SoldierToLocationWindowTest( pSoldier, sGridNo );
  1401. }
  1402. else
  1403. {
  1404. sInterGridNo = NOWHERE;
  1405. }
  1406. if ( sInterGridNo != NOWHERE )
  1407. {
  1408. // IF so, adjust target height, gridno....
  1409. ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Through a window!" );
  1410. fThroughIntermediateGridNo = TRUE;
  1411. }
  1412. if ( !fLauncher )
  1413. {
  1414. // Find force for basic
  1415. FindBestForceForTrajectory( pSoldier->sGridNo, sGridNo, sStartZ, sEndZ, dDegrees, pItem, psFinalGridNo, &dMagForce );
  1416. // Adjust due to max range....
  1417. dMaxForce = CalculateSoldierMaxForce( pSoldier, dDegrees, pItem, fArmed );
  1418. if ( fIndoors )
  1419. {
  1420. dMaxForce = dMaxForce * 2;
  1421. }
  1422. if ( dMagForce > dMaxForce )
  1423. {
  1424. dMagForce = dMaxForce;
  1425. }
  1426. // ATE: If we are a mortar, make sure we are at min.
  1427. if ( fMortar || fGLauncher )
  1428. {
  1429. // find min force
  1430. dMinForce = CalculateForceFromRange( (INT16)( sMinRange / 10 ), (FLOAT)( PI / 4 ) );
  1431. if ( dMagForce < dMinForce )
  1432. {
  1433. dMagForce = dMinForce;
  1434. }
  1435. }
  1436. if ( fThroughIntermediateGridNo )
  1437. {
  1438. // Given this power, now try and go through this window....
  1439. dDegrees = FindBestAngleForTrajectory( pSoldier->sGridNo, sInterGridNo, GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel ), 150, dMagForce, pItem, psFinalGridNo );
  1440. }
  1441. }
  1442. else
  1443. {
  1444. // Use MAX force, vary angle....
  1445. dMagForce = CalculateSoldierMaxForce( pSoldier, dDegrees, pItem, fArmed );
  1446. if ( ubLevel == 0 )
  1447. {
  1448. dMagForce = (float)( dMagForce * 1.25 );
  1449. }
  1450. FindTrajectory( pSoldier->sGridNo, sGridNo, sStartZ, sEndZ, dMagForce, dDegrees, pItem, psFinalGridNo );
  1451. if ( ubLevel == 1 && !fThroughIntermediateGridNo )
  1452. {
  1453. // Is there a guy here...?
  1454. if ( WhoIsThere2( sGridNo, ubLevel ) != NO_SOLDIER )
  1455. {
  1456. dMagForce = (float)( dMagForce * 0.85 );
  1457. // Yep, try to get angle...
  1458. dNewDegrees = FindBestAngleForTrajectory( pSoldier->sGridNo, sGridNo, GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel ), 150, dMagForce, pItem, psFinalGridNo );
  1459. if ( dNewDegrees != 0 )
  1460. {
  1461. dDegrees = dNewDegrees;
  1462. }
  1463. }
  1464. }
  1465. if ( fThroughIntermediateGridNo )
  1466. {
  1467. dDegrees = FindBestAngleForTrajectory( pSoldier->sGridNo, sInterGridNo, GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel ), 150, dMagForce, pItem, psFinalGridNo );
  1468. }
  1469. }
  1470. (*pdMagForce) = dMagForce;
  1471. (*pdDegrees ) = dDegrees;
  1472. }
  1473. BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT16 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI )
  1474. {
  1475. FLOAT dForce, dDegrees;
  1476. INT16 sDestX, sDestY, sSrcX, sSrcY;
  1477. vector_3 vForce, vPosition, vDirNormal;
  1478. // Ge7t basic launch params...
