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
86 #include "editor/editor.h"
92 #define STANDARD_EXPL_DELAY (f1_0/4)
94 //##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
98 // -------------------------------------------------------------------------------------------------------------
99 // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
100 void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
102 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(robot)];
104 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)) {
105 int wall_num = Segments[hitseg].sides[hitwall].wall_num;
106 if (wall_num != -1) {
107 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)) {
108 // -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
109 wall_open_door(&Segments[hitseg], hitwall);
110 // -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
111 //-- } 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)) {
112 } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR)) {
113 if ((ailp->mode == AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
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);
117 } else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
118 wall_open_door(&Segments[hitseg], hitwall);
120 } else if (Robot_info[robot->id].thief) { // Thief allowed to go through doors to which player has key.
121 if (Walls[wall_num].keys != KEY_NONE)
122 if (Walls[wall_num].keys & Players[Player_num].flags)
123 wall_open_door(&Segments[hitseg], hitwall);
131 //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
135 // -------------------------------------------------------------------------------------------------------------
137 int apply_damage_to_clutter(object *clutter, fix damage)
139 if ( clutter->flags&OF_EXPLODING) return 0;
141 if (clutter->shields < 0 ) return 0; //clutter already dead...
143 clutter->shields -= damage;
145 if (clutter->shields < 0) {
146 explode_object(clutter,0);
152 char Monster_mode = 0; // A cheat. Do massive damage when collide.
154 //given the specified force, apply damage from that force to an object
155 void apply_force_damage(object *obj,fix force,object *other_obj)
160 if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
161 return; //already exploding or dead
163 damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
165 if ((other_obj->type == OBJ_PLAYER) && Monster_mode)
168 //mprintf((0,"obj %d, damage=%x\n",OBJECT_NUMBER(obj),damage));
174 if (Robot_info[obj->id].attack_type == 1) {
175 if (other_obj->type == OBJ_WEAPON)
176 result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
178 result = apply_damage_to_robot(obj,damage/4, OBJECT_NUMBER(other_obj));
181 if (other_obj->type == OBJ_WEAPON)
182 result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
184 result = apply_damage_to_robot(obj,damage/2, OBJECT_NUMBER(other_obj));
187 if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
188 add_points_to_score(Robot_info[obj->id].score_value);
193 // If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
194 // bots every frame since they don't move.
195 if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
196 damage = fixmul(damage, FrameTime*2);
198 // Make trainee easier.
199 if (Difficulty_level == 0)
202 apply_damage_to_player(obj,other_obj,damage);
207 apply_damage_to_clutter(obj,damage);
212 apply_damage_to_controlcen(obj, damage, OBJECT_NUMBER(other_obj));
217 break; //weapons don't take damage
226 // -----------------------------------------------------------------------------
227 void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
231 if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
233 if (objp->type == OBJ_PLAYER) {
235 force2.x = force->x/4;
236 force2.y = force->y/4;
237 force2.z = force->z/4;
238 phys_apply_force(objp,&force2);
239 if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !Robot_info[other_objp->id].companion)) {
240 force_mag = vm_vec_mag_quick(&force2);
241 apply_force_damage(objp, force_mag, other_objp);
243 } else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
244 if (!Robot_info[objp->id].boss_flag) {
246 force2.x = force->x/(4 + Difficulty_level);
247 force2.y = force->y/(4 + Difficulty_level);
248 force2.z = force->z/(4 + Difficulty_level);
250 phys_apply_force(objp, force);
251 phys_apply_rot(objp, &force2);
253 force_mag = vm_vec_mag_quick(force);
254 apply_force_damage(objp, force_mag, other_objp);
261 // -----------------------------------------------------------------------------
262 //deal with two objects bumping into each other. Apply force from collision
263 //to each robot. The flags tells whether the objects should take damage from
265 void bump_two_objects(object *obj0,object *obj1,int damage_flag)
270 if (obj0->movement_type != MT_PHYSICS)
272 else if (obj1->movement_type != MT_PHYSICS)
276 Assert(t->movement_type == MT_PHYSICS);
277 vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
278 phys_apply_force(t,&force);
282 vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
283 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));
285 bump_this_object(obj1, obj0, &force, damage_flag);
286 vm_vec_negate(&force);
287 bump_this_object(obj0, obj1, &force, damage_flag);
291 void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
296 vm_vec_scale(&hit_vec, damage);
298 phys_apply_force(obj0,&hit_vec);
302 #define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
303 #define DAMAGE_THRESHOLD (F1_0/3)
304 #define WALL_LOUDNESS_SCALE (20)
306 fix force_force = i2f(50);
308 void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
311 char ForceFieldHit=0;
312 int tmap_num,tmap_num2;
314 if (playerobj->id != Player_num) // Execute only for local player
317 tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
319 // If this wall does damage, don't make *BONK* sound, we'll be making another sound.
320 if (TmapInfo[tmap_num].damage > 0)
323 if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
326 PALETTE_FLASH_ADD(0, 0, 60); //flash blue
328 //knock player around
329 force.x = 40*(d_rand() - 16384);
330 force.y = 40*(d_rand() - 16384);
331 force.z = 40*(d_rand() - 16384);
332 phys_apply_rot(playerobj, &force);
336 Tactile_apply_force (&force,&playerobj->orient);
340 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
342 if (Game_mode & GM_MULTI)
343 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
352 force.x = -playerobj->mtype.phys_info.velocity.x;
353 force.y = -playerobj->mtype.phys_info.velocity.y;
354 force.z = -playerobj->mtype.phys_info.velocity.z;
355 Tactile_do_collide(&force, &playerobj->orient);
359 wall_hit_process( &Segments[hitseg], hitwall, 20, playerobj->id, playerobj );
362 // ** Damage from hitting wall **
363 // If the player has less than 10% shields, don't take damage from bump
364 // Note: Does quad damage if hit a force field - JL
365 damage = (hitspeed / DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
367 tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
369 //don't do wall damage and sound if hit lava or water
370 if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
373 if (damage >= DAMAGE_THRESHOLD) {
375 volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
377 create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION);
381 if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
382 digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
384 if (Game_mode & GM_MULTI)
385 multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
389 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
390 if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
391 apply_damage_to_player( playerobj, playerobj, damage );
393 // -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
394 // -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
395 // -- vms_vector hitpt1;
398 // -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
399 // -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
400 // -- if (hitseg1 != -1)
401 // -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
409 fix Last_volatile_scrape_sound_time = 0;
411 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
412 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
414 //see if wall is volatile or water
415 //if volatile, cause damage to player
416 //returns 1=lava, 2=water
417 int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt)
419 fix tmap_num,d,water;
421 Assert(obj->type==OBJ_PLAYER);
423 tmap_num = Segments[segnum].sides[sidenum].tmap_num;
425 d = TmapInfo[tmap_num].damage;
426 water = (TmapInfo[tmap_num].flags & TMI_WATER);
428 if (d > 0 || water) {
430 if (obj->id == Player_num) {
433 fix damage = fixmul(d,FrameTime);
435 if (Difficulty_level == 0)
438 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
439 apply_damage_to_player( obj, obj, damage );
443 Tactile_Xvibrate (50,25);
446 PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
449 obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
450 obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
458 if (TactileStick && !(FrameCount & 15))
459 Tactile_Xvibrate_clear ();
466 //this gets called when an object is scraping along the wall
467 void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
473 if (obj->id==Player_num) {
476 //mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
478 if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
479 vms_vector hit_dir, rand_vec;
481 if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
482 int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
484 Last_volatile_scrape_sound_time = GameTime;
486 digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
488 if (Game_mode & GM_MULTI)
489 multi_send_play_sound(sound, F1_0);
494 get_side_normal(&Segments[hitseg], higside, 0, &hit_dir );
496 hit_dir = Segments[hitseg].sides[hitside].normals[0];
499 make_random_vector(&rand_vec);
500 vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
501 vm_vec_normalize_quick(&hit_dir);
502 bump_one_object(obj, &hit_dir, F1_0*8);
506 //@@ //what scrape sound
507 //@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
514 //these two kinds of objects below shouldn't really slide, so
515 //if this scrape routine gets called (which it might if the
516 //object (such as a fusion blob) was created already poking
517 //through the wall) call the collide routine.
