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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 .
*/
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/*
* $ Source : / cvs / cvsroot / d2x / main / collide . c , v $
2001-11-08 10:30:28 +00:00
* $ Revision : 1.9 $
2001-10-18 00:01:01 +00:00
* $ Author : bradleyb $
2001-11-08 10:30:28 +00:00
* $ Date : 2001 - 11 - 08 10 : 30 : 27 $
2001-10-18 00:01:01 +00:00
*
* FIXME : put description here
*
* $ Log : not supported by cvs2svn $
2001-11-08 10:30:28 +00:00
* Revision 1.8 2001 / 10 / 25 02 : 15 : 55 bradleyb
* conditionalize including multi . h and network . h , fix backslashes
*
2001-10-25 02:15:57 +00:00
* Revision 1.7 2001 / 10 / 18 00 : 01 : 00 bradleyb
* RCS headers added / changed
*
2001-10-18 00:01:01 +00:00
*
*/
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# ifdef HAVE_CONFIG_H
# include <conf.h>
# endif
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# include <string.h> // for memset
# include <stdlib.h>
# include <stdio.h>
# include "rle.h"
# include "inferno.h"
# include "game.h"
# include "gr.h"
# include "stdlib.h"
# include "bm.h"
//#include "error.h"
# include "mono.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"
# include "render.h"
# include "wall.h"
# include "vclip.h"
# include "polyobj.h"
# include "fireball.h"
# include "laser.h"
# include "error.h"
# 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"
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# ifdef NETWORK
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# include "network.h"
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# endif
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# include "newmenu.h"
# include "scores.h"
# include "effects.h"
# include "textures.h"
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# ifdef NETWORK
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# include "multi.h"
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# endif
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# include "cntrlcen.h"
# include "newdemo.h"
# include "endlevel.h"
# include "multibot.h"
# include "piggy.h"
# include "text.h"
# include "automap.h"
# include "switch.h"
# include "palette.h"
# ifdef TACTILE
# include "tactile.h"
# endif
# ifdef EDITOR
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# include "editor/editor.h"
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# endif
# include "collide.h"
# define STANDARD_EXPL_DELAY (f1_0 / 4)
//##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------
// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
void collide_robot_and_wall ( object * robot , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt )
{
ai_local * ailp = & Ai_local_info [ robot - Objects ] ;
if ( ( robot - > id = = ROBOT_BRAIN ) | | ( robot - > ctype . ai_info . behavior = = AIB_RUN_FROM ) | | ( Robot_info [ robot - > id ] . companion = = 1 ) | | ( robot - > ctype . ai_info . behavior = = AIB_SNIPE ) ) {
int wall_num = Segments [ hitseg ] . sides [ hitwall ] . wall_num ;
if ( wall_num ! = - 1 ) {
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 ) ) {
// -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
wall_open_door ( & Segments [ hitseg ] , hitwall ) ;
// -- 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)) {
} else if ( ( Robot_info [ robot - > id ] . companion = = 1 ) & & ( Walls [ wall_num ] . type = = WALL_DOOR ) ) {
if ( ( ailp - > mode = = AIM_GOTO_PLAYER ) | | ( Escort_special_goal = = ESCORT_GOAL_SCRAM ) ) {
if ( Walls [ wall_num ] . keys ! = KEY_NONE ) {
if ( Walls [ wall_num ] . keys & Players [ Player_num ] . flags )
wall_open_door ( & Segments [ hitseg ] , hitwall ) ;
} else if ( ! ( Walls [ wall_num ] . flags & WALL_DOOR_LOCKED ) )
wall_open_door ( & Segments [ hitseg ] , hitwall ) ;
}
} else if ( Robot_info [ robot - > id ] . thief ) { // Thief allowed to go through doors to which player has key.
if ( Walls [ wall_num ] . keys ! = KEY_NONE )
if ( Walls [ wall_num ] . keys & Players [ Player_num ] . flags )
wall_open_door ( & Segments [ hitseg ] , hitwall ) ;
}
}
}
return ;
}
//##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------
int apply_damage_to_clutter ( object * clutter , fix damage )
{
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 ;
}
char Monster_mode = 0 ; // A cheat. Do massive damage when collide.
//given the specified force, apply damage from that force to an object
void apply_force_damage ( object * obj , fix force , object * other_obj )
{
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 ( ( other_obj - > type = = OBJ_PLAYER ) & & Monster_mode )
damage = 0x7fffffff ;
//mprintf((0,"obj %d, damage=%x\n",obj-Objects,damage));
switch ( obj - > type ) {
case OBJ_ROBOT :
if ( Robot_info [ obj - > id ] . attack_type = = 1 ) {
if ( other_obj - > type = = OBJ_WEAPON )
result = apply_damage_to_robot ( obj , damage / 4 , other_obj - > ctype . laser_info . parent_num ) ;
else
result = apply_damage_to_robot ( obj , damage / 4 , other_obj - Objects ) ;
}
else {
if ( other_obj - > type = = OBJ_WEAPON )
result = apply_damage_to_robot ( obj , damage / 2 , other_obj - > ctype . laser_info . parent_num ) ;
else
result = apply_damage_to_robot ( obj , damage / 2 , other_obj - Objects ) ;
}
if ( result & & ( other_obj - > ctype . laser_info . parent_signature = = ConsoleObject - > signature ) )
add_points_to_score ( Robot_info [ obj - > id ] . score_value ) ;
break ;
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 [ other_obj - > id ] . attack_type ) )
damage = fixmul ( damage , FrameTime * 2 ) ;
// Make trainee easier.
if ( Difficulty_level = = 0 )
damage / = 2 ;
apply_damage_to_player ( obj , other_obj , damage ) ;
break ;
case OBJ_CLUTTER :
apply_damage_to_clutter ( obj , damage ) ;
break ;
case OBJ_CNTRLCEN :
apply_damage_to_controlcen ( obj , damage , other_obj - Objects ) ;
break ;
case OBJ_WEAPON :
break ; //weapons don't take damage
default :
Int3 ( ) ;
}
}
// -----------------------------------------------------------------------------
void bump_this_object ( object * objp , object * other_objp , vms_vector * force , int damage_flag )
{
fix force_mag ;
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 ) ;
if ( damage_flag & & ( ( other_objp - > type ! = OBJ_ROBOT ) | | ! Robot_info [ other_objp - > id ] . companion ) ) {
force_mag = vm_vec_mag_quick ( & force2 ) ;
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 [ objp - > id ] . boss_flag ) {
vms_vector force2 ;
force2 . x = force - > x / ( 4 + Difficulty_level ) ;
force2 . y = force - > y / ( 4 + Difficulty_level ) ;
force2 . z = force - > z / ( 4 + Difficulty_level ) ;
phys_apply_force ( objp , force ) ;
phys_apply_rot ( objp , & force2 ) ;
if ( damage_flag ) {
force_mag = vm_vec_mag_quick ( force ) ;
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.
void bump_two_objects ( object * obj0 , object * obj1 , int damage_flag )
{
vms_vector force ;
object * t = NULL ;
if ( obj0 - > movement_type ! = MT_PHYSICS )
t = obj1 ;
else if ( obj1 - > movement_type ! = MT_PHYSICS )
t = obj0 ;
if ( t ) {
Assert ( t - > movement_type = = MT_PHYSICS ) ;
vm_vec_copy_scale ( & force , & t - > mtype . phys_info . velocity , - t - > mtype . phys_info . mass ) ;
phys_apply_force ( t , & force ) ;
return ;
}
vm_vec_sub ( & force , & obj0 - > mtype . phys_info . velocity , & obj1 - > mtype . phys_info . velocity ) ;
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 ) ) ;
bump_this_object ( obj1 , obj0 , & force , damage_flag ) ;
vm_vec_negate ( & force ) ;
bump_this_object ( obj0 , obj1 , & force , damage_flag ) ;
}
void bump_one_object ( object * obj0 , vms_vector * hit_dir , fix damage )
{
vms_vector hit_vec ;
hit_vec = * hit_dir ;
vm_vec_scale ( & hit_vec , damage ) ;
phys_apply_force ( obj0 , & hit_vec ) ;
}
# define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
# define DAMAGE_THRESHOLD (F1_0 / 3)
# define WALL_LOUDNESS_SCALE (20)
fix force_force = i2f ( 50 ) ;
void collide_player_and_wall ( object * playerobj , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt )
{
fix damage ;
char ForceFieldHit = 0 ;
int tmap_num , tmap_num2 ;
if ( playerobj - > id ! = Player_num ) // Execute only for local player
return ;
tmap_num = Segments [ hitseg ] . sides [ hitwall ] . tmap_num ;
// If this wall does damage, don't make *BONK* sound, we'll be making another sound.
