/* 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 #include #include #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" #include "render.h" #include "wall.h" #include "vclip.h" #include "polyobj.h" #include "fireball.h" #include "laser.h" #include "dxxerror.h" #include "ai.h" #include "hostage.h" #include "fuelcen.h" #include "sounds.h" #include "robot.h" #include "weapon.h" #include "player.h" #include "gauges.h" #include "powerup.h" #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) 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; } // ------------------------------------------------------------------------------------------------------------- // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors. static void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { 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) const robot_info *robptr = &Robot_info[robot_id]; 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 { 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)) { } #if defined(DXX_BUILD_DESCENT_II) else if ((robot_is_companion(robptr) == 1) && (Walls[wall_num].type == WALL_DOOR)) { ai_local *ailp = &Ai_local_info[robot-Objects]; 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. if (Walls[wall_num].keys != KEY_NONE) if (Walls[wall_num].keys & Players[Player_num].flags) wall_open_door(&Segments[hitseg], hitwall); } #endif } } return; } //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { //## return; //##} // ------------------------------------------------------------------------------------------------------------- static int apply_damage_to_clutter(object *clutter, fix damage) { if ( clutter->flags&OF_EXPLODING) return 0; if (clutter->shields < 0 ) return 0; //clutter already dead... clutter->shields -= damage; if (clutter->shields < 0) { explode_object(clutter,0); return 1; } else return 0; } //given the specified force, apply damage from that force to an object static void apply_force_damage(object *obj,fix force,object *other_obj) { int result; fix damage; if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD)) return; //already exploding or dead damage = fixdiv(force,obj->mtype.phys_info.mass) / 8; #if defined(DXX_BUILD_DESCENT_II) if ((other_obj->type == OBJ_PLAYER) && cheats.monsterdamage) damage = 0x7fffffff; #endif if (damage < FORCE_DAMAGE_THRESHOLD) return; switch (obj->type) { case OBJ_ROBOT: { const robot_info *robptr = &Robot_info[get_robot_id(obj)]; if (robptr->attack_type == 1) { if (other_obj->type == OBJ_WEAPON) result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num); else result = apply_damage_to_robot(obj,damage/4, other_obj-Objects); } else { if (other_obj->type == OBJ_WEAPON) result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num); else result = apply_damage_to_robot(obj,damage/2, other_obj-Objects); } if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature)) add_points_to_score(robptr->score_value); break; } case OBJ_PLAYER: // If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those // bots every frame since they don't move. if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[get_robot_id(other_obj)].attack_type) ) damage = fixmul(damage, FrameTime*2); #if defined(DXX_BUILD_DESCENT_II) // Make trainee easier. if (Difficulty_level == 0) damage /= 2; #endif apply_damage_to_player(obj,other_obj,damage,0); 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. apply_damage_to_controlcen(obj,damage, other_obj-Objects); break; case OBJ_WEAPON: break; //weapons don't take damage default: Int3(); } } // ----------------------------------------------------------------------------- static void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag) { fix force_mag; if (! (objp->mtype.phys_info.flags & PF_PERSISTENT)) { if (objp->type == OBJ_PLAYER) { vms_vector force2; force2.x = force->x/4; force2.y = force->y/4; force2.z = force->z/4; phys_apply_force(objp,&force2); if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !robot_is_companion(&Robot_info[get_robot_id(other_objp)]))) { 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) { 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. static void bump_two_objects(object *obj0,object *obj1,int damage_flag) { vms_vector force; object *t=NULL; vm_vec_zero(&force); 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); } static void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { fix damage; if (get_player_id(playerobj) != Player_num) // Execute only for local player return; int tmap_num = Segments[hitseg].sides[hitwall].tmap_num; // If this wall does damage, don't make *BONK* sound, we'll be making another sound. if (TmapInfo[tmap_num].damage > 0) return; #if defined(DXX_BUILD_DESCENT_I) const int ForceFieldHit = 0; #elif defined(DXX_BUILD_DESCENT_II) int ForceFieldHit=0; 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; } else #endif { wall_hit_process( &Segments[hitseg], hitwall, 20, get_player_id(playerobj), playerobj ); } // ** 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) // Note: Does quad damage if hit a force field - JL damage = (hitspeed / WALL_DAMAGE_SCALE) * (ForceFieldHit*8 + 1); int tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2; //don't do wall damage and sound if hit lava or water if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE)))) damage = 0; #endif if (damage >= WALL_DAMAGE_THRESHOLD) { int volume; volume = (hitspeed-(WALL_DAMAGE_SCALE*WALL_DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ; create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION); if ( volume > F1_0 ) volume = F1_0; if (volume > 0 && !ForceFieldHit) { // uhhhgly hack digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume ); if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume); } 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 ); // -- 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; } static fix64 Last_volatile_scrape_sound_time = 0; #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) //see if wall is volatile or water //if volatile, cause damage to player //returns 1=lava, 2=water int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt) { fix tmap_num,d,water; Assert(obj->type==OBJ_PLAYER); tmap_num = Segments[segnum].sides[sidenum].tmap_num; d = TmapInfo[tmap_num].damage; water = (TmapInfo[tmap_num].flags & TMI_WATER); if (d > 0 || water) { if (get_player_id(obj) == Player_num) { if (d > 0) { fix damage = fixmul(d,FrameTime); if (Difficulty_level == 0) damage /= 2; if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) apply_damage_to_player( obj, obj, damage, 0 ); 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 ) { int type; if (obj->type != OBJ_PLAYER || get_player_id(obj) != Player_num) return; if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) { vms_vector hit_dir, rand_vec; 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; Last_volatile_scrape_sound_time = GameTime64; digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 ); if (Game_mode & GM_MULTI) multi_send_play_sound(sound, 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); } } 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 //if an effect is hit, and it can blow up, then blow it up //returns true if it blew up int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag) { int tm,db; #if defined(DXX_BUILD_DESCENT_I) (void)blower; force_blowup_flag = 0; #elif defined(DXX_BUILD_DESCENT_II) db=0; // If this wall has a trigger and the blower-upper is not the player or the buddy, abort! { int ok_to_blow = effect_parent_is_guidebot(blower); if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) { int trigger_num, wall_num; wall_num = seg->sides[side].wall_num; if ( wall_num != -1 ) { trigger_num = Walls[wall_num].trigger; if (trigger_num != -1) return 0; } } } #endif if ((tm=seg->sides[side].tmap_num2) != 0) { int tmf = tm&0xc000; //tm flags tm &= 0x3fff; //tm without flags 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) //check if it's an animation (monitor) or casts light if ((ec!=-1 && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1))) #endif { 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) if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) #endif { //not trans, thus on effect int vc,sound_num; #if defined(DXX_BUILD_DESCENT_II) 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, //because we use the light value of the texture to change //the static light in the segment subtract_light(seg-Segments,side); #endif if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_effect_blowup( seg-Segments, side, pnt); fix dest_size; if (ec!=-1) { dest_size = Effects[ec].dest_size; vc = Effects[ec].dest_vclip; } #if defined(DXX_BUILD_DESCENT_II) else { dest_size = i2f(20); vc = 3; } #endif object_create_explosion( seg-Segments, pnt, dest_size, vc ); #if defined(DXX_BUILD_DESCENT_II) if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) #endif { if ((sound_num = Vclip[vc].sound_num) != -1) digi_link_sound_to_pos( sound_num, seg-Segments, 0, pnt, 0, F1_0 ); if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound digi_kill_sound_linked_to_segment(seg-Segments,side,sound_num); if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) { int bm_num; eclip *new_ec; new_ec = &Effects[Effects[ec].dest_eclip]; bm_num = new_ec->changing_wall_texture; 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) 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 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( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { 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 return; // If this is a guided missile and it strikes fairly directly, clear bounce flag. if (get_weapon_id(weapon) == GUIDEDMISS_ID) { 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)) { //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) subtract_light(hitseg, hitwall); else if (get_weapon_id(weapon) == FLARE_ID) add_light(hitseg, hitwall); } //@@#ifdef EDITOR //@@Cursegp = &Segments[hitseg]; //@@Curside = hitwall; //@@#endif #endif #endif if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) { Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move. return; } blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0); //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) { int robot_escort; #if defined(DXX_BUILD_DESCENT_II) if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[get_robot_id(&Objects[weapon->ctype.laser_info.parent_num])].companion==1)) { robot_escort = 1; if (Game_mode & GM_MULTI) { Int3(); // Get Jason! return; } playernum = Player_num; //if single player, he's the player's buddy } else #endif { 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]); else playernum = -1; //not a player (thus a robot) } #if defined(DXX_BUILD_DESCENT_II) if (blew_up) { //could be a wall switch //for wall triggers, always say that the player shot it out. This is //because robots can shoot out wall triggers, and