dxx-rebirth/similar/main/collide.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines to handle collisions
*
*/
#include <algorithm>
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#include <stdlib.h>
#include <stdio.h>
#include "rle.h"
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "stdlib.h"
#include "bm.h"
#include "3d.h"
#include "segment.h"
#include "texmap.h"
#include "laser.h"
#include "key.h"
#include "gameseg.h"
#include "object.h"
#include "physics.h"
#include "slew.h"
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#include "render.h"
#include "wall.h"
#include "vclip.h"
#include "polyobj.h"
#include "fireball.h"
#include "laser.h"
#include "dxxerror.h"
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#include "ai.h"
#include "hostage.h"
#include "fuelcen.h"
#include "sounds.h"
#include "robot.h"
#include "weapon.h"
#include "player.h"
#include "gauges.h"
#include "powerup.h"
#include "newmenu.h"
#include "scores.h"
#include "effects.h"
#include "textures.h"
#include "multi.h"
#include "cntrlcen.h"
#include "newdemo.h"
#include "endlevel.h"
#include "multibot.h"
#include "piggy.h"
#include "text.h"
#include "automap.h"
#include "switch.h"
#include "palette.h"
#include "gameseq.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "collide.h"
#include "escort.h"
using std::min;
#define WALL_DAMAGE_SCALE (128) // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
#define WALL_DAMAGE_THRESHOLD (F1_0/3)
#define WALL_LOUDNESS_SCALE (20)
#define FORCE_DAMAGE_THRESHOLD (F1_0/3)
#define STANDARD_EXPL_DELAY (F1_0/4)
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static int check_collision_delayfunc_exec()
{
static fix64 last_play_time=0;
if (last_play_time + (F1_0/3) < GameTime64 || last_play_time > GameTime64)
{
last_play_time = GameTime64;
last_play_time -= (d_rand()/2); // add some randomness
return 1;
}
return 0;
}
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// -------------------------------------------------------------------------------------------------------------
// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
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static void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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{
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const ubyte robot_id = get_robot_id(robot);
#if defined(DXX_BUILD_DESCENT_I)
if ((robot_id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == AIB_RUN_FROM))
#elif defined(DXX_BUILD_DESCENT_II)
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const robot_info *robptr = &Robot_info[robot_id];
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if ((robot_id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == AIB_RUN_FROM) || (robot_is_companion(robptr) == 1) || (robot->ctype.ai_info.behavior == AIB_SNIPE))
#endif
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{
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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)) {
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)) {
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}
#if defined(DXX_BUILD_DESCENT_II)
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else if ((robot_is_companion(robptr) == 1) && (Walls[wall_num].type == WALL_DOOR)) {
ai_local *ailp = &robot->ctype.ai_info.ail;
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if ((ailp->mode == 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[get_robot_id(robot)].thief) { // Thief allowed to go through doors to which player has key.
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if (Walls[wall_num].keys != KEY_NONE)
if (Walls[wall_num].keys & Players[Player_num].flags)
wall_open_door(&Segments[hitseg], hitwall);
}
#endif
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}
}
return;
}
//##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------
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static int apply_damage_to_clutter(objptridx_t clutter, fix damage)
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{
if ( clutter->flags&OF_EXPLODING) return 0;
if (clutter->shields < 0 ) return 0; //clutter already dead...
clutter->shields -= damage;
if (clutter->shields < 0) {
explode_object(clutter,0);
return 1;
} else
return 0;
}
//given the specified force, apply damage from that force to an object
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static void apply_force_damage(objptridx_t obj,fix force,objptridx_t other_obj)
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{
int result;
fix damage;
if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
return; //already exploding or dead
damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
#if defined(DXX_BUILD_DESCENT_II)
if ((other_obj->type == OBJ_PLAYER) && cheats.monsterdamage)
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damage = 0x7fffffff;
#endif
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if (damage < FORCE_DAMAGE_THRESHOLD)
return;
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switch (obj->type) {
case OBJ_ROBOT:
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{
const robot_info *robptr = &Robot_info[get_robot_id(obj)];
if (robptr->attack_type == 1) {
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if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
else
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result = apply_damage_to_robot(obj,damage/4, other_obj);
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}
else {
if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
else
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result = apply_damage_to_robot(obj,damage/2, other_obj);
}
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if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
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add_points_to_score(robptr->score_value);
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break;
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}
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case OBJ_PLAYER:
// If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
// bots every frame since they don't move.
if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[get_robot_id(other_obj)].attack_type) )
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damage = fixmul(damage, FrameTime*2);
#if defined(DXX_BUILD_DESCENT_II)
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// Make trainee easier.
if (Difficulty_level == 0)
damage /= 2;
#endif
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apply_damage_to_player(obj,other_obj,damage,0);
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break;
case OBJ_CLUTTER:
apply_damage_to_clutter(obj,damage);
break;
case OBJ_CNTRLCEN: // Never hits! Reactor does not have MT_PHYSICS - it's stationary! So no force damage here.
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apply_damage_to_controlcen(obj,damage, other_obj);
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break;
case OBJ_WEAPON:
break; //weapons don't take damage
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default:
Int3();
}
}
// -----------------------------------------------------------------------------
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static void bump_this_object(objptridx_t objp, objptridx_t other_objp, vms_vector *force, int damage_flag)
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{
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);
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if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !robot_is_companion(&Robot_info[get_robot_id(other_objp)])))
{
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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[get_robot_id(objp)].boss_flag) {
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vms_vector force2;
force2.x = force->x/(4 + Difficulty_level);
force2.y = force->y/(4 + Difficulty_level);
force2.z = force->z/(4 + Difficulty_level);
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.
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static void bump_two_objects(objptridx_t obj0,objptridx_t obj1,int damage_flag)
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{
vms_vector force;
object *t=NULL;
vm_vec_zero(&force);
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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);
}
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static void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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{
fix damage;
if (get_player_id(playerobj) != Player_num) // Execute only for local player
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return;
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int tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
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// If this wall does damage, don't make *BONK* sound, we'll be making another sound.
