2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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.
19 static char rcsid[] = "$Id: collide.c,v 1.5 2001-10-12 06:40:49 bradleyb Exp $";
22 #include <string.h> // for memset
80 #include "editor\editor.h"
85 #define STANDARD_EXPL_DELAY (f1_0/4)
87 //##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
91 // -------------------------------------------------------------------------------------------------------------
92 // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
93 void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
95 ai_local *ailp = &Ai_local_info[robot-Objects];
97 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)) {
98 int wall_num = Segments[hitseg].sides[hitwall].wall_num;
100 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)) {
101 // -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
102 wall_open_door(&Segments[hitseg], hitwall);
103 // -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
104 //-- } 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)) {
105 } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR)) {
106 if ((ailp->mode == AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
107 if (Walls[wall_num].keys != KEY_NONE) {
108 if (Walls[wall_num].keys & Players[Player_num].flags)
109 wall_open_door(&Segments[hitseg], hitwall);
110 } else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
111 wall_open_door(&Segments[hitseg], hitwall);
113 } else if (Robot_info[robot->id].thief) { // Thief allowed to go through doors to which player has key.
114 if (Walls[wall_num].keys != KEY_NONE)
115 if (Walls[wall_num].keys & Players[Player_num].flags)
116 wall_open_door(&Segments[hitseg], hitwall);
124 //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
128 // -------------------------------------------------------------------------------------------------------------
130 int apply_damage_to_clutter(object *clutter, fix damage)
132 if ( clutter->flags&OF_EXPLODING) return 0;
134 if (clutter->shields < 0 ) return 0; //clutter already dead...
136 clutter->shields -= damage;
138 if (clutter->shields < 0) {
139 explode_object(clutter,0);
145 char Monster_mode = 0; // A cheat. Do massive damage when collide.
147 //given the specified force, apply damage from that force to an object
148 void apply_force_damage(object *obj,fix force,object *other_obj)
153 if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
154 return; //already exploding or dead
156 damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
158 if ((other_obj->type == OBJ_PLAYER) && Monster_mode)
161 //mprintf((0,"obj %d, damage=%x\n",obj-Objects,damage));
167 if (Robot_info[obj->id].attack_type == 1) {
168 if (other_obj->type == OBJ_WEAPON)
169 result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
171 result = apply_damage_to_robot(obj,damage/4, other_obj-Objects);
174 if (other_obj->type == OBJ_WEAPON)
175 result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
177 result = apply_damage_to_robot(obj,damage/2, other_obj-Objects);
180 if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
181 add_points_to_score(Robot_info[obj->id].score_value);
186 // If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
187 // bots every frame since they don't move.
188 if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
189 damage = fixmul(damage, FrameTime*2);
191 // Make trainee easier.
192 if (Difficulty_level == 0)
195 apply_damage_to_player(obj,other_obj,damage);
200 apply_damage_to_clutter(obj,damage);
205 apply_damage_to_controlcen(obj,damage, other_obj-Objects);
210 break; //weapons don't take damage
219 // -----------------------------------------------------------------------------
220 void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
224 if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
226 if (objp->type == OBJ_PLAYER) {
228 force2.x = force->x/4;
229 force2.y = force->y/4;
230 force2.z = force->z/4;
231 phys_apply_force(objp,&force2);
232 if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !Robot_info[other_objp->id].companion)) {
233 force_mag = vm_vec_mag_quick(&force2);
234 apply_force_damage(objp, force_mag, other_objp);
236 } else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
237 if (!Robot_info[objp->id].boss_flag) {
239 force2.x = force->x/(4 + Difficulty_level);
240 force2.y = force->y/(4 + Difficulty_level);
241 force2.z = force->z/(4 + Difficulty_level);
243 phys_apply_force(objp, force);
244 phys_apply_rot(objp, &force2);
246 force_mag = vm_vec_mag_quick(force);
247 apply_force_damage(objp, force_mag, other_objp);
254 // -----------------------------------------------------------------------------
255 //deal with two objects bumping into each other. Apply force from collision
256 //to each robot. The flags tells whether the objects should take damage from
258 void bump_two_objects(object *obj0,object *obj1,int damage_flag)
263 if (obj0->movement_type != MT_PHYSICS)
265 else if (obj1->movement_type != MT_PHYSICS)
269 Assert(t->movement_type == MT_PHYSICS);
270 vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
271 phys_apply_force(t,&force);
275 vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
276 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));
278 bump_this_object(obj1, obj0, &force, damage_flag);
279 vm_vec_negate(&force);
280 bump_this_object(obj0, obj1, &force, damage_flag);
284 void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
289 vm_vec_scale(&hit_vec, damage);
291 phys_apply_force(obj0,&hit_vec);
295 #define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
296 #define DAMAGE_THRESHOLD (F1_0/3)
297 #define WALL_LOUDNESS_SCALE (20)
299 fix force_force = i2f(50);
301 void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
304 char ForceFieldHit=0;
305 int tmap_num,tmap_num2;
307 if (playerobj->id != Player_num) // Execute only for local player
310 tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
312 // If this wall does damage, don't make *BONK* sound, we'll be making another sound.
313 if (TmapInfo[tmap_num].damage > 0)
316 if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
319 PALETTE_FLASH_ADD(0, 0, 60); //flash blue
321 //knock player around
322 force.x = 40*(d_rand() - 16384);
323 force.y = 40*(d_rand() - 16384);
324 force.z = 40*(d_rand() - 16384);
325 phys_apply_rot(playerobj, &force);
329 Tactile_apply_force (&force,&playerobj->orient);
333 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
335 if (Game_mode & GM_MULTI)
336 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
345 force.x = -playerobj->mtype.phys_info.velocity.x;
346 force.y = -playerobj->mtype.phys_info.velocity.y;
347 force.z = -playerobj->mtype.phys_info.velocity.z;
348 Tactile_do_collide(&force, &playerobj->orient);
352 wall_hit_process( &Segments[hitseg], hitwall, 20, playerobj->id, playerobj );
355 // ** Damage from hitting wall **
356 // If the player has less than 10% shields, don't take damage from bump
357 // Note: Does quad damage if hit a force field - JL
358 damage = (hitspeed / DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
360 tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
362 //don't do wall damage and sound if hit lava or water
363 if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
366 if (damage >= DAMAGE_THRESHOLD) {
368 volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
370 create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION);
374 if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
375 digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
377 if (Game_mode & GM_MULTI)
378 multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
382 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
383 if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
384 apply_damage_to_player( playerobj, playerobj, damage );
386 // -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
387 // -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
388 // -- vms_vector hitpt1;
391 // -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
392 // -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
393 // -- if (hitseg1 != -1)
394 // -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
402 fix Last_volatile_scrape_sound_time = 0;
404 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
405 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
407 //see if wall is volatile or water
408 //if volatile, cause damage to player
409 //returns 1=lava, 2=water
410 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt)
412 fix tmap_num,d,water;
414 Assert(obj->type==OBJ_PLAYER);
416 tmap_num = Segments[segnum].sides[sidenum].tmap_num;
418 d = TmapInfo[tmap_num].damage;
419 water = (TmapInfo[tmap_num].flags & TMI_WATER);
421 if (d > 0 || water) {
423 if (obj->id == Player_num) {
426 fix damage = fixmul(d,FrameTime);
428 if (Difficulty_level == 0)
431 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
432 apply_damage_to_player( obj, obj, damage );
436 Tactile_Xvibrate (50,25);
439 PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
442 obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
443 obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
451 if (TactileStick && !(FrameCount & 15))
452 Tactile_Xvibrate_clear ();
459 //this gets called when an object is scraping along the wall
460 void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
466 if (obj->id==Player_num) {
469 //mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
471 if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
472 vms_vector hit_dir, rand_vec;
474 if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
475 int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
477 Last_volatile_scrape_sound_time = GameTime;
479 digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
481 if (Game_mode & GM_MULTI)
482 multi_send_play_sound(sound, F1_0);
487 get_side_normal(&Segments[hitseg], higside, 0, &hit_dir );
489 hit_dir = Segments[hitseg].sides[hitside].normals[0];
492 make_random_vector(&rand_vec);
493 vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
494 vm_vec_normalize_quick(&hit_dir);
495 bump_one_object(obj, &hit_dir, F1_0*8);
499 //@@ //what scrape sound
500 //@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
507 //these two kinds of objects below shouldn't really slide, so
508 //if this scrape routine gets called (which it might if the
509 //object (such as a fusion blob) was created already poking
510 //through the wall) call the collide routine.