so the trigger better //take effect // NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open! check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1); } if (get_weapon_id(weapon) == EARTHSHAKER_ID) smega_rock_stuff(); #endif 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)]; //we've hit a volatile wall digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 ); int vclip; #if defined(DXX_BUILD_DESCENT_I) vclip = VCLIP_VOLATILE_WALL_HIT; #elif defined(DXX_BUILD_DESCENT_II) //for most weapons, use volatile wall hit. For mega, use its special vclip vclip = (get_weapon_id(weapon) == MEGA_ID)?wi->robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT; // New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava. if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) { explode_badass_weapon(weapon,hitpt); } else #endif { object_create_badass_explosion( weapon, hitseg, hitpt, wi->impact_size + VOLATILE_WALL_IMPACT_SIZE, vclip, wi->strength[Difficulty_level]/4+VOLATILE_WALL_EXPL_STRENGTH, // diminished by mk on 12/08/94, i was doing 70 damage hitting lava on lvl 1. wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS, wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE, weapon->ctype.laser_info.parent_num ); } weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava } #if defined(DXX_BUILD_DESCENT_II) 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)]; //we've hit water // MK: 09/13/95: Badass in water is 1/2 normal intensity. if ( Weapon_info[get_weapon_id(weapon)].matter ) { digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 ); if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) { digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon-Objects, 0, F1_0); // MK: 09/13/95: Badass in water is 1/2 normal intensity. object_create_badass_explosion( weapon, hitseg, hitpt, wi->impact_size/2, wi->robot_hit_vclip, wi->strength[Difficulty_level]/4, wi->damage_radius, wi->strength[Difficulty_level]/2, weapon->ctype.laser_info.parent_num ); } else object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, Weapon_info[get_weapon_id(weapon)].wall_hit_vclip ); } else { digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 ); object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[get_weapon_id(weapon)].impact_size, VCLIP_WATER_HIT ); } weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water } #endif else { #if defined(DXX_BUILD_DESCENT_II) if (weapon->mtype.phys_info.flags & PF_BOUNCE) { //do special bound sound & effect } else #endif { //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) explode_badass_weapon(weapon,hitpt); #endif 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 ); } } } // If weapon fired by player or companion... if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) { if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum)) create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player // if (weapon->id != FLARE_ID) { // We now allow flares to open doors. { #if 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)) 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)) weapon->flags |= OF_SHOULD_BE_DEAD; #endif 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 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) if (!(weapon->mtype.phys_info.flags & PF_BOUNCE)) #endif 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; //##} static void collide_debris_and_wall( object * 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); return; } //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) { //## //weapon->flags |= OF_SHOULD_BE_DEAD; //## return; //##} //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) { //## return; //##} // ------------------------------------------------------------------------------------------------------------------- static void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) { bump_two_objects(robot1, robot2, 1); return; } static void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point ) { 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); } } //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) { //## return; //##} static void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point ) { #if defined(DXX_BUILD_DESCENT_II) int steal_attempt = 0; if (robot->flags&OF_EXPLODING) return; #endif if (get_player_id(playerobj) == Player_num) { #if defined(DXX_BUILD_DESCENT_II) const robot_info *robptr = &Robot_info[get_robot_id(robot)]; if (robot_is_companion(robptr)) // Player and companion don't collide. return; if (robptr->kamikaze) { apply_damage_to_robot(robot, robot->shields+1, playerobj-Objects); if (playerobj == ConsoleObject) add_points_to_score(robptr->score_value); } if (robot_is_thief(robptr)) { static fix64 Last_thief_hit_time; if (Ai_local_info[robot-Objects].mode == AIM_THIEF_ATTACK) { Last_thief_hit_time = GameTime64; attempt_to_steal_item(robot, get_player_id(playerobj)); steal_attempt = 1; } else if (GameTime64 - Last_thief_hit_time < F1_0*2) return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing! // NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP else Last_thief_hit_time = GameTime64; } #endif 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); } 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 } if (check_collision_delayfunc_exec()) { 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 ); if (collision_seg != -1) object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip ); } bump_two_objects(robot, playerobj, 