if (TmapInfo[tmap_num].damage > 0)
return;
#if defined(DXX_BUILD_DESCENT_I)
const int ForceFieldHit = 0;
#elif defined(DXX_BUILD_DESCENT_II)
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int ForceFieldHit=0;
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if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
vms_vector force;
PALETTE_FLASH_ADD(0, 0, 60); //flash blue
//knock player around
force.x = 40*(d_rand() - 16384);
force.y = 40*(d_rand() - 16384);
force.z = 40*(d_rand() - 16384);
phys_apply_rot(playerobj, &force);
//make sound
digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
ForceFieldHit=1;
}
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else
#endif
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{
wall_hit_process( &Segments[hitseg], hitwall, 20, get_player_id(playerobj), playerobj );
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}
// ** Damage from hitting wall **
// If the player has less than 10% shields, don't take damage from bump
#if defined(DXX_BUILD_DESCENT_I)
damage = hitspeed / WALL_DAMAGE_SCALE;
#elif defined(DXX_BUILD_DESCENT_II)
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// Note: Does quad damage if hit a force field - JL
damage = (hitspeed / WALL_DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
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int tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
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//don't do wall damage and sound if hit lava or water
if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
damage = 0;
#endif
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if (damage >= WALL_DAMAGE_THRESHOLD) {
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int volume;
volume = (hitspeed-(WALL_DAMAGE_SCALE*WALL_DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
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create_awareness_event(playerobj, 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 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
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}
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
apply_damage_to_player( playerobj, playerobj, damage, 0 );
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// -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
// -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
// -- vms_vector hitpt1;
// -- int hitseg1;
// --
// -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
// -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
// -- if (hitseg1 != -1)
// -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
// -- }
}
return;
}
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static fix64 Last_volatile_scrape_sound_time = 0;
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#if defined(DXX_BUILD_DESCENT_I)
//this gets called when an object is scraping along the wall
void scrape_player_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
{
fix d;
if (obj->type != OBJ_PLAYER || get_player_id(obj) != Player_num)
return;
if ((d=TmapInfo[Segments[hitseg].sides[hitside].tmap_num].damage) > 0) {
vms_vector hit_dir, rand_vec;
fix damage = fixmul(d,FrameTime);
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
apply_damage_to_player( obj, obj, damage, 0 );
PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
if ((GameTime64 > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime64 < Last_volatile_scrape_sound_time)) {
Last_volatile_scrape_sound_time = GameTime64;
digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HISS,hitseg, 0, hitpt, 0, F1_0 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_VOLATILE_WALL_HISS, F1_0);
}
hit_dir = Segments[hitseg].sides[hitside].normals[0];
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);
obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
}
}
#elif defined(DXX_BUILD_DESCENT_II)
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//see if wall is volatile or water
//if volatile, cause damage to player
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//returns 1=lava, 2=water
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 (get_player_id(obj) == Player_num) {
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if (d > 0) {
fix damage = fixmul(d,FrameTime);
if (Difficulty_level == 0)
damage /= 2;
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
apply_damage_to_player( obj, obj, damage, 0 );
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PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
}
obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
}
return (d>0)?1:2;
}
else
{
return 0;
}
}
//this gets called when an object is scraping along the wall
void scrape_player_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
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{
int type;
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if (obj->type != OBJ_PLAYER || get_player_id(obj) != Player_num)
return;
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if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
vms_vector hit_dir, rand_vec;
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if ((GameTime64 > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime64 < Last_volatile_scrape_sound_time)) {
int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
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Last_volatile_scrape_sound_time = GameTime64;
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digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(sound, F1_0);
}
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hit_dir = Segments[hitseg].sides[hitside].normals[0];
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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);
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}
}
static int effect_parent_is_guidebot(const object *effect)
{
if (effect->ctype.laser_info.parent_type != OBJ_ROBOT)
return 0;
const object *robot = &Objects[effect->ctype.laser_info.parent_num];
if (robot->signature != effect->ctype.laser_info.parent_signature)
/* parent replaced, no idea what it once was */
return 0;
const ubyte robot_id = get_robot_id(robot);
const robot_info *robptr = &Robot_info[robot_id];
return robot_is_companion(robptr);
}
#endif
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//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 remote)
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{
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int tm,db;
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#if defined(DXX_BUILD_DESCENT_I)
(void)blower;
force_blowup_flag = 0;
(void)remote;
#elif defined(DXX_BUILD_DESCENT_II)
int trigger_check = 0, is_trigger = 0, wall_num = seg->sides[side].wall_num;
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db=0;
// If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
trigger_check = (!(effect_parent_is_guidebot(blower) || blower->ctype.laser_info.parent_type == OBJ_PLAYER));
// For Multiplayer perform an additional check to see if it's a local-player hit. If a remote player hits, a packet is expected (remote 1) which would be followed by MULTI_TRIGGER to ensure sync with the switch and the actual trigger.
if (Game_mode & GM_MULTI)
trigger_check = (!(blower->ctype.laser_info.parent_type == OBJ_PLAYER && (blower->ctype.laser_info.parent_num == Players[Player_num].objnum || remote)));
if ( wall_num != -1 )
if (Walls[wall_num].trigger != -1)
is_trigger = 1;
if (trigger_check && is_trigger)
return(0);
#endif
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if ((tm=seg->sides[side].tmap_num2) != 0) {
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int tmf = tm&0xc000; //tm flags
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tm &= 0x3fff; //tm without flags
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const int ec = TmapInfo[tm].eclip_num;
#if defined(DXX_BUILD_DESCENT_I)
if (ec!=-1 && (db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))
#elif defined(DXX_BUILD_DESCENT_II)
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//check if it's an animation (monitor) or casts light
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if ((ec!=-1 && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1)))
#endif
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{
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fix u,v;
grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
int x=0,y=0,t;
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;
}
if (bm->bm_flags & BM_FLAG_RLE)
bm = rle_expand_texture(bm);
}
#if defined(DXX_BUILD_DESCENT_I)
if (gr_gpixel (bm, x, y) != 255)
#elif defined(DXX_BUILD_DESCENT_II)
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if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR))
#endif
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{ //not trans, thus on effect
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int vc,sound_num;
#if defined(DXX_BUILD_DESCENT_II)
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if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
return(0);
//note: this must get called before the texture changes,
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//because we use the light value of the texture to change
//the static light in the segment
subtract_light(seg-Segments,side);
// we blew up something connected to a trigger. Send it to others!
if ((Game_mode & GM_MULTI) && is_trigger && !remote && !force_blowup_flag)
multi_send_effect_blowup(seg-Segments, side, pnt);
#endif
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if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_effect_blowup( seg-Segments, side, pnt);
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fix dest_size;
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if (ec!=-1) {
dest_size = Effects[ec].dest_size;
vc = Effects[ec].dest_vclip;
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}
#if defined(DXX_BUILD_DESCENT_II)
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else
{
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dest_size = i2f(20);
vc = 3;
}
#endif
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object_create_explosion( seg-Segments, pnt, dest_size, vc );
#if defined(DXX_BUILD_DESCENT_II)
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if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))
#endif
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{
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if ((sound_num = Vclip[vc].sound_num) != -1)
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;
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new_ec = &Effects[Effects[ec].dest_eclip];
bm_num = new_ec->changing_wall_texture;
new_ec->time_left = new_ec->vc.frame_time;
new_ec->frame_count = 0;
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
}
}
#if defined(DXX_BUILD_DESCENT_II)
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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 );
}
#endif
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return 1; //blew up!
}
}
}
return 0; //didn't blow up
}
//these gets added to the weapon's values when the weapon hits a volitle wall
#define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
#define VOLATILE_WALL_IMPACT_SIZE i2f(3)
#define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
#define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
// int Show_seg_and_side = 0;
static void collide_weapon_and_wall( objptridx_t weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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{
segment *seg = &Segments[hitseg];
int blew_up;
int wall_type;
int playernum;
#if defined(DXX_BUILD_DESCENT_I)
if (weapon->mtype.phys_info.flags & PF_BOUNCE)
return;
#elif defined(DXX_BUILD_DESCENT_II)
if (get_weapon_id(weapon) == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
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return;
// If this is a guided missile and it strikes fairly directly, clear bounce flag.
if (get_weapon_id(weapon) == GUIDEDMISS_ID) {
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fix dot;
dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
if (dot < -F1_0/6) {
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[get_weapon_id(weapon)].energy_usage==0)) {
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//make sound
digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
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.