if ( TmapInfo [ tmap_num ] . damage > 0 )
return ;
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 ) ;
# ifdef TACTILE
if ( TactileStick )
Tactile_apply_force ( & force , & playerobj - > orient ) ;
# endif
//make sound
digi_link_sound_to_pos ( SOUND_FORCEFIELD_BOUNCE_PLAYER , hitseg , 0 , hitpt , 0 , f1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_FORCEFIELD_BOUNCE_PLAYER , f1_0 ) ;
# endif
ForceFieldHit = 1 ;
}
else {
# ifdef TACTILE
vms_vector force ;
if ( TactileStick ) {
force . x = - playerobj - > mtype . phys_info . velocity . x ;
force . y = - playerobj - > mtype . phys_info . velocity . y ;
force . z = - playerobj - > mtype . phys_info . velocity . z ;
Tactile_do_collide ( & force , & playerobj - > orient ) ;
}
# endif
wall_hit_process ( & Segments [ hitseg ] , hitwall , 20 , playerobj - > id , playerobj ) ;
}
// ** Damage from hitting wall **
// If the player has less than 10% shields, don't take damage from bump
// Note: Does quad damage if hit a force field - JL
damage = ( hitspeed / DAMAGE_SCALE ) * ( ForceFieldHit * 8 + 1 ) ;
tmap_num2 = Segments [ hitseg ] . sides [ hitwall ] . tmap_num2 ;
//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 ;
if ( damage > = DAMAGE_THRESHOLD ) {
int volume ;
volume = ( hitspeed - ( DAMAGE_SCALE * DAMAGE_THRESHOLD ) ) / WALL_LOUDNESS_SCALE ;
create_awareness_event ( playerobj , PA_WEAPON_WALL_COLLISION ) ;
if ( volume > F1_0 )
volume = F1_0 ;
if ( volume > 0 & & ! ForceFieldHit ) { // uhhhgly hack
digi_link_sound_to_pos ( SOUND_PLAYER_HIT_WALL , hitseg , 0 , hitpt , 0 , volume ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_PLAYER_HIT_WALL , volume ) ;
# endif
}
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) )
if ( Players [ Player_num ] . shields > f1_0 * 10 | | ForceFieldHit )
apply_damage_to_player ( playerobj , playerobj , damage ) ;
// -- 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 ;
}
fix Last_volatile_scrape_sound_time = 0 ;
void collide_weapon_and_wall ( object * weapon , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt ) ;
void collide_debris_and_wall ( object * debris , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt ) ;
//see if wall is volatile or water
//if volatile, cause damage to player
//returns 1=lava, 2=water
int check_volatile_wall ( object * obj , int segnum , int sidenum , vms_vector * hitpt )
{
fix tmap_num , d , water ;
Assert ( obj - > type = = OBJ_PLAYER ) ;
tmap_num = Segments [ segnum ] . sides [ sidenum ] . tmap_num ;
d = TmapInfo [ tmap_num ] . damage ;
water = ( TmapInfo [ tmap_num ] . flags & TMI_WATER ) ;
if ( d > 0 | | water ) {
if ( obj - > id = = Player_num ) {
if ( d > 0 ) {
fix damage = fixmul ( d , FrameTime ) ;
if ( Difficulty_level = = 0 )
damage / = 2 ;
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) )
apply_damage_to_player ( obj , obj , damage ) ;
# ifdef TACTILE
if ( TactileStick )
Tactile_Xvibrate ( 50 , 25 ) ;
# endif
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
{
# ifdef TACTILE
if ( TactileStick & & ! ( FrameCount & 15 ) )
Tactile_Xvibrate_clear ( ) ;
# endif
return 0 ;
}
}
//this gets called when an object is scraping along the wall
void scrape_object_on_wall ( object * obj , short hitseg , short hitside , vms_vector * hitpt )
{
switch ( obj - > type ) {
case OBJ_PLAYER :
if ( obj - > id = = Player_num ) {
int type ;
//mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
if ( ( type = check_volatile_wall ( obj , hitseg , hitside , hitpt ) ) ! = 0 ) {
vms_vector hit_dir , rand_vec ;
if ( ( GameTime > Last_volatile_scrape_sound_time + F1_0 / 4 ) | | ( GameTime < Last_volatile_scrape_sound_time ) ) {
int sound = ( type = = 1 ) ? SOUND_VOLATILE_WALL_HISS : SOUND_SHIP_IN_WATER ;
Last_volatile_scrape_sound_time = GameTime ;
digi_link_sound_to_pos ( sound , hitseg , 0 , hitpt , 0 , F1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( sound , F1_0 ) ;
# endif
}
# ifdef COMPACT_SEGS
get_side_normal ( & Segments [ hitseg ] , higside , 0 , & hit_dir ) ;
# else
hit_dir = Segments [ hitseg ] . sides [ hitside ] . normals [ 0 ] ;
# endif
make_random_vector ( & rand_vec ) ;
vm_vec_scale_add2 ( & hit_dir , & rand_vec , F1_0 / 8 ) ;
vm_vec_normalize_quick ( & hit_dir ) ;
bump_one_object ( obj , & hit_dir , F1_0 * 8 ) ;
}
//@@} else {
//@@ //what scrape sound
//@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
//@@}
}
break ;
//these two kinds of objects below shouldn't really slide, so
//if this scrape routine gets called (which it might if the
//object (such as a fusion blob) was created already poking
//through the wall) call the collide routine.
case OBJ_WEAPON :
collide_weapon_and_wall ( obj , 0 , hitseg , hitside , hitpt ) ;
break ;
case OBJ_DEBRIS :
collide_debris_and_wall ( obj , 0 , hitseg , hitside , hitpt ) ;
break ;
}
}
//if an effect is hit, and it can blow up, then blow it up
//returns true if it blew up
int check_effect_blowup ( segment * seg , int side , vms_vector * pnt , object * blower , int force_blowup_flag )
{
int tm , tmf , ec , db ;
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db = 0 ;
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// If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
{
int ok_to_blow = 0 ;
if ( blower - > ctype . laser_info . parent_type = = OBJ_ROBOT )
if ( Robot_info [ Objects [ blower - > ctype . laser_info . parent_num ] . id ] . companion )
ok_to_blow = 1 ;
if ( ! ( ok_to_blow | | ( blower - > ctype . laser_info . parent_type = = OBJ_PLAYER ) ) ) {
int trigger_num , wall_num ;
wall_num = seg - > sides [ side ] . wall_num ;
if ( wall_num ! = - 1 ) {
trigger_num = Walls [ wall_num ] . trigger ;
if ( trigger_num ! = - 1 )
return 0 ;
}
}
}
if ( ( tm = seg - > sides [ side ] . tmap_num2 ) ! = 0 ) {
tmf = tm & 0xc000 ; //tm flags
tm & = 0x3fff ; //tm without flags
//check if it's an animation (monitor) or casts light
if ( ( ( ( ec = TmapInfo [ tm ] . eclip_num ) ! = - 1 ) & & ( ( db = Effects [ ec ] . dest_bm_num ) ! = - 1 & & ! ( Effects [ ec ] . flags & EF_ONE_SHOT ) ) ) | | ( ec = = - 1 & & ( TmapInfo [ tm ] . destroyed ! = - 1 ) ) ) {
fix u , v ;
grs_bitmap * bm = & GameBitmaps [ Textures [ tm ] . index ] ;
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int x = 0 , y = 0 , t ;
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PIGGY_PAGE_IN ( Textures [ tm ] ) ;
//this can be blown up...did we hit it?
if ( ! force_blowup_flag ) {
find_hitpoint_uv ( & u , & v , NULL , pnt , seg , side , 0 ) ; //evil: always say face zero
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 ;
}
//mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
if ( bm - > bm_flags & BM_FLAG_RLE )
bm = rle_expand_texture ( bm ) ;
}
if ( force_blowup_flag | | ( bm - > bm_data [ y * bm - > bm_w + x ] ! = TRANSPARENCY_COLOR ) ) { //not trans, thus on effect
int vc , sound_num ;
fix dest_size ;
# ifdef NETWORK
if ( ( Game_mode & GM_MULTI ) & & Netgame . AlwaysLighting )
if ( ! ( ec ! = - 1 & & db ! = - 1 & & ! ( Effects [ ec ] . flags & EF_ONE_SHOT ) ) )
return ( 0 ) ;
# endif
//mprintf((0," HIT!\n"));
//note: this must get called before the texture changes,
//because we use the light value of the texture to change
//the static light in the segment
subtract_light ( seg - Segments , side ) ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_effect_blowup ( seg - Segments , side , pnt ) ;
if ( ec ! = - 1 ) {
dest_size = Effects [ ec ] . dest_size ;
vc = Effects [ ec ] . dest_vclip ;
} else {
dest_size = i2f ( 20 ) ;
vc = 3 ;
}
object_create_explosion ( seg - Segments , pnt , dest_size , vc ) ;
if ( ec ! = - 1 & & db ! = - 1 & & ! ( Effects [ ec ] . flags & EF_ONE_SHOT ) ) {
if ( ( sound_num = Vclip [ vc ] . sound_num ) ! = - 1 )
digi_link_sound_to_pos ( sound_num , seg - Segments , 0 , pnt , 0 , F1_0 ) ;
if ( ( sound_num = Effects [ ec ] . sound_num ) ! = - 1 ) //kill sound
digi_kill_sound_linked_to_segment ( seg - Segments , side , sound_num ) ;
if ( Effects [ ec ] . dest_eclip ! = - 1 & & Effects [ Effects [ ec ] . dest_eclip ] . segnum = = - 1 ) {
int bm_num ;
eclip * new_ec ;
new_ec = & Effects [ Effects [ ec ] . dest_eclip ] ;
bm_num = new_ec - > changing_wall_texture ;
mprintf ( ( 0 , " bm_num = %d \n " , bm_num ) ) ;
new_ec - > time_left = new_ec - > vc . frame_time ;
new_ec - > frame_count = 0 ;
new_ec - > segnum = seg - Segments ;
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
}
}
else {
seg - > sides [ side ] . tmap_num2 = TmapInfo [ tm ] . destroyed | tmf ;
//assume this is a light, and play light sound
digi_link_sound_to_pos ( SOUND_LIGHT_BLOWNUP , seg - Segments , 0 , pnt , 0 , F1_0 ) ;
}
return 1 ; //blew up!
}
}
}
return 0 ; //didn't blow up
}
// Copied from laser.c!
# define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
# define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
# define DESIRED_OMEGA_DIST (F1_0*5) // This is the desired distance between blobs. For distances > MIN_OMEGA_BLOBS*DESIRED_OMEGA_DIST, but not very large, this will apply.
# define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
# define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
// -------------------------------------------------
// Return true if ok to do Omega damage.
int ok_to_do_omega_damage ( object * weapon )
{
int parent_sig = weapon - > ctype . laser_info . parent_signature ;
int parent_num = weapon - > ctype . laser_info . parent_num ;
if ( ! ( Game_mode & GM_MULTI ) )
return 1 ;
if ( Objects [ parent_num ] . signature ! = parent_sig )
mprintf ( ( 0 , " Parent of omega blob not consistent with object information. \n " ) ) ;
else {
fix dist = vm_vec_dist_quick ( & Objects [ parent_num ] . pos , & weapon - > pos ) ;
if ( dist > MAX_OMEGA_DIST ) {
// -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
return 0 ;
} else
; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
}
return 1 ;
}
//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;
void collide_weapon_and_wall ( object * weapon , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt )
{
segment * seg = & Segments [ hitseg ] ;
int blew_up ;
int wall_type ;
int playernum ;
int robot_escort ;
if ( weapon - > id = = OMEGA_ID )
if ( ! ok_to_do_omega_damage ( weapon ) )
return ;
// If this is a guided missile and it strikes fairly directly, clear bounce flag.
if ( weapon - > id = = GUIDEDMISS_ID ) {
fix dot ;
dot = vm_vec_dot ( & weapon - > orient . fvec , & Segments [ hitseg ] . sides [ hitwall ] . normals [ 0 ] ) ;
mprintf ( ( 0 , " Guided missile dot = %7.3f \n " , f2fl ( dot ) ) ) ;
if ( dot < - F1_0 / 6 ) {
mprintf ( ( 0 , " Guided missile loses bounciness. \n " ) ) ;
weapon - > mtype . phys_info . flags & = ~ PF_BOUNCE ;
}
}
//if an energy weapon hits a forcefield, let it bounce
if ( ( TmapInfo [ seg - > sides [ hitwall ] . tmap_num ] . flags & TMI_FORCE_FIELD ) & &
! ( weapon - > type = = OBJ_WEAPON & & Weapon_info [ weapon - > id ] . energy_usage = = 0 ) ) {
//make sound
digi_link_sound_to_pos ( SOUND_FORCEFIELD_BOUNCE_WEAPON , hitseg , 0 , hitpt , 0 , f1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_FORCEFIELD_BOUNCE_WEAPON , f1_0 ) ;
# endif
return ; //bail here. physics code will bounce this object
}
# ifndef NDEBUG
if ( keyd_pressed [ KEY_LAPOSTRO ] )
if ( weapon - > ctype . laser_info . parent_num = = Players [ Player_num ] . objnum ) {
// MK: Real pain when you need to know a seg:side and you've got quad lasers.
