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
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Routines to handle collisions
38 #include "editor/editor.h"
42 #define STANDARD_EXPL_DELAY (f1_0/4)
44 //##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
48 // -------------------------------------------------------------------------------------------------------------
49 // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
50 void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
52 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(robot)];
54 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)) {
55 int wall_num = Segments[hitseg].sides[hitwall].wall_num;
57 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)) {
58 // -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
59 wall_open_door(&Segments[hitseg], hitwall);
60 // -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
61 //-- } 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)) {
62 } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR)) {
63 if ((ailp->mode == AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
64 if (Walls[wall_num].keys != KEY_NONE) {
65 if (Walls[wall_num].keys & Players[Player_num].flags)
66 wall_open_door(&Segments[hitseg], hitwall);
67 } else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
68 wall_open_door(&Segments[hitseg], hitwall);
70 } else if (Robot_info[robot->id].thief) { // Thief allowed to go through doors to which player has key.
71 if (Walls[wall_num].keys != KEY_NONE)
72 if (Walls[wall_num].keys & Players[Player_num].flags)
73 wall_open_door(&Segments[hitseg], hitwall);
81 //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
85 // -------------------------------------------------------------------------------------------------------------
87 int apply_damage_to_clutter(object *clutter, fix damage)
89 if ( clutter->flags&OF_EXPLODING) return 0;
91 if (clutter->shields < 0 ) return 0; //clutter already dead...
93 clutter->shields -= damage;
95 if (clutter->shields < 0) {
96 explode_object(clutter,0);
102 char Monster_mode = 0; // A cheat. Do massive damage when collide.
104 //given the specified force, apply damage from that force to an object
105 void apply_force_damage(object *obj,fix force,object *other_obj)
110 if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
111 return; //already exploding or dead
113 damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
115 if ((other_obj->type == OBJ_PLAYER) && Monster_mode)
118 //mprintf((0,"obj %d, damage=%x\n",OBJECT_NUMBER(obj),damage));
124 if (Robot_info[obj->id].attack_type == 1) {
125 if (other_obj->type == OBJ_WEAPON)
126 result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
128 result = apply_damage_to_robot(obj,damage/4, OBJECT_NUMBER(other_obj));
131 if (other_obj->type == OBJ_WEAPON)
132 result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
134 result = apply_damage_to_robot(obj,damage/2, OBJECT_NUMBER(other_obj));
137 if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
138 add_points_to_score(Robot_info[obj->id].score_value);
143 // If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
144 // bots every frame since they don't move.
145 if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
146 damage = fixmul(damage, FrameTime*2);
148 // Make trainee easier.
149 if (Difficulty_level == 0)
152 apply_damage_to_player(obj,other_obj,damage);
157 apply_damage_to_clutter(obj,damage);
162 apply_damage_to_controlcen(obj, damage, OBJECT_NUMBER(other_obj));
167 break; //weapons don't take damage
176 // -----------------------------------------------------------------------------
177 void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
181 if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
183 if (objp->type == OBJ_PLAYER) {
185 force2.x = force->x/4;
186 force2.y = force->y/4;
187 force2.z = force->z/4;
188 phys_apply_force(objp,&force2);
189 if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !Robot_info[other_objp->id].companion)) {
190 force_mag = vm_vec_mag_quick(&force2);
191 apply_force_damage(objp, force_mag, other_objp);
193 } else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
194 if (!Robot_info[objp->id].boss_flag) {
196 force2.x = force->x/(4 + Difficulty_level);
197 force2.y = force->y/(4 + Difficulty_level);
198 force2.z = force->z/(4 + Difficulty_level);
200 phys_apply_force(objp, force);
201 phys_apply_rot(objp, &force2);
203 force_mag = vm_vec_mag_quick(force);
204 apply_force_damage(objp, force_mag, other_objp);
211 // -----------------------------------------------------------------------------
212 //deal with two objects bumping into each other. Apply force from collision
213 //to each robot. The flags tells whether the objects should take damage from
215 void bump_two_objects(object *obj0,object *obj1,int damage_flag)
220 if (obj0->movement_type != MT_PHYSICS)
222 else if (obj1->movement_type != MT_PHYSICS)
226 Assert(t->movement_type == MT_PHYSICS);
227 vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
228 phys_apply_force(t,&force);
232 vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
233 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));
235 bump_this_object(obj1, obj0, &force, damage_flag);
236 vm_vec_negate(&force);
237 bump_this_object(obj0, obj1, &force, damage_flag);
241 void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
246 vm_vec_scale(&hit_vec, damage);
248 phys_apply_force(obj0,&hit_vec);
252 #define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
253 #define DAMAGE_THRESHOLD (F1_0/3)
254 #define WALL_LOUDNESS_SCALE (20)
256 fix force_force = i2f(50);
258 void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
261 char ForceFieldHit=0;
262 int tmap_num,tmap_num2;
264 if (playerobj->id != Player_num) // Execute only for local player
267 tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
269 // If this wall does damage, don't make *BONK* sound, we'll be making another sound.
270 if (TmapInfo[tmap_num].damage > 0)
273 if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
276 PALETTE_FLASH_ADD(0, 0, 60); //flash blue
278 //knock player around
279 force.x = 40*(d_rand() - 16384);
280 force.y = 40*(d_rand() - 16384);
281 force.z = 40*(d_rand() - 16384);
282 phys_apply_rot(playerobj, &force);
286 Tactile_apply_force (&force,&playerobj->orient);
290 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
292 if (Game_mode & GM_MULTI)
293 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
302 force.x = -playerobj->mtype.phys_info.velocity.x;
303 force.y = -playerobj->mtype.phys_info.velocity.y;
304 force.z = -playerobj->mtype.phys_info.velocity.z;
305 Tactile_do_collide(&force, &playerobj->orient);
309 wall_hit_process( &Segments[hitseg], hitwall, 20, playerobj->id, playerobj );
312 // ** Damage from hitting wall **
313 // If the player has less than 10% shields, don't take damage from bump
314 // Note: Does quad damage if hit a force field - JL
315 damage = (hitspeed / DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
317 tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
319 //don't do wall damage and sound if hit lava or water
320 if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
323 if (damage >= DAMAGE_THRESHOLD) {
325 volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
327 create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION);
331 if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
332 digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
334 if (Game_mode & GM_MULTI)
335 multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
339 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
340 if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
341 apply_damage_to_player( playerobj, playerobj, damage );
343 // -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
344 // -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
345 // -- vms_vector hitpt1;
348 // -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
349 // -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
350 // -- if (hitseg1 != -1)
351 // -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
359 fix Last_volatile_scrape_sound_time = 0;
361 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
362 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
364 //see if wall is volatile or water
365 //if volatile, cause damage to player
366 //returns 1=lava, 2=water
367 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt)
369 fix tmap_num,d,water;
371 Assert(obj->type==OBJ_PLAYER);
373 tmap_num = Segments[segnum].sides[sidenum].tmap_num;
375 d = TmapInfo[tmap_num].damage;
376 water = (TmapInfo[tmap_num].flags & TMI_WATER);
378 if (d > 0 || water) {
380 if (obj->id == Player_num) {
383 fix damage = fixmul(d,FrameTime);
385 if (Difficulty_level == 0)
388 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
389 apply_damage_to_player( obj, obj, damage );
393 Tactile_Xvibrate (50,25);
396 PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
399 obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
400 obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
408 if (TactileStick && !(FrameCount & 15))
409 Tactile_Xvibrate_clear ();
416 //this gets called when an object is scraping along the wall
417 void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
423 if (obj->id==Player_num) {
426 //mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
428 if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
429 vms_vector hit_dir, rand_vec;
431 if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
432 int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
434 Last_volatile_scrape_sound_time = GameTime;
436 digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
438 if (Game_mode & GM_MULTI)
439 multi_send_play_sound(sound, F1_0);
444 get_side_normal(&Segments[hitseg], higside, 0, &hit_dir );
446 hit_dir = Segments[hitseg].sides[hitside].normals[0];
449 make_random_vector(&rand_vec);
450 vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
451 vm_vec_normalize_quick(&hit_dir);
452 bump_one_object(obj, &hit_dir, F1_0*8);
456 //@@ //what scrape sound
457 //@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
464 //these two kinds of objects below shouldn't really slide, so
465 //if this scrape routine gets called (which it might if the
466 //object (such as a fusion blob) was created already poking
467 //through the wall) call the collide routine.