HUD_init_message(HM_DEFAULT, "Hit at segment = %i, side = %i", hitseg, hitwall);
if (get_weapon_id(weapon) < 4)
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subtract_light(hitseg, hitwall);
else if (get_weapon_id(weapon) == FLARE_ID)
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add_light(hitseg, hitwall);
}
//@@#ifdef EDITOR
//@@Cursegp = &Segments[hitseg];
//@@Curside = hitwall;
//@@#endif
#endif
#endif
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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, 0);
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//if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
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int robot_escort;
#if defined(DXX_BUILD_DESCENT_II)
robot_escort = effect_parent_is_guidebot(weapon);
if (robot_escort) {
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if (Game_mode & GM_MULTI)
{
Int3(); // Get Jason!
return;
}
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playernum = Player_num; //if single player, he's the player's buddy
}
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else
#endif
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{
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robot_escort = 0;
if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
playernum = get_player_id(&Objects[weapon->ctype.laser_info.parent_num]);
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else
playernum = -1; //not a player (thus a robot)
}
#if defined(DXX_BUILD_DESCENT_II)
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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
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// 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 (get_weapon_id(weapon) == EARTHSHAKER_ID)
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smega_rock_stuff();
#endif
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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[get_weapon_id(weapon)];
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//we've hit a volatile wall
digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
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int vclip;
#if defined(DXX_BUILD_DESCENT_I)
vclip = VCLIP_VOLATILE_WALL_HIT;
#elif defined(DXX_BUILD_DESCENT_II)
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//for most weapons, use volatile wall hit. For mega, use its special vclip
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vclip = (get_weapon_id(weapon) == MEGA_ID)?wi->robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
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// New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
explode_badass_weapon(weapon,hitpt);
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} else
#endif
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{
object_create_badass_explosion( weapon, hitseg, hitpt,
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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
}
#if defined(DXX_BUILD_DESCENT_II)
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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[get_weapon_id(weapon)];
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//we've hit water
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
if ( Weapon_info[get_weapon_id(weapon)].matter ) {
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digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) {
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digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon, 0, F1_0);
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// MK: 09/13/95: Badass in water is 1/2 normal intensity.
object_create_badass_explosion( weapon, hitseg, hitpt,
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wi->impact_size/2,
wi->robot_hit_vclip,
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wi->strength[Difficulty_level]/4,
wi->damage_radius,
wi->strength[Difficulty_level]/2,
weapon->ctype.laser_info.parent_num );
}
else
object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, Weapon_info[get_weapon_id(weapon)].wall_hit_vclip );
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} else {
digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, VCLIP_WATER_HIT );
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}
weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
}
#endif
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else {
#if defined(DXX_BUILD_DESCENT_II)
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if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
//do special bound sound & effect
}
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else
#endif
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{
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//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[get_weapon_id(weapon)].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
digi_link_sound_to_pos( Weapon_info[get_weapon_id(weapon)].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
if ( Weapon_info[get_weapon_id(weapon)].wall_hit_vclip > -1 ) {
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, &weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
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explode_badass_weapon(weapon,hitpt);
#endif
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else
object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, Weapon_info[get_weapon_id(weapon)].wall_hit_vclip );
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}
}
}
// 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
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// if (weapon->id != FLARE_ID) {
// We now allow flares to open doors.
{
#if defined(DXX_BUILD_DESCENT_I)
if (get_weapon_id(weapon) != FLARE_ID)
weapon->flags |= OF_SHOULD_BE_DEAD;
#elif defined(DXX_BUILD_DESCENT_II)
if (((get_weapon_id(weapon) != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
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weapon->flags |= OF_SHOULD_BE_DEAD;
//don't let flares stick in force fields
if ((get_weapon_id(weapon) == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
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weapon->flags |= OF_SHOULD_BE_DEAD;
#endif
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if (!(weapon->flags & OF_SILENT)) {
switch (wall_type) {
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 );
if (Game_mode & GM_MULTI)
multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
break;
case WHP_BLASTABLE:
//play special blastable wall sound (if/when we get it)
#if defined(DXX_BUILD_DESCENT_II)
if ((Weapon_info[get_weapon_id(weapon)].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
#endif
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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
} // else {
// if (weapon->lifeleft <= 0)
// weapon->flags |= OF_SHOULD_BE_DEAD;
// }
} else {
// This is a robot's laser
#if defined(DXX_BUILD_DESCENT_II)
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if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
#endif
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weapon->flags |= OF_SHOULD_BE_DEAD;
}
return;
}
//##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;
//##}
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static void collide_debris_and_wall( objptridx_t debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
if (!PERSISTENT_DEBRIS || TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].damage)
explode_object(debris,0);
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return;
}
//##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
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//## //weapon->flags |= OF_SHOULD_BE_DEAD;
//## return;
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//##}
//##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
//## return;
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//##}
// -------------------------------------------------------------------------------------------------------------------
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static void collide_robot_and_robot( objptridx_t robot1, objptridx_t robot2, vms_vector *collision_point ) {
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bump_two_objects(robot1, robot2, 1);
return;
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}
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static void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
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{
if (obj1->type == OBJ_ROBOT) {
vms_vector hitvec;
vm_vec_normalize(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
bump_one_object(obj1, &hitvec, 0);
} else {
vms_vector hitvec;
vm_vec_normalize(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
bump_one_object(obj2, &hitvec, 0);
}
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}
//##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
//## return;
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//##}
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static void collide_robot_and_player( objptridx_t robot, objptridx_t playerobj, vms_vector *collision_point )
{
#if defined(DXX_BUILD_DESCENT_II)
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int steal_attempt = 0;
if (robot->flags&OF_EXPLODING)
return;
#endif
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if (get_player_id(playerobj) == Player_num) {
#if defined(DXX_BUILD_DESCENT_II)
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const robot_info *robptr = &Robot_info[get_robot_id(robot)];
if (robot_is_companion(robptr)) // Player and companion don't collide.
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return;
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if (robptr->kamikaze) {
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apply_damage_to_robot(robot, robot->shields+1, playerobj);
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if (playerobj == ConsoleObject)
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add_points_to_score(robptr->score_value);
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}
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if (robot_is_thief(robptr)) {
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static fix64 Last_thief_hit_time;
ai_local *ailp = &robot->ctype.ai_info.ail;
if (ailp->mode == AIM_THIEF_ATTACK) {
Last_thief_hit_time = GameTime64;
attempt_to_steal_item(robot, get_player_id(playerobj));
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steal_attempt = 1;
} else if (GameTime64 - Last_thief_hit_time < F1_0*2)
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return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
// NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
else
Last_thief_hit_time = GameTime64;
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}
#endif
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create_awareness_event(playerobj, 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);
}
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else
{
multi_robot_request_change(robot, get_player_id(playerobj));
return; // only controlling player should make damage otherwise we might juggle robot back and forth, killing it instantly
}
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if (check_collision_delayfunc_exec())
{
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int collision_seg = find_point_seg(collision_point, playerobj->segnum);
#if defined(DXX_BUILD_DESCENT_II)
// added this if to remove the bump sound if it's the thief.
// A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
// Changed by MK to make this sound unless the robot stole.
if ((!steal_attempt) && !Robot_info[get_robot_id(robot)].energy_drain)
#endif
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
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if (collision_seg != segment_none)
object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
}
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bump_two_objects(robot, playerobj, 1);
return;
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}
// Provide a way for network message to instantly destroy the control center
// without awarding points or anything.
