dxx-rebirth/similar/main/collide.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines to handle collisions
*
*/
#include <algorithm>
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#include <cstdlib>
#include <stdexcept>
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#include <stdlib.h>
#include <stdio.h>
#include "rle.h"
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "bm.h"
#include "3d.h"
#include "segment.h"
#include "texmap.h"
#include "laser.h"
#include "key.h"
#include "gameseg.h"
#include "object.h"
#include "physics.h"
#include "slew.h"
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#include "render.h"
#include "wall.h"
#include "vclip.h"
#include "polyobj.h"
#include "fireball.h"
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#include "hudmsg.h"
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#include "laser.h"
#include "dxxerror.h"
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#include "ai.h"
#include "hostage.h"
#include "fuelcen.h"
#include "sounds.h"
#include "robot.h"
#include "weapon.h"
#include "player.h"
#include "gauges.h"
#include "powerup.h"
#include "newmenu.h"
#include "scores.h"
#include "effects.h"
#include "textures.h"
#include "multi.h"
#include "cntrlcen.h"
#include "newdemo.h"
#include "endlevel.h"
#include "multibot.h"
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#include "playsave.h"
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#include "piggy.h"
#include "text.h"
#include "automap.h"
#include "switch.h"
#include "palette.h"
#include "gameseq.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "collide.h"
#include "escort.h"
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#include "dxxsconf.h"
#include "compiler-integer_sequence.h"
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#include "compiler-static_assert.h"
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#include "compiler-type_traits.h"
using std::min;
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#if defined(DXX_BUILD_DESCENT_II)
constexpr array<uint8_t, MAX_WEAPON_TYPES> Weapon_is_energy{{
1, 1, 1, 1, 1,
1, 1, 1, 0, 1,
1, 0, 1, 1, 1,
0, 1, 0, 0, 1,
1, 0, 0, 1, 1,
1, 1, 1, 0, 1,
1, 1, 0, 1, 1,
1
}};
#endif
#define WALL_DAMAGE_SCALE (128) // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
#define WALL_DAMAGE_THRESHOLD (F1_0/3)
#define WALL_LOUDNESS_SCALE (20)
#define FORCE_DAMAGE_THRESHOLD (F1_0/3)
#define STANDARD_EXPL_DELAY (F1_0/4)
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static int check_collision_delayfunc_exec()
{
static fix64 last_play_time=0;
if (last_play_time + (F1_0/3) < GameTime64 || last_play_time > GameTime64)
{
last_play_time = GameTime64;
last_play_time -= (d_rand()/2); // add some randomness
return 1;
}
return 0;
}
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// -------------------------------------------------------------------------------------------------------------
// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
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static void collide_robot_and_wall(const vobjptr_t robot, const vsegptridx_t hitseg, short hitwall, const vms_vector &)
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{
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const ubyte robot_id = get_robot_id(robot);
#if defined(DXX_BUILD_DESCENT_I)
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if ((robot_id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM))
#elif defined(DXX_BUILD_DESCENT_II)
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const robot_info *robptr = &Robot_info[robot_id];
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if ((robot_id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM) || (robot_is_companion(robptr) == 1) || (robot->ctype.ai_info.behavior == ai_behavior::AIB_SNIPE))
#endif
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{
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auto wall_num = hitseg->sides[hitwall].wall_num;
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if (wall_num != wall_none) {
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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)) {
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wall_open_door(hitseg, hitwall);
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// -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
//-- } 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)) {
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}
#if defined(DXX_BUILD_DESCENT_II)
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else if ((robot_is_companion(robptr) == 1) && (Walls[wall_num].type == WALL_DOOR)) {
ai_local *ailp = &robot->ctype.ai_info.ail;
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if ((ailp->mode == ai_mode::AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
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if (Walls[wall_num].keys != KEY_NONE) {
if (get_local_player_flags() & static_cast<PLAYER_FLAG>(Walls[wall_num].keys))
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wall_open_door(hitseg, hitwall);
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} else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
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wall_open_door(hitseg, hitwall);
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}
} else if (Robot_info[get_robot_id(robot)].thief) { // Thief allowed to go through doors to which player has key.
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if (Walls[wall_num].keys != KEY_NONE)
if (get_local_player_flags() & static_cast<PLAYER_FLAG>(Walls[wall_num].keys))
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wall_open_door(hitseg, hitwall);
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}
#endif
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}
}
return;
}
// -------------------------------------------------------------------------------------------------------------
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static int apply_damage_to_clutter(const vobjptridx_t clutter, fix damage)
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{
if ( clutter->flags&OF_EXPLODING) return 0;
if (clutter->shields < 0 ) return 0; //clutter already dead...
clutter->shields -= damage;
if (clutter->shields < 0) {
explode_object(clutter,0);
return 1;
} else
return 0;
}
//given the specified force, apply damage from that force to an object
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static void apply_force_damage(const vobjptridx_t obj,fix force,const vobjptridx_t other_obj)
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{
int result;
fix damage;
if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
return; //already exploding or dead
damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
#if defined(DXX_BUILD_DESCENT_II)
if ((other_obj->type == OBJ_PLAYER) && cheats.monsterdamage)
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damage = 0x7fffffff;
#endif
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if (damage < FORCE_DAMAGE_THRESHOLD)
return;
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switch (obj->type) {
case OBJ_ROBOT:
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{
const robot_info *robptr = &Robot_info[get_robot_id(obj)];
if (robptr->attack_type == 1) {
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if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
else
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result = apply_damage_to_robot(obj,damage/4, other_obj);
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}
else {
if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
else
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result = apply_damage_to_robot(obj,damage/2, other_obj);
}
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if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
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add_points_to_score(robptr->score_value);
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break;
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}
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case OBJ_PLAYER:
// If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
// bots every frame since they don't move.
if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[get_robot_id(other_obj)].attack_type) )
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damage = fixmul(damage, FrameTime*2);
#if defined(DXX_BUILD_DESCENT_II)
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// Make trainee easier.
if (Difficulty_level == 0)
damage /= 2;
#endif
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apply_damage_to_player(obj,other_obj,damage,0);
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break;
case OBJ_CLUTTER:
apply_damage_to_clutter(obj,damage);
break;
case OBJ_CNTRLCEN: // Never hits! Reactor does not have MT_PHYSICS - it's stationary! So no force damage here.
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apply_damage_to_controlcen(obj,damage, other_obj);
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break;
case OBJ_WEAPON:
break; //weapons don't take damage
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default:
Int3();
}
}
// -----------------------------------------------------------------------------
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static void bump_this_object(const vobjptridx_t objp, const vobjptridx_t other_objp, const vms_vector &force, int damage_flag)
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{
if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
{
if (objp->type == OBJ_PLAYER) {
vms_vector force2;
force2.x = force.x/4;
force2.y = force.y/4;
force2.z = force.z/4;
phys_apply_force(objp,force2);
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if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !robot_is_companion(&Robot_info[get_robot_id(other_objp)])))
{
auto force_mag = vm_vec_mag_quick(force2);
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apply_force_damage(objp, force_mag, other_objp);
}
} else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
if (!Robot_info[get_robot_id(objp)].boss_flag) {
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vms_vector force2;
force2.x = force.x/(4 + Difficulty_level);
force2.y = force.y/(4 + Difficulty_level);
force2.z = force.z/(4 + Difficulty_level);
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phys_apply_force(objp, force);
phys_apply_rot(objp, force2);
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if (damage_flag) {
auto force_mag = vm_vec_mag_quick(force);
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apply_force_damage(objp, force_mag, other_objp);
}
}
}
}
}
// -----------------------------------------------------------------------------
//deal with two objects bumping into each other. Apply force from collision
//to each robot. The flags tells whether the objects should take damage from
//the collision.
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static void bump_two_objects(const vobjptridx_t obj0,const vobjptridx_t obj1,int damage_flag)
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{
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const vobjptridx_t *pt = nullptr;
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if (obj0->movement_type != MT_PHYSICS)
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pt = &obj1;
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else if (obj1->movement_type != MT_PHYSICS)
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pt = &obj0;
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if (pt)
{
const vobjptridx_t &t = *pt;
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Assert(t->movement_type == MT_PHYSICS);
const auto force = vm_vec_copy_scale(t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
phys_apply_force(t,force);
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return;
}
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auto force = vm_vec_sub(obj0->mtype.phys_info.velocity,obj1->mtype.phys_info.velocity);
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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));
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bump_this_object(obj1, obj0, force, damage_flag);
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bump_this_object(obj0, obj1, vm_vec_negated(force), damage_flag);
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}
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void bump_one_object(const vobjptr_t obj0, const vms_vector &hit_dir, fix damage)
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{
const auto hit_vec = vm_vec_copy_scale(hit_dir, damage);
phys_apply_force(obj0,hit_vec);
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}
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static void collide_player_and_wall(const vobjptridx_t playerobj, fix hitspeed, const vsegptridx_t hitseg, short hitwall, const vms_vector &hitpt)
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{
fix damage;
if (get_player_id(playerobj) != Player_num) // Execute only for local player
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return;
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const auto tmap_num = hitseg->sides[hitwall].tmap_num;
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// If this wall does damage, don't make *BONK* sound, we'll be making another sound.
