/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/collide.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:41:32 $ * * $Log: collide.c,v $ * Revision 1.1.1.1 2006/03/17 19:41:32 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:05:46 donut * Import of d1x 1.37 source. * * Revision 2.5 1995/07/26 12:07:46 john * Made code that pages in weapon_info->robot_hit_vclip not * page in unless it is a badass weapon. Took out old functionallity * of using this if no robot exp1_vclip, since all robots have these. * * Revision 2.4 1995/03/30 16:36:09 mike * text localization. * * Revision 2.3 1995/03/24 15:11:13 john * Added ugly robot cheat. * * Revision 2.2 1995/03/21 14:41:04 john * Ifdef'd out the NETWORK code. * * Revision 2.1 1995/03/20 18:16:02 john * Added code to not store the normals in the segment structure. * * Revision 2.0 1995/02/27 11:32:20 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.289 1995/02/22 13:56:06 allender * remove anonymous unions from object structure * * Revision 1.288 1995/02/11 15:52:45 rob * Included text.h. * * Revision 1.287 1995/02/11 15:04:11 rob * Localized a string. * * Revision 1.286 1995/02/11 14:25:41 rob * Added invul. controlcen option. * * Revision 1.285 1995/02/06 15:53:00 mike * create awareness event for player:wall collision. * * Revision 1.284 1995/02/05 23:18:17 matt * Deal with objects (such as fusion blobs) that get created already * poking through a wall * * Revision 1.283 1995/02/01 17:51:33 mike * fusion bolt can now toast multiple proximity bombs. * * Revision 1.282 1995/02/01 17:29:20 john * Lintized * * Revision 1.281 1995/02/01 15:04:00 rob * Changed sound of weapons hitting invulnerable players. * * Revision 1.280 1995/01/31 16:16:35 mike * Separate smart blobs for robot and player. * * Revision 1.279 1995/01/29 15:57:10 rob * Fixed another bug with robot_request_change calls. * * Revision 1.278 1995/01/28 18:15:06 rob * Fixed a bug in multi_request_robot_change. * * Revision 1.277 1995/01/27 15:15:44 rob * Fixing problems with controlcen damage. * * Revision 1.276 1995/01/27 15:13:10 mike * comment out mprintf. * * Revision 1.275 1995/01/26 22:11:51 mike * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification) * * Revision 1.274 1995/01/26 18:57:55 rob * Changed two uses of digi_play_sample to digi_link_sound_to_pos which * made more sense. * * Revision 1.273 1995/01/25 23:37:58 mike * make persistent objects not hit player more than once. * Also, make them hit player before degrading them, else they often did 0 damage. * * Revision 1.272 1995/01/25 18:23:54 rob * Don't let players pick up powerups in exit tunnel. * * Revision 1.271 1995/01/25 13:43:18 rob * Added robot transfer for player collisions. * Removed mprintf from collide.c on Mike's request. * * Revision 1.270 1995/01/25 10:24:01 mike * Make sizzle and rock happen in lava even if you're invulnerable. * * Revision 1.269 1995/01/22 17:05:33 mike * Call multi_robot_request_change when a robot gets whacked by a player or * player weapon, if player_num != Player_num * * Revision 1.268 1995/01/21 21:20:28 matt * Fixed stupid bug * * Revision 1.267 1995/01/21 18:47:47 rob * Fixed a really dumb bug with player keys. * * Revision 1.266 1995/01/21 17:39:30 matt * Cleaned up laser/player hit wall confusions * * Revision 1.265 1995/01/19 17:44:42 mike * damage_force removed, that information coming from strength field. * * Revision 1.264 1995/01/18 17:12:56 rob * Fixed control stuff for multiplayer. * * Revision 1.263 1995/01/18 16:12:33 mike * Make control center aware of a cloaked playerr when he fires. * * Revision 1.262 1995/01/17 17:48:42 rob * Added key syncing for coop players. * * Revision 1.261 1995/01/16 19:30:28 rob * Fixed an assert error in fireball.c * * Revision 1.260 1995/01/16 19:23:51 mike * Say Boss_been_hit if he been hit so he gates appropriately. * * Revision 1.259 1995/01/16 11:55:16 mike * make enemies become aware of player if he damages control center. * * Revision 1.258 1995/01/15 16:42:00 rob * Fixed problem with robot bumping damage. * * Revision 1.257 1995/01/14 19:16:36 john * First version of new bitmap paging code. * * Revision 1.256 1995/01/03 17:58:37 rob * Fixed scoring problems. * * Revision 1.255 1994/12/29 12:41:11 rob * Tweaking robot exploding in coop. * * Revision 1.254 1994/12/28 10:37:59 rob * Fixed ifdef of multibot stuff. * * Revision 1.253 1994/12/21 19:03:14 rob * Fixing score accounting for multiplayer robots * * Revision 1.252 1994/12/21 17:36:31 rob * Fix hostage pickup problem in network. * tweaking robot powerup drops. * * Revision 1.251 1994/12/19 20:32:34 rob * Remove awareness events from player collisions and lasers that are not the console player. * * Revision 1.250 1994/12/19 20:01:22 rob * Added multibot.h include. * * Revision 1.249 1994/12/19 16:36:41 rob * Patches damaging of multiplayer robots. * * Revision 1.248 1994/12/14 21:15:18 rob * play lava hiss across network. * * Revision 1.247 1994/12/14 17:09:09 matt * Fixed problem with no sound when lasers hit closed walls, like grates. * * Revision 1.246 1994/12/14 09:51:49 mike * make any weapon cause proximity bomb detonation. * * Revision 1.245 1994/12/13 12:55:25 mike * change number of proximity bomb powerups which get dropped. * * Revision 1.244 1994/12/12 17:17:53 mike * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful. * * Revision 1.243 1994/12/12 12:07:51 rob * Don't take damage if we're in endlevel sequence. * * Revision 1.242 1994/12/11 23:44:52 mike * less phys_apply_rot() at higher skill levels. * * Revision 1.241 1994/12/11 12:37:02 mike * remove stupid robot spinning code. it was really stupid. (actually, call here, code in ai.c). * * Revision 1.240 1994/12/10 16:44:51 matt * Added debugging code to track down door that turns into rock * * Revision 1.239 1994/12/09 14:59:19 matt * Added system to attach a fireball to another object for rendering purposes, * so the fireball always renders on top of (after) the object. * * Revision 1.238 