// if controlcen == NULL, that means don't do the explosion because the control center
// was actually in another object.
void net_destroy_controlcen(objptridx_t controlcen)
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{
if (Control_center_destroyed != 1) {
do_controlcen_destroyed_stuff(controlcen);
if ((controlcen != object_none) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
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digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
explode_object(controlcen,0);
}
}
}
// -----------------------------------------------------------------------------
void apply_damage_to_controlcen(objptridx_t controlcen, fix damage, short who)
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{
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) {
return;
}
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && ((i2f(Players[Player_num].hours_level*3600)+Players[Player_num].time_level) < Netgame.control_invul_time))
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{
if (get_player_id(&Objects[who]) == Player_num) {
int secs = f2i(Netgame.control_invul_time-(i2f(Players[Player_num].hours_level*3600)+Players[Player_num].time_level)) % 60;
int mins = f2i(Netgame.control_invul_time-(i2f(Players[Player_num].hours_level*3600)+Players[Player_num].time_level)) / 60;
HUD_init_message(HM_DEFAULT, "%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
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}
return;
}
if (get_player_id(&Objects[who]) == Player_num) {
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Control_center_been_hit = 1;
ai_do_cloak_stuff();
}
if ( controlcen->shields >= 0 )
controlcen->shields -= damage;
if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
do_controlcen_destroyed_stuff(controlcen);
if (Game_mode & GM_MULTI) {
if (who == Players[Player_num].objnum)
add_points_to_score(CONTROL_CEN_SCORE);
multi_send_destroy_controlcen(controlcen, get_player_id(&Objects[who]) );
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}
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);
}
}
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static void collide_player_and_controlcen( objptridx_t controlcen, objptridx_t playerobj, vms_vector *collision_point )
{
if (get_player_id(playerobj) == Player_num) {
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Control_center_been_hit = 1;
ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
}
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
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bump_two_objects(controlcen, playerobj, 1);
return;
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}
#if defined(DXX_BUILD_DESCENT_II)
static void collide_player_and_marker( objptridx_t marker, object * playerobj, vms_vector *collision_point )
{
if (get_player_id(playerobj)==Player_num) {
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int drawn;
if (Game_mode & GM_MULTI)
{
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drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %s: %s",Players[marker->id/2].callsign,&MarkerMessage[marker->id][0]);
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}
else
{
if (MarkerMessage[marker->id][0])
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drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %d: %s", marker->id+1,&MarkerMessage[marker->id][0]);
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else
drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %d", marker->id+1);
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}
if (drawn)
digi_play_sample( SOUND_MARKER_HIT, F1_0 );
detect_escort_goal_accomplished(marker);
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}
}
#endif
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// If a persistent weapon and other object is not a weapon, weaken it, else kill it.
// If both objects are weapons, weaken the weapon.
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static void maybe_kill_weapon(object *weapon, object *other_obj)
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{
if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(weapon))) {
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weapon->flags |= OF_SHOULD_BE_DEAD;
return;
}
#if defined(DXX_BUILD_DESCENT_I)
if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON))
#elif defined(DXX_BUILD_DESCENT_II)
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// 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).
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if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
#endif
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{
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// Weapons do a lot of damage to weapons, other objects do much less.
if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
if (other_obj->type == OBJ_WEAPON)
weapon->shields -= other_obj->shields/2;
else
weapon->shields -= other_obj->shields/4;
if (weapon->shields <= 0) {
weapon->shields = 0;
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weapon->flags |= OF_SHOULD_BE_DEAD;
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}
}
} else
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weapon->flags |= OF_SHOULD_BE_DEAD;
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// -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
// -- // Weapons do a lot of damage to weapons, other objects do much less.
// -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
// -- if (other_obj->type == OBJ_WEAPON)
// -- weapon->shields -= other_obj->shields/2;
// -- else
// -- weapon->shields -= other_obj->shields/4;
// --
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// -- if (weapon->shields <= 0) {
// -- weapon->shields = 0;
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
// -- }
// -- }
// -- } else
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
}
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static void collide_weapon_and_controlcen( object * weapon, objptridx_t controlcen, vms_vector *collision_point )
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{
#if defined(DXX_BUILD_DESCENT_I)
fix explosion_size = ((controlcen->size/3)*3)/4;
#elif defined(DXX_BUILD_DESCENT_II)
if (get_weapon_id(weapon) == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
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return;
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fix explosion_size = controlcen->size*3/20;
#endif
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if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
fix damage = weapon->shields;
/*
* Check if persistent weapon already hit this object. If yes, abort.
* If no, add this object to hitobj_list and do it's damage.
*/
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
damage = weapon->shields*2; // to not alter Gameplay too much, multiply damage by 2.
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if (!weapon->ctype.laser_info.hitobj_list[controlcen])
{
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weapon->ctype.laser_info.hitobj_list[controlcen] = true;
weapon->ctype.laser_info.last_hitobj = controlcen;
}
else
{
return;
}
}
if (get_player_id(&Objects[weapon->ctype.laser_info.parent_num]) == Player_num)
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Control_center_been_hit = 1;
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, &weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
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explode_badass_weapon(weapon,collision_point);
#endif
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else
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object_create_explosion( controlcen->segnum, collision_point, explosion_size, VCLIP_SMALL_EXPLOSION );
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digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
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.
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object_create_explosion( controlcen->segnum, collision_point, explosion_size, VCLIP_SMALL_EXPLOSION );
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maybe_kill_weapon(weapon,controlcen);
}
}
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static void collide_weapon_and_clutter( object * weapon, objptridx_t clutter, vms_vector *collision_point )
{
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short exp_vclip = VCLIP_SMALL_EXPLOSION;
if ( clutter->shields >= 0 )
clutter->shields -= weapon->shields;
digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
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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);
#if defined(DXX_BUILD_DESCENT_II)
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int Final_boss_is_dead = 0;
fix Final_boss_countdown_time = 0;
// ------------------------------------------------------------------------------------------------------
void do_final_boss_frame(void)
{
if (!Final_boss_is_dead)
return;
if (!Control_center_destroyed)
return;
if (Final_boss_countdown_time == 0)
Final_boss_countdown_time = F1_0*2;
Final_boss_countdown_time -= FrameTime;
if (Final_boss_countdown_time > 0)
return;
start_endlevel_sequence(); //pretend we hit the exit trigger
}
// ------------------------------------------------------------------------------------------------------
// This is all the ugly stuff we do when you kill the final boss so that you don't die or something
// which would ruin the logic of the cut sequence.
void do_final_boss_hacks(void)
{
if (Player_is_dead) {
Int3(); // Uh-oh, player is dead. Try to rescue him.
Player_is_dead = 0;
}
if (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 = GameTime64;
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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;
}
#endif
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// ------------------------------------------------------------------------------------------------------
// Return 1 if robot died, else return 0
int apply_damage_to_robot(objptridx_t robot, fix damage, int killer_objnum)
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{
if ( robot->flags&OF_EXPLODING) return 0;
if (robot->shields < 0 ) return 0; //robot already dead...
2013-11-14 23:24:19 +00:00
const robot_info *robptr = &Robot_info[get_robot_id(robot)];
if (robptr->boss_flag)
#if defined(DXX_BUILD_DESCENT_I)
Boss_been_hit = 1;
#elif defined(DXX_BUILD_DESCENT_II)
Boss_hit_time = GameTime64;
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// 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.