if (TmapInfo[tmap_num].damage > 0)
return;
#if defined(DXX_BUILD_DESCENT_I)
const int ForceFieldHit = 0;
#elif defined(DXX_BUILD_DESCENT_II)
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int ForceFieldHit=0;
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if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
vms_vector force;
PALETTE_FLASH_ADD(0, 0, 60); //flash blue
//knock player around
force.x = 40*(d_rand() - 16384);
force.y = 40*(d_rand() - 16384);
force.z = 40*(d_rand() - 16384);
phys_apply_rot(playerobj, force);
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//make sound
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multi_digi_link_sound_to_pos(SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0);
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ForceFieldHit=1;
}
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else
#endif
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{
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wall_hit_process(hitseg, hitwall, 20, get_player_id(playerobj), playerobj );
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}
// ** Damage from hitting wall **
// If the player has less than 10% shields, don't take damage from bump
#if defined(DXX_BUILD_DESCENT_I)
damage = hitspeed / WALL_DAMAGE_SCALE;
#elif defined(DXX_BUILD_DESCENT_II)
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// Note: Does quad damage if hit a force field - JL
damage = (hitspeed / WALL_DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
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const auto tmap_num2 = hitseg->sides[hitwall].tmap_num2;
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//don't do wall damage and sound if hit lava or water
if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
damage = 0;
#endif
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if (damage >= WALL_DAMAGE_THRESHOLD) {
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int volume;
volume = (hitspeed-(WALL_DAMAGE_SCALE*WALL_DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
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create_awareness_event(playerobj, player_awareness_type_t::PA_WEAPON_WALL_COLLISION);
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if ( volume > F1_0 )
volume = F1_0;
if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
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multi_digi_link_sound_to_pos(SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume);
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}
if (!(get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE))
if ( get_local_player_shields() > f1_0*10 || ForceFieldHit)
apply_damage_to_player( playerobj, playerobj, damage, 0 );
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// -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
// -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
// -- vms_vector hitpt1;
// -- int hitseg1;
// --
// -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
// -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
// -- if (hitseg1 != -1)
// -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
// -- }
}
return;
}
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static fix64 Last_volatile_scrape_sound_time = 0;
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#if defined(DXX_BUILD_DESCENT_I)
//this gets called when an object is scraping along the wall
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void scrape_player_on_wall(const vobjptridx_t obj, const vsegptridx_t hitseg, short hitside, const vms_vector &hitpt)
{
fix d;
if (obj->type != OBJ_PLAYER || get_player_id(obj) != Player_num)
return;
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if ((d=TmapInfo[hitseg->sides[hitside].tmap_num].damage) > 0) {
vms_vector hit_dir;
fix damage = fixmul(d,FrameTime);
if (!(get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE))
apply_damage_to_player( obj, obj, damage, 0 );
PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
if ((GameTime64 > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime64 < Last_volatile_scrape_sound_time)) {
Last_volatile_scrape_sound_time = GameTime64;
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multi_digi_link_sound_to_pos(SOUND_VOLATILE_WALL_HISS,hitseg, 0, hitpt, 0, F1_0);
}
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hit_dir = hitseg->sides[hitside].normals[0];
const auto rand_vec = make_random_vector();
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vm_vec_scale_add2(hit_dir, rand_vec, F1_0/8);
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vm_vec_normalize_quick(hit_dir);
bump_one_object(obj, hit_dir, F1_0*8);
obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
}
}
#elif defined(DXX_BUILD_DESCENT_II)
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//see if wall is volatile or water
//if volatile, cause damage to player
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//returns 1=lava, 2=water
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int check_volatile_wall(const vobjptridx_t obj,const vsegptridx_t seg,int sidenum)
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{
fix tmap_num,d,water;
Assert(obj->type==OBJ_PLAYER);
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tmap_num = seg->sides[sidenum].tmap_num;
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d = TmapInfo[tmap_num].damage;
water = (TmapInfo[tmap_num].flags & TMI_WATER);
if (d > 0 || water) {
if (get_player_id(obj) == Player_num) {
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if (d > 0) {
fix damage = fixmul(d,FrameTime);
if (Difficulty_level == 0)
damage /= 2;
if (!(get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE))
apply_damage_to_player( obj, obj, damage, 0 );
2006-03-20 17:12:09 +00:00
PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
}
obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
}
return (d>0)?1:2;
}
else
{
return 0;
}
}
//this gets called when an object is scraping along the wall
2014-11-23 04:58:45 +00:00
void scrape_player_on_wall(const vobjptridx_t obj, const vsegptridx_t hitseg, short hitside, const vms_vector &hitpt)
2006-03-20 17:12:09 +00:00
{
int type;
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if (obj->type != OBJ_PLAYER || get_player_id(obj) != Player_num)
return;
2006-03-20 17:12:09 +00:00
2014-11-23 04:58:45 +00:00
if ((type=check_volatile_wall(obj,hitseg,hitside))!=0) {
vms_vector hit_dir;
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if ((GameTime64 > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime64 < Last_volatile_scrape_sound_time)) {
int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
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Last_volatile_scrape_sound_time = GameTime64;
2006-03-20 17:12:09 +00:00
2015-08-05 02:59:02 +00:00
multi_digi_link_sound_to_pos(sound, hitseg, 0, hitpt, 0, F1_0);
}
2006-03-20 17:12:09 +00:00
2014-11-23 04:58:45 +00:00
hit_dir = hitseg->sides[hitside].normals[0];
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const auto rand_vec = make_random_vector();
2014-09-28 21:43:14 +00:00
vm_vec_scale_add2(hit_dir, rand_vec, F1_0/8);
2014-09-28 21:11:04 +00:00
vm_vec_normalize_quick(hit_dir);
bump_one_object(obj, hit_dir, F1_0*8);
2006-03-20 17:12:09 +00:00
}
}
static int effect_parent_is_guidebot(const laser_parent &laser)
{
if (laser.parent_type != OBJ_ROBOT)
return 0;
2015-09-15 02:48:04 +00:00
const auto &&robot = vcobjptr(laser.parent_num);
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if (robot->type != OBJ_ROBOT)
return 0;
if (robot->signature != laser.parent_signature)
/* parent replaced, no idea what it once was */
return 0;
2015-09-15 02:48:04 +00:00
const auto robot_id = get_robot_id(robot);
const robot_info *robptr = &Robot_info[robot_id];
return robot_is_companion(robptr);
}
#endif
2006-03-20 17:12:09 +00:00
//if an effect is hit, and it can blow up, then blow it up
//returns true if it blew up
int check_effect_blowup(const vsegptridx_t seg,int side,const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote)
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{
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int tm,db;
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#if defined(DXX_BUILD_DESCENT_I)
static constexpr tt::integral_constant<int, 0> force_blowup_flag{};
#elif defined(DXX_BUILD_DESCENT_II)
2014-09-21 22:11:51 +00:00
int trigger_check = 0, is_trigger = 0;
auto wall_num = seg->sides[side].wall_num;
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db=0;
// If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
trigger_check = !(blower.parent_type == OBJ_PLAYER || effect_parent_is_guidebot(blower));
// For Multiplayer perform an additional check to see if it's a local-player hit. If a remote player hits, a packet is expected (remote 1) which would be followed by MULTI_TRIGGER to ensure sync with the switch and the actual trigger.
if (Game_mode & GM_MULTI)
trigger_check = (!(blower.parent_type == OBJ_PLAYER && (blower.parent_num == get_local_player().objnum || remote)));
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if ( wall_num != wall_none )
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if (Walls[wall_num].trigger != trigger_none)
is_trigger = 1;
if (trigger_check && is_trigger)
return(0);
#endif
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if ((tm=seg->sides[side].tmap_num2) != 0) {
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int tmf = tm&0xc000; //tm flags
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tm &= 0x3fff; //tm without flags
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const int ec = TmapInfo[tm].eclip_num;
#if defined(DXX_BUILD_DESCENT_I)
if (ec!=-1 && (db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))
#elif defined(DXX_BUILD_DESCENT_II)
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//check if it's an animation (monitor) or casts light
2013-11-10 03:31:22 +00:00
if ((ec!=-1 && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1)))
#endif
2013-11-10 03:31:22 +00:00
{
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const grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
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int x=0,y=0,t;
PIGGY_PAGE_IN(Textures[tm]);
//this can be blown up...did we hit it?
if (!force_blowup_flag) {
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const auto hitpoint = find_hitpoint_uv(pnt,seg,side,0); //evil: always say face zero
auto &u = hitpoint.u;
auto &v = hitpoint.v;
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x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
switch (tmf) { //adjust for orientation of paste-on
case 0x0000: break;
case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
}
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bm = rle_expand_texture(*bm);
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}
#if defined(DXX_BUILD_DESCENT_I)
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if (gr_gpixel (*bm, x, y) != 255)
#elif defined(DXX_BUILD_DESCENT_II)
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if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR))
#endif
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{ //not trans, thus on effect
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int vc,sound_num;
#if defined(DXX_BUILD_DESCENT_II)
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if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
return(0);
//note: this must get called before the texture changes,
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//because we use the light value of the texture to change
//the static light in the segment
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subtract_light(seg,side);
// we blew up something connected to a trigger. Send it to others!
if ((Game_mode & GM_MULTI) && is_trigger && !remote && !force_blowup_flag)
2014-10-02 03:02:34 +00:00
multi_send_effect_blowup(seg, side, pnt);
#endif
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_effect_blowup( seg, side, pnt);
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fix dest_size;
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if (ec!=-1) {
dest_size = Effects[ec].dest_size;
vc = Effects[ec].dest_vclip;
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}
else
{
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dest_size = i2f(20);
vc = 3;
}
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object_create_explosion( seg, pnt, dest_size, vc );
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#if defined(DXX_BUILD_DESCENT_II)
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if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))
#endif
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{
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if ((sound_num = Vclip[vc].sound_num) != -1)
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digi_link_sound_to_pos( sound_num, seg, 0, pnt, 0, F1_0 );
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if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
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digi_kill_sound_linked_to_segment(seg,side,sound_num);
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if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum == segment_none)
{
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int bm_num;
eclip *new_ec;
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new_ec = &Effects[Effects[ec].dest_eclip];
bm_num = new_ec->changing_wall_texture;
new_ec->time_left = new_ec->vc.frame_time;
new_ec->frame_count = 0;
2014-10-02 03:02:34 +00:00
new_ec->segnum = seg;
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new_ec->sidenum = side;
new_ec->flags |= EF_ONE_SHOT;
new_ec->dest_bm_num = Effects[ec].dest_bm_num;
Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
}
else {
Assert(db!=0 && seg->sides[side].tmap_num2!=0);
seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
}
}
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
else {
seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
//assume this is a light, and play light sound
2014-10-02 03:02:34 +00:00
digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, seg, 0, pnt, 0, F1_0 );
2006-03-20 17:12:09 +00:00
}
#endif
2006-03-20 17:12:09 +00:00
return 1; //blew up!
}
}
}
return 0; //didn't blow up
}
//these gets added to the weapon's values when the weapon hits a volitle wall
#define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
#define VOLATILE_WALL_IMPACT_SIZE i2f(3)
#define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
#define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
// int Show_seg_and_side = 0;
2015-01-18 01:58:33 +00:00
static void collide_weapon_and_wall(const vobjptridx_t weapon, const vsegptridx_t hitseg, short hitwall, const vms_vector &hitpt)
2006-03-20 17:12:09 +00:00
{
int blew_up;
int playernum;
#if defined(DXX_BUILD_DESCENT_I)
if (weapon->mtype.phys_info.flags & PF_BOUNCE)
return;
#elif defined(DXX_BUILD_DESCENT_II)
2015-12-03 03:26:49 +00:00
if (get_weapon_id(weapon) == weapon_id_type::OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
2006-03-20 17:12:09 +00:00
return;
// If this is a guided missile and it strikes fairly directly, clear bounce flag.
2015-12-03 03:26:49 +00:00
if (get_weapon_id(weapon) == weapon_id_type::GUIDEDMISS_ID) {
2006-03-20 17:12:09 +00:00
fix dot;
2014-11-23 04:58:45 +00:00
dot = vm_vec_dot(weapon->orient.fvec, hitseg->sides[hitwall].normals[0]);
2006-03-20 17:12:09 +00:00
if (dot < -F1_0/6) {
weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
}
}
//if an energy weapon hits a forcefield, let it bounce
2014-11-23 04:58:45 +00:00
if ((TmapInfo[hitseg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
!(weapon->type == OBJ_WEAPON && Weapon_info[get_weapon_id(weapon)].energy_usage==0)) {
2006-03-20 17:12:09 +00:00
//make sound
2015-08-05 02:59:02 +00:00
multi_digi_link_sound_to_pos(SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0);
2006-03-20 17:12:09 +00:00
return; //bail here. physics code will bounce this object
}
#ifndef NDEBUG
if (keyd_pressed[KEY_LAPOSTRO])
if (weapon->ctype.laser_info.parent_num == get_local_player().objnum) {
2006-03-20 17:12:09 +00:00
// MK: Real pain when you need to know a seg:side and you've got quad lasers.
