2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 * $Source: /cvs/cvsroot/d2x/main/collide.c,v $
18 * $Date: 2001-10-18 00:01:00 $
20 * FIXME: put description here
22 * $Log: not supported by cvs2svn $
30 #include <string.h> // for memset
88 #include "editor\editor.h"
93 #define STANDARD_EXPL_DELAY (f1_0/4)
95 //##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
99 // -------------------------------------------------------------------------------------------------------------
100 // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
101 void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
103 ai_local *ailp = &Ai_local_info[robot-Objects];
105 if ((robot->id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == AIB_RUN_FROM) || (Robot_info[robot->id].companion == 1) || (robot->ctype.ai_info.behavior == AIB_SNIPE)) {
106 int wall_num = Segments[hitseg].sides[hitwall].wall_num;
107 if (wall_num != -1) {
108 if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].keys == KEY_NONE) && (Walls[wall_num].state == WALL_DOOR_CLOSED) && !(Walls[wall_num].flags & WALL_DOOR_LOCKED)) {
109 // -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
110 wall_open_door(&Segments[hitseg], hitwall);
111 // -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
112 //-- } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].keys != KEY_NONE) && (Walls[wall_num].state == WALL_DOOR_CLOSED) && !(Walls[wall_num].flags & WALL_DOOR_LOCKED)) {
113 } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR)) {
114 if ((ailp->mode == AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
115 if (Walls[wall_num].keys != KEY_NONE) {
116 if (Walls[wall_num].keys & Players[Player_num].flags)
117 wall_open_door(&Segments[hitseg], hitwall);
118 } else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
119 wall_open_door(&Segments[hitseg], hitwall);
121 } else if (Robot_info[robot->id].thief) { // Thief allowed to go through doors to which player has key.
122 if (Walls[wall_num].keys != KEY_NONE)
123 if (Walls[wall_num].keys & Players[Player_num].flags)
124 wall_open_door(&Segments[hitseg], hitwall);
132 //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
136 // -------------------------------------------------------------------------------------------------------------
138 int apply_damage_to_clutter(object *clutter, fix damage)
140 if ( clutter->flags&OF_EXPLODING) return 0;
142 if (clutter->shields < 0 ) return 0; //clutter already dead...
144 clutter->shields -= damage;
146 if (clutter->shields < 0) {
147 explode_object(clutter,0);
153 char Monster_mode = 0; // A cheat. Do massive damage when collide.
155 //given the specified force, apply damage from that force to an object
156 void apply_force_damage(object *obj,fix force,object *other_obj)
161 if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
162 return; //already exploding or dead
164 damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
166 if ((other_obj->type == OBJ_PLAYER) && Monster_mode)
169 //mprintf((0,"obj %d, damage=%x\n",obj-Objects,damage));
175 if (Robot_info[obj->id].attack_type == 1) {
176 if (other_obj->type == OBJ_WEAPON)
177 result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
179 result = apply_damage_to_robot(obj,damage/4, other_obj-Objects);
182 if (other_obj->type == OBJ_WEAPON)
183 result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
185 result = apply_damage_to_robot(obj,damage/2, other_obj-Objects);
188 if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
189 add_points_to_score(Robot_info[obj->id].score_value);
194 // If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
195 // bots every frame since they don't move.
196 if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
197 damage = fixmul(damage, FrameTime*2);
199 // Make trainee easier.
200 if (Difficulty_level == 0)
203 apply_damage_to_player(obj,other_obj,damage);
208 apply_damage_to_clutter(obj,damage);
213 apply_damage_to_controlcen(obj,damage, other_obj-Objects);
218 break; //weapons don't take damage
227 // -----------------------------------------------------------------------------
228 void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
232 if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
234 if (objp->type == OBJ_PLAYER) {
236 force2.x = force->x/4;
237 force2.y = force->y/4;
238 force2.z = force->z/4;
239 phys_apply_force(objp,&force2);
240 if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !Robot_info[other_objp->id].companion)) {
241 force_mag = vm_vec_mag_quick(&force2);
242 apply_force_damage(objp, force_mag, other_objp);
244 } else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
245 if (!Robot_info[objp->id].boss_flag) {
247 force2.x = force->x/(4 + Difficulty_level);
248 force2.y = force->y/(4 + Difficulty_level);
249 force2.z = force->z/(4 + Difficulty_level);
251 phys_apply_force(objp, force);
252 phys_apply_rot(objp, &force2);
254 force_mag = vm_vec_mag_quick(force);
255 apply_force_damage(objp, force_mag, other_objp);
262 // -----------------------------------------------------------------------------
263 //deal with two objects bumping into each other. Apply force from collision
264 //to each robot. The flags tells whether the objects should take damage from
266 void bump_two_objects(object *obj0,object *obj1,int damage_flag)
271 if (obj0->movement_type != MT_PHYSICS)
273 else if (obj1->movement_type != MT_PHYSICS)
277 Assert(t->movement_type == MT_PHYSICS);
278 vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
279 phys_apply_force(t,&force);
283 vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
284 vm_vec_scale2(&force,2*fixmul(obj0->mtype.phys_info.mass,obj1->mtype.phys_info.mass),(obj0->mtype.phys_info.mass+obj1->mtype.phys_info.mass));
286 bump_this_object(obj1, obj0, &force, damage_flag);
287 vm_vec_negate(&force);
288 bump_this_object(obj0, obj1, &force, damage_flag);
292 void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
297 vm_vec_scale(&hit_vec, damage);
299 phys_apply_force(obj0,&hit_vec);
303 #define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
304 #define DAMAGE_THRESHOLD (F1_0/3)
305 #define WALL_LOUDNESS_SCALE (20)
307 fix force_force = i2f(50);
309 void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
312 char ForceFieldHit=0;
313 int tmap_num,tmap_num2;
315 if (playerobj->id != Player_num) // Execute only for local player
318 tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
320 // If this wall does damage, don't make *BONK* sound, we'll be making another sound.