470 collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
474 collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
480 //if an effect is hit, and it can blow up, then blow it up
481 //returns true if it blew up
482 int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag)
488 // If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
492 if (blower->ctype.laser_info.parent_type == OBJ_ROBOT)
493 if (Robot_info[Objects[blower->ctype.laser_info.parent_num].id].companion)
496 if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) {
497 int trigger_num, wall_num;
499 wall_num = seg->sides[side].wall_num;
500 if ( wall_num != -1 ) {
501 trigger_num = Walls[wall_num].trigger;
503 if (trigger_num != -1)
510 if ((tm=seg->sides[side].tmap_num2) != 0) {
512 tmf = tm&0xc000; //tm flags
513 tm &= 0x3fff; //tm without flags
515 //check if it's an animation (monitor) or casts light
516 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))) {
518 grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
521 PIGGY_PAGE_IN(Textures[tm]);
523 //this can be blown up...did we hit it?
525 if (!force_blowup_flag) {
526 find_hitpoint_uv(&u,&v,NULL,pnt,seg,side,0); //evil: always say face zero
528 x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
529 y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
531 switch (tmf) { //adjust for orientation of paste-on
533 case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
534 case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
535 case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
538 //mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
540 if (bm->bm_flags & BM_FLAG_RLE)
541 bm = rle_expand_texture(bm);
544 if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) { //not trans, thus on effect
550 if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
551 if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
555 //mprintf((0," HIT!\n"));
557 //note: this must get called before the texture changes,
558 //because we use the light value of the texture to change
559 //the static light in the segment
560 subtract_light(SEGMENT_NUMBER(seg), side);
562 if (Newdemo_state == ND_STATE_RECORDING)
563 newdemo_record_effect_blowup( SEGMENT_NUMBER(seg), side, pnt );
566 dest_size = Effects[ec].dest_size;
567 vc = Effects[ec].dest_vclip;
573 object_create_explosion( SEGMENT_NUMBER(seg), pnt, dest_size, vc );
575 if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
577 if ((sound_num = Vclip[vc].sound_num) != -1)
578 digi_link_sound_to_pos( sound_num, SEGMENT_NUMBER(seg), 0, pnt, 0, F1_0 );
580 if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
581 digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(seg), side, sound_num);
583 if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
587 new_ec = &Effects[Effects[ec].dest_eclip];
588 bm_num = new_ec->changing_wall_texture;
590 mprintf((0,"bm_num = %d\n",bm_num));
592 new_ec->time_left = new_ec->vc.frame_time;
593 new_ec->frame_count = 0;
594 new_ec->segnum = SEGMENT_NUMBER(seg);
595 new_ec->sidenum = side;
596 new_ec->flags |= EF_ONE_SHOT;
597 new_ec->dest_bm_num = Effects[ec].dest_bm_num;
599 Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
600 seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
604 Assert(db!=0 && seg->sides[side].tmap_num2!=0);
605 seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
609 seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
611 //assume this is a light, and play light sound
612 digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, SEGMENT_NUMBER(seg), 0, pnt, 0, F1_0 );
621 return 0; //didn't blow up
624 // Copied from laser.c!
625 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
626 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
627 #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.
628 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
629 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
631 // -------------------------------------------------
632 // Return true if ok to do Omega damage.
633 int ok_to_do_omega_damage(object *weapon)
635 int parent_sig = weapon->ctype.laser_info.parent_signature;
636 int parent_num = weapon->ctype.laser_info.parent_num;
638 if (!(Game_mode & GM_MULTI))
641 if (Objects[parent_num].signature != parent_sig)
642 mprintf((0, "Parent of omega blob not consistent with object information.\n"));
644 fix dist = vm_vec_dist_quick(&Objects[parent_num].pos, &weapon->pos);
646 if (dist > MAX_OMEGA_DIST) {
647 // -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
650 ; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
656 //these gets added to the weapon's values when the weapon hits a volitle wall
657 #define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
658 #define VOLATILE_WALL_IMPACT_SIZE i2f(3)
659 #define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
660 #define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
662 // int Show_seg_and_side = 0;
664 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
666 segment *seg = &Segments[hitseg];
672 if (weapon->id == OMEGA_ID)
673 if (!ok_to_do_omega_damage(weapon))
676 // If this is a guided missile and it strikes fairly directly, clear bounce flag.
677 if (weapon->id == GUIDEDMISS_ID) {
680 dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
681 mprintf((0, "Guided missile dot = %7.3f\n", f2fl(dot)));
683 mprintf((0, "Guided missile loses bounciness.\n"));
684 weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
688 //if an energy weapon hits a forcefield, let it bounce
689 if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
690 !(weapon->type == OBJ_WEAPON && Weapon_info[weapon->id].energy_usage==0)) {
693 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
695 if (Game_mode & GM_MULTI)
696 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
699 return; //bail here. physics code will bounce this object
703 if (keyd_pressed[KEY_LAPOSTRO])
704 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
705 // MK: Real pain when you need to know a seg:side and you've got quad lasers.
706 mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall));
707 HUD_init_message("Hit at segment = %i, side = %i", hitseg, hitwall);
709 subtract_light(hitseg, hitwall);
710 else if (weapon->id == FLARE_ID)
711 add_light(hitseg, hitwall);
715 //@@Cursegp = &Segments[hitseg];
716 //@@Curside = hitwall;
720 if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
721 Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
725 blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0);
727 //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
729 if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[Objects[weapon->ctype.laser_info.parent_num].id].companion==1)) {
732 if (Game_mode & GM_MULTI)
734 Int3(); // Get Jason!
739 playernum = Player_num; //if single player, he's the player's buddy
744 if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
745 playernum = Objects[weapon->ctype.laser_info.parent_num].id;
747 playernum = -1; //not a player (thus a robot)
750 if (blew_up) { //could be a wall switch
751 //for wall triggers, always say that the player shot it out. This is
752 //because robots can shoot out wall triggers, and so the trigger better
754 // NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
755 check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1);
758 if (weapon->id == EARTHSHAKER_ID)
761 wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon );
763 // Wall is volatile if either tmap 1 or 2 is volatile
764 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))) {
765 weapon_info *wi = &Weapon_info[weapon->id];
768 //we've hit a volatile wall
770 digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
772 //for most weapons, use volatile wall hit. For mega, use its special vclip
773 vclip = (weapon->id == MEGA_ID)?Weapon_info[weapon->id].robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
775 // New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
776 if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
777 // -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
778 explode_badass_weapon(weapon,hitpt);
780 object_create_badass_explosion( weapon, hitseg, hitpt,
781 wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
783 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.