2014-11-23 04:58:45 +00:00
HUD_init_message(HM_DEFAULT, "Hit at segment = %hu, side = %i", static_cast<vsegptridx_t::integral_type>(hitseg), hitwall);
if (get_weapon_id(weapon) < 4)
2006-03-20 17:12:09 +00:00
subtract_light(hitseg, hitwall);
2015-12-03 03:26:49 +00:00
else if (get_weapon_id(weapon) == weapon_id_type::FLARE_ID)
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add_light(hitseg, hitwall);
}
//@@#ifdef EDITOR
//@@Cursegp = &Segments[hitseg];
//@@Curside = hitwall;
//@@#endif
#endif
#endif
2006-03-20 17:12:09 +00:00
if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
return;
}
blew_up = check_effect_blowup(hitseg,hitwall, hitpt, weapon->ctype.laser_info, 0, 0);
2006-03-20 17:12:09 +00:00
//if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
2013-11-10 03:31:22 +00:00
int robot_escort;
#if defined(DXX_BUILD_DESCENT_II)
robot_escort = effect_parent_is_guidebot(weapon->ctype.laser_info);
if (robot_escort) {
2006-03-20 17:12:09 +00:00
if (Game_mode & GM_MULTI)
{
Int3(); // Get Jason!
return;
}
2006-03-20 17:12:09 +00:00
playernum = Player_num; //if single player, he's the player's buddy
}
2013-11-10 03:31:22 +00:00
else
#endif
2013-11-10 03:31:22 +00:00
{
2006-03-20 17:12:09 +00:00
robot_escort = 0;
const auto &&objp = vcobjptr(weapon->ctype.laser_info.parent_num);
if (objp->type == OBJ_PLAYER)
playernum = get_player_id(objp);
2006-03-20 17:12:09 +00:00
else
playernum = -1; //not a player (thus a robot)
}
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
if (blew_up) { //could be a wall switch
//for wall triggers, always say that the player shot it out. This is
//because robots can shoot out wall triggers, and so the trigger better
//take effect
2006-03-20 17:12:09 +00:00
// NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
2014-11-23 04:58:45 +00:00
check_trigger(hitseg,hitwall,weapon->ctype.laser_info.parent_num,1);
2006-03-20 17:12:09 +00:00
}
2015-12-03 03:26:49 +00:00
if (get_weapon_id(weapon) == weapon_id_type::EARTHSHAKER_ID)
2006-03-20 17:12:09 +00:00
smega_rock_stuff();
#endif
2006-03-20 17:12:09 +00:00
2015-10-24 03:13:11 +00:00
const auto wall_type = wall_hit_process( hitseg, hitwall, weapon->shields, playernum, weapon );
2006-03-20 17:12:09 +00:00
// Wall is volatile if either tmap 1 or 2 is volatile
2014-11-23 04:58:45 +00:00
if ((TmapInfo[hitseg->sides[hitwall].tmap_num].flags & TMI_VOLATILE) || (hitseg->sides[hitwall].tmap_num2 && (TmapInfo[hitseg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_VOLATILE))) {
weapon_info *wi = &Weapon_info[get_weapon_id(weapon)];
2006-03-20 17:12:09 +00:00
//we've hit a volatile wall
digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
2006-03-20 17:12:09 +00:00
2013-11-10 03:31:22 +00:00
int vclip;
#if defined(DXX_BUILD_DESCENT_I)
vclip = VCLIP_VOLATILE_WALL_HIT;
#elif defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
//for most weapons, use volatile wall hit. For mega, use its special vclip
2015-12-03 03:26:49 +00:00
vclip = (get_weapon_id(weapon) == weapon_id_type::MEGA_ID)?wi->robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
2006-03-20 17:12:09 +00:00
// New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
explode_badass_weapon(weapon, hitpt);
2013-11-10 03:31:22 +00:00
} else
#endif
2013-11-10 03:31:22 +00:00
{
object_create_badass_explosion( weapon, hitseg, hitpt,
2006-03-20 17:12:09 +00:00
wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
vclip,
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.
wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
2014-12-23 04:20:27 +00:00
objptridx(weapon->ctype.laser_info.parent_num));
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}
weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
}
#if defined(DXX_BUILD_DESCENT_II)
2014-11-23 04:58:45 +00:00
else if ((TmapInfo[hitseg->sides[hitwall].tmap_num].flags & TMI_WATER) || (hitseg->sides[hitwall].tmap_num2 && (TmapInfo[hitseg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_WATER))) {
weapon_info *wi = &Weapon_info[get_weapon_id(weapon)];
2006-03-20 17:12:09 +00:00
//we've hit water
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
if ( Weapon_info[get_weapon_id(weapon)].matter ) {
2006-03-20 17:12:09 +00:00
digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
2006-03-20 17:12:09 +00:00
if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) {
2006-03-20 17:12:09 +00:00
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon, 0, F1_0);
2006-03-20 17:12:09 +00:00
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
object_create_badass_explosion( weapon, hitseg, hitpt,
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wi->impact_size/2,
wi->robot_hit_vclip,
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wi->strength[Difficulty_level]/4,
wi->damage_radius,
wi->strength[Difficulty_level]/2,
weapon->ctype.laser_info.parent_num );
}
else
object_create_explosion( weapon->segnum, weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, Weapon_info[get_weapon_id(weapon)].wall_hit_vclip );
2006-03-20 17:12:09 +00:00
} else {
digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
object_create_explosion( weapon->segnum, weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, VCLIP_WATER_HIT );
2006-03-20 17:12:09 +00:00
}
weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
}
#endif
2006-03-20 17:12:09 +00:00
else {
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
//do special bound sound & effect
}
2013-11-10 03:31:22 +00:00
else
#endif
2013-11-10 03:31:22 +00:00
{
2006-03-20 17:12:09 +00:00
//if it's not the player's weapon, or it is the player's and there
//is no wall, and no blowing up monitor, then play sound
2015-10-24 03:13:11 +00:00
if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((hitseg->sides[hitwall].wall_num == wall_none || wall_type == wall_hit_process_t::WHP_NOT_SPECIAL) && !blew_up))
if ((Weapon_info[get_weapon_id(weapon)].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
2014-10-26 21:33:50 +00:00
digi_link_sound_to_pos( Weapon_info[get_weapon_id(weapon)].wall_hit_sound,weapon->segnum, 0, weapon->pos, 0, F1_0 );
if ( Weapon_info[get_weapon_id(weapon)].wall_hit_vclip > -1 ) {
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
explode_badass_weapon(weapon, hitpt);
#endif
2006-03-20 17:12:09 +00:00
else
object_create_explosion( weapon->segnum, weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, Weapon_info[get_weapon_id(weapon)].wall_hit_vclip );
2006-03-20 17:12:09 +00:00
}
}
}
// If weapon fired by player or companion...
if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == get_local_player().objnum))
create_awareness_event(weapon, player_awareness_type_t::PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
2006-03-20 17:12:09 +00:00
// if (weapon->id != FLARE_ID) {
// We now allow flares to open doors.
{
#if defined(DXX_BUILD_DESCENT_I)
2015-12-03 03:26:49 +00:00
if (get_weapon_id(weapon) != weapon_id_type::FLARE_ID)
weapon->flags |= OF_SHOULD_BE_DEAD;
#elif defined(DXX_BUILD_DESCENT_II)
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if (((get_weapon_id(weapon) != weapon_id_type::FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
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weapon->flags |= OF_SHOULD_BE_DEAD;
//don't let flares stick in force fields
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if ((get_weapon_id(weapon) == weapon_id_type::FLARE_ID) && (TmapInfo[hitseg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
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weapon->flags |= OF_SHOULD_BE_DEAD;
#endif
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if (!(weapon->flags & OF_SILENT)) {
switch (wall_type) {
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case wall_hit_process_t::WHP_NOT_SPECIAL:
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//should be handled above
//digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
break;
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case wall_hit_process_t::WHP_NO_KEY:
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//play special hit door sound (if/when we get it)
2015-08-05 02:59:02 +00:00
multi_digi_link_sound_to_pos(SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, weapon->pos, 0, F1_0);
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break;
2015-10-24 03:13:11 +00:00
case wall_hit_process_t::WHP_BLASTABLE:
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//play special blastable wall sound (if/when we get it)
#if defined(DXX_BUILD_DESCENT_II)
if ((Weapon_info[get_weapon_id(weapon)].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
#endif
2014-10-26 21:33:50 +00:00
digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, weapon->pos, 0, F1_0 );
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break;
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case wall_hit_process_t::WHP_DOOR:
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//don't play anything, since door open sound will play
break;
}
} // else
} // else {
// if (weapon->lifeleft <= 0)
// weapon->flags |= OF_SHOULD_BE_DEAD;
// }
} else {
// This is a robot's laser
#if defined(DXX_BUILD_DESCENT_II)
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if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
#endif
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weapon->flags |= OF_SHOULD_BE_DEAD;
}
return;
}
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static void collide_debris_and_wall(const vobjptridx_t debris, const vsegptr_t hitseg, short hitwall, const vms_vector &)
2014-08-16 23:18:17 +00:00
{
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if (!PERSISTENT_DEBRIS || TmapInfo[hitseg->sides[hitwall].tmap_num].damage)
explode_object(debris,0);
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return;
}
// -------------------------------------------------------------------------------------------------------------------
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static void collide_robot_and_robot(const vobjptridx_t robot1, const vobjptridx_t robot2, const vms_vector &)
2014-08-16 23:18:17 +00:00
{
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bump_two_objects(robot1, robot2, 1);
return;
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}
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static void collide_robot_and_controlcen(vobjptr_t obj1, vobjptr_t obj2, const vms_vector &)
2006-03-20 17:12:09 +00:00
{
if (obj1->type == OBJ_ROBOT) {
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std::swap(obj1, obj2);
}
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const auto hitvec = vm_vec_normalized(vm_vec_sub(obj1->pos, obj2->pos));
bump_one_object(obj2, hitvec, 0);
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}
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static void collide_robot_and_player(const vobjptridx_t robot, const vobjptridx_t playerobj, const vms_vector &collision_point)
{
#if defined(DXX_BUILD_DESCENT_II)
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int steal_attempt = 0;
if (robot->flags&OF_EXPLODING)
return;
#endif
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if (get_player_id(playerobj) == Player_num) {
#if defined(DXX_BUILD_DESCENT_II)
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const robot_info *robptr = &Robot_info[get_robot_id(robot)];
if (robot_is_companion(robptr)) // Player and companion don't collide.