520 collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
524 collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
530 //if an effect is hit, and it can blow up, then blow it up
531 //returns true if it blew up
532 int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag)
538 // If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
542 if (blower->ctype.laser_info.parent_type == OBJ_ROBOT)
543 if (Robot_info[Objects[blower->ctype.laser_info.parent_num].id].companion)
546 if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) {
547 int trigger_num, wall_num;
549 wall_num = seg->sides[side].wall_num;
550 if ( wall_num != -1 ) {
551 trigger_num = Walls[wall_num].trigger;
553 if (trigger_num != -1)
560 if ((tm=seg->sides[side].tmap_num2) != 0) {
562 tmf = tm&0xc000; //tm flags
563 tm &= 0x3fff; //tm without flags
565 //check if it's an animation (monitor) or casts light
566 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))) {
568 grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
571 PIGGY_PAGE_IN(Textures[tm]);
573 //this can be blown up...did we hit it?
575 if (!force_blowup_flag) {
576 find_hitpoint_uv(&u,&v,NULL,pnt,seg,side,0); //evil: always say face zero
578 x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
579 y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
581 switch (tmf) { //adjust for orientation of paste-on
583 case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
584 case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
585 case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
588 //mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
590 if (bm->bm_flags & BM_FLAG_RLE)
591 bm = rle_expand_texture(bm);
594 if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) { //not trans, thus on effect
600 if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
601 if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
605 //mprintf((0," HIT!\n"));
607 //note: this must get called before the texture changes,
608 //because we use the light value of the texture to change
609 //the static light in the segment
610 subtract_light(SEGMENT_NUMBER(seg), side);
612 if (Newdemo_state == ND_STATE_RECORDING)
613 newdemo_record_effect_blowup( SEGMENT_NUMBER(seg), side, pnt );
616 dest_size = Effects[ec].dest_size;
617 vc = Effects[ec].dest_vclip;
623 object_create_explosion( SEGMENT_NUMBER(seg), pnt, dest_size, vc );
625 if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
627 if ((sound_num = Vclip[vc].sound_num) != -1)
628 digi_link_sound_to_pos( sound_num, SEGMENT_NUMBER(seg), 0, pnt, 0, F1_0 );
630 if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
631 digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(seg), side, sound_num);
633 if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
637 new_ec = &Effects[Effects[ec].dest_eclip];
638 bm_num = new_ec->changing_wall_texture;
640 mprintf((0,"bm_num = %d\n",bm_num));
642 new_ec->time_left = new_ec->vc.frame_time;
643 new_ec->frame_count = 0;
644 new_ec->segnum = SEGMENT_NUMBER(seg);
645 new_ec->sidenum = side;
646 new_ec->flags |= EF_ONE_SHOT;
647 new_ec->dest_bm_num = Effects[ec].dest_bm_num;
649 Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
650 seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
654 Assert(db!=0 && seg->sides[side].tmap_num2!=0);
655 seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
659 seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
661 //assume this is a light, and play light sound
662 digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, SEGMENT_NUMBER(seg), 0, pnt, 0, F1_0 );
671 return 0; //didn't blow up
674 // Copied from laser.c!
675 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
676 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
677 #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.
678 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
679 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
681 // -------------------------------------------------
682 // Return true if ok to do Omega damage.
683 int ok_to_do_omega_damage(object *weapon)
685 int parent_sig = weapon->ctype.laser_info.parent_signature;
686 int parent_num = weapon->ctype.laser_info.parent_num;
688 if (!(Game_mode & GM_MULTI))
691 if (Objects[parent_num].signature != parent_sig)
692 mprintf((0, "Parent of omega blob not consistent with object information.\n"));
694 fix dist = vm_vec_dist_quick(&Objects[parent_num].pos, &weapon->pos);
696 if (dist > MAX_OMEGA_DIST) {
697 // -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
700 ; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
706 //these gets added to the weapon's values when the weapon hits a volitle wall
707 #define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
708 #define VOLATILE_WALL_IMPACT_SIZE i2f(3)
709 #define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
710 #define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
712 // int Show_seg_and_side = 0;
714 void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
716 segment *seg = &Segments[hitseg];
722 if (weapon->id == OMEGA_ID)
723 if (!ok_to_do_omega_damage(weapon))
726 // If this is a guided missile and it strikes fairly directly, clear bounce flag.
727 if (weapon->id == GUIDEDMISS_ID) {
730 dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
731 mprintf((0, "Guided missile dot = %7.3f\n", f2fl(dot)));
733 mprintf((0, "Guided missile loses bounciness.\n"));
734 weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
738 //if an energy weapon hits a forcefield, let it bounce
739 if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
740 !(weapon->type == OBJ_WEAPON && Weapon_info[weapon->id].energy_usage==0)) {
743 digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
745 if (Game_mode & GM_MULTI)
746 multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
749 return; //bail here. physics code will bounce this object
753 if (keyd_pressed[KEY_LAPOSTRO])
754 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
755 // MK: Real pain when you need to know a seg:side and you've got quad lasers.
756 mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall));
757 HUD_init_message("Hit at segment = %i, side = %i", hitseg, hitwall);
759 subtract_light(hitseg, hitwall);
760 else if (weapon->id == FLARE_ID)
761 add_light(hitseg, hitwall);
765 //@@Cursegp = &Segments[hitseg];
766 //@@Curside = hitwall;
770 if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
771 Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
775 blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0);
777 //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
779 if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[Objects[weapon->ctype.laser_info.parent_num].id].companion==1)) {
782 if (Game_mode & GM_MULTI)
784 Int3(); // Get Jason!
789 playernum = Player_num; //if single player, he's the player's buddy
794 if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
795 playernum = Objects[weapon->ctype.laser_info.parent_num].id;
797 playernum = -1; //not a player (thus a robot)
800 if (blew_up) { //could be a wall switch
801 //for wall triggers, always say that the player shot it out. This is
802 //because robots can shoot out wall triggers, and so the trigger better
804 // NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
805 check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1);
808 if (weapon->id == EARTHSHAKER_ID)
811 wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon );
813 // Wall is volatile if either tmap 1 or 2 is volatile
814 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))) {
815 weapon_info *wi = &Weapon_info[weapon->id];
818 //we've hit a volatile wall
820 digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
822 //for most weapons, use volatile wall hit. For mega, use its special vclip
823 vclip = (weapon->id == MEGA_ID)?Weapon_info[weapon->id].robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
825 // New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
826 if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
827 // -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
828 explode_badass_weapon(weapon,hitpt);
830 object_create_badass_explosion( weapon, hitseg, hitpt,
831 wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
833 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.