1994/12/09 09:57:02 mike * Don't allow robots or their weapons to pass through control center. * * Revision 1.237 1994/12/08 15:46:03 mike * better robot behavior. * * Revision 1.236 1994/12/08 12:32:56 mike * make boss dying more interesting. * * Revision 1.235 1994/12/07 22:49:15 mike * tweak rotation due to collision. * * Revision 1.234 1994/12/07 16:44:50 mike * make bump sound if supposed to, even if not taking damage. * * Revision 1.233 1994/12/07 12:55:08 mike * tweak rotvel applied from collisions. * * Revision 1.232 1994/12/05 19:30:48 matt * Fixed horrible segment over-dereferencing * * Revision 1.231 1994/12/05 00:32:15 mike * do rotvel on badass and bump collisions. * * Revision 1.230 1994/12/03 12:49:22 mike * don't play bonk sound when you collide with a volatile wall (like lava). * * Revision 1.229 1994/12/02 16:51:09 mike * make lava sound only happen at 4 Hz. * * Revision 1.228 1994/11/30 23:55:27 rob * Fixed a bug where a laser hitting a wall was making 2 sounds. * * Revision 1.227 1994/11/30 20:11:00 rob * Fixed # of dropped laser powerups. * * Revision 1.226 1994/11/30 19:19:03 rob * Transmit collission sounds for net games. * * Revision 1.225 1994/11/30 16:33:01 mike * new boss behavior. * * Revision 1.224 1994/11/30 15:44:17 mike * /2 on boss smart children damage. * * Revision 1.223 1994/11/30 14:03:03 mike * hook for claw sounds * * Revision 1.222 1994/11/29 20:41:09 matt * Deleted a bunch of commented-out lines * * Revision 1.221 1994/11/27 23:15:08 matt * Made changes for new mprintf calling convention * * Revision 1.220 1994/11/19 16:11:28 rob * Collision damage with walls or lava is counted as suicides in net games * * Revision 1.219 1994/11/19 15:20:41 mike * rip out unused code and data * * Revision 1.218 1994/11/17 18:44:27 rob * Added OBJ_GHOST to list of valid player types to create eggs. * * Revision 1.217 1994/11/17 14:57:59 mike * moved segment validation functions from editor to main. * * Revision 1.216 1994/11/16 23:38:36 mike * new improved boss teleportation behavior. * * Revision 1.215 1994/11/16 12:16:29 mike * Enable collisions between robots. A hack in fvi.c only does this for robots which lunge to attack (eg, green guy) * * Revision 1.214 1994/11/15 16:51:50 mike * bump player when he hits a volatile wall. * * Revision 1.213 1994/11/12 16:38:44 mike * allow flares to open doors. * * Revision 1.212 1994/11/10 13:09:19 matt * Added support for new run-length-encoded bitmaps * * Revision 1.211 1994/11/09 17:05:43 matt * Fixed problem with volatile walls * * Revision 1.210 1994/11/09 12:11:46 mike * only award points if ConsoleObject killed robot. * * Revision 1.209 1994/11/09 11:11:03 yuan * Made wall volatile if either tmap_num1 or tmap_num2 is a volatile wall. * * Revision 1.208 1994/11/08 12:20:15 mike * moved do_controlcen_destroyed_stuff from here to cntrlcen.c * * Revision 1.207 1994/11/02 23:22:08 mike * Make ` (backquote, KEY_LAPOSTRO) tell what wall was hit by laser. * * Revision 1.206 1994/11/02 18:03:00 rob * Fix control_center_been_hit logic so it only cares about the local player. * Other players take care of their own control center 'ai'. * * Revision 1.205 1994/11/01 19:37:33 rob * Changed the max # of consussion missiles to 4. * (cause they're lame and clutter things up) * * Revision 1.204 1994/11/01 18:06:35 john * Tweaked wall banging sound constant. * * Revision 1.203 1994/11/01 18:01:40 john * Made wall bang less obnoxious, but volume based. * * Revision 1.202 1994/11/01 17:11:05 rob * Changed some stuff in drop_player_eggs. * * Revision 1.201 1994/11/01 12:18:23 john * Added sound volume support. Made wall collisions be louder/softer. * * Revision 1.200 1994/10/31 13:48:44 rob * Fixed bug in opening doors over network/modem. Added a new message * type to multi.c that communicates door openings across the net. * Changed includes in multi.c and wall.c to accomplish this. * * Revision 1.199 1994/10/28 14:42:52 john * Added sound volumes to all sound calls. * * Revision 1.198 1994/10/27 16:58:37 allender * added demo recording of monitors blowing up * * Revision 1.197 1994/10/26 23:20:52 matt * Tone down flash even more * * Revision 1.196 1994/10/26 23:01:50 matt * Toned down red flash when damaged * * Revision 1.195 1994/10/26 15:56:29 yuan * Tweaked some palette flashes. * * Revision 1.194 1994/10/25 11:32:26 matt * Fixed bugs with vulcan powerups in mutliplayer * * Revision 1.193 1994/10/25 10:51:18 matt * Vulcan cannon powerups now contain ammo count * * Revision 1.192 1994/10/24 14:14:05 matt * Fixed bug in bump_two_objects() * * Revision 1.191 1994/10/23 19:17:04 matt * Fixed bug with "no key" messages * * Revision 1.190 1994/10/22 00:08:46 matt * Fixed up problems with bonus & game sequencing * Player doesn't get credit for hostages unless he gets them out alive * * Revision 1.189 1994/10/21 20:42:34 mike * Clear number of hostages on board between levels. * * Revision 1.188 1994/10/20 15:17:43 mike * control center in boss handling. * * Revision 1.187 1994/10/20 10:09:47 mike * Only ever drop 1 shield powerup in multiplayer (as an egg). * * Revision 1.186 1994/10/20 09:47:11 mike * Fix bug in dropping vulcan ammo in multiplayer. * Also control center stuff. * * Revision 1.185 1994/10/19 15:14:32 john * Took % hits out of player structure, made %kills work properly. * * Revision 1.184 1994/10/19 11:33:16 john * Fixed hostage rescued percent. * * Revision 1.183 1994/10/19 11:16:49 mike * Don't allow crazy josh to open locked doors. * Don't allow weapons to harm parent. * * Revision 1.182 1994/10/18 18:37:01 mike * No more hostage killing. Too much stuff to do to integrate into game. * * Revision 1.181 1994/10/18 16:37:35 mike * Debug function for Yuan: Show seg:side when hit by puny laser if Show_seg_and_side != 0. * * Revision 1.180 1994/10/18 10:53:17 mike * Support attack type as a property of a robot, not of being == GREEN_GUY. * * Revision 1.179 1994/10/17 21:18:36 mike * diminish damage player does to robot due to collision, only took 