  1479. CalculateLaunchItemBasicParams( pSoldier, pItem, sGridNo, ubLevel, sEndZ, &dForce, &dDegrees, psFinalGridNo, fArmed );
  1480. // Get XY from gridno
  1481. ConvertGridNoToCenterCellXY( sGridNo, &sDestX, &sDestY );
  1482. ConvertGridNoToCenterCellXY( pSoldier->sGridNo, &sSrcX, &sSrcY );
  1483. // Set position
  1484. vPosition.x = sSrcX;
  1485. vPosition.y = sSrcY;
  1486. vPosition.z = GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel );
  1487. // OK, get direction normal
  1488. vDirNormal.x = (float)(sDestX - sSrcX);
  1489. vDirNormal.y = (float)(sDestY - sSrcY);
  1490. vDirNormal.z = 0;
  1491. // NOmralize
  1492. vDirNormal = VGetNormal( &vDirNormal );
  1493. // From degrees, calculate Z portion of normal
  1494. vDirNormal.z = (float)sin( dDegrees );
  1495. // Do force....
  1496. vForce.x = dForce * vDirNormal.x;
  1497. vForce.y = dForce * vDirNormal.y;
  1498. vForce.z = dForce * vDirNormal.z;
  1499. // OK, we have our force, calculate change to get through without collide
  1500. if ( ChanceToGetThroughObjectTrajectory( sEndZ, pItem, &vPosition, &vForce, psFinalGridNo, pbLevel, fFromUI ) == 0 )
  1501. {
  1502. return( FALSE );
  1503. }
  1504. if ( (*pbLevel) != ubLevel )
  1505. {
  1506. return( FALSE );
  1507. }
  1508. if ( !fFromUI && (*psFinalGridNo) != sGridNo )
  1509. {
  1510. return( FALSE );
  1511. }
  1512. return( TRUE );
  1513. }
  1514. FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees )
  1515. {
  1516. FLOAT dMagForce;
  1517. INT16 sSrcGridNo, sDestGridNo;
  1518. OBJECTTYPE Object;
  1519. INT16 sFinalGridNo;
  1520. // OK, use a fake gridno, find the new gridno based on range, use height of merc, end height of ground,
  1521. // 45 degrees
  1522. sSrcGridNo = 4408;
  1523. sDestGridNo = 4408 + ( sRange * WORLD_COLS );
  1524. // Use a grenade objecttype
  1525. CreateItem( HAND_GRENADE, 100, &Object );
  1526. FindBestForceForTrajectory( sSrcGridNo, sDestGridNo, GET_SOLDIER_THROW_HEIGHT( 0 ), 0, dDegrees, &Object, &sFinalGridNo, &dMagForce );
  1527. return( dMagForce );
  1528. }
  1529. FLOAT CalculateSoldierMaxForce( SOLDIERTYPE *pSoldier, FLOAT dDegrees , OBJECTTYPE *pItem , BOOLEAN fArmed )
  1530. {
  1531. INT32 uiMaxRange;
  1532. FLOAT dMagForce;
  1533. dDegrees = (FLOAT)( PI/4 );
  1534. uiMaxRange = CalcMaxTossRange( pSoldier, pItem->usItem, fArmed );
  1535. dMagForce = CalculateForceFromRange( (INT16) uiMaxRange, dDegrees );
  1536. return( dMagForce );
  1537. }
  1538. #define MAX_MISS_BY 30
  1539. #define MIN_MISS_BY 1
  1540. #define MAX_MISS_RADIUS 5
  1541. void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData )
  1542. {
  1543. FLOAT dForce, dDegrees;
  1544. INT16 sDestX, sDestY, sSrcX, sSrcY;
  1545. vector_3 vForce, vDirNormal;
  1546. INT16 sFinalGridNo;
  1547. BOOLEAN fArmed = FALSE;
  1548. UINT16 usLauncher;
  1549. INT16 sStartZ;
  1550. INT8 bMinMissRadius, bMaxMissRadius, bMaxRadius;
  1551. FLOAT fScale;
  1552. // Set target ID if anyone
  1553. pSoldier->ubTargetID = WhoIsThere2( sGridNo, ubLevel );
  1554. if ( ubActionCode == THROW_ARM_ITEM )
  1555. {
  1556. fArmed = TRUE;
  1557. }
  1558. if ( bMissBy < 0 )
  1559. {
  1560. // then we hit!
  1561. bMissBy = 0;
  1562. }
  1563. //if ( 0 )
  1564. if ( bMissBy > 0 )
  1565. {
  1566. // Max the miss variance
  1567. if ( bMissBy > MAX_MISS_BY )
  1568. {
  1569. bMissBy = MAX_MISS_BY;
  1570. }
  1571. // Min the miss varience...