321 if (TmapInfo[tmap_num].damage > 0)
324 if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
327 PALETTE_FLASH_ADD(0, 0, 60); //flash blue
329 //knock player around
330 force.x = 40*(d_rand() - 16384);
331 force.y = 40*(d_rand() - 16384);
332 force.z = 40*(d_rand() - 16384);
333 phys_apply_rot(playerobj, &force);
337 Tactile_apply_force (&force,&playerobj->orient);
341 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
343 if (Game_mode & GM_MULTI)
344 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
353 force.x = -playerobj->mtype.phys_info.velocity.x;
354 force.y = -playerobj->mtype.phys_info.velocity.y;
355 force.z = -playerobj->mtype.phys_info.velocity.z;
356 Tactile_do_collide(&force, &playerobj->orient);
360 wall_hit_process( &Segments[hitseg], hitwall, 20, playerobj->id, playerobj );
363 // ** Damage from hitting wall **
364 // If the player has less than 10% shields, don't take damage from bump
365 // Note: Does quad damage if hit a force field - JL
366 damage = (hitspeed / DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
368 tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
370 //don't do wall damage and sound if hit lava or water
371 if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
374 if (damage >= DAMAGE_THRESHOLD) {
376 volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
378 create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION);
382 if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
383 digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
385 if (Game_mode & GM_MULTI)
386 multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
390 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
391 if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
392 apply_damage_to_player( playerobj, playerobj, damage );
394 // -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
395 // -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
396 // -- vms_vector hitpt1;
399 // -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
400 // -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
401 // -- if (hitseg1 != -1)
402 // -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
410 fix Last_volatile_scrape_sound_time = 0;
412 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
413 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
415 //see if wall is volatile or water
416 //if volatile, cause damage to player
417 //returns 1=lava, 2=water
418 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt)
420 fix tmap_num,d,water;
422 Assert(obj->type==OBJ_PLAYER);
424 tmap_num = Segments[segnum].sides[sidenum].tmap_num;
426 d = TmapInfo[tmap_num].damage;
427 water = (TmapInfo[tmap_num].flags & TMI_WATER);
429 if (d > 0 || water) {
431 if (obj->id == Player_num) {
434 fix damage = fixmul(d,FrameTime);
436 if (Difficulty_level == 0)
439 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
440 apply_damage_to_player( obj, obj, damage );
444 Tactile_Xvibrate (50,25);
447 PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
450 obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
451 obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
459 if (TactileStick && !(FrameCount & 15))
460 Tactile_Xvibrate_clear ();
467 //this gets called when an object is scraping along the wall
468 void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
474 if (obj->id==Player_num) {
477 //mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
479 if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
480 vms_vector hit_dir, rand_vec;
482 if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
483 int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
485 Last_volatile_scrape_sound_time = GameTime;
487 digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
489 if (Game_mode & GM_MULTI)
490 multi_send_play_sound(sound, F1_0);
495 get_side_normal(&Segments[hitseg], higside, 0, &hit_dir );
497 hit_dir = Segments[hitseg].sides[hitside].normals[0];
500 make_random_vector(&rand_vec);
501 vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
502 vm_vec_normalize_quick(&hit_dir);
503 bump_one_object(obj, &hit_dir, F1_0*8);
507 //@@ //what scrape sound
508 //@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
515 //these two kinds of objects below shouldn't really slide, so
516 //if this scrape routine gets called (which it might if the
517 //object (such as a fusion blob) was created already poking
518 //through the wall) call the collide routine.
521 collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
525 collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
531 //if an effect is hit, and it can blow up, then blow it up
532 //returns true if it blew up
533 int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag)
539 // If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
543 if (blower->ctype.laser_info.parent_type == OBJ_ROBOT)
544 if (Robot_info[Objects[blower->ctype.laser_info.parent_num].id].companion)
547 if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) {
548 int trigger_num, wall_num;
550 wall_num = seg->sides[side].wall_num;
551 if ( wall_num != -1 ) {
552 trigger_num = Walls[wall_num].trigger;
554 if (trigger_num != -1)
561 if ((tm=seg->sides[side].tmap_num2) != 0) {
563 tmf = tm&0xc000; //tm flags
564 tm &= 0x3fff; //tm without flags
566 //check if it's an animation (monitor) or casts light
567 if ((((ec=TmapInfo[tm].eclip_num)!=-1) && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1))) {
569 grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
572 PIGGY_PAGE_IN(Textures[tm]);
574 //this can be blown up...did we hit it?
576 if (!force_blowup_flag) {
577 find_hitpoint_uv(&u,&v,NULL,pnt,seg,side,0); //evil: always say face zero
579 x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
580 y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
582 switch (tmf) { //adjust for orientation of paste-on
584 case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
585 case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
586 case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
589 //mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
591 if (bm->bm_flags & BM_FLAG_RLE)
592 bm = rle_expand_texture(bm);
595 if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) { //not trans, thus on effect
601 if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
602 if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
606 //mprintf((0," HIT!\n"));
608 //note: this must get called before the texture changes,
609 //because we use the light value of the texture to change
610 //the static light in the segment
611 subtract_light(seg-Segments,side);
613 if (Newdemo_state == ND_STATE_RECORDING)
614 newdemo_record_effect_blowup( seg-Segments, side, pnt);
617 dest_size = Effects[ec].dest_size;
618 vc = Effects[ec].dest_vclip;
624 object_create_explosion( seg-Segments, pnt, dest_size, vc );
626 if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
628 if ((sound_num = Vclip[vc].sound_num) != -1)
629 digi_link_sound_to_pos( sound_num, seg-Segments, 0, pnt, 0, F1_0 );
631 if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
632 digi_kill_sound_linked_to_segment(seg-Segments,side,sound_num);
634 if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
638 new_ec = &Effects[Effects[ec].dest_eclip];
639 bm_num = new_ec->changing_wall_texture;
641 mprintf((0,"bm_num = %d\n",bm_num));
643 new_ec->time_left = new_ec->vc.frame_time;
644 new_ec->frame_count = 0;
645 new_ec->segnum = seg-Segments;
646 new_ec->sidenum = side;
647 new_ec->flags |= EF_ONE_SHOT;
648 new_ec->dest_bm_num = Effects[ec].dest_bm_num;
650 Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
651 seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
655 Assert(db!=0 && seg->sides[side].tmap_num2!=0);
656 seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
660 seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
662 //assume this is a light, and play light sound
663 digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, seg-Segments, 0, pnt, 0, F1_0 );
672 return 0; //didn't blow up
675 // Copied from laser.c!
676 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
677 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
678 #define DESIRED_OMEGA_DIST (F1_0*5) // This is the desired distance between blobs. For distances > MIN_OMEGA_BLOBS*DESIRED_OMEGA_DIST, but not very large, this will apply.
679 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
680 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
682 // -------------------------------------------------
683 // Return true if ok to do Omega damage.
684 int ok_to_do_omega_damage(object *weapon)
686 int parent_sig = weapon->ctype.laser_info.parent_signature;
687 int parent_num = weapon->ctype.laser_info.parent_num;
689 if (!(Game_mode & GM_MULTI))
692 if (Objects[parent_num].signature != parent_sig)
693 mprintf((0, "Parent of omega blob not consistent with object information.\n"));
695 fix dist = vm_vec_dist_quick(&Objects[parent_num].pos, &weapon->pos);
697 if (dist > MAX_OMEGA_DIST) {
698 // -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
701 ; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
707 //these gets added to the weapon's values when the weapon hits a volitle wall
708 #define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
709 #define VOLATILE_WALL_IMPACT_SIZE i2f(3)
710 #define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
711 #define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
713 // int Show_seg_and_side = 0;
715 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
717 segment *seg = &Segments[hitseg];
723 if (weapon->id == OMEGA_ID)
724 if (!ok_to_do_omega_damage(weapon))
727 // If this is a guided missile and it strikes fairly directly, clear bounce flag.
728 if (weapon->id == GUIDEDMISS_ID) {
731 dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
732 mprintf((0, "Guided missile dot = %7.3f\n", f2fl(dot)));
734 mprintf((0, "Guided missile loses bounciness.\n"));
735 weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
739 //if an energy weapon hits a forcefield, let it bounce
740 if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
741 !(weapon->type == OBJ_WEAPON && Weapon_info[weapon->id].energy_usage==0)) {
744 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
746 if (Game_mode & GM_MULTI)
747 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
750 return; //bail here. physics code will bounce this object
754 if (keyd_pressed[KEY_LAPOSTRO])
755 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
756 // MK: Real pain when you need to know a seg:side and you've got quad lasers.
