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 int Ugly_robot_cheat = 0;
43 int Ugly_robot_texture = 0;
45 #define STANDARD_EXPL_DELAY (f1_0/4)
47 //##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
51 // -------------------------------------------------------------------------------------------------------------
52 // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
53 void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
55 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(robot)];
57 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)) {
58 int wall_num = Segments[hitseg].sides[hitwall].wall_num;
60 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)) {
61 // -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
62 wall_open_door(&Segments[hitseg], hitwall);
63 // -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
64 //-- } 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)) {
65 } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR)) {
66 if ((ailp->mode == AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
67 if (Walls[wall_num].keys != KEY_NONE) {
68 if (Walls[wall_num].keys & Players[Player_num].flags)
69 wall_open_door(&Segments[hitseg], hitwall);
70 } else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
71 wall_open_door(&Segments[hitseg], hitwall);
73 } else if (Robot_info[robot->id].thief) { // Thief allowed to go through doors to which player has key.
74 if (Walls[wall_num].keys != KEY_NONE)
75 if (Walls[wall_num].keys & Players[Player_num].flags)
76 wall_open_door(&Segments[hitseg], hitwall);
84 //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
88 // -------------------------------------------------------------------------------------------------------------
90 int apply_damage_to_clutter(object *clutter, fix damage)
92 if ( clutter->flags&OF_EXPLODING) return 0;
94 if (clutter->shields < 0 ) return 0; //clutter already dead...
96 clutter->shields -= damage;
98 if (clutter->shields < 0) {
99 explode_object(clutter,0);
105 char Monster_mode = 0; // A cheat. Do massive damage when collide.
107 //given the specified force, apply damage from that force to an object
108 void apply_force_damage(object *obj,fix force,object *other_obj)
113 if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
114 return; //already exploding or dead
116 damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
118 if ((other_obj->type == OBJ_PLAYER) && Monster_mode)
121 //mprintf((0,"obj %d, damage=%x\n",OBJECT_NUMBER(obj),damage));
127 if (Robot_info[obj->id].attack_type == 1) {
128 if (other_obj->type == OBJ_WEAPON)
129 result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
131 result = apply_damage_to_robot(obj,damage/4, OBJECT_NUMBER(other_obj));
134 if (other_obj->type == OBJ_WEAPON)
135 result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
137 result = apply_damage_to_robot(obj,damage/2, OBJECT_NUMBER(other_obj));
140 if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
141 add_points_to_score(Robot_info[obj->id].score_value);
146 // If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
147 // bots every frame since they don't move.
148 if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
149 damage = fixmul(damage, FrameTime*2);
151 // Make trainee easier.
152 if (Difficulty_level == 0)
155 apply_damage_to_player(obj,other_obj,damage);
160 apply_damage_to_clutter(obj,damage);
165 apply_damage_to_controlcen(obj, damage, OBJECT_NUMBER(other_obj));
170 break; //weapons don't take damage
179 // -----------------------------------------------------------------------------
180 void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
184 if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
186 if (objp->type == OBJ_PLAYER) {
188 force2.x = force->x/4;
189 force2.y = force->y/4;
190 force2.z = force->z/4;
191 phys_apply_force(objp,&force2);
192 if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !Robot_info[other_objp->id].companion)) {
193 force_mag = vm_vec_mag_quick(&force2);
194 apply_force_damage(objp, force_mag, other_objp);
196 } else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
197 if (!Robot_info[objp->id].boss_flag) {
199 force2.x = force->x/(4 + Difficulty_level);
200 force2.y = force->y/(4 + Difficulty_level);
201 force2.z = force->z/(4 + Difficulty_level);
203 phys_apply_force(objp, force);
204 phys_apply_rot(objp, &force2);
206 force_mag = vm_vec_mag_quick(force);
207 apply_force_damage(objp, force_mag, other_objp);
214 // -----------------------------------------------------------------------------
215 //deal with two objects bumping into each other. Apply force from collision
216 //to each robot. The flags tells whether the objects should take damage from
218 void bump_two_objects(object *obj0,object *obj1,int damage_flag)
223 if (obj0->movement_type != MT_PHYSICS)
225 else if (obj1->movement_type != MT_PHYSICS)
229 Assert(t->movement_type == MT_PHYSICS);
230 vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
231 phys_apply_force(t,&force);
235 vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
236 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));
238 bump_this_object(obj1, obj0, &force, damage_flag);
239 vm_vec_negate(&force);
240 bump_this_object(obj0, obj1, &force, damage_flag);
244 void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
249 vm_vec_scale(&hit_vec, damage);
251 phys_apply_force(obj0,&hit_vec);
255 #define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
256 #define DAMAGE_THRESHOLD (F1_0/3)
257 #define WALL_LOUDNESS_SCALE (20)
259 fix force_force = i2f(50);
261 void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
264 char ForceFieldHit=0;
265 int tmap_num,tmap_num2;
267 if (playerobj->id != Player_num) // Execute only for local player
270 tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
272 // If this wall does damage, don't make *BONK* sound, we'll be making another sound.
273 if (TmapInfo[tmap_num].damage > 0)
276 if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
279 PALETTE_FLASH_ADD(0, 0, 60); //flash blue
281 //knock player around
282 force.x = 40*(d_rand() - 16384);
283 force.y = 40*(d_rand() - 16384);
284 force.z = 40*(d_rand() - 16384);
285 phys_apply_rot(playerobj, &force);
289 Tactile_apply_force (&force,&playerobj->orient);
293 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
295 if (Game_mode & GM_MULTI)
296 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
305 force.x = -playerobj->mtype.phys_info.velocity.x;
306 force.y = -playerobj->mtype.phys_info.velocity.y;
307 force.z = -playerobj->mtype.phys_info.velocity.z;
308 Tactile_do_collide(&force, &playerobj->orient);
312 wall_hit_process( &Segments[hitseg], hitwall, 20, playerobj->id, playerobj );
315 // ** Damage from hitting wall **
316 // If the player has less than 10% shields, don't take damage from bump
317 // Note: Does quad damage if hit a force field - JL
318 damage = (hitspeed / DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
320 tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
322 //don't do wall damage and sound if hit lava or water
323 if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
326 if (damage >= DAMAGE_THRESHOLD) {
328 volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
330 create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION);
334 if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
335 digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
337 if (Game_mode & GM_MULTI)
338 multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
342 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
343 if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
344 apply_damage_to_player( playerobj, playerobj, damage );
346 // -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
347 // -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
348 // -- vms_vector hitpt1;
351 // -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
352 // -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
353 // -- if (hitseg1 != -1)
354 // -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
362 fix Last_volatile_scrape_sound_time = 0;
364 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
365 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
367 //see if wall is volatile or water
368 //if volatile, cause damage to player
369 //returns 1=lava, 2=water
370 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt)
372 fix tmap_num,d,water;
374 Assert(obj->type==OBJ_PLAYER);
376 tmap_num = Segments[segnum].sides[sidenum].tmap_num;
378 d = TmapInfo[tmap_num].damage;
379 water = (TmapInfo[tmap_num].flags & TMI_WATER);
381 if (d > 0 || water) {
383 if (obj->id == Player_num) {
386 fix damage = fixmul(d,FrameTime);
388 if (Difficulty_level == 0)
391 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
392 apply_damage_to_player( obj, obj, damage );
396 Tactile_Xvibrate (50,25);
399 PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
402 obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
403 obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
411 if (TactileStick && !(FrameCount & 15))
412 Tactile_Xvibrate_clear ();
419 //this gets called when an object is scraping along the wall
420 void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
426 if (obj->id==Player_num) {
429 //mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
431 if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
432 vms_vector hit_dir, rand_vec;
434 if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
435 int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
437 Last_volatile_scrape_sound_time = GameTime;
439 digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
441 if (Game_mode & GM_MULTI)
442 multi_send_play_sound(sound, F1_0);
447 get_side_normal(&Segments[hitseg], higside, 0, &hit_dir );
449 hit_dir = Segments[hitseg].sides[hitside].normals[0];
452 make_random_vector(&rand_vec);
453 vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
454 vm_vec_normalize_quick(&hit_dir);
455 bump_one_object(obj, &hit_dir, F1_0*8);
459 //@@ //what scrape sound
460 //@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
467 //these two kinds of objects below shouldn't really slide, so
468 //if this scrape routine gets called (which it might if the
469 //object (such as a fusion blob) was created already poking
470 //through the wall) call the collide routine.