mprintf ( ( 0 , " Your laser hit at segment = %i, side = %i \n " , hitseg , hitwall ) ) ;
HUD_init_message ( " Hit at segment = %i, side = %i " , hitseg , hitwall ) ;
if ( weapon - > id < 4 )
subtract_light ( hitseg , hitwall ) ;
else if ( weapon - > id = = FLARE_ID )
add_light ( hitseg , hitwall ) ;
}
//@@#ifdef EDITOR
//@@Cursegp = &Segments[hitseg];
//@@Curside = hitwall;
//@@#endif
# endif
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 ( seg , hitwall , hitpt , weapon , 0 ) ;
//if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
if ( ( weapon - > ctype . laser_info . parent_type = = OBJ_ROBOT ) & & ( Robot_info [ Objects [ weapon - > ctype . laser_info . parent_num ] . id ] . companion = = 1 ) ) {
robot_escort = 1 ;
if ( Game_mode & GM_MULTI )
{
Int3 ( ) ; // Get Jason!
return ;
}
playernum = Player_num ; //if single player, he's the player's buddy
}
else {
robot_escort = 0 ;
if ( Objects [ weapon - > ctype . laser_info . parent_num ] . type = = OBJ_PLAYER )
playernum = Objects [ weapon - > ctype . laser_info . parent_num ] . id ;
else
playernum = - 1 ; //not a player (thus a robot)
}
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
// NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
check_trigger ( seg , hitwall , weapon - > ctype . laser_info . parent_num , 1 ) ;
}
if ( weapon - > id = = EARTHSHAKER_ID )
smega_rock_stuff ( ) ;
wall_type = wall_hit_process ( seg , hitwall , weapon - > shields , playernum , weapon ) ;
// Wall is volatile if either tmap 1 or 2 is volatile
if ( ( TmapInfo [ seg - > sides [ hitwall ] . tmap_num ] . flags & TMI_VOLATILE ) | | ( seg - > sides [ hitwall ] . tmap_num2 & & ( TmapInfo [ seg - > sides [ hitwall ] . tmap_num2 & 0x3fff ] . flags & TMI_VOLATILE ) ) ) {
weapon_info * wi = & Weapon_info [ weapon - > id ] ;
int vclip ;
//we've hit a volatile wall
digi_link_sound_to_pos ( SOUND_VOLATILE_WALL_HIT , hitseg , 0 , hitpt , 0 , F1_0 ) ;
//for most weapons, use volatile wall hit. For mega, use its special vclip
vclip = ( weapon - > id = = MEGA_ID ) ? Weapon_info [ weapon - > id ] . robot_hit_vclip : VCLIP_VOLATILE_WALL_HIT ;
// 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 ) {
// -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
explode_badass_weapon ( weapon , hitpt ) ;
} else {
object_create_badass_explosion ( weapon , hitseg , hitpt ,
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 ,
weapon - > ctype . laser_info . parent_num ) ;
}
weapon - > flags | = OF_SHOULD_BE_DEAD ; //make flares die in lava
}
else if ( ( TmapInfo [ seg - > sides [ hitwall ] . tmap_num ] . flags & TMI_WATER ) | | ( seg - > sides [ hitwall ] . tmap_num2 & & ( TmapInfo [ seg - > sides [ hitwall ] . tmap_num2 & 0x3fff ] . flags & TMI_WATER ) ) ) {
weapon_info * wi = & Weapon_info [ weapon - > id ] ;
//we've hit water
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
if ( Weapon_info [ weapon - > id ] . matter ) {
digi_link_sound_to_pos ( SOUND_MISSILE_HIT_WATER , hitseg , 0 , hitpt , 0 , F1_0 ) ;
if ( Weapon_info [ weapon - > id ] . damage_radius ) {
digi_link_sound_to_object ( SOUND_BADASS_EXPLOSION , weapon - Objects , 0 , F1_0 ) ;
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
object_create_badass_explosion ( weapon , hitseg , hitpt ,
wi - > impact_size / 2 ,
wi - > robot_hit_vclip ,
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 [ weapon - > id ] . impact_size , Weapon_info [ weapon - > id ] . wall_hit_vclip ) ;
} 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 [ weapon - > id ] . impact_size , VCLIP_WATER_HIT ) ;
}
weapon - > flags | = OF_SHOULD_BE_DEAD ; //make flares die in water
}
else {
if ( weapon - > mtype . phys_info . flags & PF_BOUNCE ) {
//do special bound sound & effect
}
else {
//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
if ( ( weapon - > ctype . laser_info . parent_type ! = OBJ_PLAYER ) | | ( ( seg - > sides [ hitwall ] . wall_num = = - 1 | | wall_type = = WHP_NOT_SPECIAL ) & & ! blew_up ) )
if ( ( Weapon_info [ weapon - > id ] . wall_hit_sound > - 1 ) & & ( ! ( weapon - > flags & OF_SILENT ) ) )
digi_link_sound_to_pos ( Weapon_info [ weapon - > id ] . wall_hit_sound , weapon - > segnum , 0 , & weapon - > pos , 0 , F1_0 ) ;
if ( Weapon_info [ weapon - > id ] . wall_hit_vclip > - 1 ) {
if ( Weapon_info [ weapon - > id ] . damage_radius )
explode_badass_weapon ( weapon , hitpt ) ;
else
object_create_explosion ( weapon - > segnum , & weapon - > pos , Weapon_info [ weapon - > id ] . impact_size , Weapon_info [ weapon - > id ] . wall_hit_vclip ) ;
}
}
}
// 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 = = Players [ Player_num ] . objnum ) )
create_awareness_event ( weapon , PA_WEAPON_WALL_COLLISION ) ; // object "weapon" can attract attention to player
// if (weapon->id != FLARE_ID) {
// We now allow flares to open doors.
{
if ( ( ( weapon - > id ! = FLARE_ID ) | | ( weapon - > ctype . laser_info . parent_type ! = OBJ_PLAYER ) ) & & ! ( weapon - > mtype . phys_info . flags & PF_BOUNCE ) )
weapon - > flags | = OF_SHOULD_BE_DEAD ;
//don't let flares stick in force fields
if ( ( weapon - > id = = FLARE_ID ) & & ( TmapInfo [ seg - > sides [ hitwall ] . tmap_num ] . flags & TMI_FORCE_FIELD ) )
weapon - > flags | = OF_SHOULD_BE_DEAD ;
if ( ! ( weapon - > flags & OF_SILENT ) ) {
switch ( wall_type ) {
case WHP_NOT_SPECIAL :
//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 ;
case WHP_NO_KEY :
//play special hit door sound (if/when we get it)
digi_link_sound_to_pos ( SOUND_WEAPON_HIT_DOOR , weapon - > segnum , 0 , & weapon - > pos , 0 , F1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_WEAPON_HIT_DOOR , F1_0 ) ;
# endif
break ;
case WHP_BLASTABLE :
//play special blastable wall sound (if/when we get it)
if ( ( Weapon_info [ weapon - > id ] . wall_hit_sound > - 1 ) & & ( ! ( weapon - > flags & OF_SILENT ) ) )
digi_link_sound_to_pos ( SOUND_WEAPON_HIT_BLASTABLE , weapon - > segnum , 0 , & weapon - > pos , 0 , F1_0 ) ;
break ;
case WHP_DOOR :
//don't play anything, since door open sound will play
break ;
}
} // else
//mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", weapon-Objects));
} // else {
// if (weapon->lifeleft <= 0)
// weapon->flags |= OF_SHOULD_BE_DEAD;
// }
} else {
// This is a robot's laser
if ( ! ( weapon - > mtype . phys_info . flags & PF_BOUNCE ) )
weapon - > flags | = OF_SHOULD_BE_DEAD ;
}
return ;
}
//##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
//##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
void collide_debris_and_wall ( object * debris , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt ) {
explode_object ( debris , 0 ) ;
return ;
}
//##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
//## //weapon->flags |= OF_SHOULD_BE_DEAD;
//## return;
//##}
//##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------------
void collide_robot_and_robot ( object * robot1 , object * robot2 , vms_vector * collision_point ) {
// mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
// robot1-Objects, f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
// robot2-Objects, f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
// f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
bump_two_objects ( robot1 , robot2 , 1 ) ;
return ;
}
void collide_robot_and_controlcen ( object * obj1 , object * obj2 , vms_vector * collision_point )
{
if ( obj1 - > type = = OBJ_ROBOT ) {
vms_vector hitvec ;
vm_vec_normalize_quick ( vm_vec_sub ( & hitvec , & obj2 - > pos , & obj1 - > pos ) ) ;
bump_one_object ( obj1 , & hitvec , 0 ) ;
} else {
vms_vector hitvec ;
vm_vec_normalize_quick ( vm_vec_sub ( & hitvec , & obj1 - > pos , & obj2 - > pos ) ) ;
bump_one_object ( obj2 , & hitvec , 0 ) ;
}
}
//##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
//## return;
//##}
fix Last_thief_hit_time ;
void collide_robot_and_player ( object * robot , object * playerobj , vms_vector * collision_point )
{
int steal_attempt = 0 ;
int collision_seg ;
if ( robot - > flags & OF_EXPLODING )
return ;
collision_seg = find_point_seg ( collision_point , playerobj - > segnum ) ;
if ( collision_seg ! = - 1 )
object_create_explosion ( collision_seg , collision_point , Weapon_info [ 0 ] . impact_size , Weapon_info [ 0 ] . wall_hit_vclip ) ;
if ( playerobj - > id = = Player_num ) {
if ( Robot_info [ robot - > id ] . companion ) // Player and companion don't collide.
return ;
if ( Robot_info [ robot - > id ] . kamikaze ) {
apply_damage_to_robot ( robot , robot - > shields + 1 , playerobj - Objects ) ;
if ( playerobj = = ConsoleObject )
add_points_to_score ( Robot_info [ robot - > id ] . score_value ) ;
}
if ( Robot_info [ robot - > id ] . thief ) {
if ( Ai_local_info [ robot - Objects ] . mode = = AIM_THIEF_ATTACK ) {
Last_thief_hit_time = GameTime ;
attempt_to_steal_item ( robot , playerobj - > id ) ;
steal_attempt = 1 ;
} else if ( GameTime - Last_thief_hit_time < F1_0 * 2 )
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 = GameTime ;
}
create_awareness_event ( playerobj , PA_PLAYER_COLLISION ) ; // object robot can attract attention to player
do_ai_robot_hit_attack ( robot , playerobj , collision_point ) ;
do_ai_robot_hit ( robot , PA_WEAPON_ROBOT_COLLISION ) ;
}
# ifdef NETWORK
else
multi_robot_request_change ( robot , playerobj - > id ) ;
# endif
// 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 [ robot - > id ] . energy_drain )
digi_link_sound_to_pos ( SOUND_ROBOT_HIT_PLAYER , playerobj - > segnum , 0 , collision_point , 0 , F1_0 ) ;
bump_two_objects ( robot , playerobj , 1 ) ;
return ;
}
// 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.