757 mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall));
758 HUD_init_message("Hit at segment = %i, side = %i", hitseg, hitwall);
760 subtract_light(hitseg, hitwall);
761 else if (weapon->id == FLARE_ID)
762 add_light(hitseg, hitwall);
766 //@@Cursegp = &Segments[hitseg];
767 //@@Curside = hitwall;
771 if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
772 Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
776 blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0);
778 //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
780 if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[Objects[weapon->ctype.laser_info.parent_num].id].companion==1)) {
783 if (Game_mode & GM_MULTI)
785 Int3(); // Get Jason!
790 playernum = Player_num; //if single player, he's the player's buddy
795 if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
796 playernum = Objects[weapon->ctype.laser_info.parent_num].id;
798 playernum = -1; //not a player (thus a robot)
801 if (blew_up) { //could be a wall switch
802 //for wall triggers, always say that the player shot it out. This is
803 //because robots can shoot out wall triggers, and so the trigger better
805 // NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
806 check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1);
809 if (weapon->id == EARTHSHAKER_ID)
812 wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon );
814 // Wall is volatile if either tmap 1 or 2 is volatile
815 if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE) || (seg->sides[hitwall].tmap_num2 && (TmapInfo[seg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_VOLATILE))) {
816 weapon_info *wi = &Weapon_info[weapon->id];
819 //we've hit a volatile wall
821 digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
823 //for most weapons, use volatile wall hit. For mega, use its special vclip
824 vclip = (weapon->id == MEGA_ID)?Weapon_info[weapon->id].robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
826 // New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
827 if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
828 // -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
829 explode_badass_weapon(weapon,hitpt);
831 object_create_badass_explosion( weapon, hitseg, hitpt,
832 wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
834 wi->strength[Difficulty_level]/4+VOLATILE_WALL_EXPL_STRENGTH, // diminished by mk on 12/08/94, i was doing 70 damage hitting lava on lvl 1.
835 wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
836 wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
837 weapon->ctype.laser_info.parent_num );
840 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
843 else if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_WATER) || (seg->sides[hitwall].tmap_num2 && (TmapInfo[seg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_WATER))) {
844 weapon_info *wi = &Weapon_info[weapon->id];
848 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
849 if ( Weapon_info[weapon->id].matter ) {
851 digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
853 if ( Weapon_info[weapon->id].damage_radius ) {
855 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon-Objects, 0, F1_0);
857 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
858 object_create_badass_explosion( weapon, hitseg, hitpt,
861 wi->strength[Difficulty_level]/4,
863 wi->strength[Difficulty_level]/2,
864 weapon->ctype.laser_info.parent_num );
867 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
870 digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
871 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, VCLIP_WATER_HIT );
874 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
879 if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
881 //do special bound sound & effect
886 //if it's not the player's weapon, or it is the player's and there
887 //is no wall, and no blowing up monitor, then play sound
888 if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up))
889 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
890 digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
892 if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) {
893 if ( Weapon_info[weapon->id].damage_radius )
894 explode_badass_weapon(weapon,hitpt);
896 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
901 // If weapon fired by player or companion...
902 if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
904 if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum))
905 create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
907 // if (weapon->id != FLARE_ID) {
908 // We now allow flares to open doors.
911 if (((weapon->id != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
912 weapon->flags |= OF_SHOULD_BE_DEAD;
914 //don't let flares stick in force fields
915 if ((weapon->id == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
916 weapon->flags |= OF_SHOULD_BE_DEAD;
918 if (!(weapon->flags & OF_SILENT)) {
921 case WHP_NOT_SPECIAL:
922 //should be handled above
923 //digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
927 //play special hit door sound (if/when we get it)
928 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
930 if (Game_mode & GM_MULTI)
931 multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
937 //play special blastable wall sound (if/when we get it)
938 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
939 digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
943 //don't play anything, since door open sound will play
947 //mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", weapon-Objects));
949 // if (weapon->lifeleft <= 0)
950 // weapon->flags |= OF_SHOULD_BE_DEAD;
954 // This is a robot's laser
955 if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
956 weapon->flags |= OF_SHOULD_BE_DEAD;
962 //##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
966 //##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
970 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
971 explode_object(debris,0);
975 //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
979 //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
983 //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
987 //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
991 //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
992 //## //weapon->flags |= OF_SHOULD_BE_DEAD;
996 //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
1000 //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
1004 //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
1008 // -------------------------------------------------------------------------------------------------------------------
1009 void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
1010 // mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
1011 // robot1-Objects, f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
1012 // robot2-Objects, f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
1013 // f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
1015 bump_two_objects(robot1, robot2, 1);
1019 void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
1022 if (obj1->type == OBJ_ROBOT) {
1024 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
1025 bump_one_object(obj1, &hitvec, 0);
1028 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
1029 bump_one_object(obj2, &hitvec, 0);
1034 //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
1038 fix Last_thief_hit_time;
1040 void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point )
1042 int steal_attempt = 0;
1045 if (robot->flags&OF_EXPLODING)
1048 collision_seg = find_point_seg(collision_point, playerobj->segnum);
1049 if (collision_seg != -1)
1050 object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
1052 if (playerobj->id == Player_num) {
1053 if (Robot_info[robot->id].companion) // Player and companion don't collide.
1055 if (Robot_info[robot->id].kamikaze) {
1056 apply_damage_to_robot(robot, robot->shields+1, playerobj-Objects);
1057 if (playerobj == ConsoleObject)
1058 add_points_to_score(Robot_info[robot->id].score_value);
1061 if (Robot_info[robot->id].thief) {
1062 if (Ai_local_info[robot-Objects].mode == AIM_THIEF_ATTACK) {
1063 Last_thief_hit_time = GameTime;
1064 attempt_to_steal_item(robot, playerobj->id);
1066 } else if (GameTime - Last_thief_hit_time < F1_0*2)
1067 return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
1068 // NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
1070 Last_thief_hit_time = GameTime;
1073 create_awareness_event(playerobj, PA_PLAYER_COLLISION); // object robot can attract attention to player
1074 do_ai_robot_hit_attack(robot, playerobj, collision_point);
1075 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1079 multi_robot_request_change(robot, playerobj->id);
1082 // added this if to remove the bump sound if it's the thief.
1083 // A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
1084 // Changed by MK to make this sound unless the robot stole.
1085 if ((!steal_attempt) && !Robot_info[robot->id].energy_drain)
1086 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1088 bump_two_objects(robot, playerobj, 1);
1092 // Provide a way for network message to instantly destroy the control center
1093 // without awarding points or anything.
1095 // if controlcen == NULL, that means don't do the explosion because the control center
1096 // was actually in another object.
1097 void net_destroy_controlcen(object *controlcen)
1099 if (Control_center_destroyed != 1) {
1101 do_controlcen_destroyed_stuff(controlcen);
1103 if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
1104 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1105 explode_object(controlcen,0);
1111 // -----------------------------------------------------------------------------
1112 void apply_damage_to_controlcen(object *controlcen, fix damage, short who)
1116 // Only allow a player to damage the control center.
1118 if ((who < 0) || (who > Highest_object_index))
1121 whotype = Objects[who].type;
1122 if (whotype != OBJ_PLAYER) {
1123 mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype));
1128 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time))
1130 if (Objects[who].id == Player_num) {
1131 int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60;
1132 int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60;
1133 HUD_init_message("%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
1139 if (Objects[who].id == Player_num) {
1140 Control_center_been_hit = 1;
1141 ai_do_cloak_stuff();
1144 if ( controlcen->shields >= 0 )
1145 controlcen->shields -= damage;
1147 if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
1149 do_controlcen_destroyed_stuff(controlcen);
1152 if (Game_mode & GM_MULTI) {
1153 if (who == Players[Player_num].objnum)
1154 add_points_to_score(CONTROL_CEN_SCORE);
1155 multi_send_destroy_controlcen((ushort)(controlcen-Objects), Objects[who].id );
1159 if (!(Game_mode & GM_MULTI))
1160 add_points_to_score(CONTROL_CEN_SCORE);
1162 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1164 explode_object(controlcen,0);
1168 void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point )
1170 if (playerobj->id == Player_num) {
1171 Control_center_been_hit = 1;
1172 ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
1175 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1176 bump_two_objects(controlcen, playerobj, 1);
1181 void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point )
1183 mprintf ((0,"Collided with marker %d!\n",marker->id));
1185 if (playerobj->id==Player_num) {
1188 if (Game_mode & GM_MULTI)
1190 drawn = HUD_init_message ("MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]);
1194 if (MarkerMessage[marker->id][0])
1195 drawn = HUD_init_message("MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]);
1197 drawn = HUD_init_message("MARKER %d", marker->id+1);
1201 digi_play_sample( SOUND_MARKER_HIT, F1_0 );
1203 detect_escort_goal_accomplished(marker-Objects);
1207 // If a persistent weapon and other object is not a weapon, weaken it, else kill it.