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if (robot_is_companion(robptr)) {
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if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
return 0;
}
#endif
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robot->shields -= damage;
#if defined(DXX_BUILD_DESCENT_II)
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// Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
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if (robptr->boss_flag)
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if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
if (robot->shields < 0)
{
if (Game_mode & GM_MULTI)
{
if (!multi_all_players_alive()) // everyones gotta be alive
robot->shields=1;
else
{
multi_send_finish_game();
do_final_boss_hacks();
}
}
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else
{ // 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();
}
}
#endif
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if (robot->shields < 0) {
if (Game_mode & GM_MULTI) {
#if defined(DXX_BUILD_DESCENT_II)
2013-11-10 03:31:22 +00:00
char isthief;
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stolen_items_t temp_stolen;
2013-11-10 03:31:22 +00:00
2013-11-14 23:24:19 +00:00
if (robot_is_thief(robptr))
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{
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isthief=1;
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temp_stolen = Stolen_items;
}
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else
isthief=0;
#endif
if (multi_explode_robot_sub(robot,robot_is_thief(robptr)))
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{
#if defined(DXX_BUILD_DESCENT_II)
if (isthief)
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Stolen_items = temp_stolen;
#endif
multi_send_robot_explode(robot, killer_objnum,robot_is_thief(robptr));
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#if defined(DXX_BUILD_DESCENT_II)
if (isthief)
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Stolen_items.fill(255);
#endif
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return 1;
}
else
return 0;
}
Players[Player_num].num_kills_level++;
Players[Player_num].num_kills_total++;
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if (robptr->boss_flag) {
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start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
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}
#if defined(DXX_BUILD_DESCENT_II)
2013-11-10 03:31:22 +00:00
else if (robptr->death_roll) {
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start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
2013-11-10 03:31:22 +00:00
}
#endif
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else {
#if defined(DXX_BUILD_DESCENT_II)
if (get_robot_id(robot) == SPECIAL_REACTOR_ROBOT)
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special_reactor_stuff();
//if (Robot_info[robot->id].smart_blobs)
// create_smart_children(robot, Robot_info[robot->id].smart_blobs);
//if (Robot_info[robot->id].badass)
// explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
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if (robptr->kamikaze)
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explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
else
#endif
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explode_object(robot,STANDARD_EXPL_DELAY);
}
return 1;
} else
return 0;
}
#if defined(DXX_BUILD_DESCENT_II)
static inline int Boss_invulnerable_dot()
{
return F1_0/4 - i2f(Difficulty_level)/8;
}
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int Buddy_gave_hint_count = 5;
fix64 Last_time_buddy_gave_hint = 0;
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// ------------------------------------------------------------------------------------------------------
// Return true if damage done to boss, else return false.
2013-10-27 22:00:14 +00:00
static int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
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{
int d2_boss_index;
int damage_flag;
damage_flag = 1;
d2_boss_index = Robot_info[get_robot_id(robot)].boss_flag - BOSS_D2;
2006-03-20 17:12:09 +00:00
Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
// See if should spew a bot.
if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
if ((Weapon_info[get_weapon_id(weapon)].matter && Boss_spews_bots_matter[d2_boss_index]) || (!Weapon_info[get_weapon_id(weapon)].matter && Boss_spews_bots_energy[d2_boss_index])) {
2006-03-20 17:12:09 +00:00
if (Boss_spew_more[d2_boss_index])
if (d_rand() > 16384) {
if (boss_spew_robot(robot, collision_point) != object_none)
Last_gate_time = GameTime64 - Gate_interval - 1; // Force allowing spew of another bot.
2006-03-20 17:12:09 +00:00
}
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);
if (dot > Boss_invulnerable_dot()) {
2006-03-20 17:12:09 +00:00
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 (Buddy_objnum != object_none)
{
if (Last_time_buddy_gave_hint == 0)
Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
if (Buddy_gave_hint_count) {
if (Last_time_buddy_gave_hint + F1_0*20 < GameTime64) {
int sval;
Buddy_gave_hint_count--;
Last_time_buddy_gave_hint = GameTime64;
sval = (d_rand()*4) >> 15;
switch (sval) {
case 0: buddy_message("Hit him in the back!"); break;
case 1: buddy_message("He's invulnerable there!"); break;
case 2: buddy_message("Get behind him and fire!"); break;
case 3:
default:
buddy_message("Hit the glowing spot!"); break;
}
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}
}
}
// Cause weapon to bounce.
// Make a copy of this weapon, because the physics wants to destroy it.
if (!Weapon_info[get_weapon_id(weapon)].matter) {
new_obj = obj_create(OBJ_WEAPON, get_weapon_id(weapon), weapon->segnum, &weapon->pos,
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&weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
if (new_obj != object_none) {
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vms_vector 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[get_weapon_id(&Objects[new_obj])].model_num;
Objects[new_obj].size = fixdiv(Polygon_models[Objects[new_obj].rtype.pobj_info.model_num].rad,Weapon_info[get_weapon_id(&Objects[new_obj])].po_len_to_width_ratio);
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}
Objects[new_obj].mtype.phys_info.mass = Weapon_info[get_weapon_id(weapon)].mass;
Objects[new_obj].mtype.phys_info.drag = Weapon_info[get_weapon_id(weapon)].drag;
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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[get_weapon_id(weapon)].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[get_weapon_id(weapon)].matter && Boss_invulnerable_energy[d2_boss_index])) {
2006-03-20 17:12:09 +00:00
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;
}
#endif
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// ------------------------------------------------------------------------------------------------------
2014-01-11 23:25:13 +00:00
static void collide_robot_and_weapon( objptridx_t robot, objptridx_t weapon, vms_vector *collision_point )
{
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int damage_flag=1;
#if defined(DXX_BUILD_DESCENT_II)
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int boss_invul_flag=0;
if (get_weapon_id(weapon) == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
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return;
#endif
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const robot_info *robptr = &Robot_info[get_robot_id(robot)];
if (robptr->boss_flag)
{
#if defined(DXX_BUILD_DESCENT_I)
Boss_hit_this_frame = 1;
#elif defined(DXX_BUILD_DESCENT_II)
Boss_hit_time = GameTime64;
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if (robptr->boss_flag >= BOSS_D2) {
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damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
boss_invul_flag = !damage_flag;
}
#endif
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}
#if defined(DXX_BUILD_DESCENT_II)
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// Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
// MK has so much fun whacking his butt around the mine he never cared...
2013-11-10 03:31:22 +00:00
if ((robot_is_companion(robptr)) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !cheats.robotskillrobots))
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return;
if (get_weapon_id(weapon) == EARTHSHAKER_ID)
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smega_rock_stuff();
#endif
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#if 1
/*
* Check if persistent weapon already hit this object. If yes, abort.
* If no, add this object to hitobj_list and do it's damage.
*/
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
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if (!weapon->ctype.laser_info.hitobj_list[robot])
{
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weapon->ctype.laser_info.hitobj_list[robot] = true;
weapon->ctype.laser_info.last_hitobj = robot;
}
else
{
return;
}
}
#else
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// If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
// depending on frame rate.
if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
if (weapon->ctype.laser_info.last_hitobj == robot-Objects)
return;
else
weapon->ctype.laser_info.last_hitobj = robot-Objects;
}
#endif
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if (weapon->ctype.laser_info.parent_signature == robot->signature)
return;
#if defined(DXX_BUILD_DESCENT_II)
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// Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
// Also, only a weapon hit from a player weapon causes smart blobs.