void net_destroy_controlcen ( object * controlcen )
{
if ( Control_center_destroyed ! = 1 ) {
do_controlcen_destroyed_stuff ( controlcen ) ;
if ( ( controlcen ! = NULL ) & & ! ( controlcen - > flags & ( OF_EXPLODING | OF_DESTROYED ) ) ) {
digi_link_sound_to_pos ( SOUND_CONTROL_CENTER_DESTROYED , controlcen - > segnum , 0 , & controlcen - > pos , 0 , F1_0 ) ;
explode_object ( controlcen , 0 ) ;
}
}
}
// -----------------------------------------------------------------------------
void apply_damage_to_controlcen ( object * controlcen , fix damage , short who )
{
int whotype ;
// Only allow a player to damage the control center.
if ( ( who < 0 ) | | ( who > Highest_object_index ) )
return ;
whotype = Objects [ who ] . type ;
if ( whotype ! = OBJ_PLAYER ) {
mprintf ( ( 0 , " Damage to control center by object of type %i prevented by MK! \n " , whotype ) ) ;
return ;
}
# ifdef NETWORK
if ( ( Game_mode & GM_MULTI ) & & ! ( Game_mode & GM_MULTI_COOP ) & & ( Players [ Player_num ] . time_level < Netgame . control_invul_time ) )
{
if ( Objects [ who ] . id = = Player_num ) {
int secs = f2i ( Netgame . control_invul_time - Players [ Player_num ] . time_level ) % 60 ;
int mins = f2i ( Netgame . control_invul_time - Players [ Player_num ] . time_level ) / 60 ;
HUD_init_message ( " %s %d:%02d. " , TXT_CNTRLCEN_INVUL , mins , secs ) ;
}
return ;
}
# endif
if ( Objects [ who ] . id = = Player_num ) {
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 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI ) {
if ( who = = Players [ Player_num ] . objnum )
add_points_to_score ( CONTROL_CEN_SCORE ) ;
multi_send_destroy_controlcen ( ( ushort ) ( controlcen - Objects ) , Objects [ who ] . id ) ;
}
# endif
if ( ! ( Game_mode & GM_MULTI ) )
add_points_to_score ( CONTROL_CEN_SCORE ) ;
digi_link_sound_to_pos ( SOUND_CONTROL_CENTER_DESTROYED , controlcen - > segnum , 0 , & controlcen - > pos , 0 , F1_0 ) ;
explode_object ( controlcen , 0 ) ;
}
}
void collide_player_and_controlcen ( object * controlcen , object * playerobj , vms_vector * collision_point )
{
if ( playerobj - > id = = Player_num ) {
Control_center_been_hit = 1 ;
ai_do_cloak_stuff ( ) ; // In case player cloaked, make control center know where he is.
}
digi_link_sound_to_pos ( SOUND_ROBOT_HIT_PLAYER , playerobj - > segnum , 0 , collision_point , 0 , F1_0 ) ;
bump_two_objects ( controlcen , playerobj , 1 ) ;
return ;
}
void collide_player_and_marker ( object * marker , object * playerobj , vms_vector * collision_point )
{
mprintf ( ( 0 , " Collided with marker %d! \n " , marker - > id ) ) ;
if ( playerobj - > id = = Player_num ) {
int drawn ;
if ( Game_mode & GM_MULTI )
{
drawn = HUD_init_message ( " MARKER %s: %s " , Players [ marker - > id / 2 ] . callsign , MarkerMessage [ marker - > id ] ) ;
}
else
{
if ( MarkerMessage [ marker - > id ] [ 0 ] )
drawn = HUD_init_message ( " MARKER %d: %s " , marker - > id + 1 , MarkerMessage [ marker - > id ] ) ;
else
drawn = HUD_init_message ( " MARKER %d " , marker - > id + 1 ) ;
}
if ( drawn )
digi_play_sample ( SOUND_MARKER_HIT , F1_0 ) ;
detect_escort_goal_accomplished ( marker - Objects ) ;
}
}
// If a persistent weapon and other object is not a weapon, weaken it, else kill it.
// If both objects are weapons, weaken the weapon.
void maybe_kill_weapon ( object * weapon , object * other_obj )
{
if ( ( weapon - > id = = PROXIMITY_ID ) | | ( weapon - > id = = SUPERPROX_ID ) | | ( weapon - > id = = PMINE_ID ) ) {
weapon - > flags | = OF_SHOULD_BE_DEAD ;
return ;
}
// 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).
if ( weapon - > mtype . phys_info . flags & PF_PERSISTENT ) {
// 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 ;
weapon - > flags | = OF_SHOULD_BE_DEAD ; // weapon->lifeleft = 1;
}
}
} else
weapon - > flags | = OF_SHOULD_BE_DEAD ; // weapon->lifeleft = 1;
// -- 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;
// --
// -- if (weapon->shields <= 0) {
// -- weapon->shields = 0;
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
// -- }
// -- }
// -- } else
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
}
void collide_weapon_and_controlcen ( object * weapon , object * controlcen , vms_vector * collision_point )
{
if ( weapon - > id = = OMEGA_ID )
if ( ! ok_to_do_omega_damage ( weapon ) )
return ;
if ( weapon - > ctype . laser_info . parent_type = = OBJ_PLAYER ) {
fix damage = weapon - > shields ;
if ( Objects [ weapon - > ctype . laser_info . parent_num ] . id = = Player_num )
Control_center_been_hit = 1 ;
if ( Weapon_info [ weapon - > id ] . damage_radius )
explode_badass_weapon ( weapon , collision_point ) ;
else
object_create_explosion ( controlcen - > segnum , collision_point , controlcen - > size * 3 / 20 , VCLIP_SMALL_EXPLOSION ) ;
digi_link_sound_to_pos ( SOUND_CONTROL_CENTER_HIT , controlcen - > segnum , 0 , collision_point , 0 , F1_0 ) ;
damage = fixmul ( damage , weapon - > ctype . laser_info . multiplier ) ;
apply_damage_to_controlcen ( controlcen , damage , weapon - > ctype . laser_info . parent_num ) ;
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 , controlcen - > size * 3 / 20 , VCLIP_SMALL_EXPLOSION ) ;
maybe_kill_weapon ( weapon , controlcen ) ;
}
}
void collide_weapon_and_clutter ( object * weapon , object * clutter , vms_vector * collision_point ) {
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 ) ;
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);
extern object * explode_badass_object ( object * objp , fix damage , fix distance , fix force ) ;
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 ;
gr_palette_fade_out ( gr_palette , 256 , 0 ) ;
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 ( Players [ Player_num ] . shields < = 0 )
Players [ Player_num ] . shields = 1 ;
// If you're not invulnerable, get invulnerable!
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) ) {
Players [ Player_num ] . invulnerable_time = GameTime ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_INVULNERABLE ;
}
if ( ! ( Game_mode & GM_MULTI ) )
buddy_message ( " Nice job, %s! " , Players [ Player_num ] . callsign ) ;
Final_boss_is_dead = 1 ;
}
extern int Buddy_dude_cheat ;
extern int multi_all_players_alive ( ) ;
void multi_send_finish_game ( ) ;
// ------------------------------------------------------------------------------------------------------
// Return 1 if robot died, else return 0
int apply_damage_to_robot ( object * robot , fix damage , int killer_objnum )
{
2001-01-31 14:04:46 +00:00
# ifdef NETWORK
2001-01-19 03:30:16 +00:00
char isthief ;
char i , temp_stolen [ MAX_STOLEN_ITEMS ] ;
2001-01-31 14:04:46 +00:00
# endif
2001-01-19 03:30:16 +00:00
if ( robot - > flags & OF_EXPLODING ) return 0 ;
if ( robot - > shields < 0 ) return 0 ; //robot already dead...
if ( Robot_info [ robot - > id ] . boss_flag )
Boss_hit_time = GameTime ;
// 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.
2001-10-17 23:43:03 +00:00
if ( Robot_info [ robot - > id ] . companion ) {
2001-01-19 03:30:16 +00:00
// if ((Current_mission_num == 0 && Current_level_num == Last_level) || Buddy_dude_cheat)
# ifdef NETWORK
if ( ( Current_mission_num = = 0 & & Current_level_num = = Last_level ) )
return 0 ;
# endif
2001-10-17 23:43:03 +00:00
}
2001-01-19 03:30:16 +00:00
// if (robot->control_type == CT_REMOTE)
// return 0; // Can't damange a robot controlled by another player
// -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
// Boss_been_hit = 1;
robot - > shields - = damage ;
// Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
if ( Robot_info [ robot - > id ] . boss_flag )
# ifdef NETWORK
if ( ( Current_mission_num = = 0 ) & & Current_level_num = = Last_level )
# endif
if ( robot - > shields < 0 )
{
# ifdef NETWORK
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 ( ) ;
}
}
else
# endif
{ // NOTE LINK TO ABOVE!!!
if ( ( Players [ Player_num ] . shields < 0 ) | | Player_is_dead )
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 ( ) ;
}
}
if ( robot - > shields < 0 ) {
# ifdef NETWORK
if ( Game_mode & GM_MULTI ) {
if ( Robot_info [ robot - > id ] . thief )
isthief = 1 ;
else
isthief = 0 ;
if ( isthief )
for ( i = 0 ; i < MAX_STOLEN_ITEMS ; i + + )
temp_stolen [ ( int ) i ] = Stolen_items [ ( int ) i ] ;
if ( multi_explode_robot_sub ( robot - Objects , killer_objnum , Robot_info [ robot - > id ] . thief ) )
{
if ( isthief )
for ( i = 0 ; i < MAX_STOLEN_ITEMS ; i + + )
Stolen_items [ ( int ) i ] = temp_stolen [ ( int ) i ] ;
multi_send_robot_explode ( robot - Objects , killer_objnum , Robot_info [ robot - > id ] . thief ) ;
if ( isthief )
for ( i = 0 ; i < MAX_STOLEN_ITEMS ; i + + )
Stolen_items [ ( int ) i ] = 255 ;
return 1 ;
}
else
return 0 ;
}
# endif
Players [ Player_num ] . num_kills_level + + ;
Players [ Player_num ] . num_kills_total + + ;
if ( Robot_info [ robot - > id ] . boss_flag ) {
start_boss_death_sequence ( robot ) ; //do_controlcen_destroyed_stuff(NULL);
} else if ( Robot_info [ robot - > id ] . death_roll ) {
start_robot_death_sequence ( robot ) ; //do_controlcen_destroyed_stuff(NULL);
} else {
if ( robot - > id = = SPECIAL_REACTOR_ROBOT )
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);
if ( Robot_info [ robot - > id ] . kamikaze )
explode_object ( robot , 1 ) ; // Kamikaze, explode right away, IN YOUR FACE!
else
explode_object ( robot , STANDARD_EXPL_DELAY ) ;
}
return 1 ;
} else
return 0 ;
}
extern int boss_spew_robot ( object * objp , vms_vector * pos ) ;
//--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
//--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
//--ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,0,1,1}; // Set byte if boss spews bots when hit by energy weapon.