1208 // If both objects are weapons, weaken the weapon.
1209 void maybe_kill_weapon(object *weapon, object *other_obj)
1211 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID) || (weapon->id == PMINE_ID)) {
1212 weapon->flags |= OF_SHOULD_BE_DEAD;
1216 // Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
1217 // Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
1218 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1219 // Weapons do a lot of damage to weapons, other objects do much less.
1220 if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1221 if (other_obj->type == OBJ_WEAPON)
1222 weapon->shields -= other_obj->shields/2;
1224 weapon->shields -= other_obj->shields/4;
1226 if (weapon->shields <= 0) {
1227 weapon->shields = 0;
1228 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1232 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1234 // -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
1235 // -- // Weapons do a lot of damage to weapons, other objects do much less.
1236 // -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1237 // -- if (other_obj->type == OBJ_WEAPON)
1238 // -- weapon->shields -= other_obj->shields/2;
1240 // -- weapon->shields -= other_obj->shields/4;
1242 // -- if (weapon->shields <= 0) {
1243 // -- weapon->shields = 0;
1244 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1248 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1251 void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point )
1254 if (weapon->id == OMEGA_ID)
1255 if (!ok_to_do_omega_damage(weapon))
1258 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
1259 fix damage = weapon->shields;
1261 if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
1262 Control_center_been_hit = 1;
1264 if ( Weapon_info[weapon->id].damage_radius )
1265 explode_badass_weapon(weapon,collision_point);
1267 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1269 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
1271 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1273 apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
1275 maybe_kill_weapon(weapon,controlcen);
1276 } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
1277 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1278 maybe_kill_weapon(weapon,controlcen);
1283 void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
1284 short exp_vclip = VCLIP_SMALL_EXPLOSION;
1286 if ( clutter->shields >= 0 )
1287 clutter->shields -= weapon->shields;
1289 digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
1291 object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
1293 if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
1294 explode_object(clutter,STANDARD_EXPL_DELAY);
1296 maybe_kill_weapon(weapon,clutter);
1299 //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
1301 extern object *explode_badass_object(object *objp, fix damage, fix distance, fix force);
1303 int Final_boss_is_dead = 0;
1304 fix Final_boss_countdown_time = 0;
1306 // ------------------------------------------------------------------------------------------------------
1307 void do_final_boss_frame(void)
1310 if (!Final_boss_is_dead)
1313 if (!Control_center_destroyed)
1316 if (Final_boss_countdown_time == 0)
1317 Final_boss_countdown_time = F1_0*2;
1319 Final_boss_countdown_time -= FrameTime;
1320 if (Final_boss_countdown_time > 0)
1323 gr_palette_fade_out( gr_palette, 256, 0 );
1324 start_endlevel_sequence(); //pretend we hit the exit trigger
1328 // ------------------------------------------------------------------------------------------------------
1329 // This is all the ugly stuff we do when you kill the final boss so that you don't die or something
1330 // which would ruin the logic of the cut sequence.
1331 void do_final_boss_hacks(void)
1333 if (Player_is_dead) {
1334 Int3(); // Uh-oh, player is dead. Try to rescue him.
1338 if (Players[Player_num].shields <= 0)
1339 Players[Player_num].shields = 1;
1341 // If you're not invulnerable, get invulnerable!
1342 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) {
1343 Players[Player_num].invulnerable_time = GameTime;
1344 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1346 if (!(Game_mode & GM_MULTI))
1347 buddy_message("Nice job, %s!", Players[Player_num].callsign);
1349 Final_boss_is_dead = 1;
1352 extern int Buddy_dude_cheat;
1353 extern int multi_all_players_alive();
1354 void multi_send_finish_game ();
1356 // ------------------------------------------------------------------------------------------------------
1357 // Return 1 if robot died, else return 0
1358 int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
1362 char i,temp_stolen[MAX_STOLEN_ITEMS];
1365 if ( robot->flags&OF_EXPLODING) return 0;
1367 if (robot->shields < 0 ) return 0; //robot already dead...
1369 if (Robot_info[robot->id].boss_flag)
1370 Boss_hit_time = GameTime;
1372 // Buddy invulnerable on level 24 so he can give you his important messages. Bah.
1373 // Also invulnerable if his cheat for firing weapons is in effect.
1374 if (Robot_info[robot->id].companion) {
1375 // if ((Current_mission_num == 0 && Current_level_num == Last_level) || Buddy_dude_cheat)
1377 if ((Current_mission_num == 0 && Current_level_num == Last_level) )
1382 // if (robot->control_type == CT_REMOTE)
1383 // return 0; // Can't damange a robot controlled by another player
1385 // -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
1386 // Boss_been_hit = 1;
1388 robot->shields -= damage;
1390 // Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
1391 if (Robot_info[robot->id].boss_flag)
1393 if ((Current_mission_num == 0) && Current_level_num == Last_level)
1395 if (robot->shields < 0)
1398 if (Game_mode & GM_MULTI)
1400 if (!multi_all_players_alive()) // everyones gotta be alive
1404 multi_send_finish_game();
1405 do_final_boss_hacks();
1411 { // NOTE LINK TO ABOVE!!!
1412 if ((Players[Player_num].shields < 0) || Player_is_dead)
1413 robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
1415 do_final_boss_hacks();
1419 if (robot->shields < 0) {
1421 if (Game_mode & GM_MULTI) {
1422 if (Robot_info[robot->id].thief)
1428 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1429 temp_stolen[(int)i]=Stolen_items[(int)i];
1431 if (multi_explode_robot_sub(robot-Objects, killer_objnum,Robot_info[robot->id].thief))
1434 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1435 Stolen_items[(int)i]=temp_stolen[(int)i];
1437 multi_send_robot_explode(robot-Objects, killer_objnum,Robot_info[robot->id].thief);
1440 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1441 Stolen_items[(int)i]=255;
1450 Players[Player_num].num_kills_level++;
1451 Players[Player_num].num_kills_total++;
1453 if (Robot_info[robot->id].boss_flag) {
1454 start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1455 } else if (Robot_info[robot->id].death_roll) {
1456 start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1458 if (robot->id == SPECIAL_REACTOR_ROBOT)
1459 special_reactor_stuff();
1460 //if (Robot_info[robot->id].smart_blobs)
1461 // create_smart_children(robot, Robot_info[robot->id].smart_blobs);
1462 //if (Robot_info[robot->id].badass)
1463 // explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
1464 if (Robot_info[robot->id].kamikaze)
1465 explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
1467 explode_object(robot,STANDARD_EXPL_DELAY);
1474 extern int boss_spew_robot(object *objp, vms_vector *pos);
1476 //--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
1477 //--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
1478 //--ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,0,1,1}; // Set byte if boss spews bots when hit by energy weapon.