834 wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
835 wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
836 weapon->ctype.laser_info.parent_num );
839 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
842 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))) {
843 weapon_info *wi = &Weapon_info[weapon->id];
847 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
848 if ( Weapon_info[weapon->id].matter ) {
850 digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
852 if ( Weapon_info[weapon->id].damage_radius ) {
854 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(weapon), 0, F1_0);
856 // MK: 09/13/95: Badass in water is 1/2 normal intensity.
857 object_create_badass_explosion( weapon, hitseg, hitpt,
860 wi->strength[Difficulty_level]/4,
862 wi->strength[Difficulty_level]/2,
863 weapon->ctype.laser_info.parent_num );
866 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
869 digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
870 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, VCLIP_WATER_HIT );
873 weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
878 if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
880 //do special bound sound & effect
885 //if it's not the player's weapon, or it is the player's and there
886 //is no wall, and no blowing up monitor, then play sound
887 if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up))
888 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
889 digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
891 if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) {
892 if ( Weapon_info[weapon->id].damage_radius )
893 explode_badass_weapon(weapon,hitpt);
895 object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
900 // If weapon fired by player or companion...
901 if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
903 if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum))
904 create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
906 // if (weapon->id != FLARE_ID) {
907 // We now allow flares to open doors.
910 if (((weapon->id != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
911 weapon->flags |= OF_SHOULD_BE_DEAD;
913 //don't let flares stick in force fields
914 if ((weapon->id == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
915 weapon->flags |= OF_SHOULD_BE_DEAD;
917 if (!(weapon->flags & OF_SILENT)) {
920 case WHP_NOT_SPECIAL:
921 //should be handled above
922 //digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
926 //play special hit door sound (if/when we get it)
927 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
929 if (Game_mode & GM_MULTI)
930 multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
936 //play special blastable wall sound (if/when we get it)
937 if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
938 digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
942 //don't play anything, since door open sound will play
946 //mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", OBJECT_NUMBER(weapon)));
948 // if (weapon->lifeleft <= 0)
949 // weapon->flags |= OF_SHOULD_BE_DEAD;
953 // This is a robot's laser
954 if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
955 weapon->flags |= OF_SHOULD_BE_DEAD;
961 //##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
965 //##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
969 void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
970 explode_object(debris,0);
974 //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
978 //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
982 //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
986 //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
990 //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
991 //## //weapon->flags |= OF_SHOULD_BE_DEAD;
995 //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
999 //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
1003 //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
1007 // -------------------------------------------------------------------------------------------------------------------
1008 void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
1009 // mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
1010 // OBJECT_NUMBER(robot1), f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
1011 // OBJECT_NUMBER(robot2), f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
1012 // f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
1014 bump_two_objects(robot1, robot2, 1);
1018 void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
1021 if (obj1->type == OBJ_ROBOT) {
1023 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
1024 bump_one_object(obj1, &hitvec, 0);
1027 vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
1028 bump_one_object(obj2, &hitvec, 0);
1033 //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
1037 fix Last_thief_hit_time;
1039 void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point )
1041 int steal_attempt = 0;
1044 if (robot->flags&OF_EXPLODING)
1047 collision_seg = find_point_seg(collision_point, playerobj->segnum);
1048 if (collision_seg != -1)
1049 object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
1051 if (playerobj->id == Player_num) {
1052 if (Robot_info[robot->id].companion) // Player and companion don't collide.
1054 if (Robot_info[robot->id].kamikaze) {
1055 apply_damage_to_robot(robot, robot->shields+1, OBJECT_NUMBER(playerobj));
1056 if (playerobj == ConsoleObject)
1057 add_points_to_score(Robot_info[robot->id].score_value);
1060 if (Robot_info[robot->id].thief) {
1061 if (Ai_local_info[OBJECT_NUMBER(robot)].mode == AIM_THIEF_ATTACK) {
1062 Last_thief_hit_time = GameTime;
1063 attempt_to_steal_item(robot, playerobj->id);
1065 } else if (GameTime - Last_thief_hit_time < F1_0*2)
1066 return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
1067 // NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
1069 Last_thief_hit_time = GameTime;
1072 create_awareness_event(playerobj, PA_PLAYER_COLLISION); // object robot can attract attention to player
1073 do_ai_robot_hit_attack(robot, playerobj, collision_point);
1074 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1078 multi_robot_request_change(robot, playerobj->id);
1081 // added this if to remove the bump sound if it's the thief.
1082 // A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
1083 // Changed by MK to make this sound unless the robot stole.
1084 if ((!steal_attempt) && !Robot_info[robot->id].energy_drain)
1085 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1087 bump_two_objects(robot, playerobj, 1);
1091 // Provide a way for network message to instantly destroy the control center
1092 // without awarding points or anything.
1094 // if controlcen == NULL, that means don't do the explosion because the control center
1095 // was actually in another object.
1096 void net_destroy_controlcen(object *controlcen)
1098 if (Control_center_destroyed != 1) {
1100 do_controlcen_destroyed_stuff(controlcen);
1102 if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
1103 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1104 explode_object(controlcen,0);
1110 // -----------------------------------------------------------------------------
1111 void apply_damage_to_controlcen(object *controlcen, fix damage, short who)
1115 // Only allow a player to damage the control center.
1117 if ((who < 0) || (who > Highest_object_index))
1120 whotype = Objects[who].type;
1121 if (whotype != OBJ_PLAYER) {
1122 mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype));
1127 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time))
1129 if (Objects[who].id == Player_num) {
1130 int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60;
1131 int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60;
1132 HUD_init_message("%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
1138 if (Objects[who].id == Player_num) {
1139 Control_center_been_hit = 1;
1140 ai_do_cloak_stuff();
1143 if ( controlcen->shields >= 0 )
1144 controlcen->shields -= damage;
1146 if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
1148 do_controlcen_destroyed_stuff(controlcen);
1151 if (Game_mode & GM_MULTI) {
1152 if (who == Players[Player_num].objnum)
1153 add_points_to_score(CONTROL_CEN_SCORE);
1154 multi_send_destroy_controlcen( (ushort)(OBJECT_NUMBER(controlcen)), Objects[who].id );
1158 if (!(Game_mode & GM_MULTI))
1159 add_points_to_score(CONTROL_CEN_SCORE);
1161 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
1163 explode_object(controlcen,0);
1167 void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point )
1169 if (playerobj->id == Player_num) {
1170 Control_center_been_hit = 1;
1171 ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
1174 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
1175 bump_two_objects(controlcen, playerobj, 1);
1180 void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point )
1182 mprintf ((0,"Collided with marker %d!\n",marker->id));
1184 if (playerobj->id==Player_num) {
1187 if (Game_mode & GM_MULTI)
1189 drawn = HUD_init_message ("MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]);
1193 if (MarkerMessage[marker->id][0])
1194 drawn = HUD_init_message("MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]);
1196 drawn = HUD_init_message("MARKER %d", marker->id+1);
1200 digi_play_sample( SOUND_MARKER_HIT, F1_0 );
1202 detect_escort_goal_accomplished(OBJECT_NUMBER(marker));
1206 // If a persistent weapon and other object is not a weapon, weaken it, else kill it.