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return;
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if (robptr->kamikaze) {
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apply_damage_to_robot(robot, robot->shields+1, playerobj);
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if (playerobj == ConsoleObject)
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add_points_to_score(robptr->score_value);
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}
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if (robot_is_thief(robptr)) {
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static fix64 Last_thief_hit_time;
ai_local *ailp = &robot->ctype.ai_info.ail;
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if (ailp->mode == ai_mode::AIM_THIEF_ATTACK) {
Last_thief_hit_time = GameTime64;
attempt_to_steal_item(robot, playerobj);
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steal_attempt = 1;
} else if (GameTime64 - Last_thief_hit_time < F1_0*2)
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return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
// NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
else
Last_thief_hit_time = GameTime64;
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}
#endif
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create_awareness_event(playerobj, player_awareness_type_t::PA_PLAYER_COLLISION); // object robot can attract attention to player
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do_ai_robot_hit_attack(robot, playerobj, collision_point);
do_ai_robot_hit(robot, player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION);
}
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else
{
multi_robot_request_change(robot, get_player_id(playerobj));
return; // only controlling player should make damage otherwise we might juggle robot back and forth, killing it instantly
}
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if (check_collision_delayfunc_exec())
{
auto collision_seg = find_point_seg(collision_point, playerobj->segnum);
#if defined(DXX_BUILD_DESCENT_II)
// added this if to remove the bump sound if it's the thief.
// A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
// Changed by MK to make this sound unless the robot stole.
if ((!steal_attempt) && !Robot_info[get_robot_id(robot)].energy_drain)
#endif
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
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if (collision_seg != segment_none)
object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
}
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bump_two_objects(robot, playerobj, 1);
return;
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}
// Provide a way for network message to instantly destroy the control center
// without awarding points or anything.
// if controlcen == NULL, that means don't do the explosion because the control center
// was actually in another object.
2014-10-02 03:02:34 +00:00
void net_destroy_controlcen(const objptridx_t controlcen)
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{
if (Control_center_destroyed != 1) {
do_controlcen_destroyed_stuff(controlcen);
if ((controlcen != object_none) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
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digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, controlcen->pos, 0, F1_0 );
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explode_object(controlcen,0);
}
}
}
// -----------------------------------------------------------------------------
void apply_damage_to_controlcen(const vobjptridx_t controlcen, fix damage, const vcobjptr_t who)
2006-03-20 17:12:09 +00:00
{
int whotype;
// Only allow a player to damage the control center.
whotype = who->type;
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if (whotype != OBJ_PLAYER) {
return;
}
if ((Game_mode & GM_MULTI) &&
!(Game_mode & GM_MULTI_COOP))
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{
auto &player = get_local_player();
const auto t = i2f(player.hours_level * 3600) + player.time_level;
if (t < Netgame.control_invul_time)
{
if (get_player_id(who) == Player_num) {
const auto r = f2i(Netgame.control_invul_time - t);
HUD_init_message(HM_DEFAULT, "%s %d:%02d.", TXT_CNTRLCEN_INVUL, r / 60, r % 60);
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}
return;
}
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}
if (get_player_id(who) == Player_num) {
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Control_center_been_hit = 1;
ai_do_cloak_stuff();
}
if ( controlcen->shields >= 0 )
controlcen->shields -= damage;
if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
do_controlcen_destroyed_stuff(controlcen);
if (Game_mode & GM_MULTI) {
if (get_player_id(who) == Player_num)
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add_points_to_score(CONTROL_CEN_SCORE);
multi_send_destroy_controlcen(controlcen, get_player_id(who) );
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}
if (!(Game_mode & GM_MULTI))
add_points_to_score(CONTROL_CEN_SCORE);
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digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, controlcen->pos, 0, F1_0 );
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explode_object(controlcen,0);
}
}
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static void collide_player_and_controlcen(const vobjptridx_t controlcen, const vobjptridx_t playerobj, const vms_vector &collision_point)
{
if (get_player_id(playerobj) == Player_num) {
2006-03-20 17:12:09 +00:00
Control_center_been_hit = 1;
ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
}
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
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bump_two_objects(controlcen, playerobj, 1);
return;
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}
#if defined(DXX_BUILD_DESCENT_II)
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static void collide_player_and_marker(const vobjptridx_t marker, const vobjptr_t playerobj, const vms_vector &)
{
if (get_player_id(playerobj)==Player_num) {
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int drawn;
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const auto marker_id = get_marker_id(marker);
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if (Game_mode & GM_MULTI)
{
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drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %s: %s", static_cast<const char *>(Players[marker_id / 2].callsign), &MarkerMessage[marker_id][0]);
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}
else
{
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if (MarkerMessage[marker_id][0])
drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %d: %s", marker_id + 1, &MarkerMessage[marker_id][0]);
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else
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drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %d", marker_id + 1);
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}
if (drawn)
digi_play_sample( SOUND_MARKER_HIT, F1_0 );
detect_escort_goal_accomplished(marker);
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}
}
#endif
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// If a persistent weapon and other object is not a weapon, weaken it, else kill it.
// If both objects are weapons, weaken the weapon.
2014-10-02 03:02:34 +00:00
static void maybe_kill_weapon(const vobjptr_t weapon, const vobjptr_t other_obj)
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{
if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(weapon))) {
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weapon->flags |= OF_SHOULD_BE_DEAD;
return;
}
#if defined(DXX_BUILD_DESCENT_I)
if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON))
#elif defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
// Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
// Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
2013-11-10 03:31:22 +00:00
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
#endif
2013-11-10 03:31:22 +00:00
{
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// Weapons do a lot of damage to weapons, other objects do much less.
if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
if (other_obj->type == OBJ_WEAPON)
weapon->shields -= other_obj->shields/2;
else
weapon->shields -= other_obj->shields/4;
if (weapon->shields <= 0) {
weapon->shields = 0;
2013-11-10 03:31:22 +00:00
weapon->flags |= OF_SHOULD_BE_DEAD;
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}
}
} else
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weapon->flags |= OF_SHOULD_BE_DEAD;
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// -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
// -- // Weapons do a lot of damage to weapons, other objects do much less.
// -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
// -- if (other_obj->type == OBJ_WEAPON)
// -- weapon->shields -= other_obj->shields/2;
// -- else
// -- weapon->shields -= other_obj->shields/4;
// --
2006-03-20 17:12:09 +00:00
// -- if (weapon->shields <= 0) {
// -- weapon->shields = 0;
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
// -- }
// -- }
// -- } else
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
}
2014-10-02 03:02:34 +00:00
static void collide_weapon_and_controlcen(const vobjptridx_t weapon, const vobjptridx_t controlcen, vms_vector &collision_point)
2006-03-20 17:12:09 +00:00
{
#if defined(DXX_BUILD_DESCENT_I)
fix explosion_size = ((controlcen->size/3)*3)/4;
#elif defined(DXX_BUILD_DESCENT_II)
2015-12-03 03:26:49 +00:00
if (get_weapon_id(weapon) == weapon_id_type::OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
2006-03-20 17:12:09 +00:00
return;
2013-11-10 03:31:22 +00:00
fix explosion_size = controlcen->size*3/20;
#endif
2006-03-20 17:12:09 +00:00
if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
fix damage = weapon->shields;
/*
* Check if persistent weapon already hit this object. If yes, abort.
* If no, add this object to hitobj_list and do it's damage.
*/
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
damage = weapon->shields*2; // to not alter Gameplay too much, multiply damage by 2.
auto was_hit = weapon->ctype.laser_info.hitobj_list[controlcen];
if (!was_hit)
{
was_hit = true;
2014-01-11 23:25:13 +00:00
weapon->ctype.laser_info.last_hitobj = controlcen;
}
else
{
return;
}
}
2015-07-12 01:04:19 +00:00
if (get_player_id(vcobjptr(weapon->ctype.laser_info.parent_num)) == Player_num)
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Control_center_been_hit = 1;
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
{
2014-10-29 03:24:31 +00:00
const auto obj2weapon = vm_vec_sub(collision_point, controlcen->pos);
const auto mag = vm_vec_mag(obj2weapon);
if(mag < controlcen->size && mag > 0) // FVI code does not necessarily update the collision point for object2object collisions. Do that now.
{
vm_vec_scale_add(collision_point, controlcen->pos, obj2weapon, fixdiv(controlcen->size, mag));
weapon->pos = collision_point;
}
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
explode_badass_weapon(weapon, collision_point);
#endif
}
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else
object_create_explosion( controlcen->segnum, collision_point, explosion_size, VCLIP_SMALL_EXPLOSION );
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digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
2006-03-20 17:12:09 +00:00
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
apply_damage_to_controlcen(controlcen, damage, vcobjptr(weapon->ctype.laser_info.parent_num));
2006-03-20 17:12:09 +00:00
maybe_kill_weapon(weapon,controlcen);
} else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
object_create_explosion( controlcen->segnum, collision_point, explosion_size, VCLIP_SMALL_EXPLOSION );
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maybe_kill_weapon(weapon,controlcen);
}
}
2014-10-02 03:02:34 +00:00
static void collide_weapon_and_clutter(const vobjptr_t weapon, const vobjptridx_t clutter, const vms_vector &collision_point)
2014-01-11 23:25:13 +00:00
{
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short exp_vclip = VCLIP_SMALL_EXPLOSION;
if ( clutter->shields >= 0 )
clutter->shields -= weapon->shields;
digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
2006-03-20 17:12:09 +00:00
if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
explode_object(clutter,STANDARD_EXPL_DELAY);
maybe_kill_weapon(weapon,clutter);
}
//--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
int Final_boss_is_dead = 0;
fix Final_boss_countdown_time = 0;
// ------------------------------------------------------------------------------------------------------
void do_final_boss_frame(void)
{
if (!Final_boss_is_dead)
return;
if (!Control_center_destroyed)
return;
if (Final_boss_countdown_time == 0)
Final_boss_countdown_time = F1_0*2;
Final_boss_countdown_time -= FrameTime;
if (Final_boss_countdown_time > 0)
return;
start_endlevel_sequence(); //pretend we hit the exit trigger
}
// ------------------------------------------------------------------------------------------------------
// This is all the ugly stuff we do when you kill the final boss so that you don't die or something
// which would ruin the logic of the cut sequence.
void do_final_boss_hacks(void)
{
if (Player_is_dead) {
Int3(); // Uh-oh, player is dead. Try to rescue him.
Player_is_dead = 0;
}
if (get_local_player_shields() <= 0)
get_local_player_shields() = 1;
2006-03-20 17:12:09 +00:00
// If you're not invulnerable, get invulnerable!
if (!(get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE)) {
get_local_player_invulnerable_time() = GameTime64;
get_local_player_flags() |= PLAYER_FLAGS_INVULNERABLE;
2006-03-20 17:12:09 +00:00
}
if (!(Game_mode & GM_MULTI))
buddy_message("Nice job, %s!", static_cast<const char *>(get_local_player().callsign));
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Final_boss_is_dead = 1;
}
#endif
2006-03-20 17:12:09 +00:00
// ------------------------------------------------------------------------------------------------------
// Return 1 if robot died, else return 0
2014-10-02 03:02:34 +00:00
int apply_damage_to_robot(const vobjptridx_t robot, fix damage, objnum_t killer_objnum)
2006-03-20 17:12:09 +00:00
{
if ( robot->flags&OF_EXPLODING) return 0;
if (robot->shields < 0 ) return 0; //robot already dead...
2013-11-14 23:24:19 +00:00
const robot_info *robptr = &Robot_info[get_robot_id(robot)];
if (robptr->boss_flag)
Boss_been_hit = 1;
#if defined(DXX_BUILD_DESCENT_II)
Boss_hit_time = GameTime64;
2006-03-20 17:12:09 +00:00
// Buddy invulnerable on level 24 so he can give you his important messages. Bah.