2013-11-10 03:31:22 +00:00
if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (robptr->energy_blobs))
if ((robot->shields > 0) && Weapon_is_energy[get_weapon_id(weapon)]) {
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fix probval;
int num_blobs;
probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
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probval = robptr->energy_blobs * probval/(NDL*32);
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num_blobs = probval >> 16;
if (2*d_rand() < (probval & 0xffff))
num_blobs++;
if (num_blobs)
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.
#endif
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weapon_info *wi = &Weapon_info[get_weapon_id(weapon)];
if ( wi->damage_radius )
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{
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, &weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
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if (boss_invul_flag) { //don't make badass sound
//this code copied from explode_badass_weapon()
object_create_badass_explosion( weapon, weapon->segnum, collision_point,
wi->impact_size,
wi->robot_hit_vclip,
wi->strength[Difficulty_level],
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wi->damage_radius,wi->strength[Difficulty_level],
weapon->ctype.laser_info.parent_num );
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}
else //normal badass explosion
explode_badass_weapon(weapon,collision_point);
#endif
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}
#if defined(DXX_BUILD_DESCENT_I)
if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(robot->flags & OF_EXPLODING) )
#elif defined(DXX_BUILD_DESCENT_II)
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if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || cheats.robotskillrobots) && !(robot->flags & OF_EXPLODING) )
#endif
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{
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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);
}
else
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multi_robot_request_change(robot, get_robot_id(&Objects[weapon->ctype.laser_info.parent_num]));
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2013-11-10 03:31:22 +00:00
if ( robptr->exp1_vclip_num > -1 )
expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, robptr->exp1_vclip_num );
#if defined(DXX_BUILD_DESCENT_II)
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else if ( wi->robot_hit_vclip > -1 )
expl_obj = object_create_explosion( weapon->segnum, collision_point, wi->impact_size, wi->robot_hit_vclip );
#endif
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if (expl_obj)
obj_attach(robot,expl_obj);
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if ( damage_flag && (robptr->exp1_sound_num > -1 ))
digi_link_sound_to_pos( robptr->exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
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2013-11-24 04:20:22 +00:00
{
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fix damage = weapon->shields;
if (damage_flag)
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
else
damage = 0;
#if defined(DXX_BUILD_DESCENT_II)
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// 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 (get_weapon_id(weapon) == GAUSS_ID)
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if (robptr->boss_flag)
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damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
#endif
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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) {
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add_points_to_score(robptr->score_value);
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detect_escort_goal_accomplished(robot);
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}
}
#if defined(DXX_BUILD_DESCENT_II)
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// If Gauss Cannon, spin robot.
if (!robot_is_companion(robptr) && (!robptr->boss_flag) && (get_weapon_id(weapon) == GAUSS_ID)) {
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ai_static *aip = &robot->ctype.ai_info;
if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
aip->SKIP_AI_COUNT++;
robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.flags |= PF_USES_THRUST;
}
}
#endif
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}
maybe_kill_weapon(weapon,robot);
return;
2006-03-20 17:12:09 +00:00
}
//##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
//## return;
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//##}
static void collide_hostage_and_player( objptridx_t hostage, object * player, vms_vector *collision_point ) {
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// Give player points, etc.
if ( player == ConsoleObject ) {
detect_escort_goal_accomplished(hostage);
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add_points_to_score(HOSTAGE_SCORE);
// Do effect
hostage_rescue(get_hostage_id(hostage));
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// Remove the hostage object.
hostage->flags |= OF_SHOULD_BE_DEAD;
if (Game_mode & GM_MULTI)
multi_send_remobj(hostage);
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}
return;
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}
//--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
//--unused-- {
2006-03-20 17:12:09 +00:00
//--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--
2006-03-20 17:12:09 +00:00
//--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
//--unused--
2006-03-20 17:12:09 +00:00
//--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--
2006-03-20 17:12:09 +00:00
//--unused-- if (hostage->shields <= 0) {
//--unused-- explode_object(hostage,0);
//--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
//--unused-- }
//--unused--
2006-03-20 17:12:09 +00:00
//--unused-- if ( Weapon_info[weapon->id].damage_radius )
//--unused-- explode_badass_weapon(weapon);
//--unused--
2006-03-20 17:12:09 +00:00
//--unused-- maybe_kill_weapon(weapon,hostage);
//--unused--
2006-03-20 17:12:09 +00:00
//--unused-- }
//##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
//## return;
2006-03-20 17:12:09 +00:00
//##}
//##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
//## return;
2006-03-20 17:12:09 +00:00
//##}
//##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
//## return;
2006-03-20 17:12:09 +00:00
//##}
2014-01-11 23:25:13 +00:00
static void collide_player_and_player( objptridx_t player1, objptridx_t player2, vms_vector *collision_point )
{
static fix64 last_player_bump[MAX_PLAYERS] = { 0, 0, 0, 0, 0, 0, 0, 0 };
int damage_flag = 1, otherpl = -1;
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
// Multi is special - as always. Clients do the bump damage locally but the remote players do their collision result (change velocity) on their own. So after our initial collision, ignore further collision damage till remote players (hopefully) react.
if (Game_mode & GM_MULTI)
{
damage_flag = 0;
if (!(get_player_id(player1) == Player_num || get_player_id(player2) == Player_num))
return;
if (get_player_id(player1) > MAX_PLAYERS || get_player_id(player2) > MAX_PLAYERS)
return;
otherpl = (get_player_id(player1)==Player_num)?get_player_id(player2):get_player_id(player1);
if (last_player_bump[otherpl] + (F1_0/Netgame.PacketsPerSec) < GameTime64 || last_player_bump[otherpl] > GameTime64)
{
last_player_bump[otherpl] = GameTime64;
damage_flag = 1;
}
}
bump_two_objects(player1, player2, damage_flag);
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return;
}
2013-10-27 22:00:14 +00:00
static int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
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{
2013-10-26 19:52:41 +00:00
int weapon_flag = HAS_PRIMARY_FLAG(weapon_index);
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int powerup_num;
powerup_num = Primary_weapon_to_powerup[weapon_index];
if (Players[get_player_id(playerobj)].primary_weapon_flags & weapon_flag)
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return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
else
return object_none;
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}
2013-10-27 22:00:14 +00:00
static void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
2006-03-20 17:12:09 +00:00
{
2013-10-26 19:52:41 +00:00
int weapon_flag = HAS_SECONDARY_FLAG(weapon_index);
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int powerup_num;
powerup_num = Secondary_weapon_to_powerup[weapon_index];
if (Players[get_player_id(playerobj)].secondary_weapon_flags & weapon_flag) {
2006-03-20 17:12:09 +00:00
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);
}
}
2013-10-27 22:00:14 +00:00
static void drop_missile_1_or_4(object *playerobj,int missile_index)
2006-03-20 17:12:09 +00:00
{
int num_missiles,powerup_id;
num_missiles = Players[get_player_id(playerobj)].secondary_ammo[missile_index];
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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);
}
void drop_player_eggs(objptridx_t playerobj)
2006-03-20 17:12:09 +00:00
{
if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
int pnum = get_player_id(playerobj);
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int objnum;
int vulcan_ammo=0;
// Seed the random number generator so in net play the eggs will always
// drop the same way
if (Game_mode & GM_MULTI)
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{
Net_create_loc = 0;
d_srand(5483L);
}
#if defined(DXX_BUILD_DESCENT_II)
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// If the player had smart mines, maybe arm one of them.