513 collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
517 collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
523 //if an effect is hit, and it can blow up, then blow it up
524 //returns true if it blew up
525 int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag)
531 // If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
535 if (blower->ctype.laser_info.parent_type == OBJ_ROBOT)
536 if (Robot_info[Objects[blower->ctype.laser_info.parent_num].id].companion)
539 if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) {
540 int trigger_num, wall_num;
542 wall_num = seg->sides[side].wall_num;
543 if ( wall_num != -1 ) {
544 trigger_num = Walls[wall_num].trigger;
546 if (trigger_num != -1)
553 if ((tm=seg->sides[side].tmap_num2) != 0) {
555 tmf = tm&0xc000; //tm flags
556 tm &= 0x3fff; //tm without flags
558 //check if it's an animation (monitor) or casts light
559 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))) {
561 grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
564 PIGGY_PAGE_IN(Textures[tm]);
566 //this can be blown up...did we hit it?
568 if (!force_blowup_flag) {
569 find_hitpoint_uv(&u,&v,NULL,pnt,seg,side,0); //evil: always say face zero
571 x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
572 y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
574 switch (tmf) { //adjust for orientation of paste-on
576 case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
577 case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
578 case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
581 //mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
583 if (bm->bm_flags & BM_FLAG_RLE)
584 bm = rle_expand_texture(bm);
587 if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) { //not trans, thus on effect
593 if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
594 if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
598 //mprintf((0," HIT!\n"));
600 //note: this must get called before the texture changes,
601 //because we use the light value of the texture to change
602 //the static light in the segment
603 subtract_light(seg-Segments,side);
605 if (Newdemo_state == ND_STATE_RECORDING)
606 newdemo_record_effect_blowup( seg-Segments, side, pnt);
609 dest_size = Effects[ec].dest_size;
610 vc = Effects[ec].dest_vclip;
616 object_create_explosion( seg-Segments, pnt, dest_size, vc );
618 if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
620 if ((sound_num = Vclip[vc].sound_num) != -1)
621 digi_link_sound_to_pos( sound_num, seg-Segments, 0, pnt, 0, F1_0 );
623 if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
624 digi_kill_sound_linked_to_segment(seg-Segments,side,sound_num);
626 if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
630 new_ec = &Effects[Effects[ec].dest_eclip];
631 bm_num = new_ec->changing_wall_texture;
633 mprintf((0,"bm_num = %d\n",bm_num));
635 new_ec->time_left = new_ec->vc.frame_time;
636 new_ec->frame_count = 0;
637 new_ec->segnum = seg-Segments;
638 new_ec->sidenum = side;
639 new_ec->flags |= EF_ONE_SHOT;
640 new_ec->dest_bm_num = Effects[ec].dest_bm_num;
642 Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
643 seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
647 Assert(db!=0 && seg->sides[side].tmap_num2!=0);
648 seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
652 seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
654 //assume this is a light, and play light sound
655 digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, seg-Segments, 0, pnt, 0, F1_0 );
664 return 0; //didn't blow up
667 // Copied from laser.c!
668 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
669 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
670 #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.
671 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
672 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
674 // -------------------------------------------------
675 // Return true if ok to do Omega damage.
676 int ok_to_do_omega_damage(object *weapon)
678 int parent_sig = weapon->ctype.laser_info.parent_signature;
679 int parent_num = weapon->ctype.laser_info.parent_num;
681 if (!(Game_mode & GM_MULTI))
684 if (Objects[parent_num].signature != parent_sig)
685 mprintf((0, "Parent of omega blob not consistent with object information.\n"));
687 fix dist = vm_vec_dist_quick(&Objects[parent_num].pos, &weapon->pos);
689 if (dist > MAX_OMEGA_DIST) {
690 // -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
693 ; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
699 //these gets added to the weapon's values when the weapon hits a volitle wall
700 #define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
701 #define VOLATILE_WALL_IMPACT_SIZE i2f(3)
702 #define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
703 #define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
705 // int Show_seg_and_side = 0;
707 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
709 segment *seg = &Segments[hitseg];
715 if (weapon->id == OMEGA_ID)
716 if (!ok_to_do_omega_damage(weapon))
719 // If this is a guided missile and it strikes fairly directly, clear bounce flag.
720 if (weapon->id == GUIDEDMISS_ID) {
723 dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
724 mprintf((0, "Guided missile dot = %7.3f\n", f2fl(dot)));
726 mprintf((0, "Guided missile loses bounciness.\n"));
727 weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
731 //if an energy weapon hits a forcefield, let it bounce
732 if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
733 !(weapon->type == OBJ_WEAPON && Weapon_info[weapon->id].energy_usage==0)) {
736 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
738 if (Game_mode & GM_MULTI)
739 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
742 return; //bail here. physics code will bounce this object
746 if (keyd_pressed[KEY_LAPOSTRO])
747 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
748 // MK: Real pain when you need to know a seg:side and you've got quad lasers.
749 mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall));
750 HUD_init_message("Hit at segment = %i, side = %i", hitseg, hitwall);
752 subtract_light(hitseg, hitwall);
753 else if (weapon->id == FLARE_ID)
754 add_light(hitseg, hitwall);
758 //@@Cursegp = &Segments[hitseg];
759 //@@Curside = hitwall;
763 if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
764 Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
768 blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0);
770 //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
772 if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[Objects[weapon->ctype.laser_info.parent_num].id].companion==1)) {
775 if (Game_mode & GM_MULTI)
777 Int3(); // Get Jason!
782 playernum = Player_num; //if single player, he's the player's buddy
787 if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
788 playernum = Objects[weapon->ctype.laser_info.parent_num].id;
790 playernum = -1; //not a player (thus a robot)
793 if (blew_up) { //could be a wall switch
794 //for wall triggers, always say that the player shot it out. This is
795 //because robots can shoot out wall triggers, and so the trigger better
797 // NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
798 check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1);
801 if (weapon->id == EARTHSHAKER_ID)
804 wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon );
806 // Wall is volatile if either tmap 1 or 2 is volatile
807 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))) {
808 weapon_info *wi = &Weapon_info[weapon->id];
811 //we've hit a volatile wall
813 digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
815 //for most weapons, use volatile wall hit. For mega, use its special vclip
816 vclip = (weapon->id == MEGA_ID)?Weapon_info[weapon->id].robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
818 // New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
819 if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
820 // -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
821 explode_badass_weapon(weapon,hitpt);
823 object_create_badass_explosion( weapon, hitseg, hitpt,
824 wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
826 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.