2-3 hits to kill a josh. * * Revision 1.178 1994/10/17 20:30:40 john * Made player_hostages_rescued or whatever count properly. * * Revision 1.177 1994/10/16 12:42:56 mike * Trap bogus amount of vulcan ammo dropping. * * Revision 1.176 1994/10/15 19:06:51 mike * Drop vulcan ammo if player has it, but no vulcan cannon (when he dies). * * Revision 1.175 1994/10/13 15:42:06 mike * Remove afterburner. * * Revision 1.174 1994/10/13 11:12:57 mike * Apply damage to robots. I hosed it a couple weeks ago when I made the green guy special. * */ #ifdef RCS static char rcsid[] = "$Id: collide.c,v 1.1.1.1 2006/03/17 19:41:32 zicodxx Exp $"; #endif #include // for memset #include #include #include "rle.h" #include "inferno.h" #include "game.h" #include "gr.h" #include "stdlib.h" #include "bm.h" //#include "error.h" #include "mono.h" #include "3d.h" #include "segment.h" #include "texmap.h" #include "laser.h" #include "key.h" #include "gameseg.h" #include "object.h" #include "physics.h" #include "slew.h" #include "wall.h" #include "vclip.h" #include "polyobj.h" #include "fireball.h" #include "laser.h" #include "error.h" #include "ai.h" #include "hostage.h" #include "fuelcen.h" #include "sounds.h" #include "robot.h" #include "weapon.h" #include "player.h" #include "gauges.h" #include "powerup.h" #include "network.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 "maths.h" #include "multipow.h" //added on 04/19/99 by Victor Rachels for alt vulcan fire #include "vlcnfire.h" //end this section addition - VR #ifdef EDITOR #include "editor/editor.h" #endif #include "collide.h" #ifdef SCRIPT #include "script.h" #endif int Ugly_robot_cheat = 0; int Ugly_robot_texture = 0; #define STANDARD_EXPL_DELAY (f1_0/4) int persistent_debris=0; //##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { //## return; //##} // ------------------------------------------------------------------------------------------------------------- // The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors. void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { if ((robot->id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == AIB_RUN_FROM)) { int wall_num = Segments[hitseg].sides[hitwall].wall_num; if (wall_num != -1) { if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].keys == KEY_NONE) && (Walls[wall_num].state == WALL_DOOR_CLOSED) && !(Walls[wall_num].flags & WALL_DOOR_LOCKED)) { mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall)); wall_open_door(&Segments[hitseg], hitwall); } } } return; } //##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { //## return; //##} // ------------------------------------------------------------------------------------------------------------- int apply_damage_to_clutter(object *clutter, fix damage) { if ( clutter->flags&OF_EXPLODING) return 0; if (clutter->shields < 0 ) return 0; //clutter already dead... clutter->shields -= damage; if (clutter->shields < 0) { explode_object(clutter,0); return 1; } else return 0; } //given the specified force, apply damage from that force to an object void apply_force_damage(object *obj,fix force,object *other_obj) { int result; fix damage; if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD)) return; //already exploding or dead damage = fixdiv(force,obj->mtype.phys_info.mass) / 8; //mprintf((0,"obj %d, damage=%x\n",obj-Objects,damage)); switch (obj->type) { case OBJ_ROBOT: if (Robot_info[obj->id].attack_type == 1) { if (other_obj->type == OBJ_WEAPON) result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num); else result = apply_damage_to_robot(obj,damage/4, other_obj-Objects); } else { if (other_obj->type == OBJ_WEAPON) result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num); else result = apply_damage_to_robot(obj,damage/2, other_obj-Objects); } if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature)) add_points_to_score(Robot_info[obj->id].score_value); break; case OBJ_PLAYER: apply_damage_to_player(obj,other_obj,damage); break; case OBJ_CLUTTER: apply_damage_to_clutter(obj,damage); break; case OBJ_CNTRLCEN: apply_damage_to_controlcen(obj,damage, other_obj-Objects); break; case OBJ_WEAPON: break; //weapons don't take damage default: Int3(); } } // ----------------------------------------------------------------------------- void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag) { fix force_mag; if (! (objp->mtype.phys_info.flags & PF_PERSISTENT)) { if (objp->type == OBJ_PLAYER) { vms_vector force2; force2.x = force->x/4; force2.y = force->y/4; force2.z = force->z/4; phys_apply_force(objp,&force2); if (damage_flag) { force_mag = vm_vec_mag_quick(&force2); apply_force_damage(objp, force_mag, other_objp); } } else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) { if (!Robot_info[objp->id].boss_flag) { vms_vector force2; force2.x = force->x/(4 + Difficulty_level); force2.y = force->y/(4 + Difficulty_level); force2.z = force->z/(4 + Difficulty_level); phys_apply_force(objp, force); phys_apply_rot(objp, &force2); if (damage_flag) { force_mag = vm_vec_mag_quick(force); apply_force_damage(objp, force_mag, other_objp); } } } } } // ----------------------------------------------------------------------------- //deal with two objects bumping into each other. Apply force from collision //to each robot. The flags tells whether the objects should take damage from //the collision. void bump_two_objects(object *obj0,object *obj1,int damage_flag) { vms_vector force; object *t=NULL; if (obj0->movement_type != MT_PHYSICS) t=obj1; else if (obj1->movement_type != MT_PHYSICS) t=obj0; if (t) { Assert(t->movement_type == MT_PHYSICS); vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass); phys_apply_force(t,&force); return; } vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity); vm_vec_scale2(&force,2*fixmul(obj0->mtype.phys_info.mass,obj1->mtype.phys_info.mass),(obj0->mtype.phys_info.mass+obj1->mtype.phys_info.mass)); bump_this_object(obj1, obj0, &force, damage_flag); vm_vec_negate(&force); bump_this_object(obj0, obj1, &force, damage_flag); } void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage) { vms_vector