1207 // If both objects are weapons, weaken the weapon.
1208 void maybe_kill_weapon(object *weapon, object *other_obj)
1210 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID) || (weapon->id == PMINE_ID)) {
1211 weapon->flags |= OF_SHOULD_BE_DEAD;
1215 // Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
1216 // Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
1217 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1218 // Weapons do a lot of damage to weapons, other objects do much less.
1219 if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1220 if (other_obj->type == OBJ_WEAPON)
1221 weapon->shields -= other_obj->shields/2;
1223 weapon->shields -= other_obj->shields/4;
1225 if (weapon->shields <= 0) {
1226 weapon->shields = 0;
1227 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1231 weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
1233 // -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
1234 // -- // Weapons do a lot of damage to weapons, other objects do much less.
1235 // -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
1236 // -- if (other_obj->type == OBJ_WEAPON)
1237 // -- weapon->shields -= other_obj->shields/2;
1239 // -- weapon->shields -= other_obj->shields/4;
1241 // -- if (weapon->shields <= 0) {
1242 // -- weapon->shields = 0;
1243 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1247 // -- weapon->flags |= OF_SHOULD_BE_DEAD;
1250 void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point )
1253 if (weapon->id == OMEGA_ID)
1254 if (!ok_to_do_omega_damage(weapon))
1257 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
1258 fix damage = weapon->shields;
1260 if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
1261 Control_center_been_hit = 1;
1263 if ( Weapon_info[weapon->id].damage_radius )
1264 explode_badass_weapon(weapon,collision_point);
1266 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1268 digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
1270 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1272 apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
1274 maybe_kill_weapon(weapon,controlcen);
1275 } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
1276 object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
1277 maybe_kill_weapon(weapon,controlcen);
1282 void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
1283 short exp_vclip = VCLIP_SMALL_EXPLOSION;
1285 if ( clutter->shields >= 0 )
1286 clutter->shields -= weapon->shields;
1288 digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
1290 object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
1292 if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
1293 explode_object(clutter,STANDARD_EXPL_DELAY);
1295 maybe_kill_weapon(weapon,clutter);
1298 //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
1300 extern object *explode_badass_object(object *objp, fix damage, fix distance, fix force);
1302 int Final_boss_is_dead = 0;
1303 fix Final_boss_countdown_time = 0;
1305 // ------------------------------------------------------------------------------------------------------
1306 void do_final_boss_frame(void)
1309 if (!Final_boss_is_dead)
1312 if (!Control_center_destroyed)
1315 if (Final_boss_countdown_time == 0)
1316 Final_boss_countdown_time = F1_0*2;
1318 Final_boss_countdown_time -= FrameTime;
1319 if (Final_boss_countdown_time > 0)
1322 gr_palette_fade_out( gr_palette, 256, 0 );
1323 start_endlevel_sequence(); //pretend we hit the exit trigger
1327 // ------------------------------------------------------------------------------------------------------
1328 // This is all the ugly stuff we do when you kill the final boss so that you don't die or something
1329 // which would ruin the logic of the cut sequence.
1330 void do_final_boss_hacks(void)
1332 if (Player_is_dead) {
1333 Int3(); // Uh-oh, player is dead. Try to rescue him.
1337 if (Players[Player_num].shields <= 0)
1338 Players[Player_num].shields = 1;
1340 // If you're not invulnerable, get invulnerable!
1341 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) {
1342 Players[Player_num].invulnerable_time = GameTime;
1343 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
1345 if (!(Game_mode & GM_MULTI))
1346 buddy_message("Nice job, %s!", Players[Player_num].callsign);
1348 Final_boss_is_dead = 1;
1351 extern int Buddy_dude_cheat;
1352 extern int multi_all_players_alive();
1353 void multi_send_finish_game ();
1355 // ------------------------------------------------------------------------------------------------------
1356 // Return 1 if robot died, else return 0
1357 int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
1361 char i,temp_stolen[MAX_STOLEN_ITEMS];
1364 if ( robot->flags&OF_EXPLODING) return 0;
1366 if (robot->shields < 0 ) return 0; //robot already dead...
1368 if (Robot_info[robot->id].boss_flag)
1369 Boss_hit_time = GameTime;
1371 // Buddy invulnerable on level 24 so he can give you his important messages. Bah.
1372 // Also invulnerable if his cheat for firing weapons is in effect.
1373 if (Robot_info[robot->id].companion) {
1374 // if ((PLAYING_BUILTIN_MISSION && Current_level_num == Last_level) || Buddy_dude_cheat)
1376 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
1381 // if (robot->control_type == CT_REMOTE)
1382 // return 0; // Can't damange a robot controlled by another player
1384 // -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
1385 // Boss_been_hit = 1;
1387 robot->shields -= damage;
1389 // Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
1390 if (Robot_info[robot->id].boss_flag)
1391 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
1392 if (robot->shields < 0)
1395 if (Game_mode & GM_MULTI)
1397 if (!multi_all_players_alive()) // everyones gotta be alive
1401 multi_send_finish_game();
1402 do_final_boss_hacks();
1408 { // NOTE LINK TO ABOVE!!!
1409 if ((Players[Player_num].shields < 0) || Player_is_dead)
1410 robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
1412 do_final_boss_hacks();
1416 if (robot->shields < 0) {
1418 if (Game_mode & GM_MULTI) {
1419 if (Robot_info[robot->id].thief)
1425 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1426 temp_stolen[(int)i]=Stolen_items[(int)i];
1428 if (multi_explode_robot_sub(OBJECT_NUMBER(robot), killer_objnum,Robot_info[robot->id].thief))
1431 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1432 Stolen_items[(int)i]=temp_stolen[(int)i];
1434 multi_send_robot_explode(OBJECT_NUMBER(robot), killer_objnum,Robot_info[robot->id].thief);
1437 for (i=0;i<MAX_STOLEN_ITEMS;i++)
1438 Stolen_items[(int)i]=255;
1447 Players[Player_num].num_kills_level++;
1448 Players[Player_num].num_kills_total++;
1450 if (Robot_info[robot->id].boss_flag) {
1451 start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1452 } else if (Robot_info[robot->id].death_roll) {
1453 start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
1455 if (robot->id == SPECIAL_REACTOR_ROBOT)
1456 special_reactor_stuff();
1457 //if (Robot_info[robot->id].smart_blobs)
1458 // create_smart_children(robot, Robot_info[robot->id].smart_blobs);
1459 //if (Robot_info[robot->id].badass)
1460 // explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
1461 if (Robot_info[robot->id].kamikaze)
1462 explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
1464 explode_object(robot,STANDARD_EXPL_DELAY);
1471 extern int boss_spew_robot(object *objp, vms_vector *pos);
1473 //--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
1474 //--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
1475 //--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.
1476 //--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.
1477 //--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
1478 //--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
1479 //--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)
1481 //#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.
1482 int Boss_invulnerable_dot = 0;
1484 int Buddy_gave_hint_count = 5;
1485 fix Last_time_buddy_gave_hint = 0;
1487 // ------------------------------------------------------------------------------------------------------
1488 // Return true if damage done to boss, else return false.
1489 int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
1496 d2_boss_index = Robot_info[robot->id].boss_flag - BOSS_D2;
1498 Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
1500 // See if should spew a bot.