827 wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
828 wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
829 weapon->ctype.laser_info.parent_num );
832 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
835 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))) {
836 weapon_info *wi = &Weapon_info[weapon->id];
840 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
841 if ( Weapon_info[weapon->id].matter ) {
843 digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
845 if ( Weapon_info[weapon->id].damage_radius ) {
847 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon-Objects, 0, F1_0);
849 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
850 object_create_badass_explosion( weapon, hitseg, hitpt,
853 wi->strength[Difficulty_level]/4,
855 wi->strength[Difficulty_level]/2,
856 weapon->ctype.laser_info.parent_num );
859 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
862 digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
863 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, VCLIP_WATER_HIT );
866 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
871 if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
873 //do special bound sound & effect
878 //if it's not the player's weapon, or it is the player's and there
879 //is no wall, and no blowing up monitor, then play sound
880 if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up))
881 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
882 digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
884 if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) {
885 if ( Weapon_info[weapon->id].damage_radius )
886 explode_badass_weapon(weapon,hitpt);
888 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
893 // If weapon fired by player or companion...
894 if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
896 if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum))
897 create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
899 // if (weapon->id != FLARE_ID) {
900 // We now allow flares to open doors.
903 if (((weapon->id != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
904 weapon->flags |= OF_SHOULD_BE_DEAD;
906 //don't let flares stick in force fields
907 if ((weapon->id == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
908 weapon->flags |= OF_SHOULD_BE_DEAD;
910 if (!(weapon->flags & OF_SILENT)) {
913 case WHP_NOT_SPECIAL:
914 //should be handled above
915 //digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
919 //play special hit door sound (if/when we get it)
920 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
922 if (Game_mode & GM_MULTI)
923 multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
929 //play special blastable wall sound (if/when we get it)
930 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
931 digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
935 //don't play anything, since door open sound will play
939 //mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", weapon-Objects));
941 // if (weapon->lifeleft <= 0)
942 // weapon->flags |= OF_SHOULD_BE_DEAD;
946 // This is a robot's laser
947 if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
948 weapon->flags |= OF_SHOULD_BE_DEAD;
954 //##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
958 //##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
962 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
963 explode_object(debris,0);
967 //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
971 //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
975 //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
979 //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
983 //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
984 //## //weapon->flags |= OF_SHOULD_BE_DEAD;
988 //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
992 //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
996 //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
1000 // -------------------------------------------------------------------------------------------------------------------
1001 void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
1002 // mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
1003 // robot1-Objects, f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
1004 // robot2-Objects, f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
1005 // f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
1007 bump_two_objects(robot1, robot2, 1);
1011 void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
1014 if (obj1->type == OBJ_ROBOT) {
1016 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
1017 bump_one_object(obj1, &hitvec, 0);
1020 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
1021 bump_one_object(obj2, &hitvec, 0);
1026 //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
1030 fix Last_thief_hit_time;
1032 void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point )
1034 int steal_attempt = 0;
1037 if (robot->flags&OF_EXPLODING)
1040 collision_seg = find_point_seg(collision_point, playerobj->segnum);
1041 if (collision_seg != -1)
1042 object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
1044 if (playerobj->id == Player_num) {
1045 if (Robot_info[robot->id].companion) // Player and companion don't collide.
1047 if (Robot_info[robot->id].kamikaze) {
1048 apply_damage_to_robot(robot, robot->shields+1, playerobj-Objects);
1049 if (playerobj == ConsoleObject)
1050 add_points_to_score(Robot_info[robot->id].score_value);
1053 if (Robot_info[robot->id].thief) {
1054 if (Ai_local_info[robot-Objects].mode == AIM_THIEF_ATTACK) {
1055 Last_thief_hit_time = GameTime;
1056 attempt_to_steal_item(robot, playerobj->id);
1058 } else if (GameTime - Last_thief_hit_time < F1_0*2)
1059 return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
1060 // NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
1062 Last_thief_hit_time = GameTime;
1065 create_awareness_event(playerobj, PA_PLAYER_COLLISION); // object robot can attract attention to player
1066 do_ai_robot_hit_attack(robot, playerobj, collision_point);
1067 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1071 multi_robot_request_change(robot, playerobj->id);
1074 // added this if to remove the bump sound if it's the thief.
1075 // A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
1076 // Changed by MK to make this sound unless the robot stole.
1077 if ((!steal_attempt) && !Robot_info[robot->id].energy_drain)
1078 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1080 bump_two_objects(robot, playerobj, 1);
1084 // Provide a way for network message to instantly destroy the control center
1085 // without awarding points or anything.
1087 // if controlcen == NULL, that means don't do the explosion because the control center
1088 // was actually in another object.
1089 void net_destroy_controlcen(object *controlcen)
1091 if (Control_center_destroyed != 1) {
1093 do_controlcen_destroyed_stuff(controlcen);
1095 if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
1096 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1097 explode_object(controlcen,0);
1103 // -----------------------------------------------------------------------------
1104 void apply_damage_to_controlcen(object *controlcen, fix damage, short who)
1108 // Only allow a player to damage the control center.
1110 if ((who < 0) || (who > Highest_object_index))
1113 whotype = Objects[who].type;
1114 if (whotype != OBJ_PLAYER) {
1115 mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype));
1120 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time))
1122 if (Objects[who].id == Player_num) {
1123 int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60;
1124 int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60;
1125 HUD_init_message("%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
1131 if (Objects[who].id == Player_num) {
1132 Control_center_been_hit = 1;
1133 ai_do_cloak_stuff();
1136 if ( controlcen->shields >= 0 )
1137 controlcen->shields -= damage;
1139 if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
1141 do_controlcen_destroyed_stuff(controlcen);
1144 if (Game_mode & GM_MULTI) {
1145 if (who == Players[Player_num].objnum)
1146 add_points_to_score(CONTROL_CEN_SCORE);
1147 multi_send_destroy_controlcen((ushort)(controlcen-Objects), Objects[who].id );
1151 if (!(Game_mode & GM_MULTI))
1152 add_points_to_score(CONTROL_CEN_SCORE);
1154 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1156 explode_object(controlcen,0);
1160 void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point )
1162 if (playerobj->id == Player_num) {
1163 Control_center_been_hit = 1;
1164 ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
1167 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1168 bump_two_objects(controlcen, playerobj, 1);
1173 void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point )
1175 mprintf ((0,"Collided with marker %d!\n",marker->id));
1177 if (playerobj->id==Player_num) {
1180 if (Game_mode & GM_MULTI)
1182 drawn = HUD_init_message ("MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]);
1186 if (MarkerMessage[marker->id][0])
1187 drawn = HUD_init_message("MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]);
1189 drawn = HUD_init_message("MARKER %d", marker->id+1);
1193 digi_play_sample( SOUND_MARKER_HIT, F1_0 );
1195 detect_escort_goal_accomplished(marker-Objects);
1199 // If a persistent weapon and other object is not a weapon, weaken it, else kill it.