//--ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,0,1,1}; // Set byte if boss spews bots when hit by matter weapon.
//--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
//--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
//--ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,1,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
//#define BOSS_INVULNERABLE_DOT 0 // If a boss is invulnerable over most of his body, fvec(dot)vec_to_collision must be less than this for damage to occur.
int Boss_invulnerable_dot = 0 ;
int Buddy_gave_hint_count = 5 ;
fix Last_time_buddy_gave_hint = 0 ;
// ------------------------------------------------------------------------------------------------------
// Return true if damage done to boss, else return false.
int do_boss_weapon_collision ( object * robot , object * weapon , vms_vector * collision_point )
{
int d2_boss_index ;
int damage_flag ;
damage_flag = 1 ;
d2_boss_index = Robot_info [ robot - > id ] . boss_flag - BOSS_D2 ;
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 [ weapon - > id ] . matter & & Boss_spews_bots_matter [ d2_boss_index ] ) | | ( ! Weapon_info [ weapon - > id ] . matter & & Boss_spews_bots_energy [ d2_boss_index ] ) ) {
if ( Boss_spew_more [ d2_boss_index ] )
if ( d_rand ( ) > 16384 ) {
if ( boss_spew_robot ( robot , collision_point ) ! = - 1 )
Last_gate_time = GameTime - Gate_interval - 1 ; // Force allowing spew of another bot.
}
boss_spew_robot ( robot , collision_point ) ;
}
if ( Boss_invulnerable_spot [ d2_boss_index ] ) {
fix dot ;
vms_vector tvec1 ;
// Boss only vulnerable in back. See if hit there.
vm_vec_sub ( & tvec1 , collision_point , & robot - > pos ) ;
vm_vec_normalize_quick ( & tvec1 ) ; // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
dot = vm_vec_dot ( & tvec1 , & robot - > orient . fvec ) ;
mprintf ( ( 0 , " Boss hit vec dot = %7.3f \n " , f2fl ( dot ) ) ) ;
if ( dot > Boss_invulnerable_dot ) {
int new_obj ;
int segnum ;
segnum = find_point_seg ( collision_point , robot - > segnum ) ;
digi_link_sound_to_pos ( SOUND_WEAPON_HIT_DOOR , segnum , 0 , collision_point , 0 , F1_0 ) ;
damage_flag = 0 ;
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 < GameTime ) {
int sval ;
Buddy_gave_hint_count - - ;
Last_time_buddy_gave_hint = GameTime ;
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 ;
}
}
}
// Cause weapon to bounce.
// Make a copy of this weapon, because the physics wants to destroy it.
if ( ! Weapon_info [ weapon - > id ] . matter ) {
new_obj = obj_create ( weapon - > type , weapon - > id , weapon - > segnum , & weapon - > pos ,
& weapon - > orient , weapon - > size , weapon - > control_type , weapon - > movement_type , weapon - > render_type ) ;
if ( new_obj ! = - 1 ) {
vms_vector vec_to_point ;
vms_vector weap_vec ;
fix speed ;
if ( weapon - > render_type = = RT_POLYOBJ ) {
Objects [ new_obj ] . rtype . pobj_info . model_num = Weapon_info [ Objects [ new_obj ] . id ] . model_num ;
Objects [ new_obj ] . size = fixdiv ( Polygon_models [ Objects [ new_obj ] . rtype . pobj_info . model_num ] . rad , Weapon_info [ Objects [ new_obj ] . id ] . po_len_to_width_ratio ) ;
}
Objects [ new_obj ] . mtype . phys_info . mass = Weapon_info [ weapon - > type ] . mass ;
Objects [ new_obj ] . mtype . phys_info . drag = Weapon_info [ weapon - > type ] . drag ;
vm_vec_zero ( & Objects [ new_obj ] . mtype . phys_info . thrust ) ;
vm_vec_sub ( & vec_to_point , collision_point , & robot - > pos ) ;
vm_vec_normalize_quick ( & vec_to_point ) ;
weap_vec = weapon - > mtype . phys_info . velocity ;
speed = vm_vec_normalize_quick ( & weap_vec ) ;
vm_vec_scale_add2 ( & vec_to_point , & weap_vec , - F1_0 * 2 ) ;
vm_vec_scale ( & vec_to_point , speed / 4 ) ;
Objects [ new_obj ] . mtype . phys_info . velocity = vec_to_point ;
}
}
}
} else if ( ( Weapon_info [ weapon - > id ] . matter & & Boss_invulnerable_matter [ d2_boss_index ] ) | | ( ! Weapon_info [ weapon - > id ] . matter & & Boss_invulnerable_energy [ d2_boss_index ] ) ) {
int segnum ;
segnum = find_point_seg ( collision_point , robot - > segnum ) ;
digi_link_sound_to_pos ( SOUND_WEAPON_HIT_DOOR , segnum , 0 , collision_point , 0 , F1_0 ) ;
damage_flag = 0 ;
}
return damage_flag ;
}
extern int Robots_kill_robots_cheat ;
// ------------------------------------------------------------------------------------------------------
void collide_robot_and_weapon ( object * robot , object * weapon , vms_vector * collision_point )
{
int damage_flag = 1 ;
int boss_invul_flag = 0 ;
if ( weapon - > id = = OMEGA_ID )
if ( ! ok_to_do_omega_damage ( weapon ) )
return ;
if ( Robot_info [ robot - > id ] . boss_flag ) {
Boss_hit_time = GameTime ;
if ( Robot_info [ robot - > id ] . boss_flag > = BOSS_D2 ) {
damage_flag = do_boss_weapon_collision ( robot , weapon , collision_point ) ;
boss_invul_flag = ! damage_flag ;
}
}
// 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...
if ( ( Robot_info [ robot - > id ] . companion ) & & ( ( weapon - > ctype . laser_info . parent_type ! = OBJ_ROBOT ) & & ! Robots_kill_robots_cheat ) )
return ;
if ( weapon - > id = = EARTHSHAKER_ID )
smega_rock_stuff ( ) ;
// 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 ;
// mprintf((0, "weapon #%i with power %i hits robot #%i.\n", weapon - Objects, f2i(weapon->shields), robot - Objects));
}
if ( weapon - > ctype . laser_info . parent_signature = = robot - > signature )
return ;
// 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.
if ( ( weapon - > ctype . laser_info . parent_type = = OBJ_PLAYER ) & & ( Robot_info [ robot - > id ] . energy_blobs ) )
if ( ( robot - > shields > 0 ) & & Weapon_is_energy [ weapon - > id ] ) {
fix probval ;
int num_blobs ;
probval = ( Difficulty_level + 2 ) * min ( weapon - > shields , robot - > shields ) ;
probval = Robot_info [ robot - > id ] . energy_blobs * probval / ( NDL * 32 ) ;
num_blobs = probval > > 16 ;
if ( 2 * d_rand ( ) < ( probval & 0xffff ) )
num_blobs + + ;
if ( num_blobs )
create_smart_children ( robot , num_blobs ) ;
}
// Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
// unless this is trapped elsewhere.
if ( Weapon_info [ weapon - > id ] . damage_radius )
{
if ( boss_invul_flag ) { //don't make badass sound
weapon_info * wi = & Weapon_info [ weapon - > id ] ;
//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 ] ,
wi - > damage_radius , wi - > strength [ Difficulty_level ] ,
weapon - > ctype . laser_info . parent_num ) ;
}
else //normal badass explosion
explode_badass_weapon ( weapon , collision_point ) ;
}
if ( ( ( weapon - > ctype . laser_info . parent_type = = OBJ_PLAYER ) | | Robots_kill_robots_cheat ) & & ! ( robot - > flags & OF_EXPLODING ) ) {
object * expl_obj = NULL ;
if ( weapon - > ctype . laser_info . parent_num = = Players [ Player_num ] . objnum ) {
create_awareness_event ( weapon , PA_WEAPON_ROBOT_COLLISION ) ; // object "weapon" can attract attention to player
do_ai_robot_hit ( robot , PA_WEAPON_ROBOT_COLLISION ) ;
}
# ifdef NETWORK
else
multi_robot_request_change ( robot , Objects [ weapon - > ctype . laser_info . parent_num ] . id ) ;
# endif
if ( Robot_info [ robot - > id ] . exp1_vclip_num > - 1 )
expl_obj = object_create_explosion ( weapon - > segnum , collision_point , ( robot - > size / 2 * 3 ) / 4 , Robot_info [ robot - > id ] . exp1_vclip_num ) ;
else if ( Weapon_info [ weapon - > id ] . robot_hit_vclip > - 1 )
expl_obj = object_create_explosion ( weapon - > segnum , collision_point , Weapon_info [ weapon - > id ] . impact_size , Weapon_info [ weapon - > id ] . robot_hit_vclip ) ;
if ( expl_obj )
obj_attach ( robot , expl_obj ) ;
if ( damage_flag & & ( Robot_info [ robot - > id ] . exp1_sound_num > - 1 ) )
digi_link_sound_to_pos ( Robot_info [ robot - > id ] . exp1_sound_num , robot - > segnum , 0 , collision_point , 0 , F1_0 ) ;
if ( ! ( weapon - > flags & OF_HARMLESS ) ) {
fix damage = weapon - > shields ;
if ( damage_flag )
damage = fixmul ( damage , weapon - > ctype . laser_info . multiplier ) ;
else
damage = 0 ;
// 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.
if ( weapon - > id = = GAUSS_ID )
if ( Robot_info [ robot - > id ] . boss_flag )
damage = damage * ( 2 * NDL - Difficulty_level ) / ( 2 * NDL ) ;
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 ) {
add_points_to_score ( Robot_info [ robot - > id ] . score_value ) ;
detect_escort_goal_accomplished ( robot - Objects ) ;
}
}
// If Gauss Cannon, spin robot.
if ( ( robot ! = NULL ) & & ( ! Robot_info [ robot - > id ] . companion ) & & ( ! Robot_info [ robot - > id ] . boss_flag ) & & ( weapon - > id = = GAUSS_ID ) ) {
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 ;
}
}
}
maybe_kill_weapon ( weapon , robot ) ;
return ;
}
//##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
//## return;
//##}
void collide_hostage_and_player ( object * hostage , object * player , vms_vector * collision_point ) {
// Give player points, etc.
if ( player = = ConsoleObject ) {
detect_escort_goal_accomplished ( hostage - Objects ) ;
add_points_to_score ( HOSTAGE_SCORE ) ;
// Do effect
hostage_rescue ( hostage - > id ) ;
// Remove the hostage object.
hostage - > flags | = OF_SHOULD_BE_DEAD ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_remobj ( hostage - Objects ) ;
# endif
}
return ;
}
//--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
//--unused-- {
//--unused-- // Cannot kill hostages, as per Matt's edict!