1501 if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
1502 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])) {
1503 if (Boss_spew_more[d2_boss_index])
1504 if (d_rand() > 16384) {
1505 if (boss_spew_robot(robot, collision_point) != -1)
1506 Last_gate_time = GameTime - Gate_interval - 1; // Force allowing spew of another bot.
1508 boss_spew_robot(robot, collision_point);
1511 if (Boss_invulnerable_spot[d2_boss_index]) {
1515 // Boss only vulnerable in back. See if hit there.
1516 vm_vec_sub(&tvec1, collision_point, &robot->pos);
1517 vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
1518 dot = vm_vec_dot(&tvec1, &robot->orient.fvec);
1519 mprintf((0, "Boss hit vec dot = %7.3f\n", f2fl(dot)));
1521 if (dot > Boss_invulnerable_dot) {
1525 segnum = find_point_seg(collision_point, robot->segnum);
1526 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1529 if (Last_time_buddy_gave_hint == 0)
1530 Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
1532 if (Buddy_gave_hint_count) {
1533 if (Last_time_buddy_gave_hint + F1_0*20 < GameTime) {
1536 Buddy_gave_hint_count--;
1537 Last_time_buddy_gave_hint = GameTime;
1538 sval = (d_rand()*4) >> 15;
1540 case 0: buddy_message("Hit him in the back!"); break;
1541 case 1: buddy_message("He's invulnerable there!"); break;
1542 case 2: buddy_message("Get behind him and fire!"); break;
1545 buddy_message("Hit the glowing spot!"); break;
1550 // Cause weapon to bounce.
1551 // Make a copy of this weapon, because the physics wants to destroy it.
1552 if (!Weapon_info[weapon->id].matter) {
1553 new_obj = obj_create(weapon->type, weapon->id, weapon->segnum, &weapon->pos,
1554 &weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
1556 if (new_obj != -1) {
1557 vms_vector vec_to_point;
1558 vms_vector weap_vec;
1561 if (weapon->render_type == RT_POLYOBJ) {
1562 Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[Objects[new_obj].id].model_num;
1563 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);
1566 Objects[new_obj].mtype.phys_info.mass = Weapon_info[weapon->type].mass;
1567 Objects[new_obj].mtype.phys_info.drag = Weapon_info[weapon->type].drag;
1568 vm_vec_zero(&Objects[new_obj].mtype.phys_info.thrust);
1570 vm_vec_sub(&vec_to_point, collision_point, &robot->pos);
1571 vm_vec_normalize_quick(&vec_to_point);
1572 weap_vec = weapon->mtype.phys_info.velocity;
1573 speed = vm_vec_normalize_quick(&weap_vec);
1574 vm_vec_scale_add2(&vec_to_point, &weap_vec, -F1_0*2);
1575 vm_vec_scale(&vec_to_point, speed/4);
1576 Objects[new_obj].mtype.phys_info.velocity = vec_to_point;
1580 } else if ((Weapon_info[weapon->id].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_invulnerable_energy[d2_boss_index])) {
1583 segnum = find_point_seg(collision_point, robot->segnum);
1584 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
1591 extern int Robots_kill_robots_cheat;
1593 // ------------------------------------------------------------------------------------------------------
1594 void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
1597 int boss_invul_flag=0;
1599 if (weapon->id == OMEGA_ID)
1600 if (!ok_to_do_omega_damage(weapon))
1603 if (Robot_info[robot->id].boss_flag) {
1604 Boss_hit_time = GameTime;
1605 if (Robot_info[robot->id].boss_flag >= BOSS_D2) {
1606 damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
1607 boss_invul_flag = !damage_flag;
1611 // Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
1612 // MK has so much fun whacking his butt around the mine he never cared...
1613 if ((Robot_info[robot->id].companion) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !Robots_kill_robots_cheat))
1616 if (weapon->id == EARTHSHAKER_ID)
1619 // If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
1620 // depending on frame rate.
1621 if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
1622 if (weapon->ctype.laser_info.last_hitobj == OBJECT_NUMBER(robot))
1625 weapon->ctype.laser_info.last_hitobj = OBJECT_NUMBER(robot);
1627 // mprintf((0, "weapon #%i with power %i hits robot #%i.\n", OBJECT_NUMBER(weapon), f2i(weapon->shields), OBJECT_NUMBER(robot)));
1630 if (weapon->ctype.laser_info.parent_signature == robot->signature)
1633 // Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
1634 // Also, only a weapon hit from a player weapon causes smart blobs.
1635 if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (Robot_info[robot->id].energy_blobs))
1636 if ((robot->shields > 0) && Weapon_is_energy[weapon->id]) {
1640 probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
1641 probval = Robot_info[robot->id].energy_blobs * probval/(NDL*32);
1643 num_blobs = probval >> 16;
1644 if (2*d_rand() < (probval & 0xffff))
1648 create_smart_children(robot, num_blobs);
1651 // Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
1652 // unless this is trapped elsewhere.
1653 if ( Weapon_info[weapon->id].damage_radius )
1655 if (boss_invul_flag) { //don't make badass sound
1656 weapon_info *wi = &Weapon_info[weapon->id];
1658 //this code copied from explode_badass_weapon()
1660 object_create_badass_explosion( weapon, weapon->segnum, collision_point,
1662 wi->robot_hit_vclip,
1663 wi->strength[Difficulty_level],
1664 wi->damage_radius,wi->strength[Difficulty_level],
1665 weapon->ctype.laser_info.parent_num );
1668 else //normal badass explosion
1669 explode_badass_weapon(weapon,collision_point);
1672 if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || Robots_kill_robots_cheat) && !(robot->flags & OF_EXPLODING) ) {
1673 object *expl_obj=NULL;
1675 if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
1676 create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1677 do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
1681 multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id);
1684 if ( Robot_info[robot->id].exp1_vclip_num > -1 )
1685 expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num );
1686 else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 )
1687 expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip );
1690 obj_attach(robot,expl_obj);
1692 if ( damage_flag && (Robot_info[robot->id].exp1_sound_num > -1 ))
1693 digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
1695 if (!(weapon->flags & OF_HARMLESS)) {
1696 fix damage = weapon->shields;
1699 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
1703 // Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
1704 // hit, and missing a robot is what prevents the Gauss from being game-breaking.
1705 if (weapon->id == GAUSS_ID)
1706 if (Robot_info[robot->id].boss_flag)
1707 damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
1709 if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
1710 bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
1711 else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
1712 add_points_to_score(Robot_info[robot->id].score_value);
1713 detect_escort_goal_accomplished(OBJECT_NUMBER(robot));
1718 // If Gauss Cannon, spin robot.
1719 if ((robot != NULL) && (!Robot_info[robot->id].companion) && (!Robot_info[robot->id].boss_flag) && (weapon->id == GAUSS_ID)) {
1720 ai_static *aip = &robot->ctype.ai_info;
1722 if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
1723 aip->SKIP_AI_COUNT++;
1724 robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1725 robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1726 robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
1727 robot->mtype.phys_info.flags |= PF_USES_THRUST;
1734 maybe_kill_weapon(weapon,robot);
1739 //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
1743 //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
1747 //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
1751 //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
1755 void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) {
1756 // Give player points, etc.