1200 // If both objects are weapons, weaken the weapon.
1201 void maybe_kill_weapon(object *weapon, object *other_obj)
1203 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID) || (weapon->id == PMINE_ID)) {
1204 weapon->flags |= OF_SHOULD_BE_DEAD;
1208 // Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
1209 // Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
1210 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1211 // Weapons do a lot of damage to weapons, other objects do much less.
1212 if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1213 if (other_obj->type == OBJ_WEAPON)
1214 weapon->shields -= other_obj->shields/2;
1216 weapon->shields -= other_obj->shields/4;
1218 if (weapon->shields <= 0) {
1219 weapon->shields = 0;
1220 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1224 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1226 // -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
1227 // -- // Weapons do a lot of damage to weapons, other objects do much less.
1228 // -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1229 // -- if (other_obj->type == OBJ_WEAPON)
1230 // -- weapon->shields -= other_obj->shields/2;
1232 // -- weapon->shields -= other_obj->shields/4;
1234 // -- if (weapon->shields <= 0) {
1235 // -- weapon->shields = 0;
1236 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1240 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1243 void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point )
1246 if (weapon->id == OMEGA_ID)
1247 if (!ok_to_do_omega_damage(weapon))
1250 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
1251 fix damage = weapon->shields;
1253 if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
1254 Control_center_been_hit = 1;
1256 if ( Weapon_info[weapon->id].damage_radius )
1257 explode_badass_weapon(weapon,collision_point);
1259 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1261 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
1263 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1265 apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
1267 maybe_kill_weapon(weapon,controlcen);
1268 } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
1269 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1270 maybe_kill_weapon(weapon,controlcen);
1275 void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
1276 short exp_vclip = VCLIP_SMALL_EXPLOSION;
1278 if ( clutter->shields >= 0 )
1279 clutter->shields -= weapon->shields;
1281 digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
1283 object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
1285 if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
1286 explode_object(clutter,STANDARD_EXPL_DELAY);
1288 maybe_kill_weapon(weapon,clutter);
1291 //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
1293 extern object *explode_badass_object(object *objp, fix damage, fix distance, fix force);
1295 int Final_boss_is_dead = 0;
1296 fix Final_boss_countdown_time = 0;
1298 // ------------------------------------------------------------------------------------------------------
1299 void do_final_boss_frame(void)
1302 if (!Final_boss_is_dead)
1305 if (!Control_center_destroyed)
1308 if (Final_boss_countdown_time == 0)
1309 Final_boss_countdown_time = F1_0*2;
1311 Final_boss_countdown_time -= FrameTime;
1312 if (Final_boss_countdown_time > 0)
1315 gr_palette_fade_out( gr_palette, 256, 0 );
1316 start_endlevel_sequence(); //pretend we hit the exit trigger
1320 // ------------------------------------------------------------------------------------------------------
1321 // This is all the ugly stuff we do when you kill the final boss so that you don't die or something
1322 // which would ruin the logic of the cut sequence.
1323 void do_final_boss_hacks(void)
1325 if (Player_is_dead) {
1326 Int3(); // Uh-oh, player is dead. Try to rescue him.
1330 if (Players[Player_num].shields <= 0)
1331 Players[Player_num].shields = 1;
1333 // If you're not invulnerable, get invulnerable!
1334 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) {
1335 Players[Player_num].invulnerable_time = GameTime;
1336 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1338 if (!(Game_mode & GM_MULTI))
1339 buddy_message("Nice job, %s!", Players[Player_num].callsign);
1341 Final_boss_is_dead = 1;
1344 extern int Buddy_dude_cheat;
1345 extern int multi_all_players_alive();
1346 void multi_send_finish_game ();
1348 // ------------------------------------------------------------------------------------------------------
1349 // Return 1 if robot died, else return 0
1350 int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
1354 char i,temp_stolen[MAX_STOLEN_ITEMS];
1357 if ( robot->flags&OF_EXPLODING) return 0;
1359 if (robot->shields < 0 ) return 0; //robot already dead...
1361 if (Robot_info[robot->id].boss_flag)
1362 Boss_hit_time = GameTime;
1364 // Buddy invulnerable on level 24 so he can give you his important messages. Bah.
1365 // Also invulnerable if his cheat for firing weapons is in effect.
1366 if (Robot_info[robot->id].companion)
1367 // if ((Current_mission_num == 0 && Current_level_num == Last_level) || Buddy_dude_cheat)
1369 if ((Current_mission_num == 0 && Current_level_num == Last_level) )
1373 // if (robot->control_type == CT_REMOTE)
1374 // return 0; // Can't damange a robot controlled by another player
1376 // -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
1377 // Boss_been_hit = 1;
1379 robot->shields -= damage;
1381 // Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
1382 if (Robot_info[robot->id].boss_flag)
1384 if ((Current_mission_num == 0) && Current_level_num == Last_level)
1386 if (robot->shields < 0)
1389 if (Game_mode & GM_MULTI)
1391 if (!multi_all_players_alive()) // everyones gotta be alive
1395 multi_send_finish_game();
1396 do_final_boss_hacks();
1402 { // NOTE LINK TO ABOVE!!!
1403 if ((Players[Player_num].shields < 0) || Player_is_dead)
1404 robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
1406 do_final_boss_hacks();
1410 if (robot->shields < 0) {
1412 if (Game_mode & GM_MULTI) {
1413 if (Robot_info[robot->id].thief)
1419 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1420 temp_stolen[(int)i]=Stolen_items[(int)i];
1422 if (multi_explode_robot_sub(robot-Objects, killer_objnum,Robot_info[robot->id].thief))
1425 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1426 Stolen_items[(int)i]=temp_stolen[(int)i];
1428 multi_send_robot_explode(robot-Objects, killer_objnum,Robot_info[robot->id].thief);
1431 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1432 Stolen_items[(int)i]=255;
1441 Players[Player_num].num_kills_level++;
1442 Players[Player_num].num_kills_total++;
1444 if (Robot_info[robot->id].boss_flag) {
1445 start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1446 } else if (Robot_info[robot->id].death_roll) {
1447 start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1449 if (robot->id == SPECIAL_REACTOR_ROBOT)
1450 special_reactor_stuff();
1451 //if (Robot_info[robot->id].smart_blobs)
1452 // create_smart_children(robot, Robot_info[robot->id].smart_blobs);
1453 //if (Robot_info[robot->id].badass)
1454 // explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
1455 if (Robot_info[robot->id].kamikaze)
1456 explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
1458 explode_object(robot,STANDARD_EXPL_DELAY);
1465 extern int boss_spew_robot(object *objp, vms_vector *pos);
1467 //--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
1468 //--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
1469 //--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.
1470 //--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.
1471 //--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
1472 //--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
1473 //--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)
1475 //#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.