473 collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
477 collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
483 //if an effect is hit, and it can blow up, then blow it up
484 //returns true if it blew up
485 int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag)
491 // If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
495 if (blower->ctype.laser_info.parent_type == OBJ_ROBOT)
496 if (Robot_info[Objects[blower->ctype.laser_info.parent_num].id].companion)
499 if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) {
500 int trigger_num, wall_num;
502 wall_num = seg->sides[side].wall_num;
503 if ( wall_num != -1 ) {
504 trigger_num = Walls[wall_num].trigger;
506 if (trigger_num != -1)
513 if ((tm=seg->sides[side].tmap_num2) != 0) {
515 tmf = tm&0xc000; //tm flags
516 tm &= 0x3fff; //tm without flags
518 //check if it's an animation (monitor) or casts light
519 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))) {
521 grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
524 PIGGY_PAGE_IN(Textures[tm]);
526 //this can be blown up...did we hit it?
528 if (!force_blowup_flag) {
529 find_hitpoint_uv(&u,&v,NULL,pnt,seg,side,0); //evil: always say face zero
531 x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
532 y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
534 switch (tmf) { //adjust for orientation of paste-on
536 case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
537 case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
538 case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
541 //mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
543 if (bm->bm_flags & BM_FLAG_RLE)
544 bm = rle_expand_texture(bm);
547 if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) { //not trans, thus on effect
553 if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
554 if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
558 //mprintf((0," HIT!\n"));
560 //note: this must get called before the texture changes,
561 //because we use the light value of the texture to change
562 //the static light in the segment
563 subtract_light(SEGMENT_NUMBER(seg), side);
565 if (Newdemo_state == ND_STATE_RECORDING)
566 newdemo_record_effect_blowup( SEGMENT_NUMBER(seg), side, pnt );
569 dest_size = Effects[ec].dest_size;
570 vc = Effects[ec].dest_vclip;
576 object_create_explosion( SEGMENT_NUMBER(seg), pnt, dest_size, vc );
578 if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
580 if ((sound_num = Vclip[vc].sound_num) != -1)
581 digi_link_sound_to_pos( sound_num, SEGMENT_NUMBER(seg), 0, pnt, 0, F1_0 );
583 if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
584 digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(seg), side, sound_num);
586 if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
590 new_ec = &Effects[Effects[ec].dest_eclip];
591 bm_num = new_ec->changing_wall_texture;
593 mprintf((0,"bm_num = %d\n",bm_num));
595 new_ec->time_left = new_ec->vc.frame_time;
596 new_ec->frame_count = 0;
597 new_ec->segnum = SEGMENT_NUMBER(seg);
598 new_ec->sidenum = side;
599 new_ec->flags |= EF_ONE_SHOT;
600 new_ec->dest_bm_num = Effects[ec].dest_bm_num;
602 Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
603 seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
607 Assert(db!=0 && seg->sides[side].tmap_num2!=0);
608 seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
612 seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
614 //assume this is a light, and play light sound
615 digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, SEGMENT_NUMBER(seg), 0, pnt, 0, F1_0 );
624 return 0; //didn't blow up
627 // Copied from laser.c!
628 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
629 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
630 #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.
631 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
632 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
634 // -------------------------------------------------
635 // Return true if ok to do Omega damage.
636 int ok_to_do_omega_damage(object *weapon)
638 int parent_sig = weapon->ctype.laser_info.parent_signature;
639 int parent_num = weapon->ctype.laser_info.parent_num;
641 if (!(Game_mode & GM_MULTI))
644 if (Objects[parent_num].signature != parent_sig)
645 mprintf((0, "Parent of omega blob not consistent with object information.\n"));
647 fix dist = vm_vec_dist_quick(&Objects[parent_num].pos, &weapon->pos);
649 if (dist > MAX_OMEGA_DIST) {
650 // -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
653 ; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
659 //these gets added to the weapon's values when the weapon hits a volitle wall
660 #define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
661 #define VOLATILE_WALL_IMPACT_SIZE i2f(3)
662 #define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
663 #define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
665 // int Show_seg_and_side = 0;
667 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
669 segment *seg = &Segments[hitseg];
675 if (weapon->id == OMEGA_ID)
676 if (!ok_to_do_omega_damage(weapon))
679 // If this is a guided missile and it strikes fairly directly, clear bounce flag.
680 if (weapon->id == GUIDEDMISS_ID) {
683 dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
684 mprintf((0, "Guided missile dot = %7.3f\n", f2fl(dot)));
686 mprintf((0, "Guided missile loses bounciness.\n"));
687 weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
691 //if an energy weapon hits a forcefield, let it bounce
692 if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
693 !(weapon->type == OBJ_WEAPON && Weapon_info[weapon->id].energy_usage==0)) {
696 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
698 if (Game_mode & GM_MULTI)
699 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
702 return; //bail here. physics code will bounce this object
706 if (keyd_pressed[KEY_LAPOSTRO])
707 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
708 // MK: Real pain when you need to know a seg:side and you've got quad lasers.
709 mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall));
710 HUD_init_message("Hit at segment = %i, side = %i", hitseg, hitwall);
712 subtract_light(hitseg, hitwall);
713 else if (weapon->id == FLARE_ID)
714 add_light(hitseg, hitwall);
718 //@@Cursegp = &Segments[hitseg];
719 //@@Curside = hitwall;
723 if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
724 Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
728 blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0);
730 //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
732 if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[Objects[weapon->ctype.laser_info.parent_num].id].companion==1)) {
735 if (Game_mode & GM_MULTI)
737 Int3(); // Get Jason!
742 playernum = Player_num; //if single player, he's the player's buddy
747 if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
748 playernum = Objects[weapon->ctype.laser_info.parent_num].id;
750 playernum = -1; //not a player (thus a robot)
753 if (blew_up) { //could be a wall switch
754 //for wall triggers, always say that the player shot it out. This is
755 //because robots can shoot out wall triggers, and so the trigger better
757 // NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
758 check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1);
761 if (weapon->id == EARTHSHAKER_ID)
764 wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon );
766 // Wall is volatile if either tmap 1 or 2 is volatile
767 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))) {
768 weapon_info *wi = &Weapon_info[weapon->id];
771 //we've hit a volatile wall
773 digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
775 //for most weapons, use volatile wall hit. For mega, use its special vclip
776 vclip = (weapon->id == MEGA_ID)?Weapon_info[weapon->id].robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
778 // New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
779 if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
780 // -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
781 explode_badass_weapon(weapon,hitpt);
783 object_create_badass_explosion( weapon, hitseg, hitpt,
784 wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
786 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.
