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StructureHit: check water level. Only normal, stun and flashbang explosives create water explosion. Increase max force when throwing items into water (to compensate for no bouncing). Increased splash volume from LOWVOLUME to MIDVOLUME. InternalIgniteExplosion: no fragments in water. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
189 lines
5.1 KiB
C++
189 lines
5.1 KiB
C++
#ifndef __PHYSICS_H
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#define __PHYSICS_H
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#include "phys math.h"
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#include "sgp.h"
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#include "worlddef.h"
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#include "items.h"
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#include "Soldier Control.h"
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extern UINT32 guiNumObjectSlots;
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class OLD_REAL_OBJECT_101
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{
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public:
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BOOLEAN fAllocated;
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BOOLEAN fAlive;
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BOOLEAN fApplyFriction;
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BOOLEAN fColliding;
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BOOLEAN fZOnRest;
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BOOLEAN fVisible;
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BOOLEAN fInWater;
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BOOLEAN fTestObject;
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BOOLEAN fTestEndedWithCollision;
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BOOLEAN fTestPositionNotSet;
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real TestZTarget;
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real OneOverMass;
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real AppliedMu;
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vector_3 Position;
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vector_3 TestTargetPosition;
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vector_3 OldPosition;
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vector_3 Velocity;
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vector_3 OldVelocity;
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vector_3 InitialForce;
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vector_3 Force;
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vector_3 CollisionNormal;
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vector_3 CollisionVelocity;
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real CollisionElasticity;
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INT32 sGridNo;
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INT32 iID;
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LEVELNODE *pNode;
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LEVELNODE *pShadow;
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INT16 sConsecutiveCollisions;
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INT16 sConsecutiveZeroVelocityCollisions;
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INT32 iOldCollisionCode;
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FLOAT dLifeLength;
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FLOAT dLifeSpan;
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OLD_OBJECTTYPE_101 oldObj;
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BOOLEAN fFirstTimeMoved;
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INT32 sFirstGridNo;
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UINT8 ubOwner;
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UINT8 ubActionCode;
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UINT32 uiActionData;
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BOOLEAN fDropItem;
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UINT32 uiNumTilesMoved;
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BOOLEAN fCatchGood;
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BOOLEAN fAttemptedCatch;
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BOOLEAN fCatchAnimOn;
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BOOLEAN fCatchCheckDone;
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BOOLEAN fEndedWithCollisionPositionSet;
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vector_3 EndedWithCollisionPosition;
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BOOLEAN fHaveHitGround;
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BOOLEAN fPotentialForDebug;
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INT32 sLevelNodeGridNo;
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INT32 iSoundID;
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UINT8 ubLastTargetTakenDamage;
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UINT8 ubPadding[1];
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};
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class REAL_OBJECT
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{
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public:
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REAL_OBJECT () {initialize();};
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REAL_OBJECT& operator=(OLD_REAL_OBJECT_101& src);
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BOOLEAN Load(HWFILE hFile);
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BOOLEAN Save(HWFILE hFile);
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void initialize();
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BOOLEAN fAllocated;
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BOOLEAN fAlive;
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BOOLEAN fApplyFriction;
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BOOLEAN fColliding;
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BOOLEAN fZOnRest;
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BOOLEAN fVisible;
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BOOLEAN fInWater;
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BOOLEAN fTestObject;
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BOOLEAN fTestEndedWithCollision;
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BOOLEAN fTestPositionNotSet;
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real TestZTarget;
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real OneOverMass;
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real AppliedMu;
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vector_3 Position;
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vector_3 TestTargetPosition;
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vector_3 OldPosition;
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vector_3 Velocity;
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vector_3 OldVelocity;
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vector_3 InitialForce;
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vector_3 Force;
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vector_3 CollisionNormal;
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vector_3 CollisionVelocity;
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real CollisionElasticity;
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INT32 sGridNo;
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INT32 iID;
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LEVELNODE *pNode;
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LEVELNODE *pShadow;
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INT16 sConsecutiveCollisions;
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INT16 sConsecutiveZeroVelocityCollisions;
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INT32 iOldCollisionCode;
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FLOAT dLifeLength;
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FLOAT dLifeSpan;
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BOOLEAN fFirstTimeMoved;
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INT32 sFirstGridNo;
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UINT8 ubOwner;
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UINT8 ubActionCode;
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UINT32 uiActionData;
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BOOLEAN fDropItem;
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UINT32 uiNumTilesMoved;
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BOOLEAN fCatchGood;
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BOOLEAN fAttemptedCatch;
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BOOLEAN fCatchAnimOn;
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BOOLEAN fCatchCheckDone;
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BOOLEAN fEndedWithCollisionPositionSet;
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vector_3 EndedWithCollisionPosition;
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BOOLEAN fHaveHitGround;
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BOOLEAN fPotentialForDebug;
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INT32 sLevelNodeGridNo;
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INT32 iSoundID;
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UINT8 ubLastTargetTakenDamage;
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// OJW - 20091002 - mp explosives
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UINT8 mpTeam; // the intiating clients team
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INT32 mpRealObjectID; // ID from the initiating client
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bool mpIsFromRemoteClient;
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bool mpHaveClientResult;
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bool mpWasDud;
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char endOfPod;
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OBJECTTYPE Obj;
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};
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#define SIZEOF_REAL_OBJECT_POD offsetof(REAL_OBJECT, endOfPod)
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#define NUM_OBJECT_SLOTS 50
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extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
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// OBJECT LIST STUFF
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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 );
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BOOLEAN RemoveObjectSlot( INT32 iObject );
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void RemoveAllPhysicsObjects( );
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// OJW - 20091002 - mp explosives
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extern void HandleArmedObjectImpact( REAL_OBJECT *pObject );
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FLOAT CalculateLaunchItemAngle( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubHeight, real dForce, OBJECTTYPE *pItem, INT32 *psGridNo );
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BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, INT16 sEndZ, INT32 *psFinalGridNo, BOOLEAN fArmed, INT8 *pbLevel, BOOLEAN fFromUI );
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void CalculateLaunchItemParamsForThrow( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel, INT16 sZPos, OBJECTTYPE *pItem, UINT32 uiHitChance, UINT8 ubActionCode, UINT32 uiActionData, UINT16 usItemNum = 0 );
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// SIMULATE WORLD
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void SimulateWorld( );
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BOOLEAN SavePhysicsTableToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadPhysicsTableFromSavedGameFile( HWFILE hFile );
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// Flugente: artillery functions
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INT32 RandomGridFromRadius( INT32 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius );
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UINT32 GetArtilleryTargetGridNo( UINT32 sTargetGridNo, INT8 bRadius );
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BOOLEAN GetArtilleryLaunchParams(UINT32 sStartingGridNo, UINT32 sTargetGridNo, UINT8 ubTargetLevel, INT16 sStartZ, INT16 sEndZ, UINT16 usLauncher, OBJECTTYPE* pObj, FLOAT* pdForce, FLOAT* pdDegrees);
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#endif |