1476 int Boss_invulnerable_dot = 0;
1478 int Buddy_gave_hint_count = 5;
1479 fix Last_time_buddy_gave_hint = 0;
1481 // ------------------------------------------------------------------------------------------------------
1482 // Return true if damage done to boss, else return false.
1483 int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
1490 d2_boss_index = Robot_info[robot->id].boss_flag - BOSS_D2;
1492 Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
1494 // See if should spew a bot.
1495 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
1496 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])) {
1497 if (Boss_spew_more[d2_boss_index])
1498 if (d_rand() > 16384) {
1499 if (boss_spew_robot(robot, collision_point) != -1)
1500 Last_gate_time = GameTime - Gate_interval - 1; // Force allowing spew of another bot.
1502 boss_spew_robot(robot, collision_point);
1505 if (Boss_invulnerable_spot[d2_boss_index]) {
1509 // Boss only vulnerable in back. See if hit there.
1510 vm_vec_sub(&tvec1, collision_point, &robot->pos);
1511 vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
1512 dot = vm_vec_dot(&tvec1, &robot->orient.fvec);
1513 mprintf((0, "Boss hit vec dot = %7.3f\n", f2fl(dot)));
1515 if (dot > Boss_invulnerable_dot) {
1519 segnum = find_point_seg(collision_point, robot->segnum);
1520 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1523 if (Last_time_buddy_gave_hint == 0)
1524 Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
1526 if (Buddy_gave_hint_count) {
1527 if (Last_time_buddy_gave_hint + F1_0*20 < GameTime) {
1530 Buddy_gave_hint_count--;
1531 Last_time_buddy_gave_hint = GameTime;
1532 sval = (d_rand()*4) >> 15;
1534 case 0: buddy_message("Hit him in the back!"); break;
1535 case 1: buddy_message("He's invulnerable there!"); break;
1536 case 2: buddy_message("Get behind him and fire!"); break;
1539 buddy_message("Hit the glowing spot!"); break;
1544 // Cause weapon to bounce.
1545 // Make a copy of this weapon, because the physics wants to destroy it.
1546 if (!Weapon_info[weapon->id].matter) {
1547 new_obj = obj_create(weapon->type, weapon->id, weapon->segnum, &weapon->pos,
1548 &weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
1550 if (new_obj != -1) {
1551 vms_vector vec_to_point;
1552 vms_vector weap_vec;
1555 if (weapon->render_type == RT_POLYOBJ) {
1556 Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[Objects[new_obj].id].model_num;
1557 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);
1560 Objects[new_obj].mtype.phys_info.mass = Weapon_info[weapon->type].mass;
1561 Objects[new_obj].mtype.phys_info.drag = Weapon_info[weapon->type].drag;
1562 vm_vec_zero(&Objects[new_obj].mtype.phys_info.thrust);
1564 vm_vec_sub(&vec_to_point, collision_point, &robot->pos);
1565 vm_vec_normalize_quick(&vec_to_point);
1566 weap_vec = weapon->mtype.phys_info.velocity;
1567 speed = vm_vec_normalize_quick(&weap_vec);
1568 vm_vec_scale_add2(&vec_to_point, &weap_vec, -F1_0*2);
1569 vm_vec_scale(&vec_to_point, speed/4);
1570 Objects[new_obj].mtype.phys_info.velocity = vec_to_point;
1574 } else if ((Weapon_info[weapon->id].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_invulnerable_energy[d2_boss_index])) {
1577 segnum = find_point_seg(collision_point, robot->segnum);
1578 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1585 extern int Robots_kill_robots_cheat;
1587 // ------------------------------------------------------------------------------------------------------
1588 void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
1591 int boss_invul_flag=0;
1593 if (weapon->id == OMEGA_ID)
1594 if (!ok_to_do_omega_damage(weapon))
1597 if (Robot_info[robot->id].boss_flag) {
1598 Boss_hit_time = GameTime;
1599 if (Robot_info[robot->id].boss_flag >= BOSS_D2) {
1600 damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
1601 boss_invul_flag = !damage_flag;
1605 // Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
1606 // MK has so much fun whacking his butt around the mine he never cared...
1607 if ((Robot_info[robot->id].companion) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !Robots_kill_robots_cheat))
1610 if (weapon->id == EARTHSHAKER_ID)
1613 // If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
1614 // depending on frame rate.
1615 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1616 if (weapon->ctype.laser_info.last_hitobj == robot-Objects)
1619 weapon->ctype.laser_info.last_hitobj = robot-Objects;
1621 // mprintf((0, "weapon #%i with power %i hits robot #%i.\n", weapon - Objects, f2i(weapon->shields), robot - Objects));
1624 if (weapon->ctype.laser_info.parent_signature == robot->signature)
1627 // Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
1628 // Also, only a weapon hit from a player weapon causes smart blobs.
1629 if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (Robot_info[robot->id].energy_blobs))
1630 if ((robot->shields > 0) && Weapon_is_energy[weapon->id]) {
1634 probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
1635 probval = Robot_info[robot->id].energy_blobs * probval/(NDL*32);
1637 num_blobs = probval >> 16;
1638 if (2*d_rand() < (probval & 0xffff))
1642 create_smart_children(robot, num_blobs);
1645 // Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
1646 // unless this is trapped elsewhere.
1647 if ( Weapon_info[weapon->id].damage_radius )
1649 if (boss_invul_flag) { //don't make badass sound
1650 weapon_info *wi = &Weapon_info[weapon->id];
1652 //this code copied from explode_badass_weapon()
1654 object_create_badass_explosion( weapon, weapon->segnum, collision_point,
1656 wi->robot_hit_vclip,
1657 wi->strength[Difficulty_level],
1658 wi->damage_radius,wi->strength[Difficulty_level],
1659 weapon->ctype.laser_info.parent_num );
1662 else //normal badass explosion
1663 explode_badass_weapon(weapon,collision_point);
1666 if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || Robots_kill_robots_cheat) && !(robot->flags & OF_EXPLODING) ) {
1667 object *expl_obj=NULL;
1669 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
1670 create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1671 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1675 multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id);
1678 if ( Robot_info[robot->id].exp1_vclip_num > -1 )
1679 expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num );
1680 else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 )
1681 expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip );
1684 obj_attach(robot,expl_obj);
1686 if ( damage_flag && (Robot_info[robot->id].exp1_sound_num > -1 ))
1687 digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
1689 if (!(weapon->flags & OF_HARMLESS)) {
1690 fix damage = weapon->shields;
1693 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1697 // Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
1698 // hit, and missing a robot is what prevents the Gauss from being game-breaking.
1699 if (weapon->id == GAUSS_ID)
1700 if (Robot_info[robot->id].boss_flag)
1701 damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
1703 if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
1704 bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
1705 else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
1706 add_points_to_score(Robot_info[robot->id].score_value);
1707 detect_escort_goal_accomplished(robot-Objects);
1712 // If Gauss Cannon, spin robot.
1713 if ((robot != NULL) && (!Robot_info[robot->id].companion) && (!Robot_info[robot->id].boss_flag) && (weapon->id == GAUSS_ID)) {
1714 ai_static *aip = &robot->ctype.ai_info;
1716 if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
1717 aip->SKIP_AI_COUNT++;
1718 robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1719 robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1720 robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1721 robot->mtype.phys_info.flags |= PF_USES_THRUST;
1728 maybe_kill_weapon(weapon,robot);
1733 //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
1737 //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
1741 //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
1745 //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
1749 void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) {
1750 // Give player points, etc.