784 wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
785 wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
786 weapon->ctype.laser_info.parent_num );
789 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
792 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))) {
793 weapon_info *wi = &Weapon_info[weapon->id];
797 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
798 if ( Weapon_info[weapon->id].matter ) {
800 digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
802 if ( Weapon_info[weapon->id].damage_radius ) {
804 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(weapon), 0, F1_0);
806 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
807 object_create_badass_explosion( weapon, hitseg, hitpt,
810 wi->strength[Difficulty_level]/4,
812 wi->strength[Difficulty_level]/2,
813 weapon->ctype.laser_info.parent_num );
816 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
819 digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
820 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, VCLIP_WATER_HIT );
823 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
828 if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
830 //do special bound sound & effect
835 //if it's not the player's weapon, or it is the player's and there
836 //is no wall, and no blowing up monitor, then play sound
837 if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up))
838 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
839 digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
841 if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) {
842 if ( Weapon_info[weapon->id].damage_radius )
843 explode_badass_weapon(weapon,hitpt);
845 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
850 // If weapon fired by player or companion...
851 if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
853 if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum))
854 create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
856 // if (weapon->id != FLARE_ID) {
857 // We now allow flares to open doors.
860 if (((weapon->id != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
861 weapon->flags |= OF_SHOULD_BE_DEAD;
863 //don't let flares stick in force fields
864 if ((weapon->id == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
865 weapon->flags |= OF_SHOULD_BE_DEAD;
867 if (!(weapon->flags & OF_SILENT)) {
870 case WHP_NOT_SPECIAL:
871 //should be handled above
872 //digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
876 //play special hit door sound (if/when we get it)
877 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
879 if (Game_mode & GM_MULTI)
880 multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
886 //play special blastable wall sound (if/when we get it)
887 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
888 digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
892 //don't play anything, since door open sound will play
896 //mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", OBJECT_NUMBER(weapon)));
898 // if (weapon->lifeleft <= 0)
899 // weapon->flags |= OF_SHOULD_BE_DEAD;
903 // This is a robot's laser
904 if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
905 weapon->flags |= OF_SHOULD_BE_DEAD;
911 //##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
915 //##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
919 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
920 explode_object(debris,0);
924 //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
928 //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
932 //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
936 //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
940 //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
941 //## //weapon->flags |= OF_SHOULD_BE_DEAD;
945 //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
949 //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
953 //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
957 // -------------------------------------------------------------------------------------------------------------------
958 void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
959 // mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
960 // OBJECT_NUMBER(robot1), f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
961 // OBJECT_NUMBER(robot2), f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
962 // f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
964 bump_two_objects(robot1, robot2, 1);
968 void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
971 if (obj1->type == OBJ_ROBOT) {
973 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
974 bump_one_object(obj1, &hitvec, 0);
977 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
978 bump_one_object(obj2, &hitvec, 0);
983 //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
987 fix Last_thief_hit_time;
989 void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point )
991 int steal_attempt = 0;
994 if (robot->flags&OF_EXPLODING)
997 collision_seg = find_point_seg(collision_point, playerobj->segnum);
998 if (collision_seg != -1)
999 object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
1001 if (playerobj->id == Player_num) {
1002 if (Robot_info[robot->id].companion) // Player and companion don't collide.
1004 if (Robot_info[robot->id].kamikaze) {
1005 apply_damage_to_robot(robot, robot->shields+1, OBJECT_NUMBER(playerobj));
1006 if (playerobj == ConsoleObject)
1007 add_points_to_score(Robot_info[robot->id].score_value);
1010 if (Robot_info[robot->id].thief) {
1011 if (Ai_local_info[OBJECT_NUMBER(robot)].mode == AIM_THIEF_ATTACK) {
1012 Last_thief_hit_time = GameTime;
1013 attempt_to_steal_item(robot, playerobj->id);
1015 } else if (GameTime - Last_thief_hit_time < F1_0*2)
1016 return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
1017 // NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
1019 Last_thief_hit_time = GameTime;
1022 create_awareness_event(playerobj, PA_PLAYER_COLLISION); // object robot can attract attention to player
1023 do_ai_robot_hit_attack(robot, playerobj, collision_point);
1024 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1028 multi_robot_request_change(robot, playerobj->id);
1031 // added this if to remove the bump sound if it's the thief.
1032 // A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
1033 // Changed by MK to make this sound unless the robot stole.
1034 if ((!steal_attempt) && !Robot_info[robot->id].energy_drain)
1035 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1037 bump_two_objects(robot, playerobj, 1);
1041 // Provide a way for network message to instantly destroy the control center
1042 // without awarding points or anything.
1044 // if controlcen == NULL, that means don't do the explosion because the control center
1045 // was actually in another object.
1046 void net_destroy_controlcen(object *controlcen)
1048 if (Control_center_destroyed != 1) {
1050 do_controlcen_destroyed_stuff(controlcen);
1052 if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
1053 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1054 explode_object(controlcen,0);
1060 // -----------------------------------------------------------------------------
1061 void apply_damage_to_controlcen(object *controlcen, fix damage, short who)
1065 // Only allow a player to damage the control center.
1067 if ((who < 0) || (who > Highest_object_index))
1070 whotype = Objects[who].type;
1071 if (whotype != OBJ_PLAYER) {
1072 mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype));
1077 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time))
1079 if (Objects[who].id == Player_num) {
1080 int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60;
1081 int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60;
1082 HUD_init_message("%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
1088 if (Objects[who].id == Player_num) {
1089 Control_center_been_hit = 1;
1090 ai_do_cloak_stuff();
1093 if ( controlcen->shields >= 0 )
1094 controlcen->shields -= damage;
1096 if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
1098 do_controlcen_destroyed_stuff(controlcen);
1101 if (Game_mode & GM_MULTI) {
1102 if (who == Players[Player_num].objnum)
1103 add_points_to_score(CONTROL_CEN_SCORE);
1104 multi_send_destroy_controlcen( (ushort)(OBJECT_NUMBER(controlcen)), Objects[who].id );
1108 if (!(Game_mode & GM_MULTI))
1109 add_points_to_score(CONTROL_CEN_SCORE);
1111 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1113 explode_object(controlcen,0);
1117 void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point )
1119 if (playerobj->id == Player_num) {
1120 Control_center_been_hit = 1;
1121 ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
1124 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1125 bump_two_objects(controlcen, playerobj, 1);
1130 void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point )
1132 mprintf ((0,"Collided with marker %d!\n",marker->id));
1134 if (playerobj->id==Player_num) {
1137 if (Game_mode & GM_MULTI)
1139 drawn = HUD_init_message ("MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]);
1143 if (MarkerMessage[marker->id][0])
1144 drawn = HUD_init_message("MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]);
1146 drawn = HUD_init_message("MARKER %d", marker->id+1);
1150 digi_play_sample( SOUND_MARKER_HIT, F1_0 );
1152 detect_escort_goal_accomplished(OBJECT_NUMBER(marker));
1156 // If a persistent weapon and other object is not a weapon, weaken it, else kill it.