  1572. if ( bMissBy < MIN_MISS_BY )
  1573. {
  1574. bMissBy = MIN_MISS_BY;
  1575. }
  1576. // Adjust position, force, angle
  1577. #ifdef JA2TESTVERSION
  1578. ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Throw miss by: %d", bMissBy );
  1579. #endif
  1580. // Default to max radius...
  1581. bMaxRadius = 5;
  1582. // scale if pyth spaces away is too far
  1583. if ( PythSpacesAway( sGridNo, pSoldier->sGridNo ) < ( (float)bMaxRadius / (float)1.5 ) )
  1584. {
  1585. bMaxRadius = PythSpacesAway( sGridNo, pSoldier->sGridNo ) / 2;
  1586. }
  1587. // Get radius
  1588. fScale = ( (float)bMissBy / (float) MAX_MISS_BY );
  1589. bMaxMissRadius = (INT8)( bMaxRadius * fScale );
  1590. // Limit max radius...
  1591. if ( bMaxMissRadius > 4 )
  1592. {
  1593. bMaxMissRadius = 4;
  1594. }
  1595. bMinMissRadius = bMaxMissRadius - 1;
  1596. if ( bMinMissRadius < 2 )
  1597. {
  1598. bMinMissRadius = 2;
  1599. }
  1600. if ( bMaxMissRadius < bMinMissRadius )
  1601. {
  1602. bMaxMissRadius = bMinMissRadius;
  1603. }
  1604. sGridNo = RandomGridFromRadius( sGridNo, bMinMissRadius, bMaxMissRadius );
  1605. }
  1606. // Get basic launch params...
  1607. CalculateLaunchItemBasicParams( pSoldier, pItem, sGridNo, ubLevel, sEndZ, &dForce, &dDegrees, &sFinalGridNo, fArmed );
  1608. // Get XY from gridno
  1609. ConvertGridNoToCenterCellXY( sGridNo, &sDestX, &sDestY );
  1610. ConvertGridNoToCenterCellXY( pSoldier->sGridNo, &sSrcX, &sSrcY );
  1611. // OK, get direction normal
  1612. vDirNormal.x = (float)(sDestX - sSrcX);
  1613. vDirNormal.y = (float)(sDestY - sSrcY);
  1614. vDirNormal.z = 0;
  1615. // NOmralize
  1616. vDirNormal = VGetNormal( &vDirNormal );
  1617. // From degrees, calculate Z portion of normal
  1618. vDirNormal.z = (float)sin( dDegrees );
  1619. // Do force....
  1620. vForce.x = dForce * vDirNormal.x;
  1621. vForce.y = dForce * vDirNormal.y;
  1622. vForce.z = dForce * vDirNormal.z;
  1623. // Allocate Throw Parameters
  1624. pSoldier->pThrowParams = MemAlloc( sizeof( THROW_PARAMS ) );
  1625. memset( pSoldier->pThrowParams, 0, sizeof( THROW_PARAMS ) );
  1626. pSoldier->pTempObject = MemAlloc( sizeof( OBJECTTYPE ) );
  1627. memcpy( pSoldier->pTempObject, pItem, sizeof( OBJECTTYPE ) );
  1628. pSoldier->pThrowParams->dX = (float)sSrcX;
  1629. pSoldier->pThrowParams->dY = (float)sSrcY;
  1630. sStartZ = GET_SOLDIER_THROW_HEIGHT( pSoldier->bLevel );
  1631. usLauncher = GetLauncherFromLaunchable( pItem->usItem );
  1632. if ( fArmed && usLauncher == MORTAR )
  1633. {
  1634. // Start at 0....
  1635. sStartZ = ( pSoldier->bLevel * 256 ) + 50;
  1636. }
  1637. pSoldier->pThrowParams->dZ = (float)sStartZ;
  1638. pSoldier->pThrowParams->dForceX = vForce.x;
  1639. pSoldier->pThrowParams->dForceY = vForce.y;
  1640. pSoldier->pThrowParams->dForceZ = vForce.z;
  1641. pSoldier->pThrowParams->dLifeSpan = -1;
  1642. pSoldier->pThrowParams->ubActionCode = ubActionCode;
  1643. pSoldier->pThrowParams->uiActionData = uiActionData;
  1644. // Dirty interface
  1645. DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
  1646. }
  1647. BOOLEAN CheckForCatcher( REAL_OBJECT *pObject, UINT16 usStructureID )
  1648. {
  1649. // Do we want to catch?