1751 if ( player == ConsoleObject ) {
1752 detect_escort_goal_accomplished(hostage-Objects);
1753 add_points_to_score(HOSTAGE_SCORE);
1756 hostage_rescue(hostage->id);
1758 // Remove the hostage object.
1759 hostage->flags |= OF_SHOULD_BE_DEAD;
1762 if (Game_mode & GM_MULTI)
1763 multi_send_remobj(hostage-Objects);
1769 //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
1771 //--unused-- // Cannot kill hostages, as per Matt's edict!
1772 //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
1773 //--unused-- hostage->shields -= weapon->shields/2;
1775 //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1777 //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
1778 //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
1781 //--unused-- if (hostage->shields <= 0) {
1782 //--unused-- explode_object(hostage,0);
1783 //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
1786 //--unused-- if ( Weapon_info[weapon->id].damage_radius )
1787 //--unused-- explode_badass_weapon(weapon);
1789 //--unused-- maybe_kill_weapon(weapon,hostage);
1793 //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
1797 //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
1801 //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
1805 void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) {
1806 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
1807 bump_two_objects(player1, player2, 1);
1811 int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
1813 int weapon_flag = HAS_FLAG(weapon_index);
1816 powerup_num = Primary_weapon_to_powerup[weapon_index];
1818 if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
1819 return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1824 void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
1826 int weapon_flag = HAS_FLAG(weapon_index);
1829 powerup_num = Secondary_weapon_to_powerup[weapon_index];
1831 if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
1834 max_count = min(count, 3);
1835 for (i=0; i<max_count; i++)
1836 call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1840 void drop_missile_1_or_4(object *playerobj,int missile_index)
1842 int num_missiles,powerup_id;
1844 num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
1845 powerup_id = Secondary_weapon_to_powerup[missile_index];
1847 if (num_missiles > 10)
1850 call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
1851 call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
1854 // -- int Items_destroyed = 0;
1856 void drop_player_eggs(object *playerobj)
1858 // mprintf((0, "In drop_player_eggs...\n"));
1860 if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
1862 int pnum = playerobj->id;
1867 // -- Items_destroyed = 0;
1869 // Seed the random number generator so in net play the eggs will always
1870 // drop the same way
1872 if (Game_mode & GM_MULTI)
1879 // If the player had smart mines, maybe arm one of them.
1881 while ((Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
1885 make_random_vector(&randvec);
1887 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1888 newseg = find_point_seg(&tvec, playerobj->segnum);
1890 Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, SUPERPROX_ID, 0);
1893 // If the player had proximity bombs, maybe arm one of them.
1895 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
1898 while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
1902 make_random_vector(&randvec);
1904 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1905 newseg = find_point_seg(&tvec, playerobj->segnum);
1907 Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, PROXIMITY_ID, 0);
1912 // If the player dies and he has powerful lasers, create the powerups here.
1914 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
1915 call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER);
1916 else if (Players[pnum].laser_level >= 1)
1917 call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1.
1919 // Drop quad laser if appropos
1920 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
1921 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
1923 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
1924 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
1926 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
1927 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
1929 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
1930 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
1932 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
1933 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
1935 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
1936 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
1938 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
1939 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
1941 // drop the other enemies flag if you have it
1944 if ((Game_mode & GM_CAPTURE) && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
1946 if ((get_team (pnum)==TEAM_RED))
1947 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_BLUE);
1949 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_RED);
1953 if (Game_mode & GM_HOARD)
1959 mprintf ((0,"HOARD MODE: Dropping %d orbs\n",Players[pnum].secondary_ammo[PROXIMITY_INDEX]));
1961 max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], 12);
1962 for (i=0; i<max_count; i++)
1963 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
1967 //Drop the vulcan, gauss, and ammo
1968 vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
1969 if ((Players[pnum].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[pnum].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
1970 vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
1971 if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
1972 vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
1973 objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
1975 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1976 objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
1978 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1980 // Drop the rest of the primary weapons
1981 maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
1982 maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
1983 maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
1985 maybe_drop_primary_weapon_egg(playerobj, HELIX_INDEX);
1986 maybe_drop_primary_weapon_egg(playerobj, PHOENIX_INDEX);
1988 objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX);
1990 Objects[objnum].ctype.powerup_info.count = (playerobj->id==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
1992 // Drop the secondary weapons
1993 // Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
1995 if (!(Game_mode & GM_HOARD))
1996 maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
1998 maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
1999 maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
2001 maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX])/4);
2002 maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[playerobj->id].secondary_ammo[SMISSILE5_INDEX]);
2004 // Drop the player's missiles in packs of 1 and/or 4
2005 drop_missile_1_or_4(playerobj,HOMING_INDEX);
2006 drop_missile_1_or_4(playerobj,GUIDED_INDEX);
2007 drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
2008 drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
2009 drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
2011 // If player has vulcan ammo, but no vulcan cannon, drop the ammo.
2012 if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
2013 int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
2015 mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount));
2018 while (amount > 0) {
2019 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
2020 amount -= VULCAN_AMMO_AMOUNT;
2024 // Always drop a shield and energy powerup.
2025 if (Game_mode & GM_MULTI) {
2026 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
2027 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
2030 //-- // Drop all the keys.
2031 //-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
2032 //-- playerobj->contains_count = 1;
2033 //-- playerobj->contains_type = OBJ_POWERUP;
2034 //-- playerobj->contains_id = POW_KEY_BLUE;
2035 //-- object_create_egg(playerobj);
2037 //-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2038 //-- playerobj->contains_count = 1;
2039 //-- playerobj->contains_type = OBJ_POWERUP;
2040 //-- playerobj->contains_id = POW_KEY_RED;
2041 //-- object_create_egg(playerobj);
2043 //-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2044 //-- playerobj->contains_count = 1;
2045 //-- playerobj->contains_type = OBJ_POWERUP;
2046 //-- playerobj->contains_id = POW_KEY_GOLD;
2047 //-- object_create_egg(playerobj);
2050 // -- if (Items_destroyed) {
2051 // -- if (Items_destroyed == 1)
2052 // -- HUD_init_message("%i item was destroyed.", Items_destroyed);
2054 // -- HUD_init_message("%i items were destroyed.", Items_destroyed);
2055 // -- Items_destroyed = 0;
2061 // -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
2062 // -- removed, 09/06/95, MK -- {
2063 // -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
2064 // -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
2065 // -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
2066 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2067 // -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
2068 // -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
2069 // -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2070 // -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
2071 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2072 // -- removed, 09/06/95, MK -- } else {
2073 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2074 // -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
2075 // -- removed, 09/06/95, MK -- auto_select_weapon(0);
2076 // -- removed, 09/06/95, MK -- }
2077 // -- removed, 09/06/95, MK --
2078 // -- removed, 09/06/95, MK -- }
2079 // -- removed, 09/06/95, MK --
2080 // -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
2081 // -- removed, 09/06/95, MK -- {
2082 // -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
2083 // -- removed, 09/06/95, MK -- return;
2084 // -- removed, 09/06/95, MK --
2085 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
2086 // -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
2087 // -- removed, 09/06/95, MK -- auto_select_weapon(1);
2088 // -- removed, 09/06/95, MK --
2089 // -- removed, 09/06/95, MK -- }
2090 // -- removed, 09/06/95, MK --
2091 // -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
2093 extern fix Buddy_sorry_time;
2095 void apply_damage_to_player(object *playerobj, object *killer, fix damage)
2100 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2103 if (Endlevel_sequence)
2106 //for the player, the 'real' shields are maintained in the Players[]
2107 //array. The shields value in the player's object are, I think, not
2108 //used anywhere. This routine, however, sets the objects shields to
2109 //be a mirror of the value in the Player structure.