1); return; } // Provide a way for network message to instantly destroy the control center // without awarding points or anything. // if controlcen == NULL, that means don't do the explosion because the control center // was actually in another object. void net_destroy_controlcen(object *controlcen) { if (Control_center_destroyed != 1) { do_controlcen_destroyed_stuff(controlcen); if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) { digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 ); explode_object(controlcen,0); } } } // ----------------------------------------------------------------------------- void apply_damage_to_controlcen(object *controlcen, fix damage, short who) { int whotype; // Only allow a player to damage the control center. if ((who < 0) || (who > Highest_object_index)) return; whotype = Objects[who].type; if (whotype != OBJ_PLAYER) { 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)) { 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); } return; } if (get_player_id(&Objects[who]) == Player_num) { Control_center_been_hit = 1; ai_do_cloak_stuff(); } if ( controlcen->shields >= 0 ) controlcen->shields -= damage; if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) { do_controlcen_destroyed_stuff(controlcen); if (Game_mode & GM_MULTI) { if (who == Players[Player_num].objnum) add_points_to_score(CONTROL_CEN_SCORE); multi_send_destroy_controlcen((ushort)(controlcen-Objects), get_player_id(&Objects[who]) ); } 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); } } static void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point ) { if (get_player_id(playerobj) == Player_num) { 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 ); bump_two_objects(controlcen, playerobj, 1); return; } #if defined(DXX_BUILD_DESCENT_II) static void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point ) { if (get_player_id(playerobj)==Player_num) { int drawn; if (Game_mode & GM_MULTI) { drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]); } else { if (MarkerMessage[marker->id][0]) drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]); else drawn = HUD_init_message(HM_DEFAULT|HM_MAYDUPL, "MARKER %d", marker->id+1); } if (drawn) digi_play_sample( SOUND_MARKER_HIT, F1_0 ); detect_escort_goal_accomplished(marker-Objects); } } #endif // If a persistent weapon and other object is not a weapon, weaken it, else kill it. // If both objects are weapons, weaken the weapon. static void maybe_kill_weapon(object *weapon, object *other_obj) { if (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(weapon))) { 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) // Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent. // Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles). if (weapon->mtype.phys_info.flags & PF_PERSISTENT) #endif { // Weapons do a lot of damage to weapons, other objects do much less. if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) { if (other_obj->type == OBJ_WEAPON) weapon->shields -= other_obj->shields/2; else weapon->shields -= other_obj->shields/4; if (weapon->shields <= 0) { weapon->shields = 0; weapon->flags |= OF_SHOULD_BE_DEAD; } } } else weapon->flags |= OF_SHOULD_BE_DEAD; // -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) { // -- // Weapons do a lot of damage to weapons, other objects do much less. // -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) { // -- if (other_obj->type == OBJ_WEAPON) // -- weapon->shields -= other_obj->shields/2; // -- else // -- weapon->shields -= other_obj->shields/4; // -- // -- if (weapon->shields <= 0) { // -- weapon->shields = 0; // -- weapon->flags |= OF_SHOULD_BE_DEAD; // -- } // -- } // -- } else // -- weapon->flags |= OF_SHOULD_BE_DEAD; } static void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point ) { #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 return; fix explosion_size = controlcen->size*3/20; #endif 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. if (!weapon->ctype.laser_info.hitobj_list[controlcen-Objects]) { weapon->ctype.laser_info.hitobj_list[controlcen-Objects] = 1; weapon->ctype.laser_info.last_hitobj = controlcen-Objects; } else { return; } } if (get_player_id(&Objects[weapon->ctype.laser_info.parent_num]) == Player_num) 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) explode_badass_weapon(weapon,collision_point); #endif else object_create_explosion( controlcen->segnum, collision_point, explosion_size, VCLIP_SMALL_EXPLOSION ); digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 ); damage = fixmul(damage, weapon->ctype.laser_info.multiplier); apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num); maybe_kill_weapon(weapon,controlcen); } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center. object_create_explosion( controlcen->segnum, collision_point, explosion_size, VCLIP_SMALL_EXPLOSION ); maybe_kill_weapon(weapon,controlcen); } } static void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) { short exp_vclip = VCLIP_SMALL_EXPLOSION; if ( clutter->shields >= 0 ) clutter->shields -= weapon->shields; digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 ); object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip ); if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED))) explode_object(clutter,STANDARD_EXPL_DELAY); maybe_kill_weapon(weapon,clutter); } //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point); #if defined(DXX_BUILD_DESCENT_II) 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; 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 // ------------------------------------------------------------------------------------------------------ // Return 1 if robot died, else return 0 int apply_damage_to_robot(object *robot, fix damage, int killer_objnum) { if ( robot->flags&OF_EXPLODING) return 0; if (robot->shields < 0 ) return 0; //robot already dead... 