1479 //--ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,0,1,1}; // Set byte if boss spews bots when hit by matter weapon.
1480 //--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
1481 //--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
1482 //--ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,1,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
1484 //#define BOSS_INVULNERABLE_DOT 0 // If a boss is invulnerable over most of his body, fvec(dot)vec_to_collision must be less than this for damage to occur.
1485 int Boss_invulnerable_dot = 0;
1487 int Buddy_gave_hint_count = 5;
1488 fix Last_time_buddy_gave_hint = 0;
1490 // ------------------------------------------------------------------------------------------------------
1491 // Return true if damage done to boss, else return false.
1492 int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
1499 d2_boss_index = Robot_info[robot->id].boss_flag - BOSS_D2;
1501 Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
1503 // See if should spew a bot.
1504 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
1505 if ((Weapon_info[weapon->id].matter && Boss_spews_bots_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_spews_bots_energy[d2_boss_index])) {
1506 if (Boss_spew_more[d2_boss_index])
1507 if (d_rand() > 16384) {
1508 if (boss_spew_robot(robot, collision_point) != -1)
1509 Last_gate_time = GameTime - Gate_interval - 1; // Force allowing spew of another bot.
1511 boss_spew_robot(robot, collision_point);
1514 if (Boss_invulnerable_spot[d2_boss_index]) {
1518 // Boss only vulnerable in back. See if hit there.
1519 vm_vec_sub(&tvec1, collision_point, &robot->pos);
1520 vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
1521 dot = vm_vec_dot(&tvec1, &robot->orient.fvec);
1522 mprintf((0, "Boss hit vec dot = %7.3f\n", f2fl(dot)));
1524 if (dot > Boss_invulnerable_dot) {
1528 segnum = find_point_seg(collision_point, robot->segnum);
1529 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1532 if (Last_time_buddy_gave_hint == 0)
1533 Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
1535 if (Buddy_gave_hint_count) {
1536 if (Last_time_buddy_gave_hint + F1_0*20 < GameTime) {
1539 Buddy_gave_hint_count--;
1540 Last_time_buddy_gave_hint = GameTime;
1541 sval = (d_rand()*4) >> 15;
1543 case 0: buddy_message("Hit him in the back!"); break;
1544 case 1: buddy_message("He's invulnerable there!"); break;
1545 case 2: buddy_message("Get behind him and fire!"); break;
1548 buddy_message("Hit the glowing spot!"); break;
1553 // Cause weapon to bounce.
1554 // Make a copy of this weapon, because the physics wants to destroy it.
1555 if (!Weapon_info[weapon->id].matter) {
1556 new_obj = obj_create(weapon->type, weapon->id, weapon->segnum, &weapon->pos,
1557 &weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
1559 if (new_obj != -1) {
1560 vms_vector vec_to_point;
1561 vms_vector weap_vec;
1564 if (weapon->render_type == RT_POLYOBJ) {
1565 Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[Objects[new_obj].id].model_num;
1566 Objects[new_obj].size = fixdiv(Polygon_models[Objects[new_obj].rtype.pobj_info.model_num].rad,Weapon_info[Objects[new_obj].id].po_len_to_width_ratio);
1569 Objects[new_obj].mtype.phys_info.mass = Weapon_info[weapon->type].mass;
1570 Objects[new_obj].mtype.phys_info.drag = Weapon_info[weapon->type].drag;
1571 vm_vec_zero(&Objects[new_obj].mtype.phys_info.thrust);
1573 vm_vec_sub(&vec_to_point, collision_point, &robot->pos);
1574 vm_vec_normalize_quick(&vec_to_point);
1575 weap_vec = weapon->mtype.phys_info.velocity;
1576 speed = vm_vec_normalize_quick(&weap_vec);
1577 vm_vec_scale_add2(&vec_to_point, &weap_vec, -F1_0*2);
1578 vm_vec_scale(&vec_to_point, speed/4);
1579 Objects[new_obj].mtype.phys_info.velocity = vec_to_point;
1583 } else if ((Weapon_info[weapon->id].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_invulnerable_energy[d2_boss_index])) {
1586 segnum = find_point_seg(collision_point, robot->segnum);
1587 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1594 extern int Robots_kill_robots_cheat;
1596 // ------------------------------------------------------------------------------------------------------
1597 void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
1600 int boss_invul_flag=0;
1602 if (weapon->id == OMEGA_ID)
1603 if (!ok_to_do_omega_damage(weapon))
1606 if (Robot_info[robot->id].boss_flag) {
1607 Boss_hit_time = GameTime;
1608 if (Robot_info[robot->id].boss_flag >= BOSS_D2) {
1609 damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
1610 boss_invul_flag = !damage_flag;
1614 // Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
1615 // MK has so much fun whacking his butt around the mine he never cared...
1616 if ((Robot_info[robot->id].companion) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !Robots_kill_robots_cheat))
1619 if (weapon->id == EARTHSHAKER_ID)
1622 // If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
1623 // depending on frame rate.
1624 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1625 if (weapon->ctype.laser_info.last_hitobj == robot-Objects)
1628 weapon->ctype.laser_info.last_hitobj = robot-Objects;
1630 // mprintf((0, "weapon #%i with power %i hits robot #%i.\n", weapon - Objects, f2i(weapon->shields), robot - Objects));
1633 if (weapon->ctype.laser_info.parent_signature == robot->signature)
1636 // Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
1637 // Also, only a weapon hit from a player weapon causes smart blobs.
1638 if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (Robot_info[robot->id].energy_blobs))
1639 if ((robot->shields > 0) && Weapon_is_energy[weapon->id]) {
1643 probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
1644 probval = Robot_info[robot->id].energy_blobs * probval/(NDL*32);
1646 num_blobs = probval >> 16;
1647 if (2*d_rand() < (probval & 0xffff))
1651 create_smart_children(robot, num_blobs);
1654 // Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
1655 // unless this is trapped elsewhere.
1656 if ( Weapon_info[weapon->id].damage_radius )
1658 if (boss_invul_flag) { //don't make badass sound
1659 weapon_info *wi = &Weapon_info[weapon->id];
1661 //this code copied from explode_badass_weapon()
1663 object_create_badass_explosion( weapon, weapon->segnum, collision_point,
1665 wi->robot_hit_vclip,
1666 wi->strength[Difficulty_level],
1667 wi->damage_radius,wi->strength[Difficulty_level],
1668 weapon->ctype.laser_info.parent_num );
1671 else //normal badass explosion
1672 explode_badass_weapon(weapon,collision_point);
1675 if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || Robots_kill_robots_cheat) && !(robot->flags & OF_EXPLODING) ) {
1676 object *expl_obj=NULL;
1678 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
1679 create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1680 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1684 multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id);
1687 if ( Robot_info[robot->id].exp1_vclip_num > -1 )
1688 expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num );
1689 else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 )
1690 expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip );
1693 obj_attach(robot,expl_obj);
1695 if ( damage_flag && (Robot_info[robot->id].exp1_sound_num > -1 ))
1696 digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
1698 if (!(weapon->flags & OF_HARMLESS)) {
1699 fix damage = weapon->shields;
1702 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1706 // Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
1707 // hit, and missing a robot is what prevents the Gauss from being game-breaking.