//--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
//--unused-- hostage->shields -= weapon->shields/2;
//--unused--
//--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
//--unused--
//--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
//--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
//--unused--
//--unused--
//--unused-- if (hostage->shields <= 0) {
//--unused-- explode_object(hostage,0);
//--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
//--unused-- }
//--unused--
//--unused-- if ( Weapon_info[weapon->id].damage_radius )
//--unused-- explode_badass_weapon(weapon);
//--unused--
//--unused-- maybe_kill_weapon(weapon,hostage);
//--unused--
//--unused-- }
//##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
//## return;
//##}
void collide_player_and_player ( object * player1 , object * player2 , vms_vector * collision_point ) {
digi_link_sound_to_pos ( SOUND_ROBOT_HIT_PLAYER , player1 - > segnum , 0 , collision_point , 0 , F1_0 ) ;
bump_two_objects ( player1 , player2 , 1 ) ;
return ;
}
int maybe_drop_primary_weapon_egg ( object * playerobj , int weapon_index )
{
int weapon_flag = HAS_FLAG ( weapon_index ) ;
int powerup_num ;
powerup_num = Primary_weapon_to_powerup [ weapon_index ] ;
if ( Players [ playerobj - > id ] . primary_weapon_flags & weapon_flag )
return call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , powerup_num ) ;
else
return - 1 ;
}
void maybe_drop_secondary_weapon_egg ( object * playerobj , int weapon_index , int count )
{
int weapon_flag = HAS_FLAG ( weapon_index ) ;
int powerup_num ;
powerup_num = Secondary_weapon_to_powerup [ weapon_index ] ;
if ( Players [ playerobj - > id ] . secondary_weapon_flags & weapon_flag ) {
int i , max_count ;
max_count = min ( count , 3 ) ;
for ( i = 0 ; i < max_count ; i + + )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , powerup_num ) ;
}
}
void drop_missile_1_or_4 ( object * playerobj , int missile_index )
{
int num_missiles , powerup_id ;
num_missiles = Players [ playerobj - > id ] . secondary_ammo [ missile_index ] ;
powerup_id = Secondary_weapon_to_powerup [ missile_index ] ;
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 ) ;
}
// -- int Items_destroyed = 0;
void drop_player_eggs ( object * playerobj )
{
// mprintf((0, "In drop_player_eggs...\n"));
if ( ( playerobj - > type = = OBJ_PLAYER ) | | ( playerobj - > type = = OBJ_GHOST ) ) {
int rthresh ;
int pnum = playerobj - > id ;
int objnum ;
int vulcan_ammo = 0 ;
vms_vector randvec ;
// -- Items_destroyed = 0;
// Seed the random number generator so in net play the eggs will always
// drop the same way
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
Net_create_loc = 0 ;
d_srand ( 5483L ) ;
}
# endif
// If the player had smart mines, maybe arm one of them.
rthresh = 30000 ;
while ( ( Players [ playerobj - > id ] . secondary_ammo [ SMART_MINE_INDEX ] % 4 = = 1 ) & & ( d_rand ( ) < rthresh ) ) {
int newseg ;
vms_vector tvec ;
make_random_vector ( & randvec ) ;
rthresh / = 2 ;
vm_vec_add ( & tvec , & playerobj - > pos , & randvec ) ;
newseg = find_point_seg ( & tvec , playerobj - > segnum ) ;
if ( newseg ! = - 1 )
Laser_create_new ( & randvec , & tvec , newseg , playerobj - Objects , SUPERPROX_ID , 0 ) ;
}
// If the player had proximity bombs, maybe arm one of them.
if ( ( Game_mode & GM_MULTI ) & & ! ( Game_mode & GM_HOARD ) )
{
rthresh = 30000 ;
while ( ( Players [ playerobj - > id ] . secondary_ammo [ PROXIMITY_INDEX ] % 4 = = 1 ) & & ( d_rand ( ) < rthresh ) ) {
int newseg ;
vms_vector tvec ;
make_random_vector ( & randvec ) ;
rthresh / = 2 ;
vm_vec_add ( & tvec , & playerobj - > pos , & randvec ) ;
newseg = find_point_seg ( & tvec , playerobj - > segnum ) ;
if ( newseg ! = - 1 )
Laser_create_new ( & randvec , & tvec , newseg , playerobj - Objects , PROXIMITY_ID , 0 ) ;
}
}
// If the player dies and he has powerful lasers, create the powerups here.
if ( Players [ pnum ] . laser_level > MAX_LASER_LEVEL )
call_object_create_egg ( playerobj , Players [ pnum ] . laser_level - MAX_LASER_LEVEL , OBJ_POWERUP , POW_SUPER_LASER ) ;
else if ( Players [ pnum ] . laser_level > = 1 )
call_object_create_egg ( playerobj , Players [ pnum ] . laser_level , OBJ_POWERUP , POW_LASER ) ; // Note: laser_level = 0 for laser level 1.
// Drop quad laser if appropos
if ( Players [ pnum ] . flags & PLAYER_FLAGS_QUAD_LASERS )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_QUAD_FIRE ) ;
if ( Players [ pnum ] . flags & PLAYER_FLAGS_CLOAKED )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_CLOAK ) ;
if ( Players [ pnum ] . flags & PLAYER_FLAGS_MAP_ALL )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_FULL_MAP ) ;
if ( Players [ pnum ] . flags & PLAYER_FLAGS_AFTERBURNER )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_AFTERBURNER ) ;
if ( Players [ pnum ] . flags & PLAYER_FLAGS_AMMO_RACK )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_AMMO_RACK ) ;
if ( Players [ pnum ] . flags & PLAYER_FLAGS_CONVERTER )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_CONVERTER ) ;
if ( Players [ pnum ] . flags & PLAYER_FLAGS_HEADLIGHT )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_HEADLIGHT ) ;
// drop the other enemies flag if you have it
# ifdef NETWORK
if ( ( Game_mode & GM_CAPTURE ) & & ( Players [ pnum ] . flags & PLAYER_FLAGS_FLAG ) )
{
if ( ( get_team ( pnum ) = = TEAM_RED ) )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_FLAG_BLUE ) ;
else
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_FLAG_RED ) ;
}
if ( Game_mode & GM_HOARD )
{
// Drop hoard orbs
int max_count , i ;
mprintf ( ( 0 , " HOARD MODE: Dropping %d orbs \n " , Players [ pnum ] . secondary_ammo [ PROXIMITY_INDEX ] ) ) ;
max_count = min ( Players [ pnum ] . secondary_ammo [ PROXIMITY_INDEX ] , 12 ) ;
for ( i = 0 ; i < max_count ; i + + )
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_HOARD_ORB ) ;
}
# endif
//Drop the vulcan, gauss, and ammo
vulcan_ammo = Players [ pnum ] . primary_ammo [ VULCAN_INDEX ] ;
if ( ( Players [ pnum ] . primary_weapon_flags & HAS_FLAG ( VULCAN_INDEX ) ) & & ( Players [ pnum ] . primary_weapon_flags & HAS_FLAG ( GAUSS_INDEX ) ) )
vulcan_ammo / = 2 ; //if both vulcan & gauss, each gets half
if ( vulcan_ammo < VULCAN_AMMO_AMOUNT )
vulcan_ammo = VULCAN_AMMO_AMOUNT ; //make sure gun has at least as much as a powerup
objnum = maybe_drop_primary_weapon_egg ( playerobj , VULCAN_INDEX ) ;
if ( objnum ! = - 1 )
Objects [ objnum ] . ctype . powerup_info . count = vulcan_ammo ;
objnum = maybe_drop_primary_weapon_egg ( playerobj , GAUSS_INDEX ) ;
if ( objnum ! = - 1 )
Objects [ objnum ] . ctype . powerup_info . count = vulcan_ammo ;
// Drop the rest of the primary weapons
maybe_drop_primary_weapon_egg ( playerobj , SPREADFIRE_INDEX ) ;
maybe_drop_primary_weapon_egg ( playerobj , PLASMA_INDEX ) ;
maybe_drop_primary_weapon_egg ( playerobj , FUSION_INDEX ) ;
maybe_drop_primary_weapon_egg ( playerobj , HELIX_INDEX ) ;
maybe_drop_primary_weapon_egg ( playerobj , PHOENIX_INDEX ) ;
objnum = maybe_drop_primary_weapon_egg ( playerobj , OMEGA_INDEX ) ;
if ( objnum ! = - 1 )
Objects [ objnum ] . ctype . powerup_info . count = ( playerobj - > id = = Player_num ) ? Omega_charge : MAX_OMEGA_CHARGE ;
// 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 ( ! ( Game_mode & GM_HOARD ) )
maybe_drop_secondary_weapon_egg ( playerobj , PROXIMITY_INDEX , ( Players [ playerobj - > id ] . secondary_ammo [ PROXIMITY_INDEX ] ) / 4 ) ;
maybe_drop_secondary_weapon_egg ( playerobj , SMART_INDEX , Players [ playerobj - > id ] . secondary_ammo [ SMART_INDEX ] ) ;
maybe_drop_secondary_weapon_egg ( playerobj , MEGA_INDEX , Players [ playerobj - > id ] . secondary_ammo [ MEGA_INDEX ] ) ;
maybe_drop_secondary_weapon_egg ( playerobj , SMART_MINE_INDEX , ( Players [ playerobj - > id ] . secondary_ammo [ SMART_MINE_INDEX ] ) / 4 ) ;
maybe_drop_secondary_weapon_egg ( playerobj , SMISSILE5_INDEX , Players [ playerobj - > id ] . secondary_ammo [ SMISSILE5_INDEX ] ) ;
// Drop the player's missiles in packs of 1 and/or 4
drop_missile_1_or_4 ( playerobj , HOMING_INDEX ) ;
drop_missile_1_or_4 ( playerobj , GUIDED_INDEX ) ;
drop_missile_1_or_4 ( playerobj , CONCUSSION_INDEX ) ;
drop_missile_1_or_4 ( playerobj , SMISSILE1_INDEX ) ;
drop_missile_1_or_4 ( playerobj , SMISSILE4_INDEX ) ;
// If player has vulcan ammo, but no vulcan cannon, drop the ammo.
if ( ! ( Players [ playerobj - > id ] . primary_weapon_flags & HAS_VULCAN_FLAG ) ) {
int amount = Players [ playerobj - > id ] . primary_ammo [ VULCAN_INDEX ] ;
if ( amount > 200 ) {
mprintf ( ( 0 , " Surprising amount of vulcan ammo: %i bullets. \n " , amount ) ) ;
amount = 200 ;
}
while ( amount > 0 ) {
call_object_create_egg ( playerobj , 1 , OBJ_POWERUP , POW_VULCAN_AMMO ) ;
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 ) ;
}
//-- // Drop all the keys.