2111 if (playerobj->id == Player_num) { //is this the local player?
2113 // MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
2114 // -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
2116 // -- //invincible, so just do blue flash
2118 // -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
2121 // -- else { //take damage, do red flash
2123 Players[Player_num].shields -= damage;
2125 PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
2129 if (Players[Player_num].shields < 0) {
2131 Players[Player_num].killer_objnum = killer-Objects;
2133 // if ( killer && (killer->type == OBJ_PLAYER))
2134 // Players[Player_num].killer_objnum = killer-Objects;
2136 playerobj->flags |= OF_SHOULD_BE_DEAD;
2138 if (Buddy_objnum != -1)
2139 if (killer && (killer->type == OBJ_ROBOT) && (Robot_info[killer->id].companion))
2140 Buddy_sorry_time = GameTime;
2142 // -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
2143 // -- removed, 09/06/95, MK -- int randnum = d_rand();
2144 // -- removed, 09/06/95, MK --
2145 // -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
2146 // -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
2147 // -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
2148 // -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
2149 // -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2150 // -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
2151 // -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
2152 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2153 // -- removed, 09/06/95, MK -- } else
2154 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2155 // -- removed, 09/06/95, MK -- } else
2156 // -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
2157 // -- removed, 09/06/95, MK -- }
2159 playerobj->shields = Players[Player_num].shields; //mirror
2164 void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point )
2166 fix damage = weapon->shields;
2167 object * killer=NULL;
2169 // In multiplayer games, only do damage to another player if in first frame.
2170 // This is necessary because in multiplayer, due to varying framerates, omega blobs actually
2171 // have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
2172 // gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
2173 if (weapon->id == OMEGA_ID)
2174 if (!ok_to_do_omega_damage(weapon))
2177 // Don't collide own smart mines unless direct hit.
2178 if (weapon->id == SUPERPROX_ID)
2179 if (playerobj-Objects == weapon->ctype.laser_info.parent_num)
2180 if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
2183 if (weapon->id == EARTHSHAKER_ID)
2186 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
2187 if (Game_mode & GM_MULTI)
2188 damage = fixmul(damage, Weapon_info[weapon->id].multi_damage_scale);
2190 if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
2192 if (weapon->ctype.laser_info.last_hitobj == playerobj-Objects)
2195 weapon->ctype.laser_info.last_hitobj = playerobj-Objects;
2198 if (playerobj->id == Player_num)
2200 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2202 digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 );
2204 if (Game_mode & GM_MULTI)
2205 multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
2210 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
2212 if (Game_mode & GM_MULTI)
2213 multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
2218 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2219 if ( Weapon_info[weapon->id].damage_radius )
2220 explode_badass_weapon(weapon,collision_point);
2222 maybe_kill_weapon(weapon,playerobj);
2224 bump_two_objects(playerobj, weapon, 0); //no damage from bump
2226 if ( !Weapon_info[weapon->id].damage_radius ) {
2227 if ( weapon->ctype.laser_info.parent_num > -1 )
2228 killer = &Objects[weapon->ctype.laser_info.parent_num];
2230 // if (weapon->id == SMART_HOMING_ID)
2233 if (!(weapon->flags & OF_HARMLESS))
2234 apply_damage_to_player( playerobj, killer, damage);
2237 // Robots become aware of you if you get hit.
2238 ai_do_cloak_stuff();
2243 // Nasty robots are the ones that attack you by running into you and doing lots of damage.
2244 void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point )
2246 // if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
2247 digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
2249 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2251 bump_two_objects(playerobj, robot, 0); //no damage from bump
2253 apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1));
2258 void collide_player_and_materialization_center(object *objp)
2261 vms_vector exit_dir;
2262 segment *segp = &Segments[objp->segnum];
2264 digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2265 // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
2267 object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
2269 if (objp->id != Player_num)
2272 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2273 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2274 vms_vector exit_point, rand_vec;
2276 compute_center_point_on_side(&exit_point, segp, side);
2277 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2278 vm_vec_normalize_quick(&exit_dir);
2279 make_random_vector(&rand_vec);
2280 rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
2281 vm_vec_add2(&exit_dir, &rand_vec);
2282 vm_vec_normalize_quick(&exit_dir);
2285 bump_one_object(objp, &exit_dir, 64*F1_0);
2287 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
2293 void collide_robot_and_materialization_center(object *objp)
2296 vms_vector exit_dir;
2297 segment *segp=&Segments[objp->segnum];
2299 digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2300 // digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
2302 if ( Robot_info[objp->id].exp1_vclip_num > -1 )
2303 object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
2305 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2306 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2307 vms_vector exit_point;
2309 compute_center_point_on_side(&exit_point, segp, side);
2310 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2311 vm_vec_normalize_quick(&exit_dir);
2314 bump_one_object(objp, &exit_dir, 8*F1_0);
2316 apply_damage_to_robot( objp, F1_0, -1);
2322 //##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
2326 extern int Network_got_powerup; // HACK!!!
2328 void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) {
2329 if (!Endlevel_sequence && !Player_is_dead && (playerobj->id == Player_num )) {
2332 powerup_used = do_powerup(powerup);
2335 powerup->flags |= OF_SHOULD_BE_DEAD;
2337 if (Game_mode & GM_MULTI)
2338 multi_send_remobj(powerup-Objects);
2343 else if ((Game_mode & GM_MULTI_COOP) && (playerobj->id != Player_num))
2345 switch (powerup->id) {
2347 Players[playerobj->id].flags |= PLAYER_FLAGS_BLUE_KEY;
2350 Players[playerobj->id].flags |= PLAYER_FLAGS_RED_KEY;
2353 Players[playerobj->id].flags |= PLAYER_FLAGS_GOLD_KEY;
2363 //##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
2367 void collide_player_and_clutter( object * playerobj, object * clutter, vms_vector *collision_point ) {
2368 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
2369 bump_two_objects(clutter, playerobj, 1);
2373 // See if weapon1 creates a badass explosion. If so, create the explosion
2374 // Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
2375 int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
2377 if ( Weapon_info[weapon1->id].damage_radius ) {
2380 dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos);
2381 if (dist < F1_0*5) {
2382 maybe_kill_weapon(weapon1,weapon2);
2383 if (weapon1->flags & OF_SHOULD_BE_DEAD) {
2384 explode_badass_weapon(weapon1,collision_point);
2385 digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
2389 weapon1->lifeleft = min(dist/64, F1_0);
2396 void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
2398 // -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
2399 if (weapon1->id == PMINE_ID && weapon2->id == PMINE_ID)
2400 return; //these can't blow each other up
2402 if (weapon1->id == OMEGA_ID) {
2403 if (!ok_to_do_omega_damage(weapon1))
2405 } else if (weapon2->id == OMEGA_ID) {
2406 if (!ok_to_do_omega_damage(weapon2))
2410 if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) {
2412 // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
2413 if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
2416 if (Weapon_info[weapon1->id].destroyable)
2417 if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
2418 maybe_detonate_weapon(weapon2,weapon1, collision_point);
2420 if (Weapon_info[weapon2->id].destroyable)
2421 if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
2422 maybe_detonate_weapon(weapon1,weapon2, collision_point);
2428 //##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
2432 //##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
2436 void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) {
2438 // Hack! Prevent debris from causing bombs spewed at player death to detonate!