hit_vec; hit_vec = *hit_dir; vm_vec_scale(&hit_vec, damage); phys_apply_force(obj0,&hit_vec); } #define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots! #define DAMAGE_THRESHOLD (F1_0/3) #define WALL_LOUDNESS_SCALE (20) void collide_player_and_wall( object * player, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { fix damage; if (player->id != Player_num) // Execute only for local player return; // If this wall does damage, don't make *BONK* sound, we'll be making another sound. if (TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].damage > 0) return; wall_hit_process( &Segments[hitseg], hitwall, 20, player->id, player ); // ** Damage from hitting wall ** // If the player has less than 10% shields, don't take damage from bump damage = hitspeed / DAMAGE_SCALE; if (damage >= DAMAGE_THRESHOLD) { int volume; volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ; create_awareness_event(player, PA_WEAPON_WALL_COLLISION); if ( volume > F1_0 ) volume = F1_0; if (volume > 0 ) { digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume ); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume); #endif } if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) if ( Players[Player_num].shields > f1_0*10 ) apply_damage_to_player( player, player, damage ); } return; } fix Last_volatile_scrape_sound_time = 0; void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt); void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt); //this gets called when an object is scraping along the wall void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt ) { switch (obj->type) { case OBJ_PLAYER: if (obj->id==Player_num) { fix d; //mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside)); 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 ); PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) { Last_volatile_scrape_sound_time = GameTime; digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HISS,hitseg, 0, hitpt, 0, F1_0 ); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_VOLATILE_WALL_HISS, F1_0); #endif } #ifdef COMPACT_SEGS get_side_normal(&Segments[hitseg], hitside, 0, &hit_dir ); #else hit_dir = Segments[hitseg].sides[hitside].normals[0]; #endif make_random_vector(&rand_vec); vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8); vm_vec_normalize_quick(&hit_dir); bump_one_object(obj, &hit_dir, F1_0*8); obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2; obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2; } else { //what scrape sound //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL ); } } break; //these two kinds of objects below shouldn't really slide, so //if this scrape routine gets called (which it might if the //object (such as a fusion blob) was created already poking //through the wall) call the collide routine. case OBJ_WEAPON: collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt); break; case OBJ_DEBRIS: collide_debris_and_wall(obj,0,hitseg,hitside,hitpt); break; } } //if an effect is hit, and it can blow up, then blow it up //returns true if it blew up int check_effect_blowup(segment *seg,int side,vms_vector *pnt) { int tm,ec,db; if ((tm=seg->sides[side].tmap_num2) != 0) if ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1) if ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) { fix u,v; grs_bitmap *bm = &GameBitmaps[Textures[tm&0x3fff].index]; int x,y,t; PIGGY_PAGE_IN(Textures[tm&0x3fff]); //this can be blown up...did we hit it? find_hitpoint_uv(&u,&v,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 (tm&0xc000) { //adjust for orientation of paste-on case 0x0000: break; case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break; case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break; case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break; } //mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y)); if (bm->bm_flags & BM_FLAG_RLE) bm = rle_expand_texture(bm); if (gr_gpixel (bm, x, y) != 255) { //not trans, thus on effect int vc,sound_num; //mprintf((0," HIT!\n")); if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_effect_blowup( seg-Segments, side, pnt); vc = Effects[ec].dest_vclip; object_create_explosion( seg-Segments, pnt, Effects[ec].dest_size, vc ); if ((sound_num = Vclip[vc].sound_num) != -1) digi_link_sound_to_pos( sound_num, seg-Segments, 0, pnt, 0, F1_0 ); if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound digi_kill_sound_linked_to_segment(seg-Segments,side,sound_num); if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) { int bm_num; eclip *new_ec; new_ec = &Effects[Effects[ec].dest_eclip]; bm_num = new_ec->changing_wall_texture; mprintf((0,"bm_num = %d\n",bm_num)); new_ec->time_left = new_ec->vc.frame_time; new_ec->frame_count = 0; new_ec->segnum = seg-Segments; new_ec->sidenum = side; new_ec->flags |= EF_ONE_SHOT; new_ec->dest_bm_num = Effects[ec].dest_bm_num; Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0); seg->sides[side].tmap_num2 = bm_num | (tm&0xc000); //replace with destoyed } else { Assert(db!=0 && seg->sides[side].tmap_num2!