787 wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
788 wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
789 weapon->ctype.laser_info.parent_num );
792 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
795 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))) {
796 weapon_info *wi = &Weapon_info[weapon->id];
800 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
801 if ( Weapon_info[weapon->id].matter ) {
803 digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
805 if ( Weapon_info[weapon->id].damage_radius ) {
807 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(weapon), 0, F1_0);
809 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
810 object_create_badass_explosion( weapon, hitseg, hitpt,
813 wi->strength[Difficulty_level]/4,
815 wi->strength[Difficulty_level]/2,
816 weapon->ctype.laser_info.parent_num );
819 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
822 digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
823 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, VCLIP_WATER_HIT );
826 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
831 if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
833 //do special bound sound & effect
838 //if it's not the player's weapon, or it is the player's and there
839 //is no wall, and no blowing up monitor, then play sound
840 if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up))
841 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
842 digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
844 if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) {
845 if ( Weapon_info[weapon->id].damage_radius )
846 explode_badass_weapon(weapon,hitpt);
848 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
853 // If weapon fired by player or companion...
854 if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
856 if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum))
857 create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
859 // if (weapon->id != FLARE_ID) {
860 // We now allow flares to open doors.
863 if (((weapon->id != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
864 weapon->flags |= OF_SHOULD_BE_DEAD;
866 //don't let flares stick in force fields
867 if ((weapon->id == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
868 weapon->flags |= OF_SHOULD_BE_DEAD;
870 if (!(weapon->flags & OF_SILENT)) {
873 case WHP_NOT_SPECIAL:
874 //should be handled above
875 //digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
879 //play special hit door sound (if/when we get it)
880 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
882 if (Game_mode & GM_MULTI)
883 multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
889 //play special blastable wall sound (if/when we get it)
890 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
891 digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
895 //don't play anything, since door open sound will play
899 //mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", OBJECT_NUMBER(weapon)));
901 // if (weapon->lifeleft <= 0)
902 // weapon->flags |= OF_SHOULD_BE_DEAD;
906 // This is a robot's laser
907 if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
908 weapon->flags |= OF_SHOULD_BE_DEAD;
914 //##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
918 //##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
922 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
923 explode_object(debris,0);
927 //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
931 //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
935 //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
939 //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
943 //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
944 //## //weapon->flags |= OF_SHOULD_BE_DEAD;
948 //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
952 //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
956 //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
960 // -------------------------------------------------------------------------------------------------------------------
961 void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
962 // mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
963 // OBJECT_NUMBER(robot1), f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
964 // OBJECT_NUMBER(robot2), f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
965 // f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
967 bump_two_objects(robot1, robot2, 1);
971 void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
974 if (obj1->type == OBJ_ROBOT) {
976 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
977 bump_one_object(obj1, &hitvec, 0);
980 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
981 bump_one_object(obj2, &hitvec, 0);
986 //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
990 fix Last_thief_hit_time;
992 void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point )
994 int steal_attempt = 0;
997 if (robot->flags&OF_EXPLODING)
1000 collision_seg = find_point_seg(collision_point, playerobj->segnum);
1001 if (collision_seg != -1)
1002 object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
1004 if (playerobj->id == Player_num) {
1005 if (Robot_info[robot->id].companion) // Player and companion don't collide.
1007 if (Robot_info[robot->id].kamikaze) {
1008 apply_damage_to_robot(robot, robot->shields+1, OBJECT_NUMBER(playerobj));
1009 if (playerobj == ConsoleObject)
1010 add_points_to_score(Robot_info[robot->id].score_value);
1013 if (Robot_info[robot->id].thief) {
1014 if (Ai_local_info[OBJECT_NUMBER(robot)].mode == AIM_THIEF_ATTACK) {
1015 Last_thief_hit_time = GameTime;
1016 attempt_to_steal_item(robot, playerobj->id);
1018 } else if (GameTime - Last_thief_hit_time < F1_0*2)
1019 return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
1020 // NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
1022 Last_thief_hit_time = GameTime;
1025 create_awareness_event(playerobj, PA_PLAYER_COLLISION); // object robot can attract attention to player
1026 do_ai_robot_hit_attack(robot, playerobj, collision_point);
1027 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1031 multi_robot_request_change(robot, playerobj->id);
1034 // added this if to remove the bump sound if it's the thief.
1035 // A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
1036 // Changed by MK to make this sound unless the robot stole.
1037 if ((!steal_attempt) && !Robot_info[robot->id].energy_drain)
1038 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1040 bump_two_objects(robot, playerobj, 1);
1044 // Provide a way for network message to instantly destroy the control center
1045 // without awarding points or anything.
1047 // if controlcen == NULL, that means don't do the explosion because the control center
1048 // was actually in another object.
1049 void net_destroy_controlcen(object *controlcen)
1051 if (Control_center_destroyed != 1) {
1053 do_controlcen_destroyed_stuff(controlcen);
1055 if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
1056 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1057 explode_object(controlcen,0);
1063 // -----------------------------------------------------------------------------
1064 void apply_damage_to_controlcen(object *controlcen, fix damage, short who)
1068 // Only allow a player to damage the control center.
1070 if ((who < 0) || (who > Highest_object_index))
1073 whotype = Objects[who].type;
1074 if (whotype != OBJ_PLAYER) {
1075 mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype));
1080 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time))
1082 if (Objects[who].id == Player_num) {
1083 int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60;
1084 int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60;
1085 HUD_init_message("%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
1091 if (Objects[who].id == Player_num) {
1092 Control_center_been_hit = 1;
1093 ai_do_cloak_stuff();
1096 if ( controlcen->shields >= 0 )
1097 controlcen->shields -= damage;
1099 if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
1101 do_controlcen_destroyed_stuff(controlcen);
1104 if (Game_mode & GM_MULTI) {
1105 if (who == Players[Player_num].objnum)
1106 add_points_to_score(CONTROL_CEN_SCORE);
1107 multi_send_destroy_controlcen( (ushort)(OBJECT_NUMBER(controlcen)), Objects[who].id );
1111 if (!(Game_mode & GM_MULTI))
1112 add_points_to_score(CONTROL_CEN_SCORE);
1114 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1116 explode_object(controlcen,0);
1120 void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point )
1122 if (playerobj->id == Player_num) {
1123 Control_center_been_hit = 1;
1124 ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
1127 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1128 bump_two_objects(controlcen, playerobj, 1);
1133 void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point )
1135 mprintf ((0,"Collided with marker %d!\n",marker->id));
1137 if (playerobj->id==Player_num) {
1140 if (Game_mode & GM_MULTI)
1142 drawn = HUD_init_message ("MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]);
1146 if (MarkerMessage[marker->id][0])
1147 drawn = HUD_init_message("MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]);
1149 drawn = HUD_init_message("MARKER %d", marker->id+1);
1153 digi_play_sample( SOUND_MARKER_HIT, F1_0 );
1155 detect_escort_goal_accomplished(OBJECT_NUMBER(marker));
1159 // If a persistent weapon and other object is not a weapon, weaken it, else kill it.