1157 // If both objects are weapons, weaken the weapon.
1158 void maybe_kill_weapon(object *weapon, object *other_obj)
1160 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID) || (weapon->id == PMINE_ID)) {
1161 weapon->flags |= OF_SHOULD_BE_DEAD;
1165 // Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
1166 // Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
1167 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1168 // Weapons do a lot of damage to weapons, other objects do much less.
1169 if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1170 if (other_obj->type == OBJ_WEAPON)
1171 weapon->shields -= other_obj->shields/2;
1173 weapon->shields -= other_obj->shields/4;
1175 if (weapon->shields <= 0) {
1176 weapon->shields = 0;
1177 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1181 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1183 // -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
1184 // -- // Weapons do a lot of damage to weapons, other objects do much less.
1185 // -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1186 // -- if (other_obj->type == OBJ_WEAPON)
1187 // -- weapon->shields -= other_obj->shields/2;
1189 // -- weapon->shields -= other_obj->shields/4;
1191 // -- if (weapon->shields <= 0) {
1192 // -- weapon->shields = 0;
1193 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1197 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1200 void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point )
1203 if (weapon->id == OMEGA_ID)
1204 if (!ok_to_do_omega_damage(weapon))
1207 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
1208 fix damage = weapon->shields;
1210 if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
1211 Control_center_been_hit = 1;
1213 if ( Weapon_info[weapon->id].damage_radius )
1214 explode_badass_weapon(weapon,collision_point);
1216 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1218 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
1220 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1222 apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
1224 maybe_kill_weapon(weapon,controlcen);
1225 } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
1226 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1227 maybe_kill_weapon(weapon,controlcen);
1232 void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
1233 short exp_vclip = VCLIP_SMALL_EXPLOSION;
1235 if ( clutter->shields >= 0 )
1236 clutter->shields -= weapon->shields;
1238 digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
1240 object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
1242 if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
1243 explode_object(clutter,STANDARD_EXPL_DELAY);
1245 maybe_kill_weapon(weapon,clutter);
1248 //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
1250 extern object *explode_badass_object(object *objp, fix damage, fix distance, fix force);
1252 int Final_boss_is_dead = 0;
1253 fix Final_boss_countdown_time = 0;
1255 // ------------------------------------------------------------------------------------------------------
1256 void do_final_boss_frame(void)
1259 if (!Final_boss_is_dead)
1262 if (!Control_center_destroyed)
1265 if (Final_boss_countdown_time == 0)
1266 Final_boss_countdown_time = F1_0*2;
1268 Final_boss_countdown_time -= FrameTime;
1269 if (Final_boss_countdown_time > 0)
1272 gr_palette_fade_out( gr_palette, 256, 0 );
1273 start_endlevel_sequence(); //pretend we hit the exit trigger
1277 // ------------------------------------------------------------------------------------------------------
1278 // This is all the ugly stuff we do when you kill the final boss so that you don't die or something
1279 // which would ruin the logic of the cut sequence.
1280 void do_final_boss_hacks(void)
1282 if (Player_is_dead) {
1283 Int3(); // Uh-oh, player is dead. Try to rescue him.
1287 if (Players[Player_num].shields <= 0)
1288 Players[Player_num].shields = 1;
1290 // If you're not invulnerable, get invulnerable!
1291 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) {
1292 Players[Player_num].invulnerable_time = GameTime;
1293 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1295 if (!(Game_mode & GM_MULTI))
1296 buddy_message("Nice job, %s!", Players[Player_num].callsign);
1298 Final_boss_is_dead = 1;
1301 extern int Buddy_dude_cheat;
1302 extern int multi_all_players_alive();
1303 void multi_send_finish_game ();
1305 // ------------------------------------------------------------------------------------------------------
1306 // Return 1 if robot died, else return 0
1307 int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
1311 char i,temp_stolen[MAX_STOLEN_ITEMS];
1314 if ( robot->flags&OF_EXPLODING) return 0;
1316 if (robot->shields < 0 ) return 0; //robot already dead...
1318 if (Robot_info[robot->id].boss_flag)
1319 Boss_hit_time = GameTime;
1321 // Buddy invulnerable on level 24 so he can give you his important messages. Bah.
1322 // Also invulnerable if his cheat for firing weapons is in effect.
1323 if (Robot_info[robot->id].companion) {
1324 // if ((PLAYING_BUILTIN_MISSION && Current_level_num == Last_level) || Buddy_dude_cheat)
1326 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
1331 // if (robot->control_type == CT_REMOTE)
1332 // return 0; // Can't damange a robot controlled by another player
1334 // -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
1335 // Boss_been_hit = 1;
1337 robot->shields -= damage;
1339 // Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
1340 if (Robot_info[robot->id].boss_flag)
1341 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
1342 if (robot->shields < 0)
1345 if (Game_mode & GM_MULTI)
1347 if (!multi_all_players_alive()) // everyones gotta be alive
1351 multi_send_finish_game();
1352 do_final_boss_hacks();
1358 { // NOTE LINK TO ABOVE!!!
1359 if ((Players[Player_num].shields < 0) || Player_is_dead)
1360 robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
1362 do_final_boss_hacks();
1366 if (robot->shields < 0) {
1368 if (Game_mode & GM_MULTI) {
1369 if (Robot_info[robot->id].thief)
1375 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1376 temp_stolen[(int)i]=Stolen_items[(int)i];
1378 if (multi_explode_robot_sub(OBJECT_NUMBER(robot), killer_objnum,Robot_info[robot->id].thief))
1381 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1382 Stolen_items[(int)i]=temp_stolen[(int)i];
1384 multi_send_robot_explode(OBJECT_NUMBER(robot), killer_objnum,Robot_info[robot->id].thief);
1387 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1388 Stolen_items[(int)i]=255;
1397 Players[Player_num].num_kills_level++;
1398 Players[Player_num].num_kills_total++;
1400 if (Robot_info[robot->id].boss_flag) {
1401 start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1402 } else if (Robot_info[robot->id].death_roll) {
1403 start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1405 if (robot->id == SPECIAL_REACTOR_ROBOT)
1406 special_reactor_stuff();
1407 //if (Robot_info[robot->id].smart_blobs)
1408 // create_smart_children(robot, Robot_info[robot->id].smart_blobs);
1409 //if (Robot_info[robot->id].badass)
1410 // explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
1411 if (Robot_info[robot->id].kamikaze)
1412 explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
1414 explode_object(robot,STANDARD_EXPL_DELAY);
1421 extern int boss_spew_robot(object *objp, vms_vector *pos);
1423 //--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
1424 //--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
1425 //--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.
1426 //--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.
1427 //--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
1428 //--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
1429 //--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)
1431 //#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.
1432 int Boss_invulnerable_dot = 0;
1434 int Buddy_gave_hint_count = 5;
1435 fix Last_time_buddy_gave_hint = 0;
1437 // ------------------------------------------------------------------------------------------------------
1438 // Return true if damage done to boss, else return false.
1439 int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
1446 d2_boss_index = Robot_info[robot->id].boss_flag - BOSS_D2;
1448 Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
1450 // See if should spew a bot.