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; // 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. if (robot_is_companion(robptr)) { if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level) return 0; } #endif robot->shields -= damage; #if defined(DXX_BUILD_DESCENT_II) // Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of. if (robptr->boss_flag) 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(); } } 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 if (robot->shields < 0) { if (Game_mode & GM_MULTI) { #if defined(DXX_BUILD_DESCENT_II) char isthief; char temp_stolen[MAX_STOLEN_ITEMS]; if (robot_is_thief(robptr)) isthief=1; else isthief=0; if (isthief) for (unsigned i=0;iboss_flag) { start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL); } #if defined(DXX_BUILD_DESCENT_II) else if (robptr->death_roll) { start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL); } #endif else { #if defined(DXX_BUILD_DESCENT_II) if (get_robot_id(robot) == SPECIAL_REACTOR_ROBOT) special_reactor_stuff(); //if (Robot_info[robot->id].smart_blobs) // create_smart_children(robot, Robot_info[robot->id].smart_blobs); //if (Robot_info[robot->id].badass) // explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150); if (robptr->kamikaze) explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE! else #endif 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; } int Buddy_gave_hint_count = 5; fix64 Last_time_buddy_gave_hint = 0; // ------------------------------------------------------------------------------------------------------ // Return true if damage done to boss, else return false. static int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point) { int d2_boss_index; int damage_flag; damage_flag = 1; d2_boss_index = Robot_info[get_robot_id(robot)].boss_flag - BOSS_D2; Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES)); // See if should spew a bot. if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) if ((Weapon_info[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])) { if (Boss_spew_more[d2_boss_index]) if (d_rand() > 16384) { if (boss_spew_robot(robot, collision_point) != -1) Last_gate_time = GameTime64 - Gate_interval - 1; // Force allowing spew of another bot. } boss_spew_robot(robot, collision_point); } if (Boss_invulnerable_spot[d2_boss_index]) { fix dot; vms_vector tvec1; // Boss only vulnerable in back. See if hit there. vm_vec_sub(&tvec1, collision_point, &robot->pos); vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version. dot = vm_vec_dot(&tvec1, &robot->orient.fvec); if (dot > Boss_invulnerable_dot()) { int new_obj; int segnum; segnum = find_point_seg(collision_point, robot->segnum); digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0); damage_flag = 0; if (Buddy_objnum != -1) { 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; } } } } // 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, &weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type); if (new_obj != -1) { vms_vector vec_to_point; vms_vector weap_vec; fix speed; if (weapon->render_type == RT_POLYOBJ) { Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[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); } 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; 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])) { 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 // ------------------------------------------------------------------------------------------------------ static void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point ) { int damage_flag=1; #if defined(DXX_BUILD_DESCENT_II) int boss_invul_flag=0; if (get_weapon_id(weapon) == OMEGA_ID) if (!ok_to_do_omega_damage(weapon)) // see comment in laser.c return; #endif 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; if (robptr->boss_flag >= BOSS_D2) { damage_flag = do_boss_weapon_collision(robot, weapon, collision_point); boss_invul_flag = !damage_flag; } #endif } #if defined(DXX_BUILD_DESCENT_II) // Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way. // MK has so much fun whacking his butt around the mine he never cared... if ((robot_is_companion(robptr)) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !cheats.robotskillrobots)) return; if (get_weapon_id(weapon) == EARTHSHAKER_ID) smega_rock_stuff(); #endif #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) { if (!weapon->ctype.laser_info.hitobj_list[robot-Objects]) { weapon->ctype.laser_info.hitobj_list[robot-Objects] = 1; weapon->ctype.laser_info.last_hitobj = robot-Objects; } else { return; } } #else // 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 if (weapon->ctype.laser_info.parent_signature == robot->signature) return; #if defined(DXX_BUILD_DESCENT_II) // Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage. // Also, only a weapon hit from a player weapon causes smart blobs. if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (robptr->energy_blobs)) if ((robot->shields > 0) && Weapon_is_energy[get_weapon_id(weapon)]) { fix probval; int num_blobs; probval = (Difficulty_level+2) * min(weapon->shields, robot->shields); probval = robptr->energy_blobs * probval/(NDL*32); num_blobs = probval >> 16; if (2*d_rand() < (probval & 0xffff)) num_blobs++; if (num_blobs) create_smart_children(robot, num_blobs); } // Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss, // unless this is trapped elsewhere. #endif weapon_info *wi = &Weapon_info[get_weapon_id(weapon)]; if ( wi->damage_radius ) { #if defined(DXX_BUILD_DESCENT_I) explode_badass_weapon(weapon, &weapon->pos); #elif defined(DXX_BUILD_DESCENT_II) 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], wi->damage_radius,wi->strength[Difficulty_level], weapon->ctype.laser_info.parent_num ); } else //normal badass explosion explode_badass_weapon(weapon,collision_point); #endif } #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) if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || cheats.robotskillrobots) && !(robot->flags & OF_EXPLODING) ) #endif { 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 multi_robot_request_change(robot, get_robot_id(&Objects[weapon->ctype.laser_info.parent_num])); 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) else if ( wi->robot_hit_vclip > -1 ) expl_obj = object_create_explosion( weapon->segnum, collision_point, wi->impact_size, wi->robot_hit_vclip ); #endif if (expl_obj) obj_attach(robot,expl_obj); 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 ); { fix damage = weapon->shields; if (damage_flag) damage = fixmul(damage, weapon->ctype.laser_info.multiplier); else damage = 0; #if defined(DXX_BUILD_DESCENT_II) // 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) if (robptr->boss_flag) damage = damage * (2*NDL-Difficulty_level)/(2*NDL); #endif if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num)) bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) { add_points_to_score(robptr->score_value); detect_escort_goal_accomplished(robot-Objects); } } #if defined(DXX_BUILD_DESCENT_II) // If Gauss Cannon, spin robot. if ((robot != NULL) && !robot_is_companion(robptr) && (!robptr->boss_flag) && (get_weapon_id(weapon) == GAUSS_ID)) { ai_static *aip = &robot->ctype.ai_info; if (aip->SKIP_AI_COUNT * FrameTime < F1_0) { aip->SKIP_AI_COUNT++; robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT); robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT); robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT); robot->mtype.phys_info.flags |= PF_USES_THRUST; } } #endif } maybe_kill_weapon(weapon,robot); return; } //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) { //## return; //##} //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) { //## return; //##} static void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) { // Give player points, etc. if ( player == ConsoleObject ) { detect_escort_goal_accomplished(hostage-Objects); add_points_to_score(HOSTAGE_SCORE); // Do effect hostage_rescue(get_hostage_id(hostage)); // Remove the hostage object. hostage->flags |= OF_SHOULD_BE_DEAD; if (Game_mode & GM_MULTI) multi_send_remobj(hostage-Objects); } return; } //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point ) //--unused-- { //--unused-- // Cannot kill hostages, as per Matt's edict! //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.") //--unused-- hostage->shields -= weapon->shields/2; //--unused-- //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player //--unused-- //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum ); //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 ); //--unused-- //--unused-- //--unused-- if (hostage->shields <= 0) { //--unused-- explode_object(hostage,0); //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD; //--unused-- } //--unused-- //--unused-- if ( Weapon_info[weapon->id].damage_radius ) //--unused-- explode_badass_weapon(weapon); //--unused-- //--unused-- maybe_kill_weapon(weapon,hostage); //--unused-- //--unused-- } //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) { //## return; //##} static void collide_player_and_player( object * player1, object * 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); return; } static int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index) { int weapon_flag = HAS_PRIMARY_FLAG(weapon_index); int powerup_num; powerup_num = Primary_weapon_to_powerup[weapon_index]; if (Players[get_player_id(playerobj)].primary_weapon_flags & weapon_flag) return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num); else return -1; } static void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count) { int weapon_flag = HAS_SECONDARY_FLAG(weapon_index); int powerup_num; powerup_num = Secondary_weapon_to_powerup[weapon_index]; if (Players[get_player_id(playerobj)].secondary_weapon_flags & weapon_flag) { int i, max_count; max_count = min(count, 3); for (i=0; i 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(object *playerobj) { if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) { int pnum = get_player_id(playerobj); 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) { Net_create_loc = 0; d_srand(5483L); } #if defined(DXX_BUILD_DESCENT_II) // If the player had smart mines, maybe arm one of them. int rthresh; rthresh = 30000; while ((Players[get_player_id(playerobj)].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) { int newseg; vms_vector tvec; vms_vector randvec; make_random_vector(&randvec); rthresh /= 2; vm_vec_add(&tvec, &playerobj->pos, &randvec); newseg = find_point_seg(&tvec, playerobj->segnum); if (newseg != -1) Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, SUPERPROX_ID, 0); } // If the player had proximity bombs, maybe arm one of them. if ((Game_mode & GM_MULTI) && !game_mode_hoard()) { rthresh = 30000; while ((Players[get_player_id(playerobj)].