1160 // If both objects are weapons, weaken the weapon.
1161 void maybe_kill_weapon(object *weapon, object *other_obj)
1163 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID) || (weapon->id == PMINE_ID)) {
1164 weapon->flags |= OF_SHOULD_BE_DEAD;
1168 // Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
1169 // Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
1170 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1171 // Weapons do a lot of damage to weapons, other objects do much less.
1172 if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1173 if (other_obj->type == OBJ_WEAPON)
1174 weapon->shields -= other_obj->shields/2;
1176 weapon->shields -= other_obj->shields/4;
1178 if (weapon->shields <= 0) {
1179 weapon->shields = 0;
1180 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1184 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1186 // -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
1187 // -- // Weapons do a lot of damage to weapons, other objects do much less.
1188 // -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1189 // -- if (other_obj->type == OBJ_WEAPON)
1190 // -- weapon->shields -= other_obj->shields/2;
1192 // -- weapon->shields -= other_obj->shields/4;
1194 // -- if (weapon->shields <= 0) {
1195 // -- weapon->shields = 0;
1196 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1200 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1203 void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point )
1206 if (weapon->id == OMEGA_ID)
1207 if (!ok_to_do_omega_damage(weapon))
1210 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
1211 fix damage = weapon->shields;
1213 if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
1214 Control_center_been_hit = 1;
1216 if ( Weapon_info[weapon->id].damage_radius )
1217 explode_badass_weapon(weapon,collision_point);
1219 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1221 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
1223 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1225 apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
1227 maybe_kill_weapon(weapon,controlcen);
1228 } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
1229 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1230 maybe_kill_weapon(weapon,controlcen);
1235 void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
1236 short exp_vclip = VCLIP_SMALL_EXPLOSION;
1238 if ( clutter->shields >= 0 )
1239 clutter->shields -= weapon->shields;
1241 digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
1243 object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
1245 if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
1246 explode_object(clutter,STANDARD_EXPL_DELAY);
1248 maybe_kill_weapon(weapon,clutter);
1251 //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
1253 extern object *explode_badass_object(object *objp, fix damage, fix distance, fix force);
1255 int Final_boss_is_dead = 0;
1256 fix Final_boss_countdown_time = 0;
1258 // ------------------------------------------------------------------------------------------------------
1259 void do_final_boss_frame(void)
1262 if (!Final_boss_is_dead)
1265 if (!Control_center_destroyed)
1268 if (Final_boss_countdown_time == 0)
1269 Final_boss_countdown_time = F1_0*2;
1271 Final_boss_countdown_time -= FrameTime;
1272 if (Final_boss_countdown_time > 0)
1275 gr_palette_fade_out( gr_palette, 256, 0 );
1276 start_endlevel_sequence(); //pretend we hit the exit trigger
1280 // ------------------------------------------------------------------------------------------------------
1281 // This is all the ugly stuff we do when you kill the final boss so that you don't die or something
1282 // which would ruin the logic of the cut sequence.
1283 void do_final_boss_hacks(void)
1285 if (Player_is_dead) {
1286 Int3(); // Uh-oh, player is dead. Try to rescue him.
1290 if (Players[Player_num].shields <= 0)
1291 Players[Player_num].shields = 1;
1293 // If you're not invulnerable, get invulnerable!
1294 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) {
1295 Players[Player_num].invulnerable_time = GameTime;
1296 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1298 if (!(Game_mode & GM_MULTI))
1299 buddy_message("Nice job, %s!", Players[Player_num].callsign);
1301 Final_boss_is_dead = 1;
1304 extern int multi_all_players_alive(void);
1305 void multi_send_finish_game(void);
1307 // ------------------------------------------------------------------------------------------------------
1308 // Return 1 if robot died, else return 0
1309 int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
1313 char i,temp_stolen[MAX_STOLEN_ITEMS];
1316 if ( robot->flags&OF_EXPLODING) return 0;
1318 if (robot->shields < 0 ) return 0; //robot already dead...
1320 if (Robot_info[robot->id].boss_flag)
1321 Boss_hit_time = GameTime;
1323 // Buddy invulnerable on level 24 so he can give you his important messages. Bah.
1324 // Also invulnerable if his cheat for firing weapons is in effect.
1325 if (Robot_info[robot->id].companion) {
1326 // if ((PLAYING_BUILTIN_MISSION && Current_level_num == Last_level) || Buddy_dude_cheat.intval)
1328 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
1333 // if (robot->control_type == CT_REMOTE)
1334 // return 0; // Can't damange a robot controlled by another player
1336 // -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
1337 // Boss_been_hit = 1;
1339 robot->shields -= damage;
1341 // Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
1342 if (Robot_info[robot->id].boss_flag)
1343 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
1344 if (robot->shields < 0)
1347 if (Game_mode & GM_MULTI)
1349 if (!multi_all_players_alive()) // everyones gotta be alive
1353 multi_send_finish_game();
1354 do_final_boss_hacks();
1360 { // NOTE LINK TO ABOVE!!!
1361 if ((Players[Player_num].shields < 0) || Player_is_dead)
1362 robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
1364 do_final_boss_hacks();
1368 if (robot->shields < 0) {
1370 if (Game_mode & GM_MULTI) {
1371 if (Robot_info[robot->id].thief)
1377 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1378 temp_stolen[(int)i]=Stolen_items[(int)i];
1380 if (multi_explode_robot_sub(OBJECT_NUMBER(robot), killer_objnum,Robot_info[robot->id].thief))
1383 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1384 Stolen_items[(int)i]=temp_stolen[(int)i];
1386 multi_send_robot_explode(OBJECT_NUMBER(robot), killer_objnum,Robot_info[robot->id].thief);
1389 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1390 Stolen_items[(int)i]=255;
1399 Players[Player_num].num_kills_level++;
1400 Players[Player_num].num_kills_total++;
1402 if (Robot_info[robot->id].boss_flag) {
1403 start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1404 } else if (Robot_info[robot->id].death_roll) {
1405 start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1407 if (robot->id == SPECIAL_REACTOR_ROBOT)
1408 special_reactor_stuff();
1409 //if (Robot_info[robot->id].smart_blobs)
1410 // create_smart_children(robot, Robot_info[robot->id].smart_blobs);
1411 //if (Robot_info[robot->id].badass)
1412 // explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
1413 if (Robot_info[robot->id].kamikaze)
1414 explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
1416 explode_object(robot,STANDARD_EXPL_DELAY);
1423 extern int boss_spew_robot(object *objp, vms_vector *pos);
1425 //--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
1426 //--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
1427 //--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.
1428 //--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.
1429 //--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
1430 //--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
1431 //--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)
1433 //#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.
1434 int Boss_invulnerable_dot = 0;
1436 int Buddy_gave_hint_count = 5;
1437 fix Last_time_buddy_gave_hint = 0;
1439 // ------------------------------------------------------------------------------------------------------
1440 // Return true if damage done to boss, else return false.
1441 int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
1448 d2_boss_index = Robot_info[robot->id].boss_flag - BOSS_D2;
1450 Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
1452 // See if should spew a bot.