1451 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
1452 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])) {
1453 if (Boss_spew_more[d2_boss_index])
1454 if (d_rand() > 16384) {
1455 if (boss_spew_robot(robot, collision_point) != -1)
1456 Last_gate_time = GameTime - Gate_interval - 1; // Force allowing spew of another bot.
1458 boss_spew_robot(robot, collision_point);
1461 if (Boss_invulnerable_spot[d2_boss_index]) {
1465 // Boss only vulnerable in back. See if hit there.
1466 vm_vec_sub(&tvec1, collision_point, &robot->pos);
1467 vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
1468 dot = vm_vec_dot(&tvec1, &robot->orient.fvec);
1469 mprintf((0, "Boss hit vec dot = %7.3f\n", f2fl(dot)));
1471 if (dot > Boss_invulnerable_dot) {
1475 segnum = find_point_seg(collision_point, robot->segnum);
1476 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1479 if (Last_time_buddy_gave_hint == 0)
1480 Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
1482 if (Buddy_gave_hint_count) {
1483 if (Last_time_buddy_gave_hint + F1_0*20 < GameTime) {
1486 Buddy_gave_hint_count--;
1487 Last_time_buddy_gave_hint = GameTime;
1488 sval = (d_rand()*4) >> 15;
1490 case 0: buddy_message("Hit him in the back!"); break;
1491 case 1: buddy_message("He's invulnerable there!"); break;
1492 case 2: buddy_message("Get behind him and fire!"); break;
1495 buddy_message("Hit the glowing spot!"); break;
1500 // Cause weapon to bounce.
1501 // Make a copy of this weapon, because the physics wants to destroy it.
1502 if (!Weapon_info[weapon->id].matter) {
1503 new_obj = obj_create(weapon->type, weapon->id, weapon->segnum, &weapon->pos,
1504 &weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
1506 if (new_obj != -1) {
1507 vms_vector vec_to_point;
1508 vms_vector weap_vec;
1511 if (weapon->render_type == RT_POLYOBJ) {
1512 Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[Objects[new_obj].id].model_num;
1513 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);
1516 Objects[new_obj].mtype.phys_info.mass = Weapon_info[weapon->type].mass;
1517 Objects[new_obj].mtype.phys_info.drag = Weapon_info[weapon->type].drag;
1518 vm_vec_zero(&Objects[new_obj].mtype.phys_info.thrust);
1520 vm_vec_sub(&vec_to_point, collision_point, &robot->pos);
1521 vm_vec_normalize_quick(&vec_to_point);
1522 weap_vec = weapon->mtype.phys_info.velocity;
1523 speed = vm_vec_normalize_quick(&weap_vec);
1524 vm_vec_scale_add2(&vec_to_point, &weap_vec, -F1_0*2);
1525 vm_vec_scale(&vec_to_point, speed/4);
1526 Objects[new_obj].mtype.phys_info.velocity = vec_to_point;
1530 } else if ((Weapon_info[weapon->id].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_invulnerable_energy[d2_boss_index])) {
1533 segnum = find_point_seg(collision_point, robot->segnum);
1534 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1541 extern int Robots_kill_robots_cheat;
1543 // ------------------------------------------------------------------------------------------------------
1544 void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
1547 int boss_invul_flag=0;
1549 if (weapon->id == OMEGA_ID)
1550 if (!ok_to_do_omega_damage(weapon))
1553 if (Robot_info[robot->id].boss_flag) {
1554 Boss_hit_time = GameTime;
1555 if (Robot_info[robot->id].boss_flag >= BOSS_D2) {
1556 damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
1557 boss_invul_flag = !damage_flag;
1561 // Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
1562 // MK has so much fun whacking his butt around the mine he never cared...
1563 if ((Robot_info[robot->id].companion) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !Robots_kill_robots_cheat))
1566 if (weapon->id == EARTHSHAKER_ID)
1569 // If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
1570 // depending on frame rate.
1571 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1572 if (weapon->ctype.laser_info.last_hitobj == OBJECT_NUMBER(robot))
1575 weapon->ctype.laser_info.last_hitobj = OBJECT_NUMBER(robot);
1577 // mprintf((0, "weapon #%i with power %i hits robot #%i.\n", OBJECT_NUMBER(weapon), f2i(weapon->shields), OBJECT_NUMBER(robot)));
1580 if (weapon->ctype.laser_info.parent_signature == robot->signature)
1583 // Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
1584 // Also, only a weapon hit from a player weapon causes smart blobs.
1585 if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (Robot_info[robot->id].energy_blobs))
1586 if ((robot->shields > 0) && Weapon_is_energy[weapon->id]) {
1590 probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
1591 probval = Robot_info[robot->id].energy_blobs * probval/(NDL*32);
1593 num_blobs = probval >> 16;
1594 if (2*d_rand() < (probval & 0xffff))
1598 create_smart_children(robot, num_blobs);
1601 // Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
1602 // unless this is trapped elsewhere.
1603 if ( Weapon_info[weapon->id].damage_radius )
1605 if (boss_invul_flag) { //don't make badass sound
1606 weapon_info *wi = &Weapon_info[weapon->id];
1608 //this code copied from explode_badass_weapon()
1610 object_create_badass_explosion( weapon, weapon->segnum, collision_point,
1612 wi->robot_hit_vclip,
1613 wi->strength[Difficulty_level],
1614 wi->damage_radius,wi->strength[Difficulty_level],
1615 weapon->ctype.laser_info.parent_num );
1618 else //normal badass explosion
1619 explode_badass_weapon(weapon,collision_point);
1622 if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || Robots_kill_robots_cheat) && !(robot->flags & OF_EXPLODING) ) {
1623 object *expl_obj=NULL;
1625 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
1626 create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1627 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1631 multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id);
1634 if ( Robot_info[robot->id].exp1_vclip_num > -1 )
1635 expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num );
1636 else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 )
1637 expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip );
1640 obj_attach(robot,expl_obj);
1642 if ( damage_flag && (Robot_info[robot->id].exp1_sound_num > -1 ))
1643 digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
1645 if (!(weapon->flags & OF_HARMLESS)) {
1646 fix damage = weapon->shields;
1649 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1653 // Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
1654 // hit, and missing a robot is what prevents the Gauss from being game-breaking.
1655 if (weapon->id == GAUSS_ID)
1656 if (Robot_info[robot->id].boss_flag)
1657 damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
1659 if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
1660 bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
1661 else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
1662 add_points_to_score(Robot_info[robot->id].score_value);
1663 detect_escort_goal_accomplished(OBJECT_NUMBER(robot));
1668 // If Gauss Cannon, spin robot.
1669 if ((robot != NULL) && (!Robot_info[robot->id].companion) && (!Robot_info[robot->id].boss_flag) && (weapon->id == GAUSS_ID)) {
1670 ai_static *aip = &robot->ctype.ai_info;
1672 if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
1673 aip->SKIP_AI_COUNT++;
1674 robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1675 robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1676 robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1677 robot->mtype.phys_info.flags |= PF_USES_THRUST;
1684 maybe_kill_weapon(weapon,robot);
1689 //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
1693 //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
1697 //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
1701 //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
1705 void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) {
1706 // Give player points, etc.