1757 if ( player == ConsoleObject ) {
1758 detect_escort_goal_accomplished(OBJECT_NUMBER(hostage));
1759 add_points_to_score(HOSTAGE_SCORE);
1762 hostage_rescue(hostage->id);
1764 // Remove the hostage object.
1765 hostage->flags |= OF_SHOULD_BE_DEAD;
1768 if (Game_mode & GM_MULTI)
1769 multi_send_remobj(OBJECT_NUMBER(hostage));
1775 //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
1777 //--unused-- // Cannot kill hostages, as per Matt's edict!
1778 //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
1779 //--unused-- hostage->shields -= weapon->shields/2;
1781 //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
1783 //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
1784 //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
1787 //--unused-- if (hostage->shields <= 0) {
1788 //--unused-- explode_object(hostage,0);
1789 //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
1792 //--unused-- if ( Weapon_info[weapon->id].damage_radius )
1793 //--unused-- explode_badass_weapon(weapon);
1795 //--unused-- maybe_kill_weapon(weapon,hostage);
1799 //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
1803 //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
1807 //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
1811 void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) {
1812 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
1813 bump_two_objects(player1, player2, 1);
1817 int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
1819 int weapon_flag = HAS_FLAG(weapon_index);
1822 powerup_num = Primary_weapon_to_powerup[weapon_index];
1824 if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
1825 return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1830 void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
1832 int weapon_flag = HAS_FLAG(weapon_index);
1835 powerup_num = Secondary_weapon_to_powerup[weapon_index];
1837 if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
1840 max_count = min(count, 3);
1841 for (i=0; i<max_count; i++)
1842 call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
1846 void drop_missile_1_or_4(object *playerobj,int missile_index)
1848 int num_missiles,powerup_id;
1850 num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
1851 powerup_id = Secondary_weapon_to_powerup[missile_index];
1853 if (num_missiles > 10)
1856 call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
1857 call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
1860 // -- int Items_destroyed = 0;
1862 void drop_player_eggs(object *playerobj)
1864 // mprintf((0, "In drop_player_eggs...\n"));
1866 if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
1868 int pnum = playerobj->id;
1873 // -- Items_destroyed = 0;
1875 // Seed the random number generator so in net play the eggs will always
1876 // drop the same way
1878 if (Game_mode & GM_MULTI)
1885 // If the player had smart mines, maybe arm one of them.
1887 while ((Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
1891 make_random_vector(&randvec);
1893 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1894 newseg = find_point_seg(&tvec, playerobj->segnum);
1896 Laser_create_new(&randvec, &tvec, newseg, OBJECT_NUMBER(playerobj), SUPERPROX_ID, 0);
1899 // If the player had proximity bombs, maybe arm one of them.
1901 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
1904 while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
1908 make_random_vector(&randvec);
1910 vm_vec_add(&tvec, &playerobj->pos, &randvec);
1911 newseg = find_point_seg(&tvec, playerobj->segnum);
1913 Laser_create_new(&randvec, &tvec, newseg, OBJECT_NUMBER(playerobj), PROXIMITY_ID, 0);
1918 // If the player dies and he has powerful lasers, create the powerups here.
1920 if (Players[pnum].laser_level > MAX_LASER_LEVEL)
1921 call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER);
1922 else if (Players[pnum].laser_level >= 1)
1923 call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1.
1925 // Drop quad laser if appropos
1926 if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
1927 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
1929 if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
1930 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
1932 if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
1933 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
1935 if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
1936 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
1938 if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
1939 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
1941 if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
1942 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
1944 if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
1945 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
1947 // drop the other enemies flag if you have it
1950 if ((Game_mode & GM_CAPTURE) && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
1952 if ((get_team (pnum)==TEAM_RED))
1953 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_BLUE);
1955 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_RED);
1959 if (Game_mode & GM_HOARD)
1965 mprintf ((0,"HOARD MODE: Dropping %d orbs\n",Players[pnum].secondary_ammo[PROXIMITY_INDEX]));
1967 max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], 12);
1968 for (i=0; i<max_count; i++)
1969 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
1973 //Drop the vulcan, gauss, and ammo
1974 vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
1975 if ((Players[pnum].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[pnum].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
1976 vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
1977 if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
1978 vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
1979 objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
1981 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1982 objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
1984 Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
1986 // Drop the rest of the primary weapons
1987 maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
1988 maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
1989 maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
1991 maybe_drop_primary_weapon_egg(playerobj, HELIX_INDEX);
1992 maybe_drop_primary_weapon_egg(playerobj, PHOENIX_INDEX);
1994 objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX);
1996 Objects[objnum].ctype.powerup_info.count = (playerobj->id==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
1998 // Drop the secondary weapons
1999 // Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
2001 if (!(Game_mode & GM_HOARD))
2002 maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
2004 maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
2005 maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
2007 maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX])/4);
2008 maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[playerobj->id].secondary_ammo[SMISSILE5_INDEX]);
2010 // Drop the player's missiles in packs of 1 and/or 4
2011 drop_missile_1_or_4(playerobj,HOMING_INDEX);
2012 drop_missile_1_or_4(playerobj,GUIDED_INDEX);
2013 drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
2014 drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
2015 drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
2017 // If player has vulcan ammo, but no vulcan cannon, drop the ammo.
2018 if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
2019 int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
2021 mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount));
2024 while (amount > 0) {
2025 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
2026 amount -= VULCAN_AMMO_AMOUNT;
2030 // Always drop a shield and energy powerup.
2031 if (Game_mode & GM_MULTI) {
2032 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
2033 call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
2036 //-- // Drop all the keys.
2037 //-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
2038 //-- playerobj->contains_count = 1;
2039 //-- playerobj->contains_type = OBJ_POWERUP;
2040 //-- playerobj->contains_id = POW_KEY_BLUE;
2041 //-- object_create_egg(playerobj);
2043 //-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
2044 //-- playerobj->contains_count = 1;
2045 //-- playerobj->contains_type = OBJ_POWERUP;
2046 //-- playerobj->contains_id = POW_KEY_RED;
2047 //-- object_create_egg(playerobj);
2049 //-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
2050 //-- playerobj->contains_count = 1;
2051 //-- playerobj->contains_type = OBJ_POWERUP;
2052 //-- playerobj->contains_id = POW_KEY_GOLD;
2053 //-- object_create_egg(playerobj);
2056 // -- if (Items_destroyed) {
2057 // -- if (Items_destroyed == 1)
2058 // -- HUD_init_message("%i item was destroyed.", Items_destroyed);
2060 // -- HUD_init_message("%i items were destroyed.", Items_destroyed);
2061 // -- Items_destroyed = 0;
2067 // -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
2068 // -- removed, 09/06/95, MK -- {
2069 // -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
2070 // -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
2071 // -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
2072 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2073 // -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
2074 // -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
2075 // -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2076 // -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
2077 // -- removed, 09/06/95, MK -- update_laser_weapon_info();
2078 // -- removed, 09/06/95, MK -- } else {
2079 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
2080 // -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
2081 // -- removed, 09/06/95, MK -- auto_select_weapon(0);
2082 // -- removed, 09/06/95, MK -- }
2083 // -- removed, 09/06/95, MK --
2084 // -- removed, 09/06/95, MK -- }
2085 // -- removed, 09/06/95, MK --
2086 // -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
2087 // -- removed, 09/06/95, MK -- {
2088 // -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
2089 // -- removed, 09/06/95, MK -- return;
2090 // -- removed, 09/06/95, MK --
2091 // -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
2092 // -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
2093 // -- removed, 09/06/95, MK -- auto_select_weapon(1);
2094 // -- removed, 09/06/95, MK --
2095 // -- removed, 09/06/95, MK -- }
2096 // -- removed, 09/06/95, MK --
2097 // -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
2099 extern fix Buddy_sorry_time;
2101 void apply_damage_to_player(object *playerobj, object *killer, fix damage)
2106 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
2109 if (Endlevel_sequence)
2112 //for the player, the 'real' shields are maintained in the Players[]
2113 //array. The shields value in the player's object are, I think, not
2114 //used anywhere. This routine, however, sets the objects shields to
2115 //be a mirror of the value in the Player structure.