  1650. if ( pObject->fTestObject == NO_TEST_OBJECT )
  1651. {
  1652. if ( pObject->ubActionCode == THROW_TARGET_MERC_CATCH )
  1653. {
  1654. // Is it a guy?
  1655. if ( usStructureID < INVALID_STRUCTURE_ID )
  1656. {
  1657. //Is it the same guy?
  1658. if ( usStructureID == pObject->uiActionData )
  1659. {
  1660. if ( DoCatchObject( pObject ) )
  1661. {
  1662. pObject->fAlive = FALSE;
  1663. return( TRUE );
  1664. }
  1665. }
  1666. }
  1667. }
  1668. }
  1669. return( FALSE );
  1670. }
  1671. void CheckForObjectHittingMerc( REAL_OBJECT *pObject, UINT16 usStructureID )
  1672. {
  1673. SOLDIERTYPE *pSoldier;
  1674. INT16 sDamage, sBreath;
  1675. // Do we want to catch?
  1676. if ( pObject->fTestObject == NO_TEST_OBJECT )
  1677. {
  1678. // Is it a guy?
  1679. if ( usStructureID < INVALID_STRUCTURE_ID )
  1680. {
  1681. if ( pObject->ubLastTargetTakenDamage != (UINT8)usStructureID )
  1682. {
  1683. pSoldier = MercPtrs[ usStructureID ];
  1684. sDamage = 1;
  1685. sBreath = 0;
  1686. EVENT_SoldierGotHit( pSoldier, NOTHING, sDamage, sBreath, pSoldier->bDirection, 0, pObject->ubOwner, FIRE_WEAPON_TOSSED_OBJECT_SPECIAL, 0, 0, NOWHERE );
  1687. pObject->ubLastTargetTakenDamage = (UINT8)( usStructureID );
  1688. }
  1689. }
  1690. }
  1691. }
  1692. BOOLEAN CheckForCatchObject( REAL_OBJECT *pObject )
  1693. {
  1694. SOLDIERTYPE *pSoldier;
  1695. UINT32 uiSpacesAway;
  1696. // Do we want to catch?
  1697. if ( pObject->fTestObject == NO_TEST_OBJECT )
  1698. {
  1699. if ( pObject->ubActionCode == THROW_TARGET_MERC_CATCH )
  1700. {
  1701. pSoldier = MercPtrs[ pObject->uiActionData ];
  1702. // Is it a guy?
  1703. // Are we close to this guy?
  1704. uiSpacesAway = PythSpacesAway( pObject->sGridNo, pSoldier->sGridNo );
  1705. if ( uiSpacesAway < 4 && !pObject->fAttemptedCatch )
  1706. {
  1707. if ( pSoldier->usAnimState != CATCH_STANDING &&
  1708. pSoldier->usAnimState != CATCH_CROUCHED &&
  1709. pSoldier->usAnimState != LOWER_RIFLE )
  1710. {
  1711. if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_STAND )
  1712. {
  1713. EVENT_InitNewSoldierAnim( pSoldier, CATCH_STANDING, 0 , FALSE );
  1714. }
  1715. else if ( gAnimControl[ pSoldier->usAnimState ].ubHeight == ANIM_CROUCH )
  1716. {
  1717. EVENT_InitNewSoldierAnim( pSoldier, CATCH_CROUCHED, 0 , FALSE );
  1718. }
  1719. pObject->fCatchAnimOn = TRUE;
  1720. }
  1721. }
  1722. pObject->fAttemptedCatch = TRUE;
  1723. if ( uiSpacesAway <= 1 && !pObject->fCatchCheckDone )
  1724. {
  1725. if ( AttemptToCatchObject( pObject ) )
  1726. {
  1727. return( TRUE );
  1728. }
  1729. }
  1730. }
  1731. }
  1732. return( FALSE );
  1733. }
  1734. BOOLEAN AttemptToCatchObject( REAL_OBJECT *pObject )
  1735. {
  1736. SOLDIERTYPE *pSoldier;
  1737. UINT8 ubChanceToCatch;
  1738. // Get intended target
  1739. pSoldier = MercPtrs[ pObject->uiActionData ];
  1740. // OK, get chance to catch
  1741. // base it on...? CC? Dexterity?
