Files
source/TileEngine/physics.h
T

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#ifndef __PHYSICS_H
#define __PHYSICS_H
#include "phys math.h"
#include "sgp.h"
#include "worlddef.h"
#include "items.h"
#include "Soldier Control.h"
extern UINT32 guiNumObjectSlots;
class OLD_REAL_OBJECT_101
{
public:
BOOLEAN fAllocated;
BOOLEAN fAlive;
BOOLEAN fApplyFriction;
BOOLEAN fColliding;
BOOLEAN fZOnRest;
BOOLEAN fVisible;
BOOLEAN fInWater;
BOOLEAN fTestObject;
BOOLEAN fTestEndedWithCollision;
BOOLEAN fTestPositionNotSet;
real TestZTarget;
real OneOverMass;
real AppliedMu;
vector_3 Position;
vector_3 TestTargetPosition;
vector_3 OldPosition;
vector_3 Velocity;
vector_3 OldVelocity;
vector_3 InitialForce;
vector_3 Force;
vector_3 CollisionNormal;
vector_3 CollisionVelocity;
real CollisionElasticity;
INT16 sGridNo;
INT32 iID;
LEVELNODE *pNode;
LEVELNODE *pShadow;
INT16 sConsecutiveCollisions;
INT16 sConsecutiveZeroVelocityCollisions;
INT32 iOldCollisionCode;
FLOAT dLifeLength;
FLOAT dLifeSpan;
OLD_OBJECTTYPE_101 oldObj;
BOOLEAN fFirstTimeMoved;
INT16 sFirstGridNo;
UINT8 ubOwner;
UINT8 ubActionCode;
UINT32 uiActionData;
BOOLEAN fDropItem;
UINT32 uiNumTilesMoved;
BOOLEAN fCatchGood;
BOOLEAN fAttemptedCatch;
BOOLEAN fCatchAnimOn;
BOOLEAN fCatchCheckDone;
BOOLEAN fEndedWithCollisionPositionSet;
vector_3 EndedWithCollisionPosition;
BOOLEAN fHaveHitGround;
BOOLEAN fPotentialForDebug;
INT16 sLevelNodeGridNo;
INT32 iSoundID;
UINT8 ubLastTargetTakenDamage;
UINT8 ubPadding[1];
};
class REAL_OBJECT
{
public:
REAL_OBJECT () {initialize();};
REAL_OBJECT& operator=(OLD_REAL_OBJECT_101& src);
BOOLEAN Load(HWFILE hFile);
BOOLEAN Save(HWFILE hFile);
void initialize();
BOOLEAN fAllocated;
BOOLEAN fAlive;
BOOLEAN fApplyFriction;
BOOLEAN fColliding;
BOOLEAN fZOnRest;
BOOLEAN fVisible;
BOOLEAN fInWater;
BOOLEAN fTestObject;
BOOLEAN fTestEndedWithCollision;
BOOLEAN fTestPositionNotSet;
real TestZTarget;
real OneOverMass;
real AppliedMu;
vector_3 Position;
vector_3 TestTargetPosition;
vector_3 OldPosition;
vector_3 Velocity;
vector_3 OldVelocity;
vector_3 InitialForce;
vector_3 Force;
vector_3 CollisionNormal;
vector_3 CollisionVelocity;
real CollisionElasticity;
INT16 sGridNo;
INT32 iID;
LEVELNODE *pNode;
LEVELNODE *pShadow;
INT16 sConsecutiveCollisions;
INT16 sConsecutiveZeroVelocityCollisions;
INT32 iOldCollisionCode;
FLOAT dLifeLength;
FLOAT dLifeSpan;
BOOLEAN fFirstTimeMoved;
INT16 sFirstGridNo;
UINT8 ubOwner;
UINT8 ubActionCode;
UINT32 uiActionData;
BOOLEAN fDropItem;
UINT32 uiNumTilesMoved;
BOOLEAN fCatchGood;
BOOLEAN fAttemptedCatch;
BOOLEAN fCatchAnimOn;
BOOLEAN fCatchCheckDone;
BOOLEAN fEndedWithCollisionPositionSet;
vector_3 EndedWithCollisionPosition;
BOOLEAN fHaveHitGround;
BOOLEAN fPotentialForDebug;
INT16 sLevelNodeGridNo;
INT32 iSoundID;
UINT8 ubLastTargetTakenDamage;
char endOfPod;
OBJECTTYPE Obj;
};
#define SIZEOF_REAL_OBJECT_POD offsetof(REAL_OBJECT, endOfPod)
#define NUM_OBJECT_SLOTS 50
extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
// OBJECT LIST STUFF
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
BOOLEAN RemoveObjectSlot( INT32 iObject );
void RemoveAllPhysicsObjects( );
FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT16 *psGridNo );
BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT16 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT16 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI );
void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, INT8 bMissBy, UINT8 ubActionCode, UINT32 uiActionData );
// SIMULATE WORLD
void SimulateWorld( );
BOOLEAN SavePhysicsTableToSaveGameFile( HWFILE hFile );
BOOLEAN LoadPhysicsTableFromSavedGameFile( HWFILE hFile );
#endif