2439 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID)) {
2440 if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime)
2444 if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
2445 digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
2447 explode_object(debris,0);
2448 if ( Weapon_info[weapon->id].damage_radius )
2449 explode_badass_weapon(weapon,collision_point);
2450 maybe_kill_weapon(weapon,debris);
2451 weapon->flags |= OF_SHOULD_BE_DEAD;
2456 //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
2460 //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
2464 //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
2468 //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
2472 //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
2476 //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
2481 /* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
2482 #define COLLISION_OF(a,b) (((a)<<8) + (b))
2484 #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;
2486 #define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
2488 //these next two macros define a case that does nothing
2489 #define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
2491 #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
2493 /* DPH: These ones are never used so I'm not going to bother */
2495 #define IGNORE_COLLISION(type1,type2,collision_function) \
2496 case COLLISION_OF( (type1), (type2) ): \
2498 case COLLISION_OF( (type2), (type1) ): \
2501 #define ERROR_COLLISION(type1,type2,collision_function) \
2502 case COLLISION_OF( (type1), (type2) ): \
2503 Error( "Error in collision type!" ); \
2505 case COLLISION_OF( (type2), (type1) ): \
2506 Error( "Error in collision type!" ); \
2510 void collide_two_objects( object * A, object * B, vms_vector *collision_point )
2514 collision_type = COLLISION_OF(A->type,B->type);
2516 //mprintf( (0, "Object %d of type %d collided with object %d of type %d\n", A-Objects,A->type, B-Objects, B->type ));
2518 switch( collision_type ) {
2519 NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball )
2520 DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot )
2521 NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage )
2522 DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player )
2523 DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon )
2524 NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera )
2525 NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup )
2526 NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris )
2527 NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
2528 NO_COLLISION( OBJ_FIREBALL, OBJ_ROBOT, collide_fireball_and_robot )
2529 NO_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE, collide_fireball_and_hostage )
2530 NO_COLLISION( OBJ_FIREBALL, OBJ_PLAYER, collide_fireball_and_player )
2531 NO_COLLISION( OBJ_FIREBALL, OBJ_WEAPON, collide_fireball_and_weapon )
2532 NO_COLLISION( OBJ_FIREBALL, OBJ_CAMERA, collide_fireball_and_camera )
2533 NO_COLLISION( OBJ_FIREBALL, OBJ_POWERUP, collide_fireball_and_powerup )
2534 NO_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS, collide_fireball_and_debris )
2535 NO_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE, collide_robot_and_hostage )
2536 DO_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player )
2537 DO_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon )
2538 NO_COLLISION( OBJ_ROBOT, OBJ_CAMERA, collide_robot_and_camera )
2539 NO_COLLISION( OBJ_ROBOT, OBJ_POWERUP, collide_robot_and_powerup )
2540 NO_COLLISION( OBJ_ROBOT, OBJ_DEBRIS, collide_robot_and_debris )
2541 DO_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player )
2542 NO_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, collide_hostage_and_weapon )
2543 NO_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA, collide_hostage_and_camera )
2544 NO_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP, collide_hostage_and_powerup )
2545 NO_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS, collide_hostage_and_debris )
2546 DO_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon )
2547 NO_COLLISION( OBJ_PLAYER, OBJ_CAMERA, collide_player_and_camera )
2548 DO_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup )
2549 NO_COLLISION( OBJ_PLAYER, OBJ_DEBRIS, collide_player_and_debris )
2550 DO_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen )
2551 DO_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter )
2552 NO_COLLISION( OBJ_WEAPON, OBJ_CAMERA, collide_weapon_and_camera )
2553 NO_COLLISION( OBJ_WEAPON, OBJ_POWERUP, collide_weapon_and_powerup )
2554 DO_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris )
2555 NO_COLLISION( OBJ_CAMERA, OBJ_POWERUP, collide_camera_and_powerup )
2556 NO_COLLISION( OBJ_CAMERA, OBJ_DEBRIS, collide_camera_and_debris )
2557 NO_COLLISION( OBJ_POWERUP, OBJ_DEBRIS, collide_powerup_and_debris )
2558 DO_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen )
2559 DO_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen )
2560 DO_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter )
2562 DO_COLLISION( OBJ_MARKER, OBJ_PLAYER, collide_player_and_marker)
2563 NO_COLLISION( OBJ_MARKER, OBJ_ROBOT, NULL)
2564 NO_COLLISION( OBJ_MARKER, OBJ_HOSTAGE, NULL)
2565 NO_COLLISION( OBJ_MARKER, OBJ_WEAPON, NULL)
2566 NO_COLLISION( OBJ_MARKER, OBJ_CAMERA, NULL)
2567 NO_COLLISION( OBJ_MARKER, OBJ_POWERUP, NULL)
2568 NO_COLLISION( OBJ_MARKER, OBJ_DEBRIS, NULL)
2571 Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
2575 #define ENABLE_COLLISION(type1,type2) \
2576 CollisionResult[type1][type2] = RESULT_CHECK; \
2577 CollisionResult[type2][type1] = RESULT_CHECK;
2579 #define DISABLE_COLLISION(type1,type2) \
2580 CollisionResult[type1][type2] = RESULT_NOTHING; \
2581 CollisionResult[type2][type1] = RESULT_NOTHING;
2583 void collide_init() {
2586 for (i=0; i < MAX_OBJECT_TYPES; i++ )
2587 for (j=0; j < MAX_OBJECT_TYPES; j++ )
2588 CollisionResult[i][j] = RESULT_NOTHING;
2590 ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
2591 ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
2592 ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
2593 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
2595 ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
2596 // DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
2598 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
2599 ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
2600 ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
2601 DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
2602 DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
2603 DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
2604 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
2605 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
2606 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
2607 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
2608 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
2609 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
2610 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
2611 DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
2612 ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
2613 ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
2614 DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
2615 DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
2616 DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
2617 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
2618 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
2619 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
2620 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
2621 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
2622 ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
2623 DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
2624 ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
2625 DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
2626 DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
2627 DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
2628 ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
2629 DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
2630 DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
2631 DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
2632 ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
2633 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
2634 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
2635 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
2636 ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
2637 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
2639 ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
2643 void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
2648 Error( "A object of type NONE hit a wall!\n");
2650 case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2651 case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2652 case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2654 case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2655 case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2656 case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2657 case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2658 case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2659 case OBJ_GHOST: break; //do nothing
2662 Error( "Unhandled object type hit wall in collide.c\n" );