2117 if (playerobj->id == Player_num) { //is this the local player?
2119 // MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
2120 // -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
2122 // -- //invincible, so just do blue flash
2124 // -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
2127 // -- else { //take damage, do red flash
2129 Players[Player_num].shields -= damage;
2131 PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
2135 if (Players[Player_num].shields < 0) {
2137 Players[Player_num].killer_objnum = OBJECT_NUMBER(killer);
2139 // if ( killer && (killer->type == OBJ_PLAYER))
2140 // Players[Player_num].killer_objnum = OBJECT_NUMBER(killer);
2142 playerobj->flags |= OF_SHOULD_BE_DEAD;
2144 if (Buddy_objnum != -1)
2145 if (killer && (killer->type == OBJ_ROBOT) && (Robot_info[killer->id].companion))
2146 Buddy_sorry_time = GameTime;
2148 // -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
2149 // -- removed, 09/06/95, MK -- int randnum = d_rand();
2150 // -- removed, 09/06/95, MK --
2151 // -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
2152 // -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
2153 // -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
2154 // -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
2155 // -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
2156 // -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
2157 // -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
2158 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2159 // -- removed, 09/06/95, MK -- } else
2160 // -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
2161 // -- removed, 09/06/95, MK -- } else
2162 // -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
2163 // -- removed, 09/06/95, MK -- }
2165 playerobj->shields = Players[Player_num].shields; //mirror
2170 void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point )
2172 fix damage = weapon->shields;
2173 object * killer=NULL;
2175 // In multiplayer games, only do damage to another player if in first frame.
2176 // This is necessary because in multiplayer, due to varying framerates, omega blobs actually
2177 // have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
2178 // gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
2179 if (weapon->id == OMEGA_ID)
2180 if (!ok_to_do_omega_damage(weapon))
2183 // Don't collide own smart mines unless direct hit.
2184 if (weapon->id == SUPERPROX_ID)
2185 if (OBJECT_NUMBER(playerobj) == weapon->ctype.laser_info.parent_num)
2186 if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
2189 if (weapon->id == EARTHSHAKER_ID)
2192 damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
2194 if (Game_mode & GM_MULTI)
2195 damage = fixmul(damage, Weapon_info[weapon->id].multi_damage_scale);
2198 if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
2200 if (weapon->ctype.laser_info.last_hitobj == OBJECT_NUMBER(playerobj))
2203 weapon->ctype.laser_info.last_hitobj = OBJECT_NUMBER(playerobj);
2206 if (playerobj->id == Player_num)
2208 if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
2210 digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 );
2212 if (Game_mode & GM_MULTI)
2213 multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
2218 digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
2220 if (Game_mode & GM_MULTI)
2221 multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
2226 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2227 if ( Weapon_info[weapon->id].damage_radius )
2228 explode_badass_weapon(weapon,collision_point);
2230 maybe_kill_weapon(weapon,playerobj);
2232 bump_two_objects(playerobj, weapon, 0); //no damage from bump
2234 if ( !Weapon_info[weapon->id].damage_radius ) {
2235 if ( weapon->ctype.laser_info.parent_num > -1 )
2236 killer = &Objects[weapon->ctype.laser_info.parent_num];
2238 // if (weapon->id == SMART_HOMING_ID)
2241 if (!(weapon->flags & OF_HARMLESS))
2242 apply_damage_to_player( playerobj, killer, damage);
2245 // Robots become aware of you if you get hit.
2246 ai_do_cloak_stuff();
2251 // Nasty robots are the ones that attack you by running into you and doing lots of damage.
2252 void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point )
2254 // if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
2255 digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
2257 object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
2259 bump_two_objects(playerobj, robot, 0); //no damage from bump
2261 apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1));
2266 void collide_player_and_materialization_center(object *objp)
2269 vms_vector exit_dir;
2270 segment *segp = &Segments[objp->segnum];
2272 digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2273 // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
2275 object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
2277 if (objp->id != Player_num)
2280 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2281 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2282 vms_vector exit_point, rand_vec;
2284 compute_center_point_on_side(&exit_point, segp, side);
2285 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2286 vm_vec_normalize_quick(&exit_dir);
2287 make_random_vector(&rand_vec);
2288 rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
2289 vm_vec_add2(&exit_dir, &rand_vec);
2290 vm_vec_normalize_quick(&exit_dir);
2293 bump_one_object(objp, &exit_dir, 64*F1_0);
2295 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
2301 void collide_robot_and_materialization_center(object *objp)
2304 vms_vector exit_dir;
2305 segment *segp=&Segments[objp->segnum];
2307 digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
2308 // digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
2310 if ( Robot_info[objp->id].exp1_vclip_num > -1 )
2311 object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
2313 for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
2314 if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
2315 vms_vector exit_point;
2317 compute_center_point_on_side(&exit_point, segp, side);
2318 vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
2319 vm_vec_normalize_quick(&exit_dir);
2322 bump_one_object(objp, &exit_dir, 8*F1_0);
2324 apply_damage_to_robot( objp, F1_0, -1);
2330 //##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
2334 extern int Network_got_powerup; // HACK!!!
2336 void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) {
2337 if (!Endlevel_sequence && !Player_is_dead && (playerobj->id == Player_num )) {
2340 powerup_used = do_powerup(powerup);
2343 powerup->flags |= OF_SHOULD_BE_DEAD;
2345 if (Game_mode & GM_MULTI)
2346 multi_send_remobj(OBJECT_NUMBER(powerup));
2351 else if ((Game_mode & GM_MULTI_COOP) && (playerobj->id != Player_num))
2353 switch (powerup->id) {
2355 Players[playerobj->id].flags |= PLAYER_FLAGS_BLUE_KEY;
2358 Players[playerobj->id].flags |= PLAYER_FLAGS_RED_KEY;
2361 Players[playerobj->id].flags |= PLAYER_FLAGS_GOLD_KEY;
2371 //##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
2375 void collide_player_and_clutter( object * playerobj, object * clutter, vms_vector *collision_point ) {
2376 digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
2377 bump_two_objects(clutter, playerobj, 1);
2381 // See if weapon1 creates a badass explosion. If so, create the explosion
2382 // Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
2383 int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
2385 if ( Weapon_info[weapon1->id].damage_radius ) {
2388 dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos);
2389 if (dist < F1_0*5) {
2390 maybe_kill_weapon(weapon1,weapon2);
2391 if (weapon1->flags & OF_SHOULD_BE_DEAD) {
2392 explode_badass_weapon(weapon1,collision_point);
2393 digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
2397 weapon1->lifeleft = min(dist/64, F1_0);
2404 void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
2406 // -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
2407 if (weapon1->id == PMINE_ID && weapon2->id == PMINE_ID)
2408 return; //these can't blow each other up
2410 if (weapon1->id == OMEGA_ID) {
2411 if (!ok_to_do_omega_damage(weapon1))
2413 } else if (weapon2->id == OMEGA_ID) {
2414 if (!ok_to_do_omega_damage(weapon2))
2418 if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) {
2420 // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
2421 if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
2424 if (Weapon_info[weapon1->id].destroyable)
2425 if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
2426 maybe_detonate_weapon(weapon2,weapon1, collision_point);
2428 if (Weapon_info[weapon2->id].destroyable)
2429 if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
2430 maybe_detonate_weapon(weapon1,weapon2, collision_point);
2436 //##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
2440 //##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
2444 void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) {
2446 // Hack! Prevent debris from causing bombs spewed at player death to detonate!