// Also invulnerable if his cheat for firing weapons is in effect.
2013-11-14 23:24:19 +00:00
if (robot_is_companion(robptr)) {
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if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
return 0;
}
#endif
2006-03-20 17:12:09 +00:00
robot->shields -= damage;
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
// Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
2013-11-14 23:24:19 +00:00
if (robptr->boss_flag)
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if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
if (robot->shields < 0)
{
if (Game_mode & GM_MULTI)
{
if (!multi_all_players_alive()) // everyones gotta be alive
robot->shields=1;
else
{
multi_send_finish_game();
do_final_boss_hacks();
}
}
2006-03-20 17:12:09 +00:00
else
{ // NOTE LINK TO ABOVE!!!
if ((get_local_player_shields() < 0) || Player_is_dead)
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robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
else
do_final_boss_hacks();
}
}
#endif
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if (robot->shields < 0) {
if (Game_mode & GM_MULTI) {
#if defined(DXX_BUILD_DESCENT_II)
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char isthief;
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stolen_items_t temp_stolen;
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2013-11-14 23:24:19 +00:00
if (robot_is_thief(robptr))
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{
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isthief=1;
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temp_stolen = Stolen_items;
}
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else
isthief=0;
#endif
if (multi_explode_robot_sub(robot))
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{
#if defined(DXX_BUILD_DESCENT_II)
if (isthief)
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Stolen_items = temp_stolen;
#endif
multi_send_robot_explode(robot, killer_objnum);
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#if defined(DXX_BUILD_DESCENT_II)
if (isthief)
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Stolen_items.fill(255);
#endif
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return 1;
}
else
return 0;
}
get_local_player().num_kills_level++;
get_local_player().num_kills_total++;
2006-03-20 17:12:09 +00:00
2013-11-14 23:24:19 +00:00
if (robptr->boss_flag) {
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start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
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}
#if defined(DXX_BUILD_DESCENT_II)
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else if (robptr->death_roll) {
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start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
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}
#endif
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else {
#if defined(DXX_BUILD_DESCENT_II)
if (get_robot_id(robot) == SPECIAL_REACTOR_ROBOT)
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special_reactor_stuff();
//if (Robot_info[robot->id].smart_blobs)
// create_smart_children(robot, Robot_info[robot->id].smart_blobs);
//if (Robot_info[robot->id].badass)
// explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
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if (robptr->kamikaze)
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explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
else
#endif
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explode_object(robot,STANDARD_EXPL_DELAY);
}
return 1;
} else
return 0;
}
#if defined(DXX_BUILD_DESCENT_II)
static inline int Boss_invulnerable_dot()
{
return F1_0/4 - i2f(Difficulty_level)/8;
}
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int Buddy_gave_hint_count = 5;
fix64 Last_time_buddy_gave_hint = 0;
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// ------------------------------------------------------------------------------------------------------
// Return true if damage done to boss, else return false.
static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapon, const vms_vector &collision_point)
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{
int d2_boss_index;
int damage_flag;
damage_flag = 1;
d2_boss_index = Robot_info[get_robot_id(robot)].boss_flag - BOSS_D2;
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Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
// See if should spew a bot.
if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
if ((Weapon_info[get_weapon_id(weapon)].matter && Boss_spews_bots_matter[d2_boss_index]) || (!Weapon_info[get_weapon_id(weapon)].matter && Boss_spews_bots_energy[d2_boss_index])) {
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if (Boss_spew_more[d2_boss_index])
if (d_rand() > 16384) {
if (boss_spew_robot(robot, collision_point) != object_none)
Last_gate_time = GameTime64 - Gate_interval - 1; // Force allowing spew of another bot.
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}
boss_spew_robot(robot, collision_point);
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}
if (Boss_invulnerable_spot[d2_boss_index]) {
fix dot;
// Boss only vulnerable in back. See if hit there.
2014-10-29 03:24:31 +00:00
// Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
const auto tvec1 = vm_vec_normalized_quick(vm_vec_sub(collision_point, robot->pos));
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dot = vm_vec_dot(tvec1, robot->orient.fvec);
if (dot > Boss_invulnerable_dot()) {
auto segnum = find_point_seg(collision_point, robot->segnum);
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
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damage_flag = 0;
if (Buddy_objnum != object_none)
{
if (Last_time_buddy_gave_hint == 0)
Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
if (Buddy_gave_hint_count) {
if (Last_time_buddy_gave_hint + F1_0*20 < GameTime64) {
int sval;
Buddy_gave_hint_count--;
Last_time_buddy_gave_hint = GameTime64;
sval = (d_rand()*4) >> 15;
switch (sval) {
case 0: buddy_message("Hit him in the back!"); break;
case 1: buddy_message("He's invulnerable there!"); break;
case 2: buddy_message("Get behind him and fire!"); break;
case 3:
default:
buddy_message("Hit the glowing spot!"); break;
}
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}
}
}
// Cause weapon to bounce.
// Make a copy of this weapon, because the physics wants to destroy it.
if (!Weapon_info[get_weapon_id(weapon)].matter) {
auto new_obj = obj_create(OBJ_WEAPON, get_weapon_id(weapon), weapon->segnum, weapon->pos,
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&weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
if (new_obj != object_none) {
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vms_vector weap_vec;
fix speed;
if (weapon->render_type == RT_POLYOBJ) {
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new_obj->rtype.pobj_info.model_num = Weapon_info[get_weapon_id(new_obj)].model_num;
new_obj->size = fixdiv(Polygon_models[new_obj->rtype.pobj_info.model_num].rad,Weapon_info[get_weapon_id(new_obj)].po_len_to_width_ratio);
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}
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new_obj->mtype.phys_info.mass = Weapon_info[get_weapon_id(weapon)].mass;
new_obj->mtype.phys_info.drag = Weapon_info[get_weapon_id(weapon)].drag;
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vm_vec_zero(new_obj->mtype.phys_info.thrust);
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auto vec_to_point = vm_vec_normalized_quick(vm_vec_sub(collision_point, robot->pos));
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weap_vec = weapon->mtype.phys_info.velocity;
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speed = vm_vec_normalize_quick(weap_vec);
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vm_vec_scale_add2(vec_to_point, weap_vec, -F1_0*2);
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vm_vec_scale(vec_to_point, speed/4);
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new_obj->mtype.phys_info.velocity = vec_to_point;
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}
}
}
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}
else if ((Weapon_info[get_weapon_id(weapon)].matter ? Boss_invulnerable_matter : Boss_invulnerable_energy)[d2_boss_index])
{
auto segnum = find_point_seg(collision_point, robot->segnum);
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
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damage_flag = 0;
}
return damage_flag;
}
#endif
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// ------------------------------------------------------------------------------------------------------
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static void collide_robot_and_weapon(const vobjptridx_t robot, const vobjptridx_t weapon, vms_vector &collision_point)
{
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int damage_flag=1;
#if defined(DXX_BUILD_DESCENT_II)
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int boss_invul_flag=0;
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if (get_weapon_id(weapon) == weapon_id_type::OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
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return;
#endif
2006-03-20 17:12:09 +00:00
2013-11-10 03:31:22 +00:00
const robot_info *robptr = &Robot_info[get_robot_id(robot)];
if (robptr->boss_flag)
{
Boss_hit_this_frame = 1;
#if defined(DXX_BUILD_DESCENT_II)
Boss_hit_time = GameTime64;
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if (robptr->boss_flag >= BOSS_D2) {
damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
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boss_invul_flag = !damage_flag;
}
#endif
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}
#if defined(DXX_BUILD_DESCENT_II)
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// Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
// MK has so much fun whacking his butt around the mine he never cared...
2013-11-10 03:31:22 +00:00
if ((robot_is_companion(robptr)) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !cheats.robotskillrobots))
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return;
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if (get_weapon_id(weapon) == weapon_id_type::EARTHSHAKER_ID)
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smega_rock_stuff();
#endif
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#if 1
/*
* Check if persistent weapon already hit this object. If yes, abort.
* If no, add this object to hitobj_list and do it's damage.
*/
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
auto was_hit = weapon->ctype.laser_info.hitobj_list[robot];
if (!was_hit)
{
was_hit = true;
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weapon->ctype.laser_info.last_hitobj = robot;
}
else
{
return;
}
}
#else
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// If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
// depending on frame rate.
if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
if (weapon->ctype.laser_info.last_hitobj == robot-Objects)
return;
else
weapon->ctype.laser_info.last_hitobj = robot-Objects;
}
#endif
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if (weapon->ctype.laser_info.parent_signature == robot->signature)
return;
#if defined(DXX_BUILD_DESCENT_II)
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// Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
// Also, only a weapon hit from a player weapon causes smart blobs.
2013-11-10 03:31:22 +00:00
if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (robptr->energy_blobs))
if ((robot->shields > 0) && Weapon_is_energy[get_weapon_id(weapon)]) {
2006-03-20 17:12:09 +00:00
fix probval;
int num_blobs;
probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
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probval = robptr->energy_blobs * probval/(NDL*32);
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num_blobs = probval >> 16;
if (2*d_rand() < (probval & 0xffff))
num_blobs++;
if (num_blobs)
2015-05-09 17:38:58 +00:00
create_robot_smart_children(robot, num_blobs);
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}
// Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
// unless this is trapped elsewhere.
#endif
2013-11-10 03:31:22 +00:00
weapon_info *wi = &Weapon_info[get_weapon_id(weapon)];
if ( wi->damage_radius )
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{
2014-10-29 03:24:31 +00:00
const auto obj2weapon = vm_vec_sub(collision_point, robot->pos);
const auto mag = vm_vec_mag(obj2weapon);
if(mag < robot->size && mag > 0) // FVI code does not necessarily update the collision point for object2object collisions. Do that now.
{
vm_vec_scale_add(collision_point, robot->pos, obj2weapon, fixdiv(robot->size, mag));
weapon->pos = collision_point;
}
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
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if (boss_invul_flag) { //don't make badass sound
//this code copied from explode_badass_weapon()
object_create_badass_explosion( weapon, weapon->segnum, collision_point,
wi->impact_size,
wi->robot_hit_vclip,
wi->strength[Difficulty_level],
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wi->damage_radius,wi->strength[Difficulty_level],
weapon->ctype.laser_info.parent_num );
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}
else //normal badass explosion
explode_badass_weapon(weapon, collision_point);
#endif
2006-03-20 17:12:09 +00:00
}
#if defined(DXX_BUILD_DESCENT_I)
if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(robot->flags & OF_EXPLODING) )
#elif defined(DXX_BUILD_DESCENT_II)
2013-11-10 03:31:22 +00:00
if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || cheats.robotskillrobots) && !(robot->flags & OF_EXPLODING) )
#endif
2013-11-10 03:31:22 +00:00
{
if (weapon->ctype.laser_info.parent_num == get_local_player().objnum) {
create_awareness_event(weapon, player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
do_ai_robot_hit(robot, player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION);
2006-03-20 17:12:09 +00:00
}
else
2015-07-12 01:04:19 +00:00
multi_robot_request_change(robot, get_robot_id(vcobjptr(weapon->ctype.laser_info.parent_num)));
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std::pair<fix, int> explosion_size_and_vclip;
if ((robptr->exp1_vclip_num > -1 && (explosion_size_and_vclip = {(robot->size / 2 * 3) / 4, robptr->exp1_vclip_num}, true))
#if defined(DXX_BUILD_DESCENT_II)
|| (wi->robot_hit_vclip > -1 && (explosion_size_and_vclip = {wi->impact_size, wi->robot_hit_vclip}, true))
#endif
)
{
const auto &&expl_obj = object_create_explosion(weapon->segnum, collision_point, explosion_size_and_vclip.first, explosion_size_and_vclip.second);
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2014-08-16 23:18:17 +00:00
if (expl_obj != object_none)
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obj_attach(robot,expl_obj);
}
2006-03-20 17:12:09 +00:00
2013-11-10 03:31:22 +00:00
if ( damage_flag && (robptr->exp1_sound_num > -1 ))
digi_link_sound_to_pos( robptr->exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
2006-03-20 17:12:09 +00:00
2013-11-24 04:20:22 +00:00
{
2006-03-20 17:12:09 +00:00
fix damage = weapon->shields;
if (damage_flag)
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
else
damage = 0;
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
// Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
// hit, and missing a robot is what prevents the Gauss from being game-breaking.