=0); seg->sides[side].tmap_num2 = db | (tm&0xc000); //replace with destoyed } return 1; //blew up! } //else // mprintf((0,"\n")); } 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; 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; #ifndef NDEBUG if (keyd_pressed[KEY_LAPOSTRO]) if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) if (weapon->id < 4) mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall)); #endif if (weapon->mtype.phys_info.flags & PF_BOUNCE) return; 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); //if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) { if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER) playernum = Objects[weapon->ctype.laser_info.parent_num].id; else playernum = -1; //not a player wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon ); // Wall is volatile if either tmap 1 or 2 is volatile if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE) || (seg->sides[hitwall].tmap_num2 && (TmapInfo[seg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_VOLATILE))) { weapon_info *wi = &Weapon_info[weapon->id]; //we've hit a volatile wall digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 ); object_create_badass_explosion( weapon, hitseg, hitpt, wi->impact_size + VOLATILE_WALL_IMPACT_SIZE, VCLIP_VOLATILE_WALL_HIT, 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 ); } else { //if it's not the player's weapon, or it is the player's and there //is no wall, and no blowing up monitor, then play sound if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up)) if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT))) digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 ); if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) { if ( Weapon_info[weapon->id].damage_radius ) explode_badass_weapon(weapon); else object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip ); } } if ( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) { if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum)) create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player // if (weapon->id != FLARE_ID) { // We now allow flares to open doors. { if (weapon->id != FLARE_ID) weapon->flags |= OF_SHOULD_BE_DEAD; if (!(weapon->flags & OF_SILENT)) { switch (wall_type) { case WHP_NOT_SPECIAL: //should be handled above // digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 ); break; case WHP_NO_KEY: //play special hit door sound (if/when we get it) digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 ); break; case WHP_BLASTABLE: //play special blastable wall sound (if/when we get it) digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 ); break; case WHP_DOOR: //don't play anything, since door open sound will play break; } } // else //mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", weapon-Objects)); } // else { // if (weapon->lifeleft <= 0) // weapon->flags |= OF_SHOULD_BE_DEAD; // } } else { // This is a robot's laser weapon->flags |= OF_SHOULD_BE_DEAD; } return; } //##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { //## return; //##} //##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { //## return; //##} void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) { if (!PERSISTENT_DEBRIS) explode_object(debris,0); return; } //##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) { //## //weapon->flags |= OF_SHOULD_BE_DEAD; //## return; //##} //##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) { //## return; //##} // ------------------------------------------------------------------------------------------------------------------- void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) { // mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]", // robot1-Objects, f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z), // robot2-Objects, f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z), // f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z))); bump_two_objects(robot1, robot2, 1); return; } void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point ) { if (obj1->type == OBJ_ROBOT) { vms_vector hitvec; vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos)); bump_one_object(obj1, &hitvec, 0); } else { vms_vector hitvec; vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos)); bump_one_object(obj2, &hitvec, 0); } } //##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) { //## return; //##} void collide_robot_and_player( object * robot, object * player, vms_vector *collision_point ) { if (player->id == Player_num) { create_awareness_event(player, PA_PLAYER_COLLISION); // object robot can attract attention to player do_ai_robot_hit_attack(robot, player, collision_point); do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION); } #ifdef NETWORK #ifndef SHAREWARE else multi_robot_request_change(robot, player->id); #endif #endif digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player->segnum, 0, collision_point, 0, F1_0 ); bump_two_objects(robot, player, 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 (Fuelcen_control_center_destroyed != 1) { do_controlcen_destroyed_stuff(controlcen); if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) { digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 ); explode_object(controlcen,0); } } } // ----------------------------------------------------------------------------- void apply_damage_to_controlcen(object *controlcen, fix damage, short who) { int whotype; // Only allow a player to damage the control center. if ((who < 0) || (who > Highest_object_index)) return; whotype = Objects[who].type; if (whotype != OBJ_PLAYER) { mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype)); return; } #ifdef NETWORK #ifndef SHAREWARE if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time)) { if (Objects[who].id == Player_num) { int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60; int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60; hud_message(MSGC_MINE_FEEDBACK, "%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs); } return; } #endif #endif if (Objects[who].id == Player_num) { Control_center_been_hit = 1; ai_do_cloak_stuff(); } if ( controlcen->shields >= 0 ) controlcen->shields -= damage; if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) { do_controlcen_destroyed_stuff(controlcen); #ifdef NETWORK if (Game_mode & GM_MULTI) { if (who == Players[Player_num].objnum) add_points_to_score(CONTROL_CEN_SCORE); multi_send_destroy_controlcen((ushort)(controlcen-Objects), Objects[who].id ); } #endif if (!