1707 if ( player == ConsoleObject ) {
1708 detect_escort_goal_accomplished(OBJECT_NUMBER(hostage));
1709 add_points_to_score(HOSTAGE_SCORE);
1712 hostage_rescue(hostage->id);
1714 // Remove the hostage object.
1715 hostage->flags |= OF_SHOULD_BE_DEAD;
1718 if (Game_mode & GM_MULTI)
1719 multi_send_remobj(OBJECT_NUMBER(hostage));
1725 //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
1727 //--unused-- // Cannot kill hostages, as per Matt's edict!
1728 //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
1729 //--unused-- hostage->shields -= weapon->shields/2;
1731 //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1733 //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
1734 //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
1737 //--unused-- if (hostage->shields <= 0) {
1738 //--unused-- explode_object(hostage,0);
1739 //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
1742 //--unused-- if ( Weapon_info[weapon->id].damage_radius )
1743 //--unused-- explode_badass_weapon(weapon);
1745 //--unused-- maybe_kill_weapon(weapon,hostage);
1749 //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
1753 //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
1757 //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
1761 void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) {
1762 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
1763 bump_two_objects(player1, player2, 1);
1767 int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
1769 int weapon_flag = HAS_FLAG(weapon_index);
1772 powerup_num = Primary_weapon_to_powerup[weapon_index];
1774 if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
1775 return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1780 void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
1782 int weapon_flag = HAS_FLAG(weapon_index);
1785 powerup_num = Secondary_weapon_to_powerup[weapon_index];
1787 if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
1790 max_count = min(count, 3);
1791 for (i=0; i<max_count; i++)
1792 call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1796 void drop_missile_1_or_4(object *playerobj,int missile_index)
1798 int num_missiles,powerup_id;
1800 num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
1801 powerup_id = Secondary_weapon_to_powerup[missile_index];
1803 if (num_missiles > 10)
1806 call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
1807 call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
1810 // -- int Items_destroyed = 0;
1812 void drop_player_eggs(object *playerobj)
1814 // mprintf((0, "In drop_player_eggs...\n"));
1816 if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
1818 int pnum = playerobj->id;
1823 // -- Items_destroyed = 0;
1825 // Seed the random number generator so in net play the eggs will always
1826 // drop the same way
1828 if (Game_mode & GM_MULTI)
1835 // If the player had smart mines, maybe arm one of them.
1837 while ((Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
1841 make_random_vector(&randvec);
1843 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1844 newseg = find_point_seg(&tvec, playerobj->segnum);
1846 Laser_create_new(&randvec, &tvec, newseg, OBJECT_NUMBER(playerobj), SUPERPROX_ID, 0);
1849 // If the player had proximity bombs, maybe arm one of them.
1851 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
1854 while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
1858 make_random_vector(&randvec);
1860 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1861 newseg = find_point_seg(&tvec, playerobj->segnum);
1863 Laser_create_new(&randvec, &tvec, newseg, OBJECT_NUMBER(playerobj), PROXIMITY_ID, 0);
1868 // If the player dies and he has powerful lasers, create the powerups here.
1870 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
1871 call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER);
1872 else if (Players[pnum].laser_level >= 1)
1873 call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1.
1875 // Drop quad laser if appropos
1876 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
1877 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
1879 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
1880 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
1882 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
1883 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
1885 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
1886 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
1888 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
1889 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
1891 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
1892 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
1894 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
1895 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
1897 // drop the other enemies flag if you have it
1900 if ((Game_mode & GM_CAPTURE) && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
1902 if ((get_team (pnum)==TEAM_RED))
1903 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_BLUE);
1905 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_RED);
1909 if (Game_mode & GM_HOARD)
1915 mprintf ((0,"HOARD MODE: Dropping %d orbs\n",Players[pnum].secondary_ammo[PROXIMITY_INDEX]));
1917 max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], 12);
1918 for (i=0; i<max_count; i++)
1919 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
1923 //Drop the vulcan, gauss, and ammo
1924 vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
1925 if ((Players[pnum].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[pnum].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
1926 vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
1927 if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
1928 vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
1929 objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
1931 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1932 objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
1934 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1936 // Drop the rest of the primary weapons
1937 maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
1938 maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
1939 maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
1941 maybe_drop_primary_weapon_egg(playerobj, HELIX_INDEX);
1942 maybe_drop_primary_weapon_egg(playerobj, PHOENIX_INDEX);
1944 objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX);
1946 Objects[objnum].ctype.powerup_info.count = (playerobj->id==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
1948 // Drop the secondary weapons
1949 // Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
1951 if (!(Game_mode & GM_HOARD))
1952 maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
1954 maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
1955 maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
1957 maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX])/4);
1958 maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[playerobj->id].secondary_ammo[SMISSILE5_INDEX]);
1960 // Drop the player's missiles in packs of 1 and/or 4
1961 drop_missile_1_or_4(playerobj,HOMING_INDEX);
1962 drop_missile_1_or_4(playerobj,GUIDED_INDEX);
1963 drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
1964 drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
1965 drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
1967 // If player has vulcan ammo, but no vulcan cannon, drop the ammo.
1968 if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
1969 int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
1971 mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount));
1974 while (amount > 0) {
1975 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
1976 amount -= VULCAN_AMMO_AMOUNT;
1980 // Always drop a shield and energy powerup.
1981 if (Game_mode & GM_MULTI) {
1982 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
1983 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
1986 //-- // Drop all the keys.
1987 //-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1988 //-- playerobj->contains_count = 1;
1989 //-- playerobj->contains_type = OBJ_POWERUP;
1990 //-- playerobj->contains_id = POW_KEY_BLUE;
1991 //-- object_create_egg(playerobj);
1993 //-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
1994 //-- playerobj->contains_count = 1;
1995 //-- playerobj->contains_type = OBJ_POWERUP;
1996 //-- playerobj->contains_id = POW_KEY_RED;
1997 //-- object_create_egg(playerobj);
1999 //-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2000 //-- playerobj->contains_count = 1;
2001 //-- playerobj->contains_type = OBJ_POWERUP;
2002 //-- playerobj->contains_id = POW_KEY_GOLD;
2003 //-- object_create_egg(playerobj);
2006 // -- if (Items_destroyed) {
2007 // -- if (Items_destroyed == 1)
2008 // -- HUD_init_message("%i item was destroyed.", Items_destroyed);
2010 // -- HUD_init_message("%i items were destroyed.", Items_destroyed);
2011 // -- Items_destroyed = 0;
2017 // -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
2018 // -- removed, 09/06/95, MK -- {
2019 // -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
2020 // -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
2021 // -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
2022 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2023 // -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
2024 // -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
2025 // -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2026 // -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
2027 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2028 // -- removed, 09/06/95, MK -- } else {
2029 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2030 // -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
2031 // -- removed, 09/06/95, MK -- auto_select_weapon(0);
2032 // -- removed, 09/06/95, MK -- }
2033 // -- removed, 09/06/95, MK --
2034 // -- removed, 09/06/95, MK -- }
2035 // -- removed, 09/06/95, MK --
2036 // -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
2037 // -- removed, 09/06/95, MK -- {
2038 // -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
2039 // -- removed, 09/06/95, MK -- return;
2040 // -- removed, 09/06/95, MK --
2041 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
2042 // -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
2043 // -- removed, 09/06/95, MK -- auto_select_weapon(1);
2044 // -- removed, 09/06/95, MK --
2045 // -- removed, 09/06/95, MK -- }
2046 // -- removed, 09/06/95, MK --
2047 // -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
2049 extern fix Buddy_sorry_time;
2051 void apply_damage_to_player(object *playerobj, object *killer, fix damage)
2056 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2059 if (Endlevel_sequence)
2062 //for the player, the 'real' shields are maintained in the Players[]
2063 //array. The shields value in the player's object are, I think, not
2064 //used anywhere. This routine, however, sets the objects shields to
2065 //be a mirror of the value in the Player structure.