//-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
//-- playerobj->contains_count = 1;
//-- playerobj->contains_type = OBJ_POWERUP;
//-- playerobj->contains_id = POW_KEY_BLUE;
//-- object_create_egg(playerobj);
//-- }
//-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
//-- playerobj->contains_count = 1;
//-- playerobj->contains_type = OBJ_POWERUP;
//-- playerobj->contains_id = POW_KEY_RED;
//-- object_create_egg(playerobj);
//-- }
//-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
//-- playerobj->contains_count = 1;
//-- playerobj->contains_type = OBJ_POWERUP;
//-- playerobj->contains_id = POW_KEY_GOLD;
//-- object_create_egg(playerobj);
//-- }
// -- if (Items_destroyed) {
// -- if (Items_destroyed == 1)
// -- HUD_init_message("%i item was destroyed.", Items_destroyed);
// -- else
// -- HUD_init_message("%i items were destroyed.", Items_destroyed);
// -- Items_destroyed = 0;
// -- }
}
}
// -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
// -- removed, 09/06/95, MK -- {
// -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
// -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
// -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
// -- removed, 09/06/95, MK -- update_laser_weapon_info();
// -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
// -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
// -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
// -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
// -- removed, 09/06/95, MK -- update_laser_weapon_info();
// -- removed, 09/06/95, MK -- } else {
// -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
// -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
// -- removed, 09/06/95, MK -- auto_select_weapon(0);
// -- removed, 09/06/95, MK -- }
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- }
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
// -- removed, 09/06/95, MK -- {
// -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
// -- removed, 09/06/95, MK -- return;
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
// -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
// -- removed, 09/06/95, MK -- auto_select_weapon(1);
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- }
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
extern fix Buddy_sorry_time ;
void apply_damage_to_player ( object * playerobj , object * killer , fix damage )
{
if ( Player_is_dead )
return ;
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE )
return ;
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.
if ( playerobj - > id = = Player_num ) { //is this the local player?
// MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
// -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
// --
// -- //invincible, so just do blue flash
// --
// -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
// --
// -- }
// -- else { //take damage, do red flash
Players [ Player_num ] . shields - = damage ;
PALETTE_FLASH_ADD ( f2i ( damage ) * 4 , - f2i ( damage / 2 ) , - f2i ( damage / 2 ) ) ; //flash red
// -- }
if ( Players [ Player_num ] . shields < 0 ) {
Players [ Player_num ] . killer_objnum = killer - Objects ;
// if ( killer && (killer->type == OBJ_PLAYER))
// Players[Player_num].killer_objnum = killer-Objects;
playerobj - > flags | = OF_SHOULD_BE_DEAD ;
if ( Buddy_objnum ! = - 1 )
if ( killer & & ( killer - > type = = OBJ_ROBOT ) & & ( Robot_info [ killer - > id ] . companion ) )
Buddy_sorry_time = GameTime ;
}
// -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
// -- removed, 09/06/95, MK -- int randnum = d_rand();
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
// -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
// -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
// -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
// -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
// -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
// -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
// -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
// -- removed, 09/06/95, MK -- } else
// -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
// -- removed, 09/06/95, MK -- } else
// -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
// -- removed, 09/06/95, MK -- }
playerobj - > shields = Players [ Player_num ] . shields ; //mirror
}
}
void collide_player_and_weapon ( object * playerobj , object * weapon , vms_vector * collision_point )
{
fix damage = weapon - > shields ;
object * killer = NULL ;
// In multiplayer games, only do damage to another player if in first frame.
// This is necessary because in multiplayer, due to varying framerates, omega blobs actually
// have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
// gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
if ( weapon - > id = = OMEGA_ID )
if ( ! ok_to_do_omega_damage ( weapon ) )
return ;
// Don't collide own smart mines unless direct hit.
if ( weapon - > id = = SUPERPROX_ID )
if ( playerobj - Objects = = weapon - > ctype . laser_info . parent_num )
if ( vm_vec_dist_quick ( collision_point , & playerobj - > pos ) > playerobj - > size )
return ;
if ( weapon - > id = = EARTHSHAKER_ID )
smega_rock_stuff ( ) ;
damage = fixmul ( damage , weapon - > ctype . laser_info . multiplier ) ;
2001-11-08 10:30:28 +00:00
# ifndef SHAREWARE
2001-01-19 03:30:16 +00:00
if ( Game_mode & GM_MULTI )
damage = fixmul ( damage , Weapon_info [ weapon - > id ] . multi_damage_scale ) ;
2001-11-08 10:30:28 +00:00
# endif
2001-01-19 03:30:16 +00:00
if ( weapon - > mtype . phys_info . flags & PF_PERSISTENT )
{
if ( weapon - > ctype . laser_info . last_hitobj = = playerobj - Objects )
return ;
else
weapon - > ctype . laser_info . last_hitobj = playerobj - Objects ;
}
if ( playerobj - > id = = Player_num )
{
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) )
{
digi_link_sound_to_pos ( SOUND_PLAYER_GOT_HIT , playerobj - > segnum , 0 , collision_point , 0 , F1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_PLAYER_GOT_HIT , F1_0 ) ;
# endif
}
else
{
digi_link_sound_to_pos ( SOUND_WEAPON_HIT_DOOR , playerobj - > segnum , 0 , collision_point , 0 , F1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_WEAPON_HIT_DOOR , F1_0 ) ;
# endif
}
}
object_create_explosion ( playerobj - > segnum , collision_point , i2f ( 10 ) / 2 , VCLIP_PLAYER_HIT ) ;
if ( Weapon_info [ weapon - > id ] . damage_radius )
explode_badass_weapon ( weapon , collision_point ) ;
maybe_kill_weapon ( weapon , playerobj ) ;
bump_two_objects ( playerobj , weapon , 0 ) ; //no damage from bump
if ( ! Weapon_info [ weapon - > id ] . damage_radius ) {
if ( weapon - > ctype . laser_info . parent_num > - 1 )
killer = & Objects [ weapon - > ctype . laser_info . parent_num ] ;
// if (weapon->id == SMART_HOMING_ID)
// damage /= 4;
if ( ! ( weapon - > flags & OF_HARMLESS ) )
apply_damage_to_player ( playerobj , killer , damage ) ;
}
// Robots become aware of you if you get hit.
ai_do_cloak_stuff ( ) ;
return ;
}
// Nasty robots are the ones that attack you by running into you and doing lots of damage.
void collide_player_and_nasty_robot ( object * playerobj , object * robot , vms_vector * collision_point )
{
// if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
digi_link_sound_to_pos ( Robot_info [ robot - > id ] . claw_sound , playerobj - > segnum , 0 , collision_point , 0 , F1_0 ) ;
object_create_explosion ( playerobj - > segnum , collision_point , i2f ( 10 ) / 2 , VCLIP_PLAYER_HIT ) ;
bump_two_objects ( playerobj , robot , 0 ) ; //no damage from bump
apply_damage_to_player ( playerobj , robot , F1_0 * ( Difficulty_level + 1 ) ) ;
return ;
}
void collide_player_and_materialization_center ( object * objp )
{
int side ;
vms_vector exit_dir ;
segment * segp = & Segments [ objp - > segnum ] ;
digi_link_sound_to_pos ( SOUND_PLAYER_GOT_HIT , objp - > segnum , 0 , & objp - > pos , 0 , F1_0 ) ;
// digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
object_create_explosion ( objp - > segnum , & objp - > pos , i2f ( 10 ) / 2 , VCLIP_PLAYER_HIT ) ;
if ( objp - > id ! = Player_num )
return ;
for ( side = 0 ; side < MAX_SIDES_PER_SEGMENT ; side + + )
if ( WALL_IS_DOORWAY ( segp , side ) & WID_FLY_FLAG ) {
vms_vector exit_point , rand_vec ;
compute_center_point_on_side ( & exit_point , segp , side ) ;
vm_vec_sub ( & exit_dir , & exit_point , & objp - > pos ) ;
vm_vec_normalize_quick ( & exit_dir ) ;
make_random_vector ( & rand_vec ) ;
rand_vec . x / = 4 ; rand_vec . y / = 4 ; rand_vec . z / = 4 ;
vm_vec_add2 ( & exit_dir , & rand_vec ) ;
vm_vec_normalize_quick ( & exit_dir ) ;
}
bump_one_object ( objp , & exit_dir , 64 * F1_0 ) ;
apply_damage_to_player ( objp , objp , 4 * F1_0 ) ; // Changed, MK, 2/19/96, make killer the player, so if you die in matcen, will say you killed yourself
return ;
}
void collide_robot_and_materialization_center ( object * objp )
{
int side ;
vms_vector exit_dir ;
segment * segp = & Segments [ objp - > segnum ] ;
digi_link_sound_to_pos ( SOUND_ROBOT_HIT , objp - > segnum , 0 , & objp - > pos , 0 , F1_0 ) ;
// digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
if ( Robot_info [ objp - > id ] . exp1_vclip_num > - 1 )
object_create_explosion ( objp - > segnum , & objp - > pos , ( objp - > size / 2 * 3 ) / 4 , Robot_info [ objp - > id ] . exp1_vclip_num ) ;
for ( side = 0 ; side < MAX_SIDES_PER_SEGMENT ; side + + )
if ( WALL_IS_DOORWAY ( segp , side ) & WID_FLY_FLAG ) {
vms_vector exit_point ;
compute_center_point_on_side ( & exit_point , segp , side ) ;
vm_vec_sub ( & exit_dir , & exit_point , & objp - > pos ) ;
vm_vec_normalize_quick ( & exit_dir ) ;
}
bump_one_object ( objp , & exit_dir , 8 * F1_0 ) ;
apply_damage_to_robot ( objp , F1_0 , - 1 ) ;
return ;
}
//##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
//## return;
//##}
extern int Network_got_powerup ; // HACK!!!
void collide_player_and_powerup ( object * playerobj , object * powerup , vms_vector * collision_point ) {
if ( ! Endlevel_sequence & & ! Player_is_dead & & ( playerobj - > id = = Player_num ) ) {
int powerup_used ;
powerup_used = do_powerup ( powerup ) ;
if ( powerup_used ) {
powerup - > flags | = OF_SHOULD_BE_DEAD ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_remobj ( powerup - Objects ) ;
# endif
}
}
# ifndef SHAREWARE
else if ( ( Game_mode & GM_MULTI_COOP ) & & ( playerobj - > id ! = Player_num ) )
{
switch ( powerup - > id ) {
case POW_KEY_BLUE :
Players [ playerobj - > id ] . flags | = PLAYER_FLAGS_BLUE_KEY ;
break ;
case POW_KEY_RED :
Players [ playerobj - > id ] . flags | = PLAYER_FLAGS_RED_KEY ;
break ;
case POW_KEY_GOLD :
Players [ playerobj - > id ] . flags | = PLAYER_FLAGS_GOLD_KEY ;
break ;
default :
break ;
}
}
# endif
return ;
}
//##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
//## return;
//##}
void collide_player_and_clutter ( object * playerobj , object * clutter , vms_vector * collision_point ) {
digi_link_sound_to_pos ( SOUND_ROBOT_HIT_PLAYER , playerobj - > segnum , 0 , collision_point , 0 , F1_0 ) ;
bump_two_objects ( clutter , playerobj , 1 ) ;
return ;
}
// 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.