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) { int newseg; vms_vector tvec; vms_vector randvec; make_random_vector(&randvec); rthresh /= 2; vm_vec_add(&tvec, &playerobj->pos, &randvec); newseg = find_point_seg(&tvec, playerobj->segnum); if (newseg != -1) Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, PROXIMITY_ID, 0); } } #endif // If the player dies and he has powerful lasers, create the powerups here. #if defined(DXX_BUILD_DESCENT_II) if (Players[pnum].laser_level > MAX_LASER_LEVEL) call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER); else #endif if (Players[pnum].laser_level >= 1) call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1. // Drop quad laser if appropos if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS) call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE); if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED) call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK); #if defined(DXX_BUILD_DESCENT_II) 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)) { 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()) { // Drop hoard orbs int max_count,i; max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], (unsigned short) 12); for (i=0; i 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, object *killer, fix damage, ubyte possibly_friendly) { if (Player_is_dead) return; if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) return; if (multi_maybe_disable_friendly_fire(killer) && possibly_friendly) return; if (Endlevel_sequence) return; //for the player, the 'real' shields are maintained in the Players[] //array. The shields value in the player's object are, I think, not //used anywhere. This routine, however, sets the objects shields to //be a mirror of the value in the Player structure. if (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 if (Players[Player_num].shields < 0) { Players[Player_num].killer_objnum = killer-Objects; // if ( killer && (killer->type == OBJ_PLAYER)) // Players[Player_num].killer_objnum = killer-Objects; playerobj->flags |= OF_SHOULD_BE_DEAD; #if defined(DXX_BUILD_DESCENT_II) if (Buddy_objnum != -1) if (killer && (killer->type == OBJ_ROBOT) && robot_is_companion(&Robot_info[get_robot_id(killer)])) Buddy_sorry_time = GameTime64; #endif } playerobj->shields = Players[Player_num].shields; //mirror } } void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point ) { fix damage = weapon->shields; object * killer=NULL; #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 return; // Don't collide own smart mines unless direct hit. if (get_weapon_id(weapon) == SUPERPROX_ID) if (playerobj-Objects == weapon->ctype.laser_info.parent_num) if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size) return; if (get_weapon_id(weapon) == EARTHSHAKER_ID) smega_rock_stuff(); #endif damage = fixmul(damage, weapon->ctype.laser_info.multiplier); #if defined(DXX_BUILD_DESCENT_II) if (Game_mode & GM_MULTI) damage = fixmul(damage, Weapon_info[get_weapon_id(weapon)].multi_damage_scale); #endif #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) { if (!weapon->ctype.laser_info.hitobj_list[playerobj-Objects]) { weapon->ctype.laser_info.hitobj_list[playerobj-Objects] = 1; weapon->ctype.laser_info.last_hitobj = playerobj-Objects; } else { return; } } #endif if (get_player_id(playerobj) == Player_num) { if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) { digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 ); 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) explode_badass_weapon(weapon,collision_point); #endif 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 > -1 ) killer = &Objects[weapon->ctype.laser_info.parent_num]; // if (weapon->id == SMART_HOMING_ID) // damage /= 4; apply_damage_to_player( playerobj, killer, damage, 1); } // Robots become aware of you if you get hit. ai_do_cloak_stuff(); return; } // Nasty robots are the ones that attack you by running into you and doing lots of damage. void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point ) { digi_link_sound_to_pos( Robot_info[get_robot_id(robot)].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 ); object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT ); bump_two_objects(playerobj, robot, 0); //no damage from bump apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1), 0); return; } void collide_player_and_materialization_center(object *objp) { int side; vms_vector exit_dir; segment *segp = &Segments[objp->segnum]; digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0); // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 ); object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT ); if (get_player_id(objp) != Player_num) return; for (side=0; sidepos); 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, NULL, 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 return; } void collide_robot_and_materialization_center(object *objp) { int side; vms_vector exit_dir; segment *segp=&Segments[objp->segnum]; vm_vec_zero(&exit_dir); 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 ); for (side=0; sidepos); vm_vec_normalize_quick(&exit_dir); } bump_one_object(objp, &exit_dir, 8*F1_0); apply_damage_to_robot( objp, F1_0, -1); return; } void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) { if (!Endlevel_sequence && !Player_is_dead && (get_player_id(playerobj) == Player_num )) { int powerup_used; powerup_used = do_powerup(powerup); if (powerup_used) { powerup->flags |= OF_SHOULD_BE_DEAD; if (Game_mode & GM_MULTI) multi_send_remobj(powerup-Objects); } } else if ((Game_mode & GM_MULTI_COOP) && (get_player_id(playerobj) != Player_num)) { switch (get_powerup_id(powerup)) { case POW_KEY_BLUE: Players[get_player_id(playerobj)].flags |= PLAYER_FLAGS_BLUE_KEY; break; case POW_KEY_RED: Players[get_player_id(playerobj)].flags |= PLAYER_FLAGS_RED_KEY; break; case POW_KEY_GOLD: Players[get_player_id(playerobj)].flags |= PLAYER_FLAGS_GOLD_KEY; break; default: break; } } return; } static void collide_player_and_clutter( object * playerobj, object * 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 ); bump_two_objects(clutter, playerobj, 1); return; } // See if weapon1 creates a badass explosion. If so, create the explosion // Return true if weapon does proximity (as opposed to only contact) damage when it explodes. int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point) { if ( Weapon_info[get_weapon_id(weapon1)].damage_radius ) { fix dist; dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos); if (dist < F1_0*5) { maybe_kill_weapon(weapon1,weapon2); if (weapon1->flags & OF_SHOULD_BE_DEAD) { #if defined(DXX_BUILD_DESCENT_I) explode_badass_weapon(weapon1, &weapon1->pos); #elif defined(DXX_BUILD_DESCENT_II) explode_badass_weapon(weapon1,collision_point); #endif digi_link_sound_to_pos( Weapon_info[get_weapon_id(weapon1)].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 ); } return 1; } else { weapon1->lifeleft = min(dist/64, F1_0); return 1; } } else return 0; } static void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point ) { #if defined(DXX_BUILD_DESCENT_II) // -- 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 if (get_weapon_id(weapon1) == OMEGA_ID) { if (!ok_to_do_omega_damage(weapon1)) // see comment in laser.c return; } else if (get_weapon_id(weapon2) == OMEGA_ID) { if (!ok_to_do_omega_damage(weapon2)) // see comment in laser.c return; } #endif 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; // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other. if ((get_weapon_id(weapon1) == get_weapon_id(weapon2)) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num)) 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) if (Weapon_info[get_weapon_id(weapon1)].destroyable) if (maybe_detonate_weapon(weapon1, weapon2, collision_point)) maybe_detonate_weapon(weapon2,weapon1, collision_point); if (Weapon_info[get_weapon_id(weapon2)].destroyable) if (maybe_detonate_weapon(weapon2, weapon1, collision_point)) maybe_detonate_weapon(weapon1,weapon2, collision_point); #endif } } static void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) { #if defined(DXX_BUILD_DESCENT_II) // 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) return; } #endif if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) { digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 ); explode_object(debris,0); if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) 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; } return; } //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) { //## return; //##} //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) { //## return; //##} //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) { //## return; //##} //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) { //## return; //##} //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) { //## return; //##} /* DPH: Put these macros on one long line to avoid CR/LF problems on linux */ #define COLLISION_OF(a,b) (((a)<<8) + (b)) #define DO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): (collision_function)( (A), (B), collision_point ); break; case COLLISION_OF( (type2), (type1) ): (collision_function)( (B), (A), collision_point ); break; #define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break; //these next two macros define a case that does nothing #define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break; #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break; void collide_two_objects( object * A, object * B, vms_vector *collision_point ) { int collision_type; 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) NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL ) #endif 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) 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 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) ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER ); #endif ENABLE_COLLISION( OBJ_DEBRIS, OBJ_WALL ); } void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt ) { switch( A->type ) { case OBJ_NONE: Error( "A object of type NONE hit a wall!\n"); break; case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break; case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break; case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break; case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt); case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break; case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt); case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt); case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt); case OBJ_GHOST: break; //do nothing default: Error( "Unhandled object type hit wall in collide.c\n" ); } }