(Game_mode & GM_MULTI)) add_points_to_score(CONTROL_CEN_SCORE); digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 ); explode_object(controlcen,0); } } void collide_player_and_controlcen( object * controlcen, object * player, vms_vector *collision_point ) { if (player->id == Player_num) { Control_center_been_hit = 1; ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is. } digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player->segnum, 0, collision_point, 0, F1_0 ); bump_two_objects(controlcen, player, 1); return; } // If a persistent weapon and other object is not a weapon, weaken it, else kill it. // If both objects are weapons, weaken the weapon. void maybe_kill_weapon(object *weapon, object *other_obj) { if (weapon->id == PROXIMITY_ID) { weapon->flags |= OF_SHOULD_BE_DEAD; return; } if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) { // Weapons do a lot of damage to weapons, other objects do much less. if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) { if (other_obj->type == OBJ_WEAPON) weapon->shields -= other_obj->shields/2; else weapon->shields -= other_obj->shields/4; if (weapon->shields <= 0) { weapon->shields = 0; weapon->flags |= OF_SHOULD_BE_DEAD; } } } else weapon->flags |= OF_SHOULD_BE_DEAD; } void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point ) { if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) { fix damage = weapon->shields; if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num) Control_center_been_hit = 1; if ( Weapon_info[weapon->id].damage_radius ) explode_badass_weapon(weapon); else object_create_explosion( controlcen->segnum, collision_point, ((controlcen->size/3)*3)/4, VCLIP_SMALL_EXPLOSION ); digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 ); damage = fixmul(damage, weapon->ctype.laser_info.multiplier); apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num); maybe_kill_weapon(weapon,controlcen); } else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center. object_create_explosion( controlcen->segnum, collision_point, ((controlcen->size/3)*3)/4, VCLIP_SMALL_EXPLOSION ); maybe_kill_weapon(weapon,controlcen); } } void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) { short exp_vclip = VCLIP_SMALL_EXPLOSION; if ( clutter->shields >= 0 ) clutter->shields -= weapon->shields; digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 ); object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip ); if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED))) explode_object(clutter,STANDARD_EXPL_DELAY); maybe_kill_weapon(weapon,clutter); } //--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point); // ------------------------------------------------------------------------------------------------------ // 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... // if (robot->control_type == CT_REMOTE) // return 0; // Can't damange a robot controlled by another player if (Robot_info[robot->id].boss_flag) Boss_been_hit = 1; robot->shields -= damage; if (robot->shields < 0) { #ifdef SCRIPT script_notify(NT_ROBOT_DIED, robot - Objects); #endif #ifndef SHAREWARE #ifdef NETWORK if (Game_mode & GM_MULTI) { if (multi_explode_robot_sub(robot-Objects, killer_objnum)) { multi_send_robot_explode(robot-Objects, killer_objnum); return 1; } else return 0; } #endif #endif Players[Player_num].num_kills_level++; Players[Player_num].num_kills_total++; if (Robot_info[robot->id].boss_flag) { start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL); } else explode_object(robot,STANDARD_EXPL_DELAY); return 1; } else return 0; } // ------------------------------------------------------------------------------------------------------ void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point ) { if (Robot_info[robot->id].boss_flag) Boss_hit_this_frame = 1; if ( Ugly_robot_cheat == 0xBADa55 ) { robot->rtype.pobj_info.tmap_override = Ugly_robot_texture % NumTextures; } // If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times, // depending on frame rate. if (weapon->mtype.phys_info.flags & PF_PERSISTENT) { if (weapon->ctype.laser_info.last_hitobj == robot-Objects) return; else weapon->ctype.laser_info.last_hitobj = robot-Objects; // mprintf((0, "weapon #%i with power %i hits robot #%i.\n", weapon - Objects, f2i(weapon->shields), robot - Objects)); } // if (weapon->ctype.laser_info.multiplier) // mprintf((0, "Weapon #%3i hit object %3i in frame %4i: multiplier = %7.3f, power = %i\n", weapon-Objects, robot-Objects, FrameCount, f2fl(weapon->ctype.laser_info.multiplier), f2i(weapon->shields))); //mprintf((0, "weapon #%i hits robot #%i.\n", weapon - Objects, robot - Objects)); if (weapon->ctype.laser_info.parent_signature == robot->signature) return; if ( Weapon_info[weapon->id].damage_radius ) explode_badass_weapon(weapon); if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(robot->flags & OF_EXPLODING) ) { object *expl_obj=NULL; if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) { create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION); } #ifdef NETWORK #ifndef SHAREWARE else multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id); #endif #endif //--mk, 121094 -- spin_robot(robot, collision_point); if ( Robot_info[robot->id].exp1_vclip_num > -1 ) expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num ); //NOT_USED else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 ) //NOT_USED expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip ); if (expl_obj) obj_attach(robot,expl_obj); if ( Robot_info[robot->id].exp1_sound_num > -1 ) digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 ); if (!