2067 if (playerobj->id == Player_num) { //is this the local player?
2069 // MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
2070 // -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
2072 // -- //invincible, so just do blue flash
2074 // -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
2077 // -- else { //take damage, do red flash
2079 Players[Player_num].shields -= damage;
2081 PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
2085 if (Players[Player_num].shields < 0) {
2087 Players[Player_num].killer_objnum = OBJECT_NUMBER(killer);
2089 // if ( killer && (killer->type == OBJ_PLAYER))
2090 // Players[Player_num].killer_objnum = OBJECT_NUMBER(killer);
2092 playerobj->flags |= OF_SHOULD_BE_DEAD;
2094 if (Buddy_objnum != -1)
2095 if (killer && (killer->type == OBJ_ROBOT) && (Robot_info[killer->id].companion))
2096 Buddy_sorry_time = GameTime;
2098 // -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
2099 // -- removed, 09/06/95, MK -- int randnum = d_rand();
2100 // -- removed, 09/06/95, MK --
2101 // -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
2102 // -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
2103 // -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
2104 // -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
2105 // -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2106 // -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
2107 // -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
2108 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2109 // -- removed, 09/06/95, MK -- } else
2110 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2111 // -- removed, 09/06/95, MK -- } else
2112 // -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
2113 // -- removed, 09/06/95, MK -- }
2115 playerobj->shields = Players[Player_num].shields; //mirror
2120 void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point )
2122 fix damage = weapon->shields;
2123 object * killer=NULL;
2125 // In multiplayer games, only do damage to another player if in first frame.
2126 // This is necessary because in multiplayer, due to varying framerates, omega blobs actually
2127 // have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
2128 // gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
2129 if (weapon->id == OMEGA_ID)
2130 if (!ok_to_do_omega_damage(weapon))
2133 // Don't collide own smart mines unless direct hit.
2134 if (weapon->id == SUPERPROX_ID)
2135 if (OBJECT_NUMBER(playerobj) == weapon->ctype.laser_info.parent_num)
2136 if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
2139 if (weapon->id == EARTHSHAKER_ID)
2142 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
2144 if (Game_mode & GM_MULTI)
2145 damage = fixmul(damage, Weapon_info[weapon->id].multi_damage_scale);
2148 if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
2150 if (weapon->ctype.laser_info.last_hitobj == OBJECT_NUMBER(playerobj))
2153 weapon->ctype.laser_info.last_hitobj = OBJECT_NUMBER(playerobj);
2156 if (playerobj->id == Player_num)
2158 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2160 digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 );
2162 if (Game_mode & GM_MULTI)
2163 multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
2168 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
2170 if (Game_mode & GM_MULTI)
2171 multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
2176 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2177 if ( Weapon_info[weapon->id].damage_radius )
2178 explode_badass_weapon(weapon,collision_point);
2180 maybe_kill_weapon(weapon,playerobj);
2182 bump_two_objects(playerobj, weapon, 0); //no damage from bump
2184 if ( !Weapon_info[weapon->id].damage_radius ) {
2185 if ( weapon->ctype.laser_info.parent_num > -1 )
2186 killer = &Objects[weapon->ctype.laser_info.parent_num];
2188 // if (weapon->id == SMART_HOMING_ID)
2191 if (!(weapon->flags & OF_HARMLESS))
2192 apply_damage_to_player( playerobj, killer, damage);
2195 // Robots become aware of you if you get hit.
2196 ai_do_cloak_stuff();
2201 // Nasty robots are the ones that attack you by running into you and doing lots of damage.
2202 void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point )
2204 // if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
2205 digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
2207 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2209 bump_two_objects(playerobj, robot, 0); //no damage from bump
2211 apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1));
2216 void collide_player_and_materialization_center(object *objp)
2219 vms_vector exit_dir;
2220 segment *segp = &Segments[objp->segnum];
2222 digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2223 // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
2225 object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
2227 if (objp->id != Player_num)
2230 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2231 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2232 vms_vector exit_point, rand_vec;
2234 compute_center_point_on_side(&exit_point, segp, side);
2235 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2236 vm_vec_normalize_quick(&exit_dir);
2237 make_random_vector(&rand_vec);
2238 rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
2239 vm_vec_add2(&exit_dir, &rand_vec);
2240 vm_vec_normalize_quick(&exit_dir);
2243 bump_one_object(objp, &exit_dir, 64*F1_0);
2245 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
2251 void collide_robot_and_materialization_center(object *objp)
2254 vms_vector exit_dir;
2255 segment *segp=&Segments[objp->segnum];
2257 digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2258 // digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
2260 if ( Robot_info[objp->id].exp1_vclip_num > -1 )
2261 object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
2263 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2264 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2265 vms_vector exit_point;
2267 compute_center_point_on_side(&exit_point, segp, side);
2268 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2269 vm_vec_normalize_quick(&exit_dir);
2272 bump_one_object(objp, &exit_dir, 8*F1_0);
2274 apply_damage_to_robot( objp, F1_0, -1);
2280 //##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
2284 extern int Network_got_powerup; // HACK!!!
2286 void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) {
2287 if (!Endlevel_sequence && !Player_is_dead && (playerobj->id == Player_num )) {
2290 powerup_used = do_powerup(powerup);
2293 powerup->flags |= OF_SHOULD_BE_DEAD;
2295 if (Game_mode & GM_MULTI)
2296 multi_send_remobj(OBJECT_NUMBER(powerup));
2301 else if ((Game_mode & GM_MULTI_COOP) && (playerobj->id != Player_num))
2303 switch (powerup->id) {
2305 Players[playerobj->id].flags |= PLAYER_FLAGS_BLUE_KEY;
2308 Players[playerobj->id].flags |= PLAYER_FLAGS_RED_KEY;
2311 Players[playerobj->id].flags |= PLAYER_FLAGS_GOLD_KEY;
2321 //##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
2325 void collide_player_and_clutter( object * playerobj, object * clutter, vms_vector *collision_point ) {
2326 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
2327 bump_two_objects(clutter, playerobj, 1);
2331 // See if weapon1 creates a badass explosion. If so, create the explosion
2332 // Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
2333 int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
2335 if ( Weapon_info[weapon1->id].damage_radius ) {
2338 dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos);
2339 if (dist < F1_0*5) {
2340 maybe_kill_weapon(weapon1,weapon2);
2341 if (weapon1->flags & OF_SHOULD_BE_DEAD) {
2342 explode_badass_weapon(weapon1,collision_point);
2343 digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
2347 weapon1->lifeleft = min(dist/64, F1_0);
2354 void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
2356 // -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
2357 if (weapon1->id == PMINE_ID && weapon2->id == PMINE_ID)
2358 return; //these can't blow each other up
2360 if (weapon1->id == OMEGA_ID) {
2361 if (!ok_to_do_omega_damage(weapon1))
2363 } else if (weapon2->id == OMEGA_ID) {
2364 if (!ok_to_do_omega_damage(weapon2))
2368 if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) {
2370 // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
2371 if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
2374 if (Weapon_info[weapon1->id].destroyable)
2375 if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
2376 maybe_detonate_weapon(weapon2,weapon1, collision_point);
2378 if (Weapon_info[weapon2->id].destroyable)
2379 if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
2380 maybe_detonate_weapon(weapon1,weapon2, collision_point);
2386 //##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
2390 //##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
2394 void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) {
2396 // Hack! Prevent debris from causing bombs spewed at player death to detonate!