  1742. ubChanceToCatch = 50 + EffectiveDexterity( pSoldier ) / 2;
  1743. #ifdef JA2TESTVERSION
  1744. ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Chance To Catch: %d", ubChanceToCatch );
  1745. #endif
  1746. pObject->fCatchCheckDone = TRUE;
  1747. if ( PreRandom( 100 ) > ubChanceToCatch )
  1748. {
  1749. return( FALSE );
  1750. }
  1751. pObject->fCatchGood = TRUE;
  1752. return( TRUE );
  1753. }
  1754. BOOLEAN DoCatchObject( REAL_OBJECT *pObject )
  1755. {
  1756. SOLDIERTYPE *pSoldier;
  1757. BOOLEAN fGoodCatch = FALSE;
  1758. UINT16 usItem;
  1759. // Get intended target
  1760. pSoldier = MercPtrs[ pObject->uiActionData ];
  1761. // Catch anim.....
  1762. switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
  1763. {
  1764. case ANIM_STAND:
  1765. pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
  1766. EVENT_InitNewSoldierAnim( pSoldier, END_CATCH, 0 , FALSE );
  1767. break;
  1768. case ANIM_CROUCH:
  1769. pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
  1770. EVENT_InitNewSoldierAnim( pSoldier, END_CROUCH_CATCH, 0 , FALSE );
  1771. break;
  1772. }
  1773. PlayJA2Sample( CATCH_OBJECT, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
  1774. pObject->fCatchAnimOn = FALSE;
  1775. if ( !pObject->fCatchGood )
  1776. {
  1777. return( FALSE );
  1778. }
  1779. // Get item
  1780. usItem = pObject->Obj.usItem;
  1781. // Transfer object
  1782. fGoodCatch = AutoPlaceObject( pSoldier, &(pObject->Obj), TRUE );
  1783. // Report success....
  1784. if ( fGoodCatch )
  1785. {
  1786. pObject->fDropItem = FALSE;
  1787. ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_MERC_CAUGHT_ITEM ], pSoldier->name, ShortItemNames[ usItem ] );
  1788. }
  1789. return( TRUE );
  1790. }
  1791. //#define TESTDUDEXPLOSIVES
  1792. void HandleArmedObjectImpact( REAL_OBJECT *pObject )
  1793. {
  1794. INT16 sZ;
  1795. BOOLEAN fDoImpact = FALSE;
  1796. BOOLEAN fCheckForDuds = FALSE;
  1797. OBJECTTYPE *pObj;
  1798. INT32 iTrapped = 0;
  1799. UINT16 usFlags = 0;
  1800. INT8 bLevel = 0;
  1801. // Calculate pixel position of z
  1802. sZ = (INT16)CONVERT_HEIGHTUNITS_TO_PIXELS( (INT16)( pObject->Position.z ) ) - gpWorldLevelData[ pObject->sGridNo ].sHeight;
  1803. // get OBJECTTYPE
  1804. pObj = &(pObject->Obj);
  1805. // ATE: Make sure number of objects is 1...
  1806. pObj->ubNumberOfObjects = 1;
  1807. if ( Item[ pObj->usItem ].usItemClass & IC_GRENADE )
  1808. {
  1809. fCheckForDuds = TRUE;
  1810. }
  1811. if ( pObj->usItem == MORTAR_SHELL )
  1812. {
  1813. fCheckForDuds = TRUE;
  1814. }
  1815. if ( Item[ pObj->usItem ].usItemClass & IC_THROWN )
  1816. {
  1817. AddItemToPool( pObject->sGridNo, pObj, INVISIBLE, bLevel, usFlags, 0 );
  1818. }
  1819. if ( fCheckForDuds )
  1820. {
  1821. // If we landed on anything other than the floor, always! go off...
  1822. #ifdef TESTDUDEXPLOSIVES
  1823. if ( sZ != 0 || pObject->fInWater )
  1824. #else
  1825. if ( sZ != 0 || pObject->fInWater || ( pObj->bStatus[0] >= USABLE && ( PreRandom( 100 ) < (UINT32) pObj->bStatus[0] + PreRandom( 50 ) ) ) )
  1826. #endif
  1827. {
  1828. fDoImpact = TRUE;
  1829. }
  1830. else // didn't go off!