int maybe_detonate_weapon ( object * weapon1 , object * weapon2 , vms_vector * collision_point )
{
if ( Weapon_info [ weapon1 - > id ] . damage_radius ) {
fix dist ;
dist = vm_vec_dist_quick ( & weapon1 - > pos , & weapon2 - > pos ) ;
if ( dist < F1_0 * 5 ) {
maybe_kill_weapon ( weapon1 , weapon2 ) ;
if ( weapon1 - > flags & OF_SHOULD_BE_DEAD ) {
explode_badass_weapon ( weapon1 , collision_point ) ;
digi_link_sound_to_pos ( Weapon_info [ weapon1 - > id ] . robot_hit_sound , weapon1 - > segnum , 0 , collision_point , 0 , F1_0 ) ;
}
return 1 ;
} else {
weapon1 - > lifeleft = min ( dist / 64 , F1_0 ) ;
return 1 ;
}
} else
return 0 ;
}
void collide_weapon_and_weapon ( object * weapon1 , object * weapon2 , vms_vector * collision_point )
{
// -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
if ( weapon1 - > id = = PMINE_ID & & weapon2 - > id = = PMINE_ID )
return ; //these can't blow each other up
if ( weapon1 - > id = = OMEGA_ID ) {
if ( ! ok_to_do_omega_damage ( weapon1 ) )
return ;
} else if ( weapon2 - > id = = OMEGA_ID ) {
if ( ! ok_to_do_omega_damage ( weapon2 ) )
return ;
}
if ( ( Weapon_info [ weapon1 - > id ] . destroyable ) | | ( Weapon_info [ weapon2 - > id ] . destroyable ) ) {
// Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
if ( ( weapon1 - > id = = weapon2 - > id ) & & ( weapon1 - > ctype . laser_info . parent_num = = weapon2 - > ctype . laser_info . parent_num ) )
return ;
if ( Weapon_info [ weapon1 - > id ] . destroyable )
if ( maybe_detonate_weapon ( weapon1 , weapon2 , collision_point ) )
maybe_detonate_weapon ( weapon2 , weapon1 , collision_point ) ;
if ( Weapon_info [ weapon2 - > id ] . destroyable )
if ( maybe_detonate_weapon ( weapon2 , weapon1 , collision_point ) )
maybe_detonate_weapon ( weapon1 , weapon2 , collision_point ) ;
}
}
//##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
void collide_weapon_and_debris ( object * weapon , object * debris , vms_vector * collision_point ) {
// Hack! Prevent debris from causing bombs spewed at player death to detonate!
if ( ( weapon - > id = = PROXIMITY_ID ) | | ( weapon - > id = = SUPERPROX_ID ) ) {
if ( weapon - > ctype . laser_info . creation_time + F1_0 / 2 > GameTime )
return ;
}
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 ) ;
explode_object ( debris , 0 ) ;
if ( Weapon_info [ weapon - > id ] . damage_radius )
explode_badass_weapon ( weapon , collision_point ) ;
maybe_kill_weapon ( weapon , debris ) ;
weapon - > flags | = OF_SHOULD_BE_DEAD ;
}
return ;
}
//##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
//## return;
//##}
/* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
# define COLLISION_OF(a,b) (((a)<<8) + (b))
# define DO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): (collision_function)( (A), (B), collision_point ); break; case COLLISION_OF( (type2), (type1) ): (collision_function)( (B), (A), collision_point ); break;
# define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
//these next two macros define a case that does nothing
# define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
# define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
/* DPH: These ones are never used so I'm not going to bother */
# ifndef __GNUC__
# define IGNORE_COLLISION(type1,type2,collision_function) \
case COLLISION_OF ( ( type1 ) , ( type2 ) ) : \
break ; \
case COLLISION_OF ( ( type2 ) , ( type1 ) ) : \
break ;
# define ERROR_COLLISION(type1,type2,collision_function) \
case COLLISION_OF ( ( type1 ) , ( type2 ) ) : \
Error ( " Error in collision type! " ) ; \
break ; \
case COLLISION_OF ( ( type2 ) , ( type1 ) ) : \
Error ( " Error in collision type! " ) ; \
break ;
# endif
void collide_two_objects ( object * A , object * B , vms_vector * collision_point )
{
int collision_type ;
collision_type = COLLISION_OF ( A - > type , B - > type ) ;
//mprintf( (0, "Object %d of type %d collided with object %d of type %d\n", A-Objects,A->type, B-Objects, B->type ));
switch ( collision_type ) {
NO_SAME_COLLISION ( OBJ_FIREBALL , OBJ_FIREBALL , collide_fireball_and_fireball )
DO_SAME_COLLISION ( OBJ_ROBOT , OBJ_ROBOT , collide_robot_and_robot )
NO_SAME_COLLISION ( OBJ_HOSTAGE , OBJ_HOSTAGE , collide_hostage_and_hostage )
DO_SAME_COLLISION ( OBJ_PLAYER , OBJ_PLAYER , collide_player_and_player )
DO_SAME_COLLISION ( OBJ_WEAPON , OBJ_WEAPON , collide_weapon_and_weapon )
NO_SAME_COLLISION ( OBJ_CAMERA , OBJ_CAMERA , collide_camera_and_camera )
NO_SAME_COLLISION ( OBJ_POWERUP , OBJ_POWERUP , collide_powerup_and_powerup )
NO_SAME_COLLISION ( OBJ_DEBRIS , OBJ_DEBRIS , collide_debris_and_debris )
NO_SAME_COLLISION ( OBJ_MARKER , OBJ_MARKER , NULL )
NO_COLLISION ( OBJ_FIREBALL , OBJ_ROBOT , collide_fireball_and_robot )
NO_COLLISION ( OBJ_FIREBALL , OBJ_HOSTAGE , collide_fireball_and_hostage )
NO_COLLISION ( OBJ_FIREBALL , OBJ_PLAYER , collide_fireball_and_player )
NO_COLLISION ( OBJ_FIREBALL , OBJ_WEAPON , collide_fireball_and_weapon )
NO_COLLISION ( OBJ_FIREBALL , OBJ_CAMERA , collide_fireball_and_camera )
NO_COLLISION ( OBJ_FIREBALL , OBJ_POWERUP , collide_fireball_and_powerup )
NO_COLLISION ( OBJ_FIREBALL , OBJ_DEBRIS , collide_fireball_and_debris )
NO_COLLISION ( OBJ_ROBOT , OBJ_HOSTAGE , collide_robot_and_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 , collide_robot_and_camera )
NO_COLLISION ( OBJ_ROBOT , OBJ_POWERUP , collide_robot_and_powerup )
NO_COLLISION ( OBJ_ROBOT , OBJ_DEBRIS , collide_robot_and_debris )
DO_COLLISION ( OBJ_HOSTAGE , OBJ_PLAYER , collide_hostage_and_player )
NO_COLLISION ( OBJ_HOSTAGE , OBJ_WEAPON , collide_hostage_and_weapon )
NO_COLLISION ( OBJ_HOSTAGE , OBJ_CAMERA , collide_hostage_and_camera )
NO_COLLISION ( OBJ_HOSTAGE , OBJ_POWERUP , collide_hostage_and_powerup )
NO_COLLISION ( OBJ_HOSTAGE , OBJ_DEBRIS , collide_hostage_and_debris )
DO_COLLISION ( OBJ_PLAYER , OBJ_WEAPON , collide_player_and_weapon )
NO_COLLISION ( OBJ_PLAYER , OBJ_CAMERA , collide_player_and_camera )
DO_COLLISION ( OBJ_PLAYER , OBJ_POWERUP , collide_player_and_powerup )
NO_COLLISION ( OBJ_PLAYER , OBJ_DEBRIS , collide_player_and_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 , collide_weapon_and_camera )
NO_COLLISION ( OBJ_WEAPON , OBJ_POWERUP , collide_weapon_and_powerup )
DO_COLLISION ( OBJ_WEAPON , OBJ_DEBRIS , collide_weapon_and_debris )
NO_COLLISION ( OBJ_CAMERA , OBJ_POWERUP , collide_camera_and_powerup )
NO_COLLISION ( OBJ_CAMERA , OBJ_DEBRIS , collide_camera_and_debris )
NO_COLLISION ( OBJ_POWERUP , OBJ_DEBRIS , collide_powerup_and_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 )
DO_COLLISION ( OBJ_MARKER , OBJ_PLAYER , collide_player_and_marker )
NO_COLLISION ( OBJ_MARKER , OBJ_ROBOT , NULL )
NO_COLLISION ( OBJ_MARKER , OBJ_HOSTAGE , NULL )
NO_COLLISION ( OBJ_MARKER , OBJ_WEAPON , NULL )
NO_COLLISION ( OBJ_MARKER , OBJ_CAMERA , NULL )
NO_COLLISION ( OBJ_MARKER , OBJ_POWERUP , NULL )
NO_COLLISION ( OBJ_MARKER , OBJ_DEBRIS , NULL )
default :
Int3 ( ) ; //Error( "Unhandled collision_type in collide.c!\n" );
}
}
# define ENABLE_COLLISION(type1,type2) \
CollisionResult [ type1 ] [ type2 ] = RESULT_CHECK ; \
CollisionResult [ type2 ] [ type1 ] = RESULT_CHECK ;
# define DISABLE_COLLISION(type1,type2) \
CollisionResult [ type1 ] [ type2 ] = RESULT_NOTHING ; \
CollisionResult [ type2 ] [ type1 ] = RESULT_NOTHING ;
void collide_init ( ) {
int i , j ;
for ( i = 0 ; i < MAX_OBJECT_TYPES ; i + + )
for ( j = 0 ; j < MAX_OBJECT_TYPES ; j + + )
CollisionResult [ i ] [ j ] = RESULT_NOTHING ;
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 )
ENABLE_COLLISION ( OBJ_PLAYER , OBJ_MARKER ) ;
}
void collide_object_with_wall ( object * A , fix hitspeed , short hitseg , short hitwall , vms_vector * hitpt )
{
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 ;
case OBJ_WEAPON : collide_weapon_and_wall ( A , hitspeed , hitseg , hitwall , hitpt ) ; break ;
case OBJ_DEBRIS : collide_debris_and_wall ( A , hitspeed , hitseg , hitwall , hitpt ) ; break ;
case OBJ_FIREBALL : break ; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_ROBOT : collide_robot_and_wall ( A , hitspeed , 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);
case OBJ_GHOST : break ; //do nothing
default :
Error ( " Unhandled object type hit wall in collide.c \n " ) ;
}
}