1453 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
1454 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])) {
1455 if (Boss_spew_more[d2_boss_index])
1456 if (d_rand() > 16384) {
1457 if (boss_spew_robot(robot, collision_point) != -1)
1458 Last_gate_time = GameTime - Gate_interval - 1; // Force allowing spew of another bot.
1460 boss_spew_robot(robot, collision_point);
1463 if (Boss_invulnerable_spot[d2_boss_index]) {
1467 // Boss only vulnerable in back. See if hit there.
1468 vm_vec_sub(&tvec1, collision_point, &robot->pos);
1469 vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
1470 dot = vm_vec_dot(&tvec1, &robot->orient.fvec);
1471 mprintf((0, "Boss hit vec dot = %7.3f\n", f2fl(dot)));
1473 if (dot > Boss_invulnerable_dot) {
1477 segnum = find_point_seg(collision_point, robot->segnum);
1478 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1481 if (Last_time_buddy_gave_hint == 0)
1482 Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
1484 if (Buddy_gave_hint_count) {
1485 if (Last_time_buddy_gave_hint + F1_0*20 < GameTime) {
1488 Buddy_gave_hint_count--;
1489 Last_time_buddy_gave_hint = GameTime;
1490 sval = (d_rand()*4) >> 15;
1492 case 0: buddy_message("Hit him in the back!"); break;
1493 case 1: buddy_message("He's invulnerable there!"); break;
1494 case 2: buddy_message("Get behind him and fire!"); break;
1497 buddy_message("Hit the glowing spot!"); break;
1502 // Cause weapon to bounce.
1503 // Make a copy of this weapon, because the physics wants to destroy it.
1504 if (!Weapon_info[weapon->id].matter) {
1505 new_obj = obj_create(weapon->type, weapon->id, weapon->segnum, &weapon->pos,
1506 &weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
1508 if (new_obj != -1) {
1509 vms_vector vec_to_point;
1510 vms_vector weap_vec;
1513 if (weapon->render_type == RT_POLYOBJ) {
1514 Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[Objects[new_obj].id].model_num;
1515 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);
1518 Objects[new_obj].mtype.phys_info.mass = Weapon_info[weapon->type].mass;
1519 Objects[new_obj].mtype.phys_info.drag = Weapon_info[weapon->type].drag;
1520 vm_vec_zero(&Objects[new_obj].mtype.phys_info.thrust);
1522 vm_vec_sub(&vec_to_point, collision_point, &robot->pos);
1523 vm_vec_normalize_quick(&vec_to_point);
1524 weap_vec = weapon->mtype.phys_info.velocity;
1525 speed = vm_vec_normalize_quick(&weap_vec);
1526 vm_vec_scale_add2(&vec_to_point, &weap_vec, -F1_0*2);
1527 vm_vec_scale(&vec_to_point, speed/4);
1528 Objects[new_obj].mtype.phys_info.velocity = vec_to_point;
1532 } else if ((Weapon_info[weapon->id].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_invulnerable_energy[d2_boss_index])) {
1535 segnum = find_point_seg(collision_point, robot->segnum);
1536 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1543 extern int Robots_kill_robots_cheat;
1545 // ------------------------------------------------------------------------------------------------------
1546 void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
1549 int boss_invul_flag=0;
1551 if (weapon->id == OMEGA_ID)
1552 if (!ok_to_do_omega_damage(weapon))
1555 if (Robot_info[robot->id].boss_flag) {
1556 Boss_hit_time = GameTime;
1557 if (Robot_info[robot->id].boss_flag >= BOSS_D2) {
1558 damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
1559 boss_invul_flag = !damage_flag;
1563 if ( Ugly_robot_cheat == 0xbada55 ) {
1564 robot->rtype.pobj_info.tmap_override = Ugly_robot_texture % NumTextures;
1567 // Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
1568 // MK has so much fun whacking his butt around the mine he never cared...
1569 if ((Robot_info[robot->id].companion) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !Robots_kill_robots_cheat))
1572 if (weapon->id == EARTHSHAKER_ID)
1575 // If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
1576 // depending on frame rate.
1577 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1578 if (weapon->ctype.laser_info.last_hitobj == OBJECT_NUMBER(robot))
1581 weapon->ctype.laser_info.last_hitobj = OBJECT_NUMBER(robot);
1583 // mprintf((0, "weapon #%i with power %i hits robot #%i.\n", OBJECT_NUMBER(weapon), f2i(weapon->shields), OBJECT_NUMBER(robot)));
1586 if (weapon->ctype.laser_info.parent_signature == robot->signature)
1589 // Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
1590 // Also, only a weapon hit from a player weapon causes smart blobs.
1591 if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (Robot_info[robot->id].energy_blobs))
1592 if ((robot->shields > 0) && Weapon_is_energy[weapon->id]) {
1596 probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
1597 probval = Robot_info[robot->id].energy_blobs * probval/(NDL*32);
1599 num_blobs = probval >> 16;
1600 if (2*d_rand() < (probval & 0xffff))
1604 create_smart_children(robot, num_blobs);
1607 // Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
1608 // unless this is trapped elsewhere.
1609 if ( Weapon_info[weapon->id].damage_radius )
1611 if (boss_invul_flag) { //don't make badass sound
1612 weapon_info *wi = &Weapon_info[weapon->id];
1614 //this code copied from explode_badass_weapon()
1616 object_create_badass_explosion( weapon, weapon->segnum, collision_point,
1618 wi->robot_hit_vclip,
1619 wi->strength[Difficulty_level],
1620 wi->damage_radius,wi->strength[Difficulty_level],
1621 weapon->ctype.laser_info.parent_num );
1624 else //normal badass explosion
1625 explode_badass_weapon(weapon,collision_point);
1628 if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || Robots_kill_robots_cheat) && !(robot->flags & OF_EXPLODING) ) {
1629 object *expl_obj=NULL;
1631 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
1632 create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1633 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1637 multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id);
1640 if ( Robot_info[robot->id].exp1_vclip_num > -1 )
1641 expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num );
1642 else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 )
1643 expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip );
1646 obj_attach(robot,expl_obj);
1648 if ( damage_flag && (Robot_info[robot->id].exp1_sound_num > -1 ))
1649 digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
1651 if (!(weapon->flags & OF_HARMLESS)) {
1652 fix damage = weapon->shields;
1655 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1659 // Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
1660 // hit, and missing a robot is what prevents the Gauss from being game-breaking.
1661 if (weapon->id == GAUSS_ID)
1662 if (Robot_info[robot->id].boss_flag)
1663 damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
1665 if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
1666 bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
1667 else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
1668 add_points_to_score(Robot_info[robot->id].score_value);
1669 detect_escort_goal_accomplished(OBJECT_NUMBER(robot));
1674 // If Gauss Cannon, spin robot.
1675 if ((robot != NULL) && (!Robot_info[robot->id].companion) && (!Robot_info[robot->id].boss_flag) && (weapon->id == GAUSS_ID)) {
1676 ai_static *aip = &robot->ctype.ai_info;
1678 if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
1679 aip->SKIP_AI_COUNT++;
1680 robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1681 robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1682 robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1683 robot->mtype.phys_info.flags |= PF_USES_THRUST;
1690 maybe_kill_weapon(weapon,robot);
1695 //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
1699 //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
1703 //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
1707 //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
1711 void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) {
1712 // Give player points, etc.