2015-12-03 03:26:49 +00:00
if (get_weapon_id(weapon) == weapon_id_type::GAUSS_ID)
2013-11-10 03:31:22 +00:00
if (robptr->boss_flag)
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damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
#endif
2006-03-20 17:12:09 +00:00
if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
2013-11-10 03:31:22 +00:00
add_points_to_score(robptr->score_value);
2014-01-11 23:25:13 +00:00
detect_escort_goal_accomplished(robot);
2006-03-20 17:12:09 +00:00
}
}
#if defined(DXX_BUILD_DESCENT_II)
2006-03-20 17:12:09 +00:00
// If Gauss Cannon, spin robot.
2015-12-03 03:26:49 +00:00
if (!robot_is_companion(robptr) && (!robptr->boss_flag) && (get_weapon_id(weapon) == weapon_id_type::GAUSS_ID)) {
2006-03-20 17:12:09 +00:00
ai_static *aip = &robot->ctype.ai_info;
if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
aip->SKIP_AI_COUNT++;
robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.flags |= PF_USES_THRUST;
}
}
#endif
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}
maybe_kill_weapon(weapon,robot);
return;
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}
2014-10-02 03:02:34 +00:00
static void collide_hostage_and_player(const vobjptridx_t hostage, const vobjptr_t player, const vms_vector &)
2014-08-16 23:18:17 +00:00
{
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// Give player points, etc.
if ( player == ConsoleObject ) {
detect_escort_goal_accomplished(hostage);
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add_points_to_score(HOSTAGE_SCORE);
// Do effect
hostage_rescue();
2006-03-20 17:12:09 +00:00
// Remove the hostage object.
hostage->flags |= OF_SHOULD_BE_DEAD;
if (Game_mode & GM_MULTI)
multi_send_remobj(hostage);
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}
return;
2006-03-20 17:12:09 +00:00
}
2014-10-02 03:02:34 +00:00
static void collide_player_and_player(const vobjptridx_t player1, const vobjptridx_t player2, const vms_vector &collision_point)
{
static fix64 last_player_bump[MAX_PLAYERS] = { 0, 0, 0, 0, 0, 0, 0, 0 };
int damage_flag = 1, otherpl = -1;
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
// Multi is special - as always. Clients do the bump damage locally but the remote players do their collision result (change velocity) on their own. So after our initial collision, ignore further collision damage till remote players (hopefully) react.
if (Game_mode & GM_MULTI)
{
damage_flag = 0;
if (!(get_player_id(player1) == Player_num || get_player_id(player2) == Player_num))
return;
if (get_player_id(player1) > MAX_PLAYERS || get_player_id(player2) > MAX_PLAYERS)
return;
otherpl = (get_player_id(player1)==Player_num)?get_player_id(player2):get_player_id(player1);
if (last_player_bump[otherpl] + (F1_0/Netgame.PacketsPerSec) < GameTime64 || last_player_bump[otherpl] > GameTime64)
{
last_player_bump[otherpl] = GameTime64;
damage_flag = 1;
}
}
bump_two_objects(player1, player2, damage_flag);
2006-03-20 17:12:09 +00:00
return;
}
static objptridx_t maybe_drop_primary_weapon_egg(const vobjptr_t playerobj, int weapon_index)
2006-03-20 17:12:09 +00:00
{
2013-10-26 19:52:41 +00:00
int weapon_flag = HAS_PRIMARY_FLAG(weapon_index);
const auto powerup_num = Primary_weapon_to_powerup[weapon_index];
auto &player_info = playerobj->ctype.player_info;
if (player_info.primary_weapon_flags & weapon_flag)
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return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
else
return object_none;
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}
2014-10-02 03:02:34 +00:00
static void maybe_drop_secondary_weapon_egg(const vobjptr_t playerobj, int weapon_index, int count)
2006-03-20 17:12:09 +00:00
{
const auto powerup_num = Secondary_weapon_to_powerup[weapon_index];
int max_count;
2006-03-20 17:12:09 +00:00
max_count = min(count, 3);
for (int i=0; i<max_count; i++)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
}
2014-10-02 03:02:34 +00:00
static void drop_missile_1_or_4(const vobjptr_t playerobj,int missile_index)
2006-03-20 17:12:09 +00:00
{
unsigned num_missiles = playerobj->ctype.player_info.secondary_ammo[missile_index];
const auto powerup_id = Secondary_weapon_to_powerup[missile_index];
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if (num_missiles > 10)
num_missiles = 10;
call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
}
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void drop_player_eggs(const vobjptridx_t playerobj)
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{
if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
// Seed the random number generator so in net play the eggs will always
// drop the same way
if (Game_mode & GM_MULTI)
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{
Net_create_loc = 0;
d_srand(5483L);
}
auto &player_info = playerobj->ctype.player_info;
auto &plr_laser_level = player_info.laser_level;
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if (const auto GrantedItems = (Game_mode & GM_MULTI) ? Netgame.SpawnGrantedItems : 0)
{
if (const auto granted_laser_level = map_granted_flags_to_laser_level(GrantedItems))
{
if (plr_laser_level <= granted_laser_level)
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/* All levels were from grant */
plr_laser_level = LASER_LEVEL_1;
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#if defined(DXX_BUILD_DESCENT_II)
else if (granted_laser_level > MAX_LASER_LEVEL)
{
/* Grant gives super laser 5.
* Player has super laser 6.
*/
-- plr_laser_level;
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}
else if (plr_laser_level > MAX_LASER_LEVEL)
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{
/* Grant gives only regular lasers.
* Player has super lasers, will drop only
* super lasers.
*/
}
#endif
else
plr_laser_level -= granted_laser_level;
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}
if (uint16_t subtract_vulcan_ammo = map_granted_flags_to_vulcan_ammo(GrantedItems))
{
auto &v = playerobj->ctype.player_info.vulcan_ammo;
if (v < subtract_vulcan_ammo)
v = 0;
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else
v -= subtract_vulcan_ammo;
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}
player_info.powerup_flags &= ~map_granted_flags_to_player_flags(GrantedItems);
player_info.primary_weapon_flags &= ~map_granted_flags_to_primary_weapon_flags(GrantedItems);
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}
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auto &secondary_ammo = playerobj->ctype.player_info.secondary_ammo;
#if defined(DXX_BUILD_DESCENT_II)
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// If the player had smart mines, maybe arm one of them.
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const auto drop_armed_bomb = [&](uint8_t mines, weapon_id_type id) {
mines %= 4;
for (int rthresh = 30000; mines && d_rand() < rthresh; rthresh /= 2)
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{
const auto randvec = make_random_vector();
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const auto tvec = vm_vec_add(playerobj->pos, randvec);
auto newseg = find_point_seg(tvec, playerobj->segnum);
if (newseg != segment_none)
{
-- mines;
Laser_create_new(randvec, tvec, newseg, playerobj, id, 0);
}
}
};
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drop_armed_bomb(secondary_ammo[SMART_MINE_INDEX], weapon_id_type::SUPERPROX_ID);
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// If the player had proximity bombs, maybe arm one of them.
if ((Game_mode & GM_MULTI) && !game_mode_hoard())
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{
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drop_armed_bomb(secondary_ammo[PROXIMITY_INDEX], weapon_id_type::PROXIMITY_ID);
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}
#endif
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// If the player dies and he has powerful lasers, create the powerups here.
std::pair<int, int> laser_level_and_id;
if (
#if defined(DXX_BUILD_DESCENT_II)
(plr_laser_level > MAX_LASER_LEVEL && (laser_level_and_id = {plr_laser_level - MAX_LASER_LEVEL, POW_SUPER_LASER}, true)) ||
#endif
(plr_laser_level && (laser_level_and_id = {plr_laser_level, POW_LASER}, true)))
call_object_create_egg(playerobj, laser_level_and_id.first, OBJ_POWERUP, laser_level_and_id.second);
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// Drop quad laser if appropos
if (player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
#if defined(DXX_BUILD_DESCENT_II)
if (player_info.powerup_flags & PLAYER_FLAGS_MAP_ALL)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
if (player_info.powerup_flags & PLAYER_FLAGS_AFTERBURNER)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
if (player_info.powerup_flags & PLAYER_FLAGS_AMMO_RACK)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
if (player_info.powerup_flags & PLAYER_FLAGS_CONVERTER)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
if (player_info.powerup_flags & PLAYER_FLAGS_HEADLIGHT)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
// drop the other enemies flag if you have it
if (game_mode_capture_flag() && (player_info.powerup_flags & PLAYER_FLAGS_FLAG))
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{
call_object_create_egg(playerobj, 1, OBJ_POWERUP, get_team (get_player_id(playerobj)) == TEAM_RED ? POW_FLAG_BLUE : POW_FLAG_RED);
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}
if (game_mode_hoard())
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{
// Drop hoard orbs
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unsigned max_count = min(secondary_ammo[PROXIMITY_INDEX], static_cast<uint8_t>(12));
for (int i=0; i<max_count; i++)
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
}
#endif
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//Drop the vulcan, gauss, and ammo
auto vulcan_ammo = playerobj->ctype.player_info.vulcan_ammo;
#if defined(DXX_BUILD_DESCENT_II)
const auto HAS_VULCAN_AND_GAUSS_FLAGS = HAS_VULCAN_FLAG | HAS_GAUSS_FLAG;
if ((player_info.primary_weapon_flags & HAS_VULCAN_AND_GAUSS_FLAGS) == HAS_VULCAN_AND_GAUSS_FLAGS)
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vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
#endif
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if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
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auto objnum = maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::VULCAN_INDEX);
if (objnum!=object_none)
objnum->ctype.powerup_info.count = vulcan_ammo;
#if defined(DXX_BUILD_DESCENT_II)
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objnum = maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::GAUSS_INDEX);
if (objnum!=object_none)
objnum->ctype.powerup_info.count = vulcan_ammo;
#endif
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// Drop the rest of the primary weapons
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maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::SPREADFIRE_INDEX);
maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::PLASMA_INDEX);
maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::FUSION_INDEX);
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#if defined(DXX_BUILD_DESCENT_II)
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maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::HELIX_INDEX);
maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::PHOENIX_INDEX);
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objnum = maybe_drop_primary_weapon_egg(playerobj, primary_weapon_index_t::OMEGA_INDEX);
if (objnum!=object_none)
objnum->ctype.powerup_info.count = (get_player_id(playerobj) == Player_num) ? Omega_charge : MAX_OMEGA_CHARGE;
#endif
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// Drop the secondary weapons
// Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
#if defined(DXX_BUILD_DESCENT_II)
if (!game_mode_hoard())
#endif
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maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (secondary_ammo[PROXIMITY_INDEX])/4);
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maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, secondary_ammo[SMART_INDEX]);
maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, secondary_ammo[MEGA_INDEX]);
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#if defined(DXX_BUILD_DESCENT_II)
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maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(secondary_ammo[SMART_MINE_INDEX])/4);
maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, secondary_ammo[SMISSILE5_INDEX]);
#endif
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// Drop the player's missiles in packs of 1 and/or 4
drop_missile_1_or_4(playerobj,HOMING_INDEX);
#if defined(DXX_BUILD_DESCENT_II)
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drop_missile_1_or_4(playerobj,GUIDED_INDEX);
#endif
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drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
#if defined(DXX_BUILD_DESCENT_II)
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drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
#endif
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// If player has vulcan ammo, but no vulcan cannon, drop the ammo.