2013-11-10 03:31:22 +00:00
int rthresh;
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rthresh = 30000;
while ((Players[get_player_id(playerobj)].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
2006-03-20 17:12:09 +00:00
int newseg;
vms_vector tvec;
2013-11-10 03:31:22 +00:00
vms_vector randvec;
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make_random_vector(&randvec);
rthresh /= 2;
vm_vec_add(&tvec, &playerobj->pos, &randvec);
newseg = find_point_seg(&tvec, playerobj->segnum);
if (newseg != segment_none)
Laser_create_new(&randvec, &tvec, newseg, playerobj, SUPERPROX_ID, 0);
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}
// If the player had proximity bombs, maybe arm one of them.
if ((Game_mode & GM_MULTI) && !game_mode_hoard())
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{
rthresh = 30000;
while ((Players[get_player_id(playerobj)].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
2006-03-20 17:12:09 +00:00
int newseg;
vms_vector tvec;
2013-11-10 03:31:22 +00:00
vms_vector randvec;
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make_random_vector(&randvec);
rthresh /= 2;
vm_vec_add(&tvec, &playerobj->pos, &randvec);
newseg = find_point_seg(&tvec, playerobj->segnum);
if (newseg != segment_none)
Laser_create_new(&randvec, &tvec, newseg, playerobj, PROXIMITY_ID, 0);
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}
}
#endif
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// If the player dies and he has powerful lasers, create the powerups here.
#if defined(DXX_BUILD_DESCENT_II)
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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);
2013-11-10 03:31:22 +00:00
else
#endif
2013-11-10 03:31:22 +00:00
if (Players[pnum].laser_level >= 1)
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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 defined(DXX_BUILD_DESCENT_II)
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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
if (game_mode_capture_flag() && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
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{
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_hoard())
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{
// Drop hoard orbs
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int max_count,i;
max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], (unsigned short) 12);
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for (i=0; i<max_count; i++)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
}
#endif
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//Drop the vulcan, gauss, and ammo
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vulcan_ammo = Players[pnum].vulcan_ammo;
#if defined(DXX_BUILD_DESCENT_II)
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if ((Players[pnum].primary_weapon_flags & HAS_VULCAN_FLAG) && (Players[pnum].primary_weapon_flags & HAS_GAUSS_FLAG))
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vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
#endif
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if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
if (objnum!=object_none)
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Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
#if defined(DXX_BUILD_DESCENT_II)
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objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
if (objnum!=object_none)
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Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
#endif
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// 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);
#if defined(DXX_BUILD_DESCENT_II)
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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!=object_none)
Objects[objnum].ctype.powerup_info.count = (get_player_id(playerobj)==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
#endif
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// Drop the secondary weapons
// Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
#if defined(DXX_BUILD_DESCENT_II)
if (!game_mode_hoard())
#endif
maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[get_player_id(playerobj)].secondary_ammo[PROXIMITY_INDEX])/4);
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maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[get_player_id(playerobj)].secondary_ammo[SMART_INDEX]);
maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[get_player_id(playerobj)].secondary_ammo[MEGA_INDEX]);
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#if defined(DXX_BUILD_DESCENT_II)
maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[get_player_id(playerobj)].secondary_ammo[SMART_MINE_INDEX])/4);
maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[get_player_id(playerobj)].secondary_ammo[SMISSILE5_INDEX]);
#endif
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// Drop the player's missiles in packs of 1 and/or 4
drop_missile_1_or_4(playerobj,HOMING_INDEX);
#if defined(DXX_BUILD_DESCENT_II)
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drop_missile_1_or_4(playerobj,GUIDED_INDEX);
#endif
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drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
#if defined(DXX_BUILD_DESCENT_II)
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drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
#endif
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// If player has vulcan ammo, but no vulcan cannon, drop the ammo.
if (!(Players[get_player_id(playerobj)].primary_weapon_flags & HAS_VULCAN_FLAG)) {
int amount = Players[get_player_id(playerobj)].vulcan_ammo;
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if (amount > 200) {
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);
}
}
}
void apply_damage_to_player(object *playerobj, objptridx_t killer, fix damage, ubyte possibly_friendly)
2006-03-20 17:12:09 +00:00
{
if (Player_is_dead)
return;
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
return;
if (multi_maybe_disable_friendly_fire(killer) && possibly_friendly)
return;
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if (Endlevel_sequence)
return;
//for the player, the 'real' shields are maintained in the Players[]
//array. The shields value in the player's object are, I think, not
//used anywhere. This routine, however, sets the objects shields to
//be a mirror of the value in the Player structure.
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if (get_player_id(playerobj) == Player_num) { //is this the local player?
Players[Player_num].shields -= damage;
PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
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if (Players[Player_num].shields < 0) {
Players[Player_num].killer_objnum = killer;
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// if ( killer && (killer->type == OBJ_PLAYER))
// Players[Player_num].killer_objnum = killer-Objects;
playerobj->flags |= OF_SHOULD_BE_DEAD;
#if defined(DXX_BUILD_DESCENT_II)
if (Buddy_objnum != object_none)
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if (killer && (killer->type == OBJ_ROBOT) && robot_is_companion(&Robot_info[get_robot_id(killer)]))
Buddy_sorry_time = GameTime64;
#endif
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}
playerobj->shields = Players[Player_num].shields; //mirror
}
}
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static void collide_player_and_weapon( objptridx_t playerobj, objptridx_t weapon, vms_vector *collision_point )
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{
fix damage = weapon->shields;
object * killer=NULL;
#if defined(DXX_BUILD_DESCENT_II)
if (get_weapon_id(weapon) == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c
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return;
// Don't collide own smart mines unless direct hit.
if (get_weapon_id(weapon) == SUPERPROX_ID)
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if (playerobj == weapon->ctype.laser_info.parent_num)
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if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
return;
if (get_weapon_id(weapon) == EARTHSHAKER_ID)
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smega_rock_stuff();
#endif
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damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_MULTI)
damage = fixmul(damage, Weapon_info[get_weapon_id(weapon)].multi_damage_scale);
#endif
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#if 1
/*
* Check if persistent weapon already hit this object. If yes, abort.
* If no, add this object to hitobj_list and do it's damage.
*/
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
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if (!weapon->ctype.laser_info.hitobj_list[playerobj])
{
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weapon->ctype.laser_info.hitobj_list[playerobj] = true;
weapon->ctype.laser_info.last_hitobj = playerobj;
}
else
{
return;
}
}
#endif
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if (get_player_id(playerobj) == Player_num)
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{
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 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
}
else
{
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
}
}
object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon, &weapon->pos);
#elif defined(DXX_BUILD_DESCENT_II)
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explode_badass_weapon(weapon,collision_point);
#endif
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maybe_kill_weapon(weapon,playerobj);
bump_two_objects(playerobj, weapon, 0); //no damage from bump
if ( !Weapon_info[get_weapon_id(weapon)].damage_radius ) {
if ( weapon->ctype.laser_info.parent_num != object_none )
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killer = &Objects[weapon->ctype.laser_info.parent_num];
// if (weapon->id == SMART_HOMING_ID)
// damage /= 4;
apply_damage_to_player( playerobj, killer, damage, 1);
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}
// Robots become aware of you if you get hit.
ai_do_cloak_stuff();
return;
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}
// Nasty robots are the ones that attack you by running into you and doing lots of damage.