1713 if ( player == ConsoleObject ) {
1714 detect_escort_goal_accomplished(OBJECT_NUMBER(hostage));
1715 add_points_to_score(HOSTAGE_SCORE);
1718 hostage_rescue(hostage->id);
1720 // Remove the hostage object.
1721 hostage->flags |= OF_SHOULD_BE_DEAD;
1724 if (Game_mode & GM_MULTI)
1725 multi_send_remobj(OBJECT_NUMBER(hostage));
1731 //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
1733 //--unused-- // Cannot kill hostages, as per Matt's edict!
1734 //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
1735 //--unused-- hostage->shields -= weapon->shields/2;
1737 //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1739 //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
1740 //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
1743 //--unused-- if (hostage->shields <= 0) {
1744 //--unused-- explode_object(hostage,0);
1745 //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
1748 //--unused-- if ( Weapon_info[weapon->id].damage_radius )
1749 //--unused-- explode_badass_weapon(weapon);
1751 //--unused-- maybe_kill_weapon(weapon,hostage);
1755 //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
1759 //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
1763 //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
1767 void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) {
1768 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
1769 bump_two_objects(player1, player2, 1);
1773 int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
1775 int weapon_flag = HAS_FLAG(weapon_index);
1778 powerup_num = Primary_weapon_to_powerup[weapon_index];
1780 if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
1781 return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1786 void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
1788 int weapon_flag = HAS_FLAG(weapon_index);
1791 powerup_num = Secondary_weapon_to_powerup[weapon_index];
1793 if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
1796 max_count = min(count, 3);
1797 for (i=0; i<max_count; i++)
1798 call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1802 void drop_missile_1_or_4(object *playerobj,int missile_index)
1804 int num_missiles,powerup_id;
1806 num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
1807 powerup_id = Secondary_weapon_to_powerup[missile_index];
1809 if (num_missiles > 10)
1812 call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
1813 call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
1816 // -- int Items_destroyed = 0;
1818 void drop_player_eggs(object *playerobj)
1820 // mprintf((0, "In drop_player_eggs...\n"));
1822 if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
1824 int pnum = playerobj->id;
1829 // -- Items_destroyed = 0;
1831 // Seed the random number generator so in net play the eggs will always
1832 // drop the same way
1834 if (Game_mode & GM_MULTI)
1841 // If the player had smart mines, maybe arm one of them.
1843 while ((Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
1847 make_random_vector(&randvec);
1849 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1850 newseg = find_point_seg(&tvec, playerobj->segnum);
1852 Laser_create_new(&randvec, &tvec, newseg, OBJECT_NUMBER(playerobj), SUPERPROX_ID, 0);
1855 // If the player had proximity bombs, maybe arm one of them.
1857 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
1860 while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
1864 make_random_vector(&randvec);
1866 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1867 newseg = find_point_seg(&tvec, playerobj->segnum);
1869 Laser_create_new(&randvec, &tvec, newseg, OBJECT_NUMBER(playerobj), PROXIMITY_ID, 0);
1874 // If the player dies and he has powerful lasers, create the powerups here.
1876 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
1877 call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER);
1878 else if (Players[pnum].laser_level >= 1)
1879 call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1.
1881 // Drop quad laser if appropos
1882 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
1883 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
1885 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
1886 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
1888 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
1889 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
1891 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
1892 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
1894 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
1895 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
1897 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
1898 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
1900 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
1901 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
1903 // drop the other enemies flag if you have it
1906 if ((Game_mode & GM_CAPTURE) && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
1908 if ((get_team (pnum)==TEAM_RED))
1909 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_BLUE);
1911 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_RED);
1915 if (Game_mode & GM_HOARD)
1921 mprintf ((0,"HOARD MODE: Dropping %d orbs\n",Players[pnum].secondary_ammo[PROXIMITY_INDEX]));
1923 max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], 12);
1924 for (i=0; i<max_count; i++)
1925 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
1929 //Drop the vulcan, gauss, and ammo
1930 vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
1931 if ((Players[pnum].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[pnum].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
1932 vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
1933 if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
1934 vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
1935 objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
1937 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1938 objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
1940 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1942 // Drop the rest of the primary weapons
1943 maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
1944 maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
1945 maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
1947 maybe_drop_primary_weapon_egg(playerobj, HELIX_INDEX);
1948 maybe_drop_primary_weapon_egg(playerobj, PHOENIX_INDEX);
1950 objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX);
1952 Objects[objnum].ctype.powerup_info.count = (playerobj->id==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
1954 // Drop the secondary weapons
1955 // Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
1957 if (!(Game_mode & GM_HOARD))
1958 maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
1960 maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
1961 maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
1963 maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX])/4);
1964 maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[playerobj->id].secondary_ammo[SMISSILE5_INDEX]);
1966 // Drop the player's missiles in packs of 1 and/or 4
1967 drop_missile_1_or_4(playerobj,HOMING_INDEX);
1968 drop_missile_1_or_4(playerobj,GUIDED_INDEX);
1969 drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
1970 drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
1971 drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
1973 // If player has vulcan ammo, but no vulcan cannon, drop the ammo.
1974 if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
1975 int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
1977 mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount));
1980 while (amount > 0) {
1981 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
1982 amount -= VULCAN_AMMO_AMOUNT;
1986 // Always drop a shield and energy powerup.
1987 if (Game_mode & GM_MULTI) {
1988 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
1989 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
1992 //-- // Drop all the keys.
1993 //-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
1994 //-- playerobj->contains_count = 1;
1995 //-- playerobj->contains_type = OBJ_POWERUP;
1996 //-- playerobj->contains_id = POW_KEY_BLUE;
1997 //-- object_create_egg(playerobj);
1999 //-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2000 //-- playerobj->contains_count = 1;
2001 //-- playerobj->contains_type = OBJ_POWERUP;
2002 //-- playerobj->contains_id = POW_KEY_RED;
2003 //-- object_create_egg(playerobj);
2005 //-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2006 //-- playerobj->contains_count = 1;
2007 //-- playerobj->contains_type = OBJ_POWERUP;
2008 //-- playerobj->contains_id = POW_KEY_GOLD;
2009 //-- object_create_egg(playerobj);
2012 // -- if (Items_destroyed) {
2013 // -- if (Items_destroyed == 1)
2014 // -- HUD_init_message("%i item was destroyed.", Items_destroyed);
2016 // -- HUD_init_message("%i items were destroyed.", Items_destroyed);
2017 // -- Items_destroyed = 0;
2023 // -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
2024 // -- removed, 09/06/95, MK -- {
2025 // -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
2026 // -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
2027 // -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
2028 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2029 // -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
2030 // -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
2031 // -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2032 // -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
2033 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2034 // -- removed, 09/06/95, MK -- } else {
2035 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2036 // -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
2037 // -- removed, 09/06/95, MK -- auto_select_weapon(0);
2038 // -- removed, 09/06/95, MK -- }
2039 // -- removed, 09/06/95, MK --
2040 // -- removed, 09/06/95, MK -- }
2041 // -- removed, 09/06/95, MK --
2042 // -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
2043 // -- removed, 09/06/95, MK -- {
2044 // -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
2045 // -- removed, 09/06/95, MK -- return;
2046 // -- removed, 09/06/95, MK --
2047 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
2048 // -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
2049 // -- removed, 09/06/95, MK -- auto_select_weapon(1);
2050 // -- removed, 09/06/95, MK --
2051 // -- removed, 09/06/95, MK -- }
2052 // -- removed, 09/06/95, MK --
2053 // -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
2055 extern fix Buddy_sorry_time;
2057 void apply_damage_to_player(object *playerobj, object *killer, fix damage)
2062 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2065 if (Endlevel_sequence)
2068 //for the player, the 'real' shields are maintained in the Players[]
2069 //array. The shields value in the player's object are, I think, not
2070 //used anywhere. This routine, however, sets the objects shields to
2071 //be a mirror of the value in the Player structure.