if (!(player_info.primary_weapon_flags & HAS_VULCAN_FLAG))
{
auto amount = player_info.vulcan_ammo;
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if (amount > 200) {
amount = 200;
}
if (amount)
for (;;)
{
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
if (amount <= VULCAN_AMMO_AMOUNT)
break;
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amount -= VULCAN_AMMO_AMOUNT;
}
}
// Always drop a shield and energy powerup.
if (Game_mode & GM_MULTI) {
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
}
}
}
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void apply_damage_to_player(const vobjptr_t playerobj, const cobjptridx_t killer, fix damage, ubyte possibly_friendly)
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{
if (Player_is_dead)
return;
if (get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE)
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return;
if (possibly_friendly && multi_maybe_disable_friendly_fire(killer))
return;
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if (Endlevel_sequence)
return;
//for the player, the 'real' shields are maintained in the Players[]
//array. The shields value in the player's object are, I think, not
//used anywhere. This routine, however, sets the objects shields to
//be a mirror of the value in the Player structure.
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if (get_player_id(playerobj) == Player_num) { //is this the local player?
PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
const auto shields = (playerobj->shields -= damage);
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if (shields < 0)
{
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get_local_plrobj().ctype.player_info.killer_objnum = killer;
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playerobj->flags |= OF_SHOULD_BE_DEAD;
#if defined(DXX_BUILD_DESCENT_II)
if (Buddy_objnum != object_none)
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if (killer && (killer->type == OBJ_ROBOT) && robot_is_companion(&Robot_info[get_robot_id(killer)]))
Buddy_sorry_time = GameTime64;
#endif
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}
}
}
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static void collide_player_and_weapon(const vobjptridx_t playerobj, const vobjptridx_t weapon, vms_vector &collision_point)
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{
fix damage = weapon->shields;
#if defined(DXX_BUILD_DESCENT_II)
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if (get_weapon_id(weapon) == weapon_id_type::OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
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return;
// Don't collide own smart mines unless direct hit.
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if (get_weapon_id(weapon) == weapon_id_type::SUPERPROX_ID)
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if (playerobj == weapon->ctype.laser_info.parent_num)
if (vm_vec_dist_quick(collision_point, playerobj->pos) > playerobj->size)
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return;
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if (get_weapon_id(weapon) == weapon_id_type::EARTHSHAKER_ID)
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smega_rock_stuff();
#endif
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damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_MULTI)
damage = fixmul(damage, Weapon_info[get_weapon_id(weapon)].multi_damage_scale);
#endif
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#if 1
/*
* Check if persistent weapon already hit this object. If yes, abort.
* If no, add this object to hitobj_list and do it's damage.
*/
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
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if (!weapon->ctype.laser_info.hitobj_list[playerobj])
{
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weapon->ctype.laser_info.hitobj_list[playerobj] = true;
weapon->ctype.laser_info.last_hitobj = playerobj;
}
else
{
return;
}
}
#endif
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if (get_player_id(playerobj) == Player_num)
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{
multi_digi_link_sound_to_pos((get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE) ? SOUND_WEAPON_HIT_DOOR : SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0);
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}
object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
{
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const auto obj2weapon = vm_vec_sub(collision_point, playerobj->pos);
const auto mag = vm_vec_mag(obj2weapon);
if(mag < playerobj->size && mag > 0) // FVI code does not necessarily update the collision point for object2object collisions. Do that now.
{
vm_vec_scale_add(collision_point, playerobj->pos, obj2weapon, fixdiv(playerobj->size, mag));
weapon->pos = collision_point;
}
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
explode_badass_weapon(weapon, collision_point);
#endif
}
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maybe_kill_weapon(weapon,playerobj);
bump_two_objects(playerobj, weapon, 0); //no damage from bump
if ( !Weapon_info[get_weapon_id(weapon)].damage_radius ) {
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objptridx_t killer = object_none;
if ( weapon->ctype.laser_info.parent_num != object_none )
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killer = objptridx(weapon->ctype.laser_info.parent_num);
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// if (weapon->id == SMART_HOMING_ID)
// damage /= 4;
apply_damage_to_player( playerobj, killer, damage, 1);
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}
// Robots become aware of you if you get hit.
ai_do_cloak_stuff();
return;
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}
// Nasty robots are the ones that attack you by running into you and doing lots of damage.
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void collide_player_and_nasty_robot(const vobjptridx_t playerobj, const vobjptridx_t robot, const vms_vector &collision_point)
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{
digi_link_sound_to_pos( Robot_info[get_robot_id(robot)].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
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bump_two_objects(playerobj, robot, 0); //no damage from bump
apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1), 0);
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return;
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}
static vms_vector find_exit_direction(vms_vector result, const vcobjptr_t objp, const vcsegptr_t segp)
{
for (unsigned side = MAX_SIDES_PER_SEGMENT; side --;)
if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
const auto exit_point = compute_center_point_on_side(segp, side);
vm_vec_add2(result, vm_vec_normalized_quick(vm_vec_sub(exit_point, objp->pos)));
break;
}
return result;
}
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void collide_player_and_materialization_center(const vobjptridx_t objp)
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{
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digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, objp->pos, 0, F1_0);
object_create_explosion( objp->segnum, objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
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if (get_player_id(objp) != Player_num)
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return;
auto rand_vec = make_random_vector();
rand_vec.x /= 4;
rand_vec.y /= 4;
rand_vec.z /= 4;
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const auto &&segp = vcsegptr(objp->segnum);
auto exit_dir = find_exit_direction(rand_vec, objp, segp);
vm_vec_normalize_quick(exit_dir);
bump_one_object(objp, exit_dir, 64*F1_0);
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#if defined(DXX_BUILD_DESCENT_I)
apply_damage_to_player( objp, object_none, 4*F1_0, 0);
#elif defined(DXX_BUILD_DESCENT_II)
apply_damage_to_player( objp, objp, 4*F1_0, 0); // Changed, MK, 2/19/96, make killer the player, so if you die in matcen, will say you killed yourself
#endif
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return;
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}
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void collide_robot_and_materialization_center(const vobjptridx_t objp)
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{
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digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, objp->pos, 0, F1_0);
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if ( Robot_info[get_robot_id(objp)].exp1_vclip_num > -1 )
object_create_explosion( objp->segnum, objp->pos, (objp->size/2*3)/4, Robot_info[get_robot_id(objp)].exp1_vclip_num );
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const auto &&segp = vcsegptr(objp->segnum);
auto exit_dir = find_exit_direction({}, objp, segp);
bump_one_object(objp, exit_dir, 8*F1_0);
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apply_damage_to_robot( objp, F1_0, object_none);
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return;
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}
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void collide_player_and_powerup(const vobjptr_t playerobj, const vobjptridx_t powerup, const vms_vector &)
{
if (!Endlevel_sequence && !Player_is_dead && (get_player_id(playerobj) == Player_num )) {
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int powerup_used;
powerup_used = do_powerup(powerup);
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if (powerup_used) {
powerup->flags |= OF_SHOULD_BE_DEAD;
if (Game_mode & GM_MULTI)
multi_send_remobj(powerup);
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}
}
else if ((Game_mode & GM_MULTI_COOP) && (get_player_id(playerobj) != Player_num))
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{
switch (get_powerup_id(powerup)) {
case POW_KEY_BLUE:
playerobj->ctype.player_info.powerup_flags |= PLAYER_FLAGS_BLUE_KEY;
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break;
case POW_KEY_RED:
playerobj->ctype.player_info.powerup_flags |= PLAYER_FLAGS_RED_KEY;
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break;
case POW_KEY_GOLD:
playerobj->ctype.player_info.powerup_flags |= PLAYER_FLAGS_GOLD_KEY;
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break;
default:
break;
}
}
return;
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}
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static void collide_player_and_clutter(const vobjptridx_t playerobj, const vobjptridx_t clutter, const vms_vector &collision_point)
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{
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
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bump_two_objects(clutter, playerobj, 1);
return;
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}
// See if weapon1 creates a badass explosion. If so, create the explosion
// Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
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int maybe_detonate_weapon(const vobjptridx_t weapon1, const vobjptr_t weapon2, const vms_vector &collision_point)
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{
if ( Weapon_info[get_weapon_id(weapon1)].damage_radius ) {
auto dist = vm_vec_dist_quick(weapon1->pos, weapon2->pos);
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if (dist < F1_0*5) {
maybe_kill_weapon(weapon1,weapon2);
if (weapon1->flags & OF_SHOULD_BE_DEAD) {
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon1, weapon1->pos);
#elif defined(DXX_BUILD_DESCENT_II)
explode_badass_weapon(weapon1, collision_point);
#endif
digi_link_sound_to_pos( Weapon_info[get_weapon_id(weapon1)].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
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}
return 1;
} else {
weapon1->lifeleft = min(static_cast<fix>(dist) / 64, F1_0);
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return 1;
}
} else
return 0;
}
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static void collide_weapon_and_weapon(const vobjptridx_t weapon1, const vobjptridx_t weapon2, const vms_vector &collision_point)
{
#if defined(DXX_BUILD_DESCENT_II)
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// -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
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if (get_weapon_id(weapon1) == weapon_id_type::PMINE_ID && get_weapon_id(weapon2) == weapon_id_type::PMINE_ID)
return; //these can't blow each other up
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if (get_weapon_id(weapon1) == weapon_id_type::OMEGA_ID) {
if (!ok_to_do_omega_damage(weapon1)) // see comment in laser.c
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return;
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} else if (get_weapon_id(weapon2) == weapon_id_type::OMEGA_ID) {
if (!ok_to_do_omega_damage(weapon2)) // see comment in laser.c
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return;
}
#endif
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if ((Weapon_info[get_weapon_id(weapon1)].destroyable) || (Weapon_info[get_weapon_id(weapon2)].destroyable)) {
// shooting Plasma will make bombs explode one drops at the same time since hitboxes overlap. Small HACK to get around this issue. if the player moves away from the bomb at least...
if ((GameTime64 < weapon1->ctype.laser_info.creation_time + (F1_0/5)) && (GameTime64 < weapon2->ctype.laser_info.creation_time + (F1_0/5)) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
return;
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// Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
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if ((get_weapon_id(weapon1) == get_weapon_id(weapon2)) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
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return;
#if defined(DXX_BUILD_DESCENT_I)
if (Weapon_info[get_weapon_id(weapon1)].destroyable)
if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
maybe_kill_weapon(weapon2,weapon1);
if (Weapon_info[get_weapon_id(weapon2)].destroyable)
if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
maybe_kill_weapon(weapon1,weapon2);
#elif defined(DXX_BUILD_DESCENT_II)
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if (Weapon_info[get_weapon_id(weapon1)].destroyable)
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if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
maybe_detonate_weapon(weapon2,weapon1, collision_point);
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if (Weapon_info[get_weapon_id(weapon2)].destroyable)
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if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
maybe_detonate_weapon(weapon1,weapon2, collision_point);
#endif
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}
}
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static void collide_weapon_and_debris(const vobjptridx_t weapon, const vobjptridx_t debris, const vms_vector &collision_point)
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{
#if defined(DXX_BUILD_DESCENT_II)
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// Hack! Prevent debris from causing bombs spewed at player death to detonate!