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void collide_player_and_nasty_robot( objptridx_t playerobj, objptridx_t robot, vms_vector *collision_point )
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{
digi_link_sound_to_pos( Robot_info[get_robot_id(robot)].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
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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), 0);
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return;
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}
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 (get_player_id(objp) != Player_num)
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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);
#if defined(DXX_BUILD_DESCENT_I)
apply_damage_to_player( objp, objptridx(static_cast<object *>(NULL), object_none), 4*F1_0, 0);
#elif defined(DXX_BUILD_DESCENT_II)
apply_damage_to_player( objp, objp, 4*F1_0, 0); // Changed, MK, 2/19/96, make killer the player, so if you die in matcen, will say you killed yourself
#endif
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return;
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}
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void collide_robot_and_materialization_center(objptridx_t objp)
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{
int side;
vms_vector exit_dir;
segment *segp=&Segments[objp->segnum];
vm_vec_zero(&exit_dir);
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digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
if ( Robot_info[get_robot_id(objp)].exp1_vclip_num > -1 )
object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[get_robot_id(objp)].exp1_vclip_num );
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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;
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}
void collide_player_and_powerup( object * playerobj, objptridx_t powerup, vms_vector *collision_point )
{
if (!Endlevel_sequence && !Player_is_dead && (get_player_id(playerobj) == Player_num )) {
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int powerup_used;
powerup_used = do_powerup(powerup);
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if (powerup_used) {
powerup->flags |= OF_SHOULD_BE_DEAD;
if (Game_mode & GM_MULTI)
multi_send_remobj(powerup);
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}
}
else if ((Game_mode & GM_MULTI_COOP) && (get_player_id(playerobj) != Player_num))
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{
switch (get_powerup_id(powerup)) {
case POW_KEY_BLUE:
Players[get_player_id(playerobj)].flags |= PLAYER_FLAGS_BLUE_KEY;
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break;
case POW_KEY_RED:
Players[get_player_id(playerobj)].flags |= PLAYER_FLAGS_RED_KEY;
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break;
case POW_KEY_GOLD:
Players[get_player_id(playerobj)].flags |= PLAYER_FLAGS_GOLD_KEY;
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break;
default:
break;
}
}
return;
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}
2014-01-11 23:25:13 +00:00
static void collide_player_and_clutter( objptridx_t playerobj, objptridx_t clutter, vms_vector *collision_point ) {
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
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bump_two_objects(clutter, playerobj, 1);
return;
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}
// See if weapon1 creates a badass explosion. If so, create the explosion
// Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
{
if ( Weapon_info[get_weapon_id(weapon1)].damage_radius ) {
2006-03-20 17:12:09 +00:00
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) {
#if defined(DXX_BUILD_DESCENT_I)
explode_badass_weapon(weapon1, &weapon1->pos);
#elif defined(DXX_BUILD_DESCENT_II)
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explode_badass_weapon(weapon1,collision_point);
#endif
digi_link_sound_to_pos( Weapon_info[get_weapon_id(weapon1)].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
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}
return 1;
} else {
weapon1->lifeleft = min(dist/64, F1_0);
return 1;
}
} else
return 0;
}
2013-10-27 22:00:14 +00:00
static void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
{
#if defined(DXX_BUILD_DESCENT_II)
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// -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
if (get_weapon_id(weapon1) == PMINE_ID && get_weapon_id(weapon2) == PMINE_ID)
return; //these can't blow each other up
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if (get_weapon_id(weapon1) == OMEGA_ID) {
if (!ok_to_do_omega_damage(weapon1)) // see comment in laser.c
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return;
} else if (get_weapon_id(weapon2) == OMEGA_ID) {
if (!ok_to_do_omega_damage(weapon2)) // see comment in laser.c
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return;
}
#endif
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if ((Weapon_info[get_weapon_id(weapon1)].destroyable) || (Weapon_info[get_weapon_id(weapon2)].destroyable)) {
// shooting Plasma will make bombs explode one drops at the same time since hitboxes overlap. Small HACK to get around this issue. if the player moves away from the bomb at least...
if ((GameTime64 < weapon1->ctype.laser_info.creation_time + (F1_0/5)) && (GameTime64 < weapon2->ctype.laser_info.creation_time + (F1_0/5)) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
return;
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// Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
2013-11-10 03:31:22 +00:00
if ((get_weapon_id(weapon1) == get_weapon_id(weapon2)) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
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return;
#if defined(DXX_BUILD_DESCENT_I)
if (Weapon_info[get_weapon_id(weapon1)].destroyable)
if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
maybe_kill_weapon(weapon2,weapon1);
if (Weapon_info[get_weapon_id(weapon2)].destroyable)
if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
maybe_kill_weapon(weapon1,weapon2);
#elif defined(DXX_BUILD_DESCENT_II)
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if (Weapon_info[get_weapon_id(weapon1)].destroyable)
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if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
maybe_detonate_weapon(weapon2,weapon1, collision_point);
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if (Weapon_info[get_weapon_id(weapon2)].destroyable)
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if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
maybe_detonate_weapon(weapon1,weapon2, collision_point);
#endif
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}
}
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static void collide_weapon_and_debris( object * weapon, objptridx_t debris, vms_vector *collision_point )
{
#if defined(DXX_BUILD_DESCENT_II)
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// Hack! Prevent debris from causing bombs spewed at player death to detonate!
if ((get_weapon_id(weapon) == PROXIMITY_ID) || (get_weapon_id(weapon) == SUPERPROX_ID)) {
if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime64)
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return;
}
#endif
if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
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digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
explode_object(debris,0);
if ( Weapon_info[get_weapon_id(weapon)].damage_radius )
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explode_badass_weapon(weapon,collision_point);
maybe_kill_weapon(weapon,debris);
if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT))
weapon->flags |= OF_SHOULD_BE_DEAD;
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}
return;
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}
//##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
//## return;
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//##}
//##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
//## return;
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//##}
/* 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;
void collide_two_objects( objptridx_t A, objptridx_t B, vms_vector *collision_point )
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{
int collision_type;
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collision_type = COLLISION_OF(A->type,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 )
#if defined(DXX_BUILD_DESCENT_II)
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NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
#endif
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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 )
#if defined(DXX_BUILD_DESCENT_II)
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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)
#endif
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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 )
#if defined(DXX_BUILD_DESCENT_II)
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ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
#endif
ENABLE_COLLISION( OBJ_DEBRIS, OBJ_WALL );
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}
void collide_object_with_wall( objptridx_t A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
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{
switch( A->type ) {
case OBJ_NONE:
Error( "A object of type NONE hit a wall!\n");
break;
case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
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);
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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);
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case OBJ_GHOST: break; //do nothing
default:
Error( "Unhandled object type hit wall in collide.c\n" );
}
}