  1831. {
  1832. #ifdef TESTDUDEXPLOSIVES
  1833. if ( 1 )
  1834. #else
  1835. if ( pObj->bStatus[0] >= USABLE && PreRandom(100) < (UINT32) pObj->bStatus[0] + PreRandom( 50 ) )
  1836. #endif
  1837. {
  1838. iTrapped = PreRandom( 4 ) + 2;
  1839. }
  1840. if ( iTrapped )
  1841. {
  1842. // Start timed bomb...
  1843. usFlags |= WORLD_ITEM_ARMED_BOMB;
  1844. pObj->bDetonatorType = BOMB_TIMED;
  1845. pObj->bDelay = (INT8)( 1 + PreRandom( 2 ) );
  1846. }
  1847. // ATE: If we have collided with roof last...
  1848. if ( pObject->iOldCollisionCode == COLLISION_ROOF )
  1849. {
  1850. bLevel = 1;
  1851. }
  1852. // Add item to pool....
  1853. AddItemToPool( pObject->sGridNo, pObj, INVISIBLE, bLevel, usFlags, 0 );
  1854. // All teams lok for this...
  1855. NotifySoldiersToLookforItems( );
  1856. if ( pObject->ubOwner != NOBODY )
  1857. {
  1858. DoMercBattleSound( MercPtrs[ pObject->ubOwner ], (INT8)( BATTLE_SOUND_CURSE1 ) );
  1859. }
  1860. }
  1861. }
  1862. else
  1863. {
  1864. fDoImpact = TRUE;
  1865. }
  1866. if ( fDoImpact )
  1867. {
  1868. if ( pObject->Obj.usItem == BREAK_LIGHT )
  1869. {
  1870. // Add a light effect...
  1871. NewLightEffect( pObject->sGridNo, LIGHT_FLARE_MARK_1 );
  1872. }
  1873. else if ( Item[ pObject->Obj.usItem ].usItemClass & IC_GRENADE )
  1874. {
  1875. /* ARM: Removed. Rewards even missed throws, and pulling a pin doesn't really teach anything about explosives
  1876. if ( MercPtrs[ pObject->ubOwner ]->bTeam == gbPlayerNum && gTacticalStatus.uiFlags & INCOMBAT )
  1877. {
  1878. // tossed grenade, not a dud, so grant xp
  1879. // EXPLOSIVES GAIN (10): Tossing grenade
  1880. if ( pObject->ubOwner != NOBODY )
  1881. {
  1882. StatChange( MercPtrs[ pObject->ubOwner ], EXPLODEAMT, 10, FALSE );
  1883. }
  1884. }
  1885. */
  1886. IgniteExplosion( pObject->ubOwner, (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ, pObject->sGridNo, pObject->Obj.usItem, GET_OBJECT_LEVEL( pObject->Position.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ) ) );
  1887. }
  1888. else if ( pObject->Obj.usItem == MORTAR_SHELL )
  1889. {
  1890. sZ = (INT16)CONVERT_HEIGHTUNITS_TO_PIXELS( (INT16)pObject->Position.z );
  1891. IgniteExplosion( pObject->ubOwner, (INT16)pObject->Position.x, (INT16)pObject->Position.y, sZ, pObject->sGridNo, pObject->Obj.usItem, GET_OBJECT_LEVEL( pObject->Position.z - CONVERT_PIXELS_TO_HEIGHTUNITS( gpWorldLevelData[ pObject->sGridNo ].sHeight ) ) );
  1892. }
  1893. }
  1894. }
  1895. BOOLEAN SavePhysicsTableToSaveGameFile( HWFILE hFile )
  1896. {
  1897. UINT32 uiNumBytesWritten=0;
  1898. UINT16 usCnt=0;
  1899. UINT32 usPhysicsCount=0;
  1900. for( usCnt=0; usCnt<NUM_OBJECT_SLOTS; usCnt++ )
  1901. {
  1902. //if the REAL_OBJECT is active, save it
  1903. if( ObjectSlots[ usCnt ].fAllocated )
  1904. {
  1905. usPhysicsCount++;
  1906. }
  1907. }
  1908. //Save the number of REAL_OBJECTs in the array