2397 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID)) {
2398 if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime)
2402 if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
2403 digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
2405 explode_object(debris,0);
2406 if ( Weapon_info[weapon->id].damage_radius )
2407 explode_badass_weapon(weapon,collision_point);
2408 maybe_kill_weapon(weapon,debris);
2409 weapon->flags |= OF_SHOULD_BE_DEAD;
2414 //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
2418 //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
2422 //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
2426 //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
2430 //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
2434 //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
2439 /* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
2440 #define COLLISION_OF(a,b) (((a)<<8) + (b))
2442 #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;
2444 #define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
2446 //these next two macros define a case that does nothing
2447 #define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
2449 #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
2451 /* DPH: These ones are never used so I'm not going to bother */
2453 #define IGNORE_COLLISION(type1,type2,collision_function) \
2454 case COLLISION_OF( (type1), (type2) ): \
2456 case COLLISION_OF( (type2), (type1) ): \
2459 #define ERROR_COLLISION(type1,type2,collision_function) \
2460 case COLLISION_OF( (type1), (type2) ): \
2461 Error( "Error in collision type!" ); \
2463 case COLLISION_OF( (type2), (type1) ): \
2464 Error( "Error in collision type!" ); \
2468 void collide_two_objects( object * A, object * B, vms_vector *collision_point )
2472 collision_type = COLLISION_OF(A->type,B->type);
2474 //mprintf( (0, "Object %d of type %d collided with object %d of type %d\n", OBJECT_NUMBER(A), A->type, OBJECT_NUMBER(B), B->type) );
2476 switch( collision_type ) {
2477 NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball )
2478 DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot )
2479 NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage )
2480 DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player )
2481 DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon )
2482 NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera )
2483 NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup )
2484 NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris )
2485 NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
2486 NO_COLLISION( OBJ_FIREBALL, OBJ_ROBOT, collide_fireball_and_robot )
2487 NO_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE, collide_fireball_and_hostage )
2488 NO_COLLISION( OBJ_FIREBALL, OBJ_PLAYER, collide_fireball_and_player )
2489 NO_COLLISION( OBJ_FIREBALL, OBJ_WEAPON, collide_fireball_and_weapon )
2490 NO_COLLISION( OBJ_FIREBALL, OBJ_CAMERA, collide_fireball_and_camera )
2491 NO_COLLISION( OBJ_FIREBALL, OBJ_POWERUP, collide_fireball_and_powerup )
2492 NO_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS, collide_fireball_and_debris )
2493 NO_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE, collide_robot_and_hostage )
2494 DO_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player )
2495 DO_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon )
2496 NO_COLLISION( OBJ_ROBOT, OBJ_CAMERA, collide_robot_and_camera )
2497 NO_COLLISION( OBJ_ROBOT, OBJ_POWERUP, collide_robot_and_powerup )
2498 NO_COLLISION( OBJ_ROBOT, OBJ_DEBRIS, collide_robot_and_debris )
2499 DO_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player )
2500 NO_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, collide_hostage_and_weapon )
2501 NO_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA, collide_hostage_and_camera )
2502 NO_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP, collide_hostage_and_powerup )
2503 NO_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS, collide_hostage_and_debris )
2504 DO_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon )
2505 NO_COLLISION( OBJ_PLAYER, OBJ_CAMERA, collide_player_and_camera )
2506 DO_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup )
2507 NO_COLLISION( OBJ_PLAYER, OBJ_DEBRIS, collide_player_and_debris )
2508 DO_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen )
2509 DO_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter )
2510 NO_COLLISION( OBJ_WEAPON, OBJ_CAMERA, collide_weapon_and_camera )
2511 NO_COLLISION( OBJ_WEAPON, OBJ_POWERUP, collide_weapon_and_powerup )
2512 DO_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris )
2513 NO_COLLISION( OBJ_CAMERA, OBJ_POWERUP, collide_camera_and_powerup )
2514 NO_COLLISION( OBJ_CAMERA, OBJ_DEBRIS, collide_camera_and_debris )
2515 NO_COLLISION( OBJ_POWERUP, OBJ_DEBRIS, collide_powerup_and_debris )
2516 DO_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen )
2517 DO_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen )
2518 DO_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter )
2520 DO_COLLISION( OBJ_MARKER, OBJ_PLAYER, collide_player_and_marker)
2521 NO_COLLISION( OBJ_MARKER, OBJ_ROBOT, NULL)
2522 NO_COLLISION( OBJ_MARKER, OBJ_HOSTAGE, NULL)
2523 NO_COLLISION( OBJ_MARKER, OBJ_WEAPON, NULL)
2524 NO_COLLISION( OBJ_MARKER, OBJ_CAMERA, NULL)
2525 NO_COLLISION( OBJ_MARKER, OBJ_POWERUP, NULL)
2526 NO_COLLISION( OBJ_MARKER, OBJ_DEBRIS, NULL)
2529 Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
2533 #define ENABLE_COLLISION(type1,type2) \
2534 CollisionResult[type1][type2] = RESULT_CHECK; \
2535 CollisionResult[type2][type1] = RESULT_CHECK;
2537 #define DISABLE_COLLISION(type1,type2) \
2538 CollisionResult[type1][type2] = RESULT_NOTHING; \
2539 CollisionResult[type2][type1] = RESULT_NOTHING;
2541 void collide_init() {
2544 for (i=0; i < MAX_OBJECT_TYPES; i++ )
2545 for (j=0; j < MAX_OBJECT_TYPES; j++ )
2546 CollisionResult[i][j] = RESULT_NOTHING;
2548 ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
2549 ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
2550 ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
2551 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
2553 ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
2554 // DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
2556 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
2557 ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
2558 ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
2559 DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
2560 DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
2561 DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
2562 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
2563 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
2564 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
2565 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
2566 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
2567 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
2568 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
2569 DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
2570 ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
2571 ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
2572 DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
2573 DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
2574 DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
2575 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
2576 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
2577 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
2578 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
2579 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
2580 ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
2581 DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
2582 ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
2583 DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
2584 DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
2585 DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
2586 ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
2587 DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
2588 DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
2589 DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
2590 ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
2591 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
2592 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
2593 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
2594 ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
2595 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
2597 ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
2601 void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
2606 Error( "A object of type NONE hit a wall!\n");
2608 case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2609 case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2610 case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2612 case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2613 case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2614 case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2615 case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2616 case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2617 case OBJ_GHOST: break; //do nothing
2620 Error( "Unhandled object type hit wall in collide.c\n" );