2073 if (playerobj->id == Player_num) { //is this the local player?
2075 // MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
2076 // -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
2078 // -- //invincible, so just do blue flash
2080 // -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
2083 // -- else { //take damage, do red flash
2085 Players[Player_num].shields -= damage;
2087 PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
2091 if (Players[Player_num].shields < 0) {
2093 Players[Player_num].killer_objnum = OBJECT_NUMBER(killer);
2095 // if ( killer && (killer->type == OBJ_PLAYER))
2096 // Players[Player_num].killer_objnum = OBJECT_NUMBER(killer);
2098 playerobj->flags |= OF_SHOULD_BE_DEAD;
2100 if (Buddy_objnum != -1)
2101 if (killer && (killer->type == OBJ_ROBOT) && (Robot_info[killer->id].companion))
2102 Buddy_sorry_time = GameTime;
2104 // -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
2105 // -- removed, 09/06/95, MK -- int randnum = d_rand();
2106 // -- removed, 09/06/95, MK --
2107 // -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
2108 // -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
2109 // -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
2110 // -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
2111 // -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2112 // -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
2113 // -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
2114 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2115 // -- removed, 09/06/95, MK -- } else
2116 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2117 // -- removed, 09/06/95, MK -- } else
2118 // -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
2119 // -- removed, 09/06/95, MK -- }
2121 playerobj->shields = Players[Player_num].shields; //mirror
2126 void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point )
2128 fix damage = weapon->shields;
2129 object * killer=NULL;
2131 // In multiplayer games, only do damage to another player if in first frame.
2132 // This is necessary because in multiplayer, due to varying framerates, omega blobs actually
2133 // have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
2134 // gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
2135 if (weapon->id == OMEGA_ID)
2136 if (!ok_to_do_omega_damage(weapon))
2139 // Don't collide own smart mines unless direct hit.
2140 if (weapon->id == SUPERPROX_ID)
2141 if (OBJECT_NUMBER(playerobj) == weapon->ctype.laser_info.parent_num)
2142 if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
2145 if (weapon->id == EARTHSHAKER_ID)
2148 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
2150 if (Game_mode & GM_MULTI)
2151 damage = fixmul(damage, Weapon_info[weapon->id].multi_damage_scale);
2154 if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
2156 if (weapon->ctype.laser_info.last_hitobj == OBJECT_NUMBER(playerobj))
2159 weapon->ctype.laser_info.last_hitobj = OBJECT_NUMBER(playerobj);
2162 if (playerobj->id == Player_num)
2164 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2166 digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 );
2168 if (Game_mode & GM_MULTI)
2169 multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
2174 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
2176 if (Game_mode & GM_MULTI)
2177 multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
2182 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2183 if ( Weapon_info[weapon->id].damage_radius )
2184 explode_badass_weapon(weapon,collision_point);
2186 maybe_kill_weapon(weapon,playerobj);
2188 bump_two_objects(playerobj, weapon, 0); //no damage from bump
2190 if ( !Weapon_info[weapon->id].damage_radius ) {
2191 if ( weapon->ctype.laser_info.parent_num > -1 )
2192 killer = &Objects[weapon->ctype.laser_info.parent_num];
2194 // if (weapon->id == SMART_HOMING_ID)
2197 if (!(weapon->flags & OF_HARMLESS))
2198 apply_damage_to_player( playerobj, killer, damage);
2201 // Robots become aware of you if you get hit.
2202 ai_do_cloak_stuff();
2207 // Nasty robots are the ones that attack you by running into you and doing lots of damage.
2208 void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point )
2210 // if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
2211 digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
2213 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2215 bump_two_objects(playerobj, robot, 0); //no damage from bump
2217 apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1));
2222 void collide_player_and_materialization_center(object *objp)
2225 vms_vector exit_dir;
2226 segment *segp = &Segments[objp->segnum];
2228 digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2229 // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
2231 object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
2233 if (objp->id != Player_num)
2236 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2237 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2238 vms_vector exit_point, rand_vec;
2240 compute_center_point_on_side(&exit_point, segp, side);
2241 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2242 vm_vec_normalize_quick(&exit_dir);
2243 make_random_vector(&rand_vec);
2244 rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
2245 vm_vec_add2(&exit_dir, &rand_vec);
2246 vm_vec_normalize_quick(&exit_dir);
2249 bump_one_object(objp, &exit_dir, 64*F1_0);
2251 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
2257 void collide_robot_and_materialization_center(object *objp)
2260 vms_vector exit_dir;
2261 segment *segp=&Segments[objp->segnum];
2263 digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2264 // digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
2266 if ( Robot_info[objp->id].exp1_vclip_num > -1 )
2267 object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
2269 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2270 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2271 vms_vector exit_point;
2273 compute_center_point_on_side(&exit_point, segp, side);
2274 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2275 vm_vec_normalize_quick(&exit_dir);
2278 bump_one_object(objp, &exit_dir, 8*F1_0);
2280 apply_damage_to_robot( objp, F1_0, -1);
2286 //##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
2290 extern int Network_got_powerup; // HACK!!!
2292 void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) {
2293 if (!Endlevel_sequence && !Player_is_dead && (playerobj->id == Player_num )) {
2296 powerup_used = do_powerup(powerup);
2299 powerup->flags |= OF_SHOULD_BE_DEAD;
2301 if (Game_mode & GM_MULTI)
2302 multi_send_remobj(OBJECT_NUMBER(powerup));
2307 else if ((Game_mode & GM_MULTI_COOP) && (playerobj->id != Player_num))
2309 switch (powerup->id) {
2311 Players[playerobj->id].flags |= PLAYER_FLAGS_BLUE_KEY;
2314 Players[playerobj->id].flags |= PLAYER_FLAGS_RED_KEY;
2317 Players[playerobj->id].flags |= PLAYER_FLAGS_GOLD_KEY;
2327 //##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
2331 void collide_player_and_clutter( object * playerobj, object * clutter, vms_vector *collision_point ) {
2332 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
2333 bump_two_objects(clutter, playerobj, 1);
2337 // See if weapon1 creates a badass explosion. If so, create the explosion
2338 // Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
2339 int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
2341 if ( Weapon_info[weapon1->id].damage_radius ) {
2344 dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos);
2345 if (dist < F1_0*5) {
2346 maybe_kill_weapon(weapon1,weapon2);
2347 if (weapon1->flags & OF_SHOULD_BE_DEAD) {
2348 explode_badass_weapon(weapon1,collision_point);
2349 digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
2353 weapon1->lifeleft = min(dist/64, F1_0);
2360 void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
2362 // -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
2363 if (weapon1->id == PMINE_ID && weapon2->id == PMINE_ID)
2364 return; //these can't blow each other up
2366 if (weapon1->id == OMEGA_ID) {
2367 if (!ok_to_do_omega_damage(weapon1))
2369 } else if (weapon2->id == OMEGA_ID) {
2370 if (!ok_to_do_omega_damage(weapon2))
2374 if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) {
2376 // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
2377 if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
2380 if (Weapon_info[weapon1->id].destroyable)
2381 if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
2382 maybe_detonate_weapon(weapon2,weapon1, collision_point);
2384 if (Weapon_info[weapon2->id].destroyable)
2385 if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
2386 maybe_detonate_weapon(weapon1,weapon2, collision_point);
2392 //##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
2396 //##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
2400 void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) {
2402 // Hack! Prevent debris from causing bombs spewed at player death to detonate!