1708 if (weapon->id == GAUSS_ID)
1709 if (Robot_info[robot->id].boss_flag)
1710 damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
1712 if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
1713 bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
1714 else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
1715 add_points_to_score(Robot_info[robot->id].score_value);
1716 detect_escort_goal_accomplished(robot-Objects);
1721 // If Gauss Cannon, spin robot.
1722 if ((robot != NULL) && (!Robot_info[robot->id].companion) && (!Robot_info[robot->id].boss_flag) && (weapon->id == GAUSS_ID)) {
1723 ai_static *aip = &robot->ctype.ai_info;
1725 if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
1726 aip->SKIP_AI_COUNT++;
1727 robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1728 robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1729 robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1730 robot->mtype.phys_info.flags |= PF_USES_THRUST;
1737 maybe_kill_weapon(weapon,robot);
1742 //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
1746 //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
1750 //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
1754 //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
1758 void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) {
1759 // Give player points, etc.
1760 if ( player == ConsoleObject ) {
1761 detect_escort_goal_accomplished(hostage-Objects);
1762 add_points_to_score(HOSTAGE_SCORE);
1765 hostage_rescue(hostage->id);
1767 // Remove the hostage object.
1768 hostage->flags |= OF_SHOULD_BE_DEAD;
1771 if (Game_mode & GM_MULTI)
1772 multi_send_remobj(hostage-Objects);
1778 //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
1780 //--unused-- // Cannot kill hostages, as per Matt's edict!
1781 //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
1782 //--unused-- hostage->shields -= weapon->shields/2;
1784 //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1786 //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
1787 //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
1790 //--unused-- if (hostage->shields <= 0) {
1791 //--unused-- explode_object(hostage,0);
1792 //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
1795 //--unused-- if ( Weapon_info[weapon->id].damage_radius )
1796 //--unused-- explode_badass_weapon(weapon);
1798 //--unused-- maybe_kill_weapon(weapon,hostage);
1802 //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
1806 //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
1810 //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
1814 void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) {
1815 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
1816 bump_two_objects(player1, player2, 1);
1820 int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
1822 int weapon_flag = HAS_FLAG(weapon_index);
1825 powerup_num = Primary_weapon_to_powerup[weapon_index];
1827 if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
1828 return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1833 void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
1835 int weapon_flag = HAS_FLAG(weapon_index);
1838 powerup_num = Secondary_weapon_to_powerup[weapon_index];
1840 if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
1843 max_count = min(count, 3);
1844 for (i=0; i<max_count; i++)
1845 call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1849 void drop_missile_1_or_4(object *playerobj,int missile_index)
1851 int num_missiles,powerup_id;
1853 num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
1854 powerup_id = Secondary_weapon_to_powerup[missile_index];
1856 if (num_missiles > 10)
1859 call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
1860 call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
1863 // -- int Items_destroyed = 0;
1865 void drop_player_eggs(object *playerobj)
1867 // mprintf((0, "In drop_player_eggs...\n"));
1869 if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
1871 int pnum = playerobj->id;
1876 // -- Items_destroyed = 0;
1878 // Seed the random number generator so in net play the eggs will always
1879 // drop the same way
1881 if (Game_mode & GM_MULTI)
1888 // If the player had smart mines, maybe arm one of them.
1890 while ((Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
1894 make_random_vector(&randvec);
1896 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1897 newseg = find_point_seg(&tvec, playerobj->segnum);
1899 Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, SUPERPROX_ID, 0);
1902 // If the player had proximity bombs, maybe arm one of them.
1904 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
1907 while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
1911 make_random_vector(&randvec);
1913 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1914 newseg = find_point_seg(&tvec, playerobj->segnum);
1916 Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, PROXIMITY_ID, 0);
1921 // If the player dies and he has powerful lasers, create the powerups here.
1923 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
1924 call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER);
1925 else if (Players[pnum].laser_level >= 1)
1926 call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1.
1928 // Drop quad laser if appropos
1929 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
1930 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
1932 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
1933 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
1935 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
1936 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
1938 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
1939 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
1941 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
1942 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
1944 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
1945 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
1947 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
1948 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
1950 // drop the other enemies flag if you have it
1953 if ((Game_mode & GM_CAPTURE) && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
1955 if ((get_team (pnum)==TEAM_RED))
1956 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_BLUE);
1958 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_RED);
1962 if (Game_mode & GM_HOARD)
1968 mprintf ((0,"HOARD MODE: Dropping %d orbs\n",Players[pnum].secondary_ammo[PROXIMITY_INDEX]));
1970 max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], 12);
1971 for (i=0; i<max_count; i++)
1972 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
1976 //Drop the vulcan, gauss, and ammo
1977 vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
1978 if ((Players[pnum].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[pnum].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
1979 vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
1980 if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
1981 vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
1982 objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
1984 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1985 objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
1987 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1989 // Drop the rest of the primary weapons
1990 maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
1991 maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
1992 maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
1994 maybe_drop_primary_weapon_egg(playerobj, HELIX_INDEX);
1995 maybe_drop_primary_weapon_egg(playerobj, PHOENIX_INDEX);
1997 objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX);
1999 Objects[objnum].ctype.powerup_info.count = (playerobj->id==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
2001 // Drop the secondary weapons
2002 // Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
2004 if (!(Game_mode & GM_HOARD))
2005 maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
2007 maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
2008 maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
2010 maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX])/4);
2011 maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[playerobj->id].secondary_ammo[SMISSILE5_INDEX]);
2013 // Drop the player's missiles in packs of 1 and/or 4
2014 drop_missile_1_or_4(playerobj,HOMING_INDEX);
2015 drop_missile_1_or_4(playerobj,GUIDED_INDEX);
2016 drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
2017 drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
2018 drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
2020 // If player has vulcan ammo, but no vulcan cannon, drop the ammo.
2021 if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
2022 int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
2024 mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount));
2027 while (amount > 0) {
2028 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
2029 amount -= VULCAN_AMMO_AMOUNT;
2033 // Always drop a shield and energy powerup.
2034 if (Game_mode & GM_MULTI) {
2035 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
2036 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
2039 //-- // Drop all the keys.
2040 //-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
2041 //-- playerobj->contains_count = 1;
2042 //-- playerobj->contains_type = OBJ_POWERUP;
2043 //-- playerobj->contains_id = POW_KEY_BLUE;
2044 //-- object_create_egg(playerobj);
2046 //-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2047 //-- playerobj->contains_count = 1;
2048 //-- playerobj->contains_type = OBJ_POWERUP;
2049 //-- playerobj->contains_id = POW_KEY_RED;
2050 //-- object_create_egg(playerobj);
2052 //-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2053 //-- playerobj->contains_count = 1;
2054 //-- playerobj->contains_type = OBJ_POWERUP;
2055 //-- playerobj->contains_id = POW_KEY_GOLD;
2056 //-- object_create_egg(playerobj);
2059 // -- if (Items_destroyed) {
2060 // -- if (Items_destroyed == 1)
2061 // -- HUD_init_message("%i item was destroyed.", Items_destroyed);
2063 // -- HUD_init_message("%i items were destroyed.", Items_destroyed);
2064 // -- Items_destroyed = 0;
2070 // -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
2071 // -- removed, 09/06/95, MK -- {
2072 // -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
2073 // -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
2074 // -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
2075 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2076 // -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
2077 // -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
2078 // -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2079 // -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
2080 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2081 // -- removed, 09/06/95, MK -- } else {
2082 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2083 // -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
2084 // -- removed, 09/06/95, MK -- auto_select_weapon(0);
2085 // -- removed, 09/06/95, MK -- }
2086 // -- removed, 09/06/95, MK --
2087 // -- removed, 09/06/95, MK -- }
2088 // -- removed, 09/06/95, MK --
2089 // -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
2090 // -- removed, 09/06/95, MK -- {
2091 // -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
2092 // -- removed, 09/06/95, MK -- return;
2093 // -- removed, 09/06/95, MK --
2094 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
2095 // -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
2096 // -- removed, 09/06/95, MK -- auto_select_weapon(1);
2097 // -- removed, 09/06/95, MK --
2098 // -- removed, 09/06/95, MK -- }
2099 // -- removed, 09/06/95, MK --
2100 // -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
2102 extern fix Buddy_sorry_time;
2104 void apply_damage_to_player(object *playerobj, object *killer, fix damage)
2109 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2112 if (Endlevel_sequence)
2115 //for the player, the 'real' shields are maintained in the Players[]
2116 //array. The shields value in the player's object are, I think, not
2117 //used anywhere. This routine, however, sets the objects shields to
2118 //be a mirror of the value in the Player structure.