  1909. FileWrite( hFile, &usPhysicsCount, sizeof( UINT32 ), &uiNumBytesWritten );
  1910. if( uiNumBytesWritten != sizeof( UINT32 ) )
  1911. {
  1912. return( FALSE );
  1913. }
  1914. if( usPhysicsCount != 0 )
  1915. {
  1916. for( usCnt=0; usCnt<NUM_OBJECT_SLOTS; usCnt++ )
  1917. {
  1918. //if the REAL_OBJECT is active, save it
  1919. if( ObjectSlots[ usCnt ].fAllocated )
  1920. {
  1921. //Save the the REAL_OBJECT structure
  1922. FileWrite( hFile, &ObjectSlots[usCnt], sizeof( REAL_OBJECT ), &uiNumBytesWritten );
  1923. if( uiNumBytesWritten != sizeof( REAL_OBJECT ) )
  1924. {
  1925. return( FALSE );
  1926. }
  1927. }
  1928. }
  1929. }
  1930. return( TRUE );
  1931. }
  1932. BOOLEAN LoadPhysicsTableFromSavedGameFile( HWFILE hFile )
  1933. {
  1934. UINT32 uiNumBytesRead=0;
  1935. UINT16 usCnt=0;
  1936. //make sure the objects are not allocated
  1937. memset( ObjectSlots, 0, NUM_OBJECT_SLOTS * sizeof( REAL_OBJECT ) );
  1938. //Load the number of REAL_OBJECTs in the array
  1939. FileRead( hFile, &guiNumObjectSlots, sizeof( UINT32 ), &uiNumBytesRead );
  1940. if( uiNumBytesRead != sizeof( UINT32 ) )
  1941. {
  1942. return( FALSE );
  1943. }
  1944. //loop through and add the objects
  1945. for( usCnt=0; usCnt<guiNumObjectSlots; usCnt++ )
  1946. {
  1947. //Load the the REAL_OBJECT structure
  1948. FileRead( hFile, &ObjectSlots[usCnt], sizeof( REAL_OBJECT ), &uiNumBytesRead );
  1949. if( uiNumBytesRead != sizeof( REAL_OBJECT ) )
  1950. {
  1951. return( FALSE );
  1952. }
  1953. ObjectSlots[usCnt].pNode = NULL;
  1954. ObjectSlots[usCnt].pShadow = NULL;
  1955. ObjectSlots[usCnt].iID = usCnt;
  1956. }
  1957. return( TRUE );
  1958. }
  1959. UINT16 RandomGridFromRadius( INT16 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius )
  1960. {
  1961. INT16 sX, sY;
  1962. INT16 sGridNo;
  1963. INT32 leftmost;
  1964. BOOLEAN fFound = FALSE;
  1965. UINT32 cnt = 0;
  1966. if ( ubMaxRadius == 0 || ubMinRadius == 0 )
  1967. {
  1968. return( sSweetGridNo );
  1969. }
  1970. do
  1971. {
  1972. sX = (UINT16)PreRandom( ubMaxRadius );
  1973. sY = (UINT16)PreRandom( ubMaxRadius );
  1974. if ( ( sX < ubMinRadius || sY < ubMinRadius ) && ubMaxRadius != ubMinRadius )
  1975. {
  1976. continue;
  1977. }
  1978. if ( PreRandom( 2 ) == 0 )
  1979. {
  1980. sX = sX * -1;
  1981. }
  1982. if ( PreRandom( 2 ) == 0 )
  1983. {
  1984. sY = sY * -1;
  1985. }
  1986. leftmost = ( ( sSweetGridNo + ( WORLD_COLS * sY ) )/ WORLD_COLS ) * WORLD_COLS;
  1987. sGridNo = sSweetGridNo + ( WORLD_COLS * sY ) + sX;
  1988. if ( sGridNo == sSweetGridNo )
  1989. {
  1990. continue;
  1991. }
  1992. if ( sGridNo >=0 && sGridNo < WORLD_MAX &&
  1993. sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
  1994. {
  1995. fFound = TRUE;
  1996. }
  1997. cnt++;
  1998. if ( cnt > 50 )
  1999. {
  2000. return( NOWHERE );
  2001. }
  2002. } while( !fFound );
  2003. return( sGridNo );
  2004. }