2403 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID)) {
2404 if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime)
2408 if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
2409 digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
2411 explode_object(debris,0);
2412 if ( Weapon_info[weapon->id].damage_radius )
2413 explode_badass_weapon(weapon,collision_point);
2414 maybe_kill_weapon(weapon,debris);
2415 weapon->flags |= OF_SHOULD_BE_DEAD;
2420 //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
2424 //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
2428 //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
2432 //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
2436 //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
2440 //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
2445 /* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
2446 #define COLLISION_OF(a,b) (((a)<<8) + (b))
2448 #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;
2450 #define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
2452 //these next two macros define a case that does nothing
2453 #define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
2455 #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
2457 /* DPH: These ones are never used so I'm not going to bother */
2459 #define IGNORE_COLLISION(type1,type2,collision_function) \
2460 case COLLISION_OF( (type1), (type2) ): \
2462 case COLLISION_OF( (type2), (type1) ): \
2465 #define ERROR_COLLISION(type1,type2,collision_function) \
2466 case COLLISION_OF( (type1), (type2) ): \
2467 Error( "Error in collision type!" ); \
2469 case COLLISION_OF( (type2), (type1) ): \
2470 Error( "Error in collision type!" ); \
2474 void collide_two_objects( object * A, object * B, vms_vector *collision_point )
2478 collision_type = COLLISION_OF(A->type,B->type);
2480 //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) );
2482 switch( collision_type ) {
2483 NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball )
2484 DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot )
2485 NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage )
2486 DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player )
2487 DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon )
2488 NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera )
2489 NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup )
2490 NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris )
2491 NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
2492 NO_COLLISION( OBJ_FIREBALL, OBJ_ROBOT, collide_fireball_and_robot )
2493 NO_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE, collide_fireball_and_hostage )
2494 NO_COLLISION( OBJ_FIREBALL, OBJ_PLAYER, collide_fireball_and_player )
2495 NO_COLLISION( OBJ_FIREBALL, OBJ_WEAPON, collide_fireball_and_weapon )
2496 NO_COLLISION( OBJ_FIREBALL, OBJ_CAMERA, collide_fireball_and_camera )
2497 NO_COLLISION( OBJ_FIREBALL, OBJ_POWERUP, collide_fireball_and_powerup )
2498 NO_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS, collide_fireball_and_debris )
2499 NO_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE, collide_robot_and_hostage )
2500 DO_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player )
2501 DO_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon )
2502 NO_COLLISION( OBJ_ROBOT, OBJ_CAMERA, collide_robot_and_camera )
2503 NO_COLLISION( OBJ_ROBOT, OBJ_POWERUP, collide_robot_and_powerup )
2504 NO_COLLISION( OBJ_ROBOT, OBJ_DEBRIS, collide_robot_and_debris )
2505 DO_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player )
2506 NO_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, collide_hostage_and_weapon )
2507 NO_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA, collide_hostage_and_camera )
2508 NO_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP, collide_hostage_and_powerup )
2509 NO_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS, collide_hostage_and_debris )
2510 DO_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon )
2511 NO_COLLISION( OBJ_PLAYER, OBJ_CAMERA, collide_player_and_camera )
2512 DO_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup )
2513 NO_COLLISION( OBJ_PLAYER, OBJ_DEBRIS, collide_player_and_debris )
2514 DO_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen )
2515 DO_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter )
2516 NO_COLLISION( OBJ_WEAPON, OBJ_CAMERA, collide_weapon_and_camera )
2517 NO_COLLISION( OBJ_WEAPON, OBJ_POWERUP, collide_weapon_and_powerup )
2518 DO_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris )
2519 NO_COLLISION( OBJ_CAMERA, OBJ_POWERUP, collide_camera_and_powerup )
2520 NO_COLLISION( OBJ_CAMERA, OBJ_DEBRIS, collide_camera_and_debris )
2521 NO_COLLISION( OBJ_POWERUP, OBJ_DEBRIS, collide_powerup_and_debris )
2522 DO_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen )
2523 DO_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen )
2524 DO_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter )
2526 DO_COLLISION( OBJ_MARKER, OBJ_PLAYER, collide_player_and_marker)
2527 NO_COLLISION( OBJ_MARKER, OBJ_ROBOT, NULL)
2528 NO_COLLISION( OBJ_MARKER, OBJ_HOSTAGE, NULL)
2529 NO_COLLISION( OBJ_MARKER, OBJ_WEAPON, NULL)
2530 NO_COLLISION( OBJ_MARKER, OBJ_CAMERA, NULL)
2531 NO_COLLISION( OBJ_MARKER, OBJ_POWERUP, NULL)
2532 NO_COLLISION( OBJ_MARKER, OBJ_DEBRIS, NULL)
2535 Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
2539 #define ENABLE_COLLISION(type1,type2) \
2540 CollisionResult[type1][type2] = RESULT_CHECK; \
2541 CollisionResult[type2][type1] = RESULT_CHECK;
2543 #define DISABLE_COLLISION(type1,type2) \
2544 CollisionResult[type1][type2] = RESULT_NOTHING; \
2545 CollisionResult[type2][type1] = RESULT_NOTHING;
2547 void collide_init() {
2550 for (i=0; i < MAX_OBJECT_TYPES; i++ )
2551 for (j=0; j < MAX_OBJECT_TYPES; j++ )
2552 CollisionResult[i][j] = RESULT_NOTHING;
2554 ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
2555 ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
2556 ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
2557 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
2559 ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
2560 // DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
2562 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
2563 ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
2564 ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
2565 DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
2566 DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
2567 DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
2568 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
2569 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
2570 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
2571 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
2572 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
2573 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
2574 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
2575 DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
2576 ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
2577 ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
2578 DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
2579 DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
2580 DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
2581 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
2582 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
2583 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
2584 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
2585 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
2586 ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
2587 DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
2588 ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
2589 DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
2590 DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
2591 DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
2592 ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
2593 DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
2594 DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
2595 DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
2596 ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
2597 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
2598 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
2599 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
2600 ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
2601 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
2603 ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
2607 void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
2612 Error( "A object of type NONE hit a wall!\n");
2614 case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2615 case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2616 case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2618 case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2619 case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2620 case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2621 case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2622 case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2623 case OBJ_GHOST: break; //do nothing
2626 Error( "Unhandled object type hit wall in collide.c\n" );