2120 if (playerobj->id == Player_num) { //is this the local player?
2122 // MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
2123 // -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
2125 // -- //invincible, so just do blue flash
2127 // -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
2130 // -- else { //take damage, do red flash
2132 Players[Player_num].shields -= damage;
2134 PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
2138 if (Players[Player_num].shields < 0) {
2140 Players[Player_num].killer_objnum = killer-Objects;
2142 // if ( killer && (killer->type == OBJ_PLAYER))
2143 // Players[Player_num].killer_objnum = killer-Objects;
2145 playerobj->flags |= OF_SHOULD_BE_DEAD;
2147 if (Buddy_objnum != -1)
2148 if (killer && (killer->type == OBJ_ROBOT) && (Robot_info[killer->id].companion))
2149 Buddy_sorry_time = GameTime;
2151 // -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
2152 // -- removed, 09/06/95, MK -- int randnum = d_rand();
2153 // -- removed, 09/06/95, MK --
2154 // -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
2155 // -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
2156 // -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
2157 // -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
2158 // -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2159 // -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
2160 // -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
2161 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2162 // -- removed, 09/06/95, MK -- } else
2163 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2164 // -- removed, 09/06/95, MK -- } else
2165 // -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
2166 // -- removed, 09/06/95, MK -- }
2168 playerobj->shields = Players[Player_num].shields; //mirror
2173 void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point )
2175 fix damage = weapon->shields;
2176 object * killer=NULL;
2178 // In multiplayer games, only do damage to another player if in first frame.
2179 // This is necessary because in multiplayer, due to varying framerates, omega blobs actually
2180 // have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
2181 // gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
2182 if (weapon->id == OMEGA_ID)
2183 if (!ok_to_do_omega_damage(weapon))
2186 // Don't collide own smart mines unless direct hit.
2187 if (weapon->id == SUPERPROX_ID)
2188 if (playerobj-Objects == weapon->ctype.laser_info.parent_num)
2189 if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
2192 if (weapon->id == EARTHSHAKER_ID)
2195 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
2196 if (Game_mode & GM_MULTI)
2197 damage = fixmul(damage, Weapon_info[weapon->id].multi_damage_scale);
2199 if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
2201 if (weapon->ctype.laser_info.last_hitobj == playerobj-Objects)
2204 weapon->ctype.laser_info.last_hitobj = playerobj-Objects;
2207 if (playerobj->id == Player_num)
2209 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2211 digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 );
2213 if (Game_mode & GM_MULTI)
2214 multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
2219 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
2221 if (Game_mode & GM_MULTI)
2222 multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
2227 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2228 if ( Weapon_info[weapon->id].damage_radius )
2229 explode_badass_weapon(weapon,collision_point);
2231 maybe_kill_weapon(weapon,playerobj);
2233 bump_two_objects(playerobj, weapon, 0); //no damage from bump
2235 if ( !Weapon_info[weapon->id].damage_radius ) {
2236 if ( weapon->ctype.laser_info.parent_num > -1 )
2237 killer = &Objects[weapon->ctype.laser_info.parent_num];
2239 // if (weapon->id == SMART_HOMING_ID)
2242 if (!(weapon->flags & OF_HARMLESS))
2243 apply_damage_to_player( playerobj, killer, damage);
2246 // Robots become aware of you if you get hit.
2247 ai_do_cloak_stuff();
2252 // Nasty robots are the ones that attack you by running into you and doing lots of damage.
2253 void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point )
2255 // if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
2256 digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
2258 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2260 bump_two_objects(playerobj, robot, 0); //no damage from bump
2262 apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1));
2267 void collide_player_and_materialization_center(object *objp)
2270 vms_vector exit_dir;
2271 segment *segp = &Segments[objp->segnum];
2273 digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2274 // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
2276 object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
2278 if (objp->id != Player_num)
2281 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2282 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2283 vms_vector exit_point, rand_vec;
2285 compute_center_point_on_side(&exit_point, segp, side);
2286 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2287 vm_vec_normalize_quick(&exit_dir);
2288 make_random_vector(&rand_vec);
2289 rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
2290 vm_vec_add2(&exit_dir, &rand_vec);
2291 vm_vec_normalize_quick(&exit_dir);
2294 bump_one_object(objp, &exit_dir, 64*F1_0);
2296 apply_damage_to_player( objp, objp, 4*F1_0); // Changed, MK, 2/19/96, make killer the player, so if you die in matcen, will say you killed yourself
2302 void collide_robot_and_materialization_center(object *objp)
2305 vms_vector exit_dir;
2306 segment *segp=&Segments[objp->segnum];
2308 digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2309 // digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
2311 if ( Robot_info[objp->id].exp1_vclip_num > -1 )
2312 object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
2314 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2315 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2316 vms_vector exit_point;
2318 compute_center_point_on_side(&exit_point, segp, side);
2319 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2320 vm_vec_normalize_quick(&exit_dir);
2323 bump_one_object(objp, &exit_dir, 8*F1_0);
2325 apply_damage_to_robot( objp, F1_0, -1);
2331 //##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
2335 extern int Network_got_powerup; // HACK!!!
2337 void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) {
2338 if (!Endlevel_sequence && !Player_is_dead && (playerobj->id == Player_num )) {
2341 powerup_used = do_powerup(powerup);
2344 powerup->flags |= OF_SHOULD_BE_DEAD;
2346 if (Game_mode & GM_MULTI)
2347 multi_send_remobj(powerup-Objects);
2352 else if ((Game_mode & GM_MULTI_COOP) && (playerobj->id != Player_num))
2354 switch (powerup->id) {
2356 Players[playerobj->id].flags |= PLAYER_FLAGS_BLUE_KEY;
2359 Players[playerobj->id].flags |= PLAYER_FLAGS_RED_KEY;
2362 Players[playerobj->id].flags |= PLAYER_FLAGS_GOLD_KEY;
2372 //##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
2376 void collide_player_and_clutter( object * playerobj, object * clutter, vms_vector *collision_point ) {
2377 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
2378 bump_two_objects(clutter, playerobj, 1);
2382 // See if weapon1 creates a badass explosion. If so, create the explosion
2383 // Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
2384 int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
2386 if ( Weapon_info[weapon1->id].damage_radius ) {
2389 dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos);
2390 if (dist < F1_0*5) {
2391 maybe_kill_weapon(weapon1,weapon2);
2392 if (weapon1->flags & OF_SHOULD_BE_DEAD) {
2393 explode_badass_weapon(weapon1,collision_point);
2394 digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
2398 weapon1->lifeleft = min(dist/64, F1_0);
2405 void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
2407 // -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
2408 if (weapon1->id == PMINE_ID && weapon2->id == PMINE_ID)
2409 return; //these can't blow each other up
2411 if (weapon1->id == OMEGA_ID) {
2412 if (!ok_to_do_omega_damage(weapon1))
2414 } else if (weapon2->id == OMEGA_ID) {
2415 if (!ok_to_do_omega_damage(weapon2))
2419 if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) {
2421 // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
2422 if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
2425 if (Weapon_info[weapon1->id].destroyable)
2426 if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
2427 maybe_detonate_weapon(weapon2,weapon1, collision_point);
2429 if (Weapon_info[weapon2->id].destroyable)
2430 if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
2431 maybe_detonate_weapon(weapon1,weapon2, collision_point);
2437 //##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
2441 //##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
2445 void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) {
2447 // Hack! Prevent debris from causing bombs spewed at player death to detonate!