2447 if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID)) {
2448 if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime)
2452 if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
2453 digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
2455 explode_object(debris,0);
2456 if ( Weapon_info[weapon->id].damage_radius )
2457 explode_badass_weapon(weapon,collision_point);
2458 maybe_kill_weapon(weapon,debris);
2459 weapon->flags |= OF_SHOULD_BE_DEAD;
2464 //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
2468 //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
2472 //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
2476 //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
2480 //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
2484 //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
2489 /* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
2490 #define COLLISION_OF(a,b) (((a)<<8) + (b))
2492 #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;
2494 #define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
2496 //these next two macros define a case that does nothing
2497 #define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
2499 #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
2501 /* DPH: These ones are never used so I'm not going to bother */
2503 #define IGNORE_COLLISION(type1,type2,collision_function) \
2504 case COLLISION_OF( (type1), (type2) ): \
2506 case COLLISION_OF( (type2), (type1) ): \
2509 #define ERROR_COLLISION(type1,type2,collision_function) \
2510 case COLLISION_OF( (type1), (type2) ): \
2511 Error( "Error in collision type!" ); \
2513 case COLLISION_OF( (type2), (type1) ): \
2514 Error( "Error in collision type!" ); \
2518 void collide_two_objects( object * A, object * B, vms_vector *collision_point )
2522 collision_type = COLLISION_OF(A->type,B->type);
2524 //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) );
2526 switch( collision_type ) {
2527 NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball )
2528 DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot )
2529 NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage )
2530 DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player )
2531 DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon )
2532 NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera )
2533 NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup )
2534 NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris )
2535 NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
2536 NO_COLLISION( OBJ_FIREBALL, OBJ_ROBOT, collide_fireball_and_robot )
2537 NO_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE, collide_fireball_and_hostage )
2538 NO_COLLISION( OBJ_FIREBALL, OBJ_PLAYER, collide_fireball_and_player )
2539 NO_COLLISION( OBJ_FIREBALL, OBJ_WEAPON, collide_fireball_and_weapon )
2540 NO_COLLISION( OBJ_FIREBALL, OBJ_CAMERA, collide_fireball_and_camera )
2541 NO_COLLISION( OBJ_FIREBALL, OBJ_POWERUP, collide_fireball_and_powerup )
2542 NO_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS, collide_fireball_and_debris )
2543 NO_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE, collide_robot_and_hostage )
2544 DO_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player )
2545 DO_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon )
2546 NO_COLLISION( OBJ_ROBOT, OBJ_CAMERA, collide_robot_and_camera )
2547 NO_COLLISION( OBJ_ROBOT, OBJ_POWERUP, collide_robot_and_powerup )
2548 NO_COLLISION( OBJ_ROBOT, OBJ_DEBRIS, collide_robot_and_debris )
2549 DO_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player )
2550 NO_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, collide_hostage_and_weapon )
2551 NO_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA, collide_hostage_and_camera )
2552 NO_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP, collide_hostage_and_powerup )
2553 NO_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS, collide_hostage_and_debris )
2554 DO_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon )
2555 NO_COLLISION( OBJ_PLAYER, OBJ_CAMERA, collide_player_and_camera )
2556 DO_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup )
2557 NO_COLLISION( OBJ_PLAYER, OBJ_DEBRIS, collide_player_and_debris )
2558 DO_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen )
2559 DO_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter )
2560 NO_COLLISION( OBJ_WEAPON, OBJ_CAMERA, collide_weapon_and_camera )
2561 NO_COLLISION( OBJ_WEAPON, OBJ_POWERUP, collide_weapon_and_powerup )
2562 DO_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris )
2563 NO_COLLISION( OBJ_CAMERA, OBJ_POWERUP, collide_camera_and_powerup )
2564 NO_COLLISION( OBJ_CAMERA, OBJ_DEBRIS, collide_camera_and_debris )
2565 NO_COLLISION( OBJ_POWERUP, OBJ_DEBRIS, collide_powerup_and_debris )
2566 DO_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen )
2567 DO_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen )
2568 DO_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter )
2570 DO_COLLISION( OBJ_MARKER, OBJ_PLAYER, collide_player_and_marker)
2571 NO_COLLISION( OBJ_MARKER, OBJ_ROBOT, NULL)
2572 NO_COLLISION( OBJ_MARKER, OBJ_HOSTAGE, NULL)
2573 NO_COLLISION( OBJ_MARKER, OBJ_WEAPON, NULL)
2574 NO_COLLISION( OBJ_MARKER, OBJ_CAMERA, NULL)
2575 NO_COLLISION( OBJ_MARKER, OBJ_POWERUP, NULL)
2576 NO_COLLISION( OBJ_MARKER, OBJ_DEBRIS, NULL)
2579 Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
2583 #define ENABLE_COLLISION(type1,type2) \
2584 CollisionResult[type1][type2] = RESULT_CHECK; \
2585 CollisionResult[type2][type1] = RESULT_CHECK;
2587 #define DISABLE_COLLISION(type1,type2) \
2588 CollisionResult[type1][type2] = RESULT_NOTHING; \
2589 CollisionResult[type2][type1] = RESULT_NOTHING;
2591 void collide_init() {
2594 for (i=0; i < MAX_OBJECT_TYPES; i++ )
2595 for (j=0; j < MAX_OBJECT_TYPES; j++ )
2596 CollisionResult[i][j] = RESULT_NOTHING;
2598 ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
2599 ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
2600 ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
2601 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
2603 ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
2604 // DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
2606 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
2607 ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
2608 ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
2609 DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
2610 DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
2611 DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
2612 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
2613 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
2614 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
2615 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
2616 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
2617 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
2618 DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
2619 DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
2620 ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
2621 ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
2622 DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
2623 DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
2624 DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
2625 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
2626 ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
2627 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
2628 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
2629 DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
2630 ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
2631 DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
2632 ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
2633 DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
2634 DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
2635 DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
2636 ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
2637 DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
2638 DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
2639 DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
2640 ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
2641 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
2642 ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
2643 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
2644 ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
2645 ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
2647 ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
2651 void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
2656 Error( "A object of type NONE hit a wall!\n");
2658 case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2659 case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2660 case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2662 case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2663 case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
2664 case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2665 case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2666 case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
2667 case OBJ_GHOST: break; //do nothing
2670 Error( "Unhandled object type hit wall in collide.c\n" );