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if ((get_weapon_id(weapon) == weapon_id_type::PROXIMITY_ID) || (get_weapon_id(weapon) == weapon_id_type::SUPERPROX_ID)) {
if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime64)
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return;
}
#endif
if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
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explode_object(debris,0);
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
explode_badass_weapon(weapon, collision_point);
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maybe_kill_weapon(weapon,debris);
if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT))
weapon->flags |= OF_SHOULD_BE_DEAD;
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}
return;
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}
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#if defined(DXX_BUILD_DESCENT_I)
#define DXX_COLLISION_TABLE(NO,DO) \
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#elif defined(DXX_BUILD_DESCENT_II)
#define DXX_COLLISION_TABLE(NO,DO) \
NO##_SAME_COLLISION(OBJ_MARKER) \
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DO##_COLLISION(OBJ_PLAYER, OBJ_MARKER, collide_player_and_marker) \
NO##_COLLISION(OBJ_ROBOT, OBJ_MARKER) \
NO##_COLLISION(OBJ_HOSTAGE, OBJ_MARKER) \
NO##_COLLISION(OBJ_WEAPON, OBJ_MARKER) \
NO##_COLLISION(OBJ_CAMERA, OBJ_MARKER) \
NO##_COLLISION(OBJ_POWERUP, OBJ_MARKER) \
NO##_COLLISION(OBJ_DEBRIS, OBJ_MARKER) \
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#endif
#define COLLIDE_IGNORE_COLLISION(O1,O2,C)
#define COLLISION_TABLE(NO,DO) \
NO##_SAME_COLLISION( OBJ_FIREBALL) \
DO##_SAME_COLLISION( OBJ_ROBOT, collide_robot_and_robot ) \
NO##_SAME_COLLISION( OBJ_HOSTAGE) \
DO##_SAME_COLLISION( OBJ_PLAYER, collide_player_and_player ) \
DO##_SAME_COLLISION( OBJ_WEAPON, collide_weapon_and_weapon ) \
NO##_SAME_COLLISION( OBJ_CAMERA) \
NO##_SAME_COLLISION( OBJ_POWERUP) \
NO##_SAME_COLLISION( OBJ_DEBRIS) \
DO##_COLLISION( OBJ_WALL, OBJ_ROBOT, COLLIDE_IGNORE_COLLISION) \
DO##_COLLISION( OBJ_WALL, OBJ_WEAPON, COLLIDE_IGNORE_COLLISION) \
DO##_COLLISION( OBJ_WALL, OBJ_PLAYER, COLLIDE_IGNORE_COLLISION) \
DO##_COLLISION( OBJ_WALL, OBJ_POWERUP, COLLIDE_IGNORE_COLLISION) \
DO##_COLLISION( OBJ_WALL, OBJ_DEBRIS, COLLIDE_IGNORE_COLLISION) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_ROBOT) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_PLAYER) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_WEAPON) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_CAMERA) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_POWERUP) \
NO##_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS) \
NO##_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE) \
DO##_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player ) \
DO##_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon ) \
NO##_COLLISION( OBJ_ROBOT, OBJ_CAMERA) \
NO##_COLLISION( OBJ_ROBOT, OBJ_POWERUP) \
NO##_COLLISION( OBJ_ROBOT, OBJ_DEBRIS) \
DO##_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player ) \
DO##_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, COLLIDE_IGNORE_COLLISION) \
NO##_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA) \
NO##_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP) \
NO##_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS) \
DO##_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon ) \
NO##_COLLISION( OBJ_PLAYER, OBJ_CAMERA) \
DO##_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup ) \
NO##_COLLISION( OBJ_PLAYER, OBJ_DEBRIS) \
DO##_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen ) \
DO##_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter ) \
NO##_COLLISION( OBJ_WEAPON, OBJ_CAMERA) \
NO##_COLLISION( OBJ_WEAPON, OBJ_POWERUP) \
DO##_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris ) \
NO##_COLLISION( OBJ_CAMERA, OBJ_POWERUP) \
NO##_COLLISION( OBJ_CAMERA, OBJ_DEBRIS) \
NO##_COLLISION( OBJ_POWERUP, OBJ_DEBRIS) \
DO##_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen ) \
DO##_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen ) \
DO##_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter ) \
DXX_COLLISION_TABLE(NO,DO) \
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/* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
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#define COLLISION_OF(a,b) (((a)<<4) + (b))
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#define DO_COLLISION(type1,type2,collision_function) \
case COLLISION_OF( (type1), (type2) ): \
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static_assert(type1 < type2, "do " #type1 " < " #type2); \
collision_function( (A), (B), collision_point ); \
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break;
#define DO_SAME_COLLISION(type1,collision_function) \
case COLLISION_OF( (type1), (type1) ): \
collision_function( (A), (B), collision_point ); \
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break;
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//these next two macros define a case that does nothing
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#define NO_COLLISION(type1,type2) \
case COLLISION_OF( (type1), (type2) ): \
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static_assert(type1 < type2, "no " #type1 " < " #type2); \
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break;
#define NO_SAME_COLLISION(type1) \
case COLLISION_OF( (type1), (type1) ): \
break;
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template <typename T, std::size_t V>
struct assert_no_truncation
{
static_assert(static_cast<T>(V) == V, "truncation error");
};
void collide_two_objects(vobjptridx_t A, vobjptridx_t B, vms_vector &collision_point)
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{
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if (B->type < A->type)
{
using std::swap;
swap(A, B);
}
uint_fast8_t at, bt;
const char *emsg;
if (((at = A->type) >= MAX_OBJECT_TYPES && (emsg = "illegal object type A", true)) ||
((bt = B->type) >= MAX_OBJECT_TYPES && (emsg = "illegal object type B", true)))
throw std::runtime_error(emsg);
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uint_fast8_t collision_type = COLLISION_OF(at, bt);
struct assert_object_type_not_truncated : std::pair<assert_no_truncation<decltype(at), MAX_OBJECT_TYPES>, assert_no_truncation<decltype(bt), MAX_OBJECT_TYPES>> {};
struct assert_collision_of_not_truncated : assert_no_truncation<decltype(collision_type), COLLISION_OF(MAX_OBJECT_TYPES - 1, MAX_OBJECT_TYPES - 1)> {};
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switch( collision_type ) {
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COLLISION_TABLE(NO,DO)
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default:
Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
}
}
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#define ENABLE_COLLISION(type1,type2,f) \
COLLISION_RESULT(type1,type2,RESULT_CHECK); \
COLLISION_RESULT(type2,type1,RESULT_CHECK);
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#define DISABLE_COLLISION(type1,type2) \
COLLISION_RESULT(type1,type2,RESULT_NOTHING); \
COLLISION_RESULT(type2,type1,RESULT_NOTHING);
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#define ENABLE_SAME_COLLISION(type,f) COLLISION_RESULT(type,type,RESULT_CHECK);
#define DISABLE_SAME_COLLISION(type) COLLISION_RESULT(type,type,RESULT_NOTHING);
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namespace {
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template <object_type_t A, object_type_t B>
struct collision_result_t : public tt::conditional<(B < A), collision_result_t<B, A>, tt::integral_constant<ubyte, RESULT_NOTHING>>::type {};
#define COLLISION_RESULT(type1,type2,result) \
template <> \
struct collision_result_t<type1, type2> : public tt::integral_constant<ubyte, result> {}
COLLISION_TABLE(DISABLE, ENABLE);
}
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template <std::size_t R, std::size_t... C>
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static inline constexpr collision_inner_array_t collide_init(index_sequence<C...>)
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{
static_assert((COLLISION_OF(R, 0) < COLLISION_OF(R, sizeof...(C) - 1)), "ambiguous collision");
static_assert((COLLISION_OF(R, sizeof...(C) - 1) < COLLISION_OF(R + 1, 0)), "ambiguous collision");
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return collision_inner_array_t{{
collision_result_t<static_cast<object_type_t>(R), static_cast<object_type_t>(C)>::value...
}};
}
template <std::size_t... R, std::size_t... C>
static inline constexpr collision_outer_array_t collide_init(index_sequence<R...>, index_sequence<C...> c)
{
return collision_outer_array_t{{collide_init<R>(c)...}};
}
const collision_outer_array_t CollisionResult = collide_init(make_tree_index_sequence<MAX_OBJECT_TYPES>(), make_tree_index_sequence<MAX_OBJECT_TYPES>());
#undef DISABLE_COLLISION
#undef ENABLE_COLLISION
#define ENABLE_COLLISION(T1,T2) static_assert((!!collision_result_t<T1, T2>::value && !!collision_result_t<T2, T1>::value), #T1 " " #T2);
#define DISABLE_COLLISION(T1,T2) static_assert((!collision_result_t<T1, T2>::value && !collision_result_t<T2, T1>::value), #T1 " " #T2);
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ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
// DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
#if defined(DXX_BUILD_DESCENT_II)
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ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
#endif
ENABLE_COLLISION( OBJ_DEBRIS, OBJ_WALL );
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void collide_object_with_wall(const vobjptridx_t A, fix hitspeed, const vsegptridx_t hitseg, short hitwall, const vms_vector &hitpt)
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{
switch( A->type ) {
case OBJ_NONE:
Error( "A object of type NONE hit a wall!\n");
break;
case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
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case OBJ_WEAPON: collide_weapon_and_wall(A,hitseg,hitwall,hitpt); break;
case OBJ_DEBRIS: collide_debris_and_wall(A,hitseg,hitwall,hitpt); break;
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case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
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case OBJ_ROBOT: collide_robot_and_wall(A,hitseg,hitwall,hitpt); break;
case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
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case OBJ_GHOST: break; //do nothing
default:
Error( "Unhandled object type hit wall in collide.c\n" );
}
}