2448 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID)) {
2449 if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime)
2453 if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
2454 digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
2456 explode_object(debris,0);
2457 if ( Weapon_info[weapon->id].damage_radius )
2458 explode_badass_weapon(weapon,collision_point);
2459 maybe_kill_weapon(weapon,debris);
2460 weapon->flags |= OF_SHOULD_BE_DEAD;
2465 //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
2469 //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
2473 //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
2477 //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
2481 //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
2485 //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
2490 /* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
2491 #define COLLISION_OF(a,b) (((a)<<8) + (b))
2493 #define DO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): (collision_function)( (A), (B), collision_point ); break; case COLLISION_OF( (type2), (type1) ): (collision_function)( (B), (A), collision_point ); break;
2495 #define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
2497 //these next two macros define a case that does nothing
2498 #define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
2500 #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
2502 /* DPH: These ones are never used so I'm not going to bother */
2504 #define IGNORE_COLLISION(type1,type2,collision_function) \
2505 case COLLISION_OF( (type1), (type2) ): \
2507 case COLLISION_OF( (type2), (type1) ): \
2510 #define ERROR_COLLISION(type1,type2,collision_function) \
2511 case COLLISION_OF( (type1), (type2) ): \
2512 Error( "Error in collision type!" ); \
2514 case COLLISION_OF( (type2), (type1) ): \
2515 Error( "Error in collision type!" ); \
2519 void collide_two_objects( object * A, object * B, vms_vector *collision_point )
2523 collision_type = COLLISION_OF(A->type,B->type);
2525 //mprintf( (0, "Object %d of type %d collided with object %d of type %d\n", A-Objects,A->type, B-Objects, B->type ));
2527 switch( collision_type ) {
2528 NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball )
2529 DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot )
2530 NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage )
2531 DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player )
2532 DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon )
2533 NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera )
2534 NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup )
2535 NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris )
2536 NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
2537 NO_COLLISION( OBJ_FIREBALL, OBJ_ROBOT, collide_fireball_and_robot )
2538 NO_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE, collide_fireball_and_hostage )
2539 NO_COLLISION( OBJ_FIREBALL, OBJ_PLAYER, collide_fireball_and_player )
2540 NO_COLLISION( OBJ_FIREBALL, OBJ_WEAPON, collide_fireball_and_weapon )
2541 NO_COLLISION( OBJ_FIREBALL, OBJ_CAMERA, collide_fireball_and_camera )
2542 NO_COLLISION( OBJ_FIREBALL, OBJ_POWERUP, collide_fireball_and_powerup )
2543 NO_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS, collide_fireball_and_debris )
2544 NO_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE, collide_robot_and_hostage )
2545 DO_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player )
2546 DO_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon )
2547 NO_COLLISION( OBJ_ROBOT, OBJ_CAMERA, collide_robot_and_camera )
2548 NO_COLLISION( OBJ_ROBOT, OBJ_POWERUP, collide_robot_and_powerup )
2549 NO_COLLISION( OBJ_ROBOT, OBJ_DEBRIS, collide_robot_and_debris )
2550 DO_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player )
2551 NO_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, collide_hostage_and_weapon )
2552 NO_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA, collide_hostage_and_camera )
2553 NO_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP, collide_hostage_and_powerup )
2554 NO_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS, collide_hostage_and_debris )
2555 DO_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon )
2556 NO_COLLISION( OBJ_PLAYER, OBJ_CAMERA, collide_player_and_camera )
2557 DO_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup )
2558 NO_COLLISION( OBJ_PLAYER, OBJ_DEBRIS, collide_player_and_debris )
2559 DO_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen )
2560 DO_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter )
2561 NO_COLLISION( OBJ_WEAPON, OBJ_CAMERA, collide_weapon_and_camera )
2562 NO_COLLISION( OBJ_WEAPON, OBJ_POWERUP, collide_weapon_and_powerup )
2563 DO_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris )
2564 NO_COLLISION( OBJ_CAMERA, OBJ_POWERUP, collide_camera_and_powerup )
2565 NO_COLLISION( OBJ_CAMERA, OBJ_DEBRIS, collide_camera_and_debris )
2566 NO_COLLISION( OBJ_POWERUP, OBJ_DEBRIS, collide_powerup_and_debris )
2567 DO_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen )
2568 DO_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen )
2569 DO_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter )
2571 DO_COLLISION( OBJ_MARKER, OBJ_PLAYER, collide_player_and_marker)
2572 NO_COLLISION( OBJ_MARKER, OBJ_ROBOT, NULL)
2573 NO_COLLISION( OBJ_MARKER, OBJ_HOSTAGE, NULL)
2574 NO_COLLISION( OBJ_MARKER, OBJ_WEAPON, NULL)
2575 NO_COLLISION( OBJ_MARKER, OBJ_CAMERA, NULL)
2576 NO_COLLISION( OBJ_MARKER, OBJ_POWERUP, NULL)
2577 NO_COLLISION( OBJ_MARKER, OBJ_DEBRIS, NULL)
2580 Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
2584 #define ENABLE_COLLISION(type1,type2) \
2585 CollisionResult[type1][type2] = RESULT_CHECK; \
2586 CollisionResult[type2][type1] = RESULT_CHECK;
2588 #define DISABLE_COLLISION(type1,type2) \
2589 CollisionResult[type1][type2] = RESULT_NOTHING; \
2590 CollisionResult[type2][type1] = RESULT_NOTHING;
2592 void collide_init() {
2595 for (i=0; i < MAX_OBJECT_TYPES; i++ )
2596 for (j=0; j < MAX_OBJECT_TYPES; j++ )
2597 CollisionResult[i][j] = RESULT_NOTHING;
2599 ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
2600 ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
2601 ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
2602 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
2604 ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
2605 // DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
2607 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
2608 ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
2609 ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
2610 DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
2611 DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
2612 DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
2613 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
2614 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
2615 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
2616 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
2617 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
2618 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
2619 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
2620 DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
2621 ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
2622 ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
2623 DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
2624 DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
2625 DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
2626 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
2627 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
2628 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
2629 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
2630 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
2631 ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
2632 DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
2633 ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
2634 DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
2635 DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
2636 DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
2637 ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
2638 DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
2639 DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
2640 DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
2641 ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
2642 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
2643 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
2644 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
2645 ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
2646 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
2648 ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
2652 void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
2657 Error( "A object of type NONE hit a wall!\n");
2659 case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2660 case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2661 case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2663 case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2664 case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2665 case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2666 case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2667 case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2668 case OBJ_GHOST: break; //do nothing
2671 Error( "Unhandled object type hit wall in collide.c\n" );