(weapon->flags & OF_HARMLESS)) { fix damage = weapon->shields; damage = fixmul(damage, weapon->ctype.laser_info.multiplier); if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num)) bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) add_points_to_score(Robot_info[robot->id].score_value); } } maybe_kill_weapon(weapon,robot); return; } //##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) { //## return; //##} //##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) { //## return; //##} void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) { // Give player points, etc. if ( player == ConsoleObject ) { add_points_to_score(HOSTAGE_SCORE); // Do effect hostage_rescue(hostage->id); // Remove the hostage object. hostage->flags |= OF_SHOULD_BE_DEAD; #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_remobj(hostage-Objects); #endif } return; } //--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point ) //--unused-- { //--unused-- // Cannot kill hostages, as per Matt's edict! //--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.") //--unused-- hostage->shields -= weapon->shields/2; //--unused-- //--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player //--unused-- //--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum ); //--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 ); //--unused-- //--unused-- //--unused-- if (hostage->shields <= 0) { //--unused-- explode_object(hostage,0); //--unused-- hostage->flags |= OF_SHOULD_BE_DEAD; //--unused-- } //--unused-- //--unused-- if ( Weapon_info[weapon->id].damage_radius ) //--unused-- explode_badass_weapon(weapon); //--unused-- //--unused-- maybe_kill_weapon(weapon,hostage); //--unused-- //--unused-- } //##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) { //## return; //##} void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) { digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 ); bump_two_objects(player1, player2, 1); return; } // drop powerups in pow_count around object obj. // special behavior: // - POW_MISSILE_1 and POW_HOMING_AMMO_1 are split into // POW_MISSILE_1/4 and POW_HOMING_AMMO_1/4 respectivily. // - for single player: // when dropping POW_VULCAN_WEAPON it gets all ammo (POW_VULCAN_AMMO), // and no vulcan ammo is dropped. // for multi player: // when dropping POW_VULCAN_WEAPON it gets VULCAN_WEAPON_AMMO_AMOUNT // ammo, and that's subtracted from the to be dropped ammo packages. // - when dropping vulcan ammo w/o cannon, ammo is limited to 200 max void drop_pow_count(object *obj, int *pow_count) { int i, j; int count; int objnum; int powerup_in_level[MAX_POWERUP_TYPES]; pow_count_level(powerup_in_level); for (j = 0; j < NUM_PLAYER_DROP_POWERUPS; j++) { count = pow_count[(i = player_drop_powerups[j])]; // limit powerups in D1X network games #ifdef NETWORK if ((Game_mode & GM_NETWORK) && (Netgame.protocol_version == MULTI_PROTO_D1X_VER)) { mprintf((1, "want %d start %d now %d\n", count, powerup_start_level[i], powerup_in_level[i])); if (multi_allow_powerup_mask[i]) { // only check 'important' powerups (no shield,energy,conc) int pow_max = MAX(powerup_start_level[i] - powerup_in_level[i], 0); //-killed- #ifdef NETWORK while (count > pow_max) { // create dummy Net_create_objnums entries to keep objnums in sync if (Net_create_loc >= MAX_NET_CREATE_OBJECTS) { mprintf( (0, "Not enough slots to drop all powerups!\n" )); return; } Net_create_objnums[Net_create_loc++] = -1; count--; } //-killed- #else //-killed- if (count > pow_max) count = pow_max; //-killed- #endif } } #endif if (count > 0) switch (i) { case POW_MISSILE_1: case POW_HOMING_AMMO_1: call_object_create_egg(obj, count / 4, OBJ_POWERUP, i + 1); call_object_create_egg(obj, count % 4, OBJ_POWERUP, i); break; case POW_VULCAN_WEAPON: if ((objnum = call_object_create_egg(obj, count, OBJ_POWERUP, POW_VULCAN_WEAPON)) != -1) { //added/changed on 9/5/98 by adb (from Matthew Mueller) to drop ammo in multi even with cannon if (Game_mode & GM_MULTI) { Objects[objnum].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; } else Objects[objnum].ctype.powerup_info.count = pow_count[POW_VULCAN_AMMO]; //end change - adb (from Matthew Mueller) } break; case POW_VULCAN_AMMO: //changed by adb on 980905 to drop ammo in multi even with cannon if (pow_count[POW_VULCAN_WEAPON]) count -= VULCAN_WEAPON_AMMO_AMOUNT; if (count > 0 && (pow_count[POW_VULCAN_WEAPON] == 0 || (Game_mode & GM_MULTI))) { if (count > 200) { mprintf((0, "Surprising amount of vulcan ammo: %d bullets.\n", count)); count = 200; } call_object_create_egg(obj, (count + VULCAN_AMMO_AMOUNT - 1) / VULCAN_AMMO_AMOUNT, OBJ_POWERUP, POW_VULCAN_AMMO); } //end changes by adb break; default: call_object_create_egg(obj, count, OBJ_POWERUP, i); } } } void drop_player_eggs(object *player) { if ((player->type == OBJ_PLAYER) || (player->type == OBJ_GHOST)) { int pnum = player->id; int pow_count[MAX_POWERUP_TYPES]; // Seed the random number generator so in net play the eggs will always // drop the same way #ifdef NETWORK if (Game_mode & GM_MULTI) { Net_create_loc = 0; d_srand(5483L); } #endif player_to_pow_count(&Players[pnum], pow_count); clip_player_pow_count(pow_count); drop_pow_count(player, pow_count); } } //added/killed on 10/1/98 by Victor Rachels to get rid of that stupid #if 1 //-killed-int maybe_drop_primary_weapon_egg(object *player, int weapon_flag, int powerup_num) //-killed-{ //-killed- if (Players[player->id].primary_weapon_flags & weapon_flag) //-killed- return call_object_create_egg(player, 1, OBJ_POWERUP, powerup_num); //-killed- else //-killed- return -1; //-killed-} //-killed- //-killed-void maybe_drop_secondary_weapon_egg(object *player, int weapon_flag, int powerup_num, int count) //-killed-{ //-killed- if (Players[player->id].secondary_weapon_flags & weapon_flag) { //-killed- int i, max_count; //-killed- //-killed- max_count = min(count, 3); //-killed- for (i=0; itype == OBJ_PLAYER) || (player->type == OBJ_GHOST)) { //-killed- int num_missiles = 1; //-killed- int pnum = player->id; //-killed- int objnum; //-killed- //-killed- // Seed the random number generator so in net play the eggs will always //-killed- // drop the same way //-killed- #ifdef NETWORK //-killed- if (Game_mode & GM_MULTI) //-killed- { //-killed- Net_create_loc = 0; //-killed- d_srand(5483L); //-killed- } //-killed- #endif //-killed- //-killed- // If the player dies and he has powerful lasers, create the powerups here. //-killed- //-killed- if (Players[pnum].laser_level >= 1) //-killed- call_object_create_egg(player, (Players[pnum].laser_level), OBJ_POWERUP, POW_LASER); //-killed- //-killed- // Drop quad laser if appropos //-killed- if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS) //-killed- call_object_create_egg(player, 1, OBJ_POWERUP, POW_QUAD_FIRE); //-killed- //-killed- if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED) //-killed- call_object_create_egg(player, 1, OBJ_POWERUP, POW_CLOAK); //-killed- //-killed- // Drop the primary weapons //-killed- objnum = maybe_drop_primary_weapon_egg(player, HAS_VULCAN_FLAG, POW_VULCAN_WEAPON); //-killed- if (objnum!=-1) //-killed- { //-killed-//added/changed on 8/27/98 by Victor Rachels from Matt Mueller //-killed-// Objects[objnum].ctype.powerup_info.count = Players[pnum].primary_ammo[VULCAN_INDEX]; //-killed- if (Game_mode & GM_MULTI) //-killed- { //-killed- Objects[objnum].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; //-killed- Players[pnum].primary_ammo[VULCAN_INDEX]-= VULCAN_WEAPON_AMMO_AMOUNT; //-killed- } else //-killed- Objects[objnum].ctype.powerup_info.count = Players[pnum].primary_ammo[VULCAN_INDEX]; //-killed-//end this section edit - Victor Rachels from Matt Mueller //-killed- } //-killed- maybe_drop_primary_weapon_egg(player, HAS_SPREADFIRE_FLAG, POW_SPREADFIRE_WEAPON); //-killed- maybe_drop_primary_weapon_egg(player, HAS_PLASMA_FLAG, POW_PLASMA_WEAPON); //-killed- maybe_drop_primary_weapon_egg(player, HAS_FUSION_FLAG, POW_FUSION_WEAPON); //-killed- //-killed- // Drop the secondary weapons //-killed- // Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense? //-killed- maybe_drop_secondary_weapon_egg(player, HAS_PROXIMITY_FLAG, POW_PROXIMITY_WEAPON, (Players[player->id].secondary_ammo[PROXIMITY_INDEX]+2)/4); //-killed- maybe_drop_secondary_weapon_egg(player, HAS_SMART_FLAG, POW_SMARTBOMB_WEAPON, Players[player->id].secondary_ammo[SMART_INDEX]); //-killed- maybe_drop_secondary_weapon_egg(player, HAS_MEGA_FLAG, POW_MEGA_WEAPON, Players[player->id].secondary_ammo[MEGA_INDEX]); //-killed- //-killed- num_missiles = Players[pnum].secondary_ammo[HOMING_INDEX]; //-killed- if (num_missiles > 6) //-killed- num_missiles = 6; //-killed- call_object_create_egg(player, num_missiles/4, OBJ_POWERUP, POW_HOMING_AMMO_4); //-killed- call_object_create_egg(player, num_missiles%4, OBJ_POWERUP, POW_HOMING_AMMO_1); //-killed- //-killed- // If player has vulcan ammo, but no vulcan cannon, drop the ammo. //-killed-//added/changed on 8/27/98 by Victor Rachels from Matt Mueller //-killed-// if (!(Players[player->id].primary_weapon_flags & HAS_VULCAN_FLAG)) { //-killed- if (!(Players[player->id].primary_weapon_flags & HAS_VULCAN_FLAG)||(Game_mode & GM_MULTI)) { //-killed-//end change - Victor Rachels from Matt Mueller //-killed- int amount = Players[player->id].primary_ammo[VULCAN_INDEX]; //-killed- if (amount > 200) { //-killed- mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount)); //-killed- amount = 200; //-killed- } //-killed- while (amount > 0) { //-killed- call_object_create_egg(player, 1, OBJ_POWERUP, POW_VULCAN_AMMO); //-killed- amount -= VULCAN_AMMO_AMOUNT; //-killed- } //-killed- } //-killed- //-killed- // Drop the player's missiles. //-killed- num_missiles = Players[pnum].secondary_ammo[CONCUSSION_INDEX]; //-killed- if (num_missiles > 4) //-killed- num_missiles = 4; //-killed- //-killed- call_object_create_egg(player, num_missiles/4, OBJ_POWERUP, POW_MISSILE_4); //-killed- call_object_create_egg(player, num_missiles%4, OBJ_POWERUP, POW_MISSILE_1); //-killed- //-killed- // Always drop a shield and energy powerup. //-killed- if (Game_mode & GM_MULTI) { //-killed- call_object_create_egg(player, 1, OBJ_POWERUP, POW_SHIELD_BOOST); //-killed- call_object_create_egg(player, 1, OBJ_POWERUP, POW_ENERGY); //-killed- } //-killed- //-killed-//-- // Drop all the keys. //-killed-//-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) { //-killed-//-- player->contains_count = 1; //-killed-//-- player->contains_type = OBJ_POWERUP; //-killed-//-- player->contains_id = POW_KEY_BLUE; //-killed-//-- object_create_egg(player); //-killed-//-- } //-killed-//-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) { //-killed-//-- player->contains_count = 1; //-killed-//-- player->contains_type = OBJ_POWERUP; //-killed-//-- player->contains_id = POW_KEY_RED; //-killed-//-- object_create_egg(player); //-killed-//-- } //-killed-//-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) { //-killed-//-- player->contains_count = 1; //-killed-//-- player->contains_type = OBJ_POWERUP; //-killed-//-- player->contains_id = POW_KEY_GOLD; //-killed-//-- object_create_egg(player); //-killed-//-- } //-killed- } //-killed-} void apply_damage_to_player(object *player, object *killer, fix damage) { if (Player_is_dead) return; if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) return; if (Endlevel_sequence) return; //for the player, the 'real' shields are maintained in the Players[] //array. The shields value in the player's object are, I think, not //used anywhere. This routine, however, sets the objects shields to //be a mirror of the value in the Player structure. if (player->id == Player_num) { //is this the local player? if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { //invincible, so just do blue flash PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue } else { //take damage, do red flash Players[Player_num].shields -= damage; PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red } if (Players[Player_num].shields < 0) { Players[Player_num].killer_objnum = killer-Objects; // if ( killer && (killer->type == OBJ_PLAYER)) // Players[Player_num].killer_objnum = killer-Objects; player->flags |= OF_SHOULD_BE_DEAD; //added on 04/19/99 by Victor Rachels for alt vulcan fire #ifdef NETWORK if(use_alt_vulcanfire) do_vulcan_fire(0); #endif //end this section addition - VR } player->shields = Players[Player_num].shields; //mirror } } void collide_player_and_weapon( object * player, object * weapon, vms_vector *collision_point ) { fix damage = weapon->shields; object * killer=NULL; damage = fixmul(damage, weapon->ctype.laser_info.multiplier); if (weapon->mtype.phys_info.flags & PF_PERSISTENT) { if (weapon->ctype.laser_info.last_hitobj == player-Objects) return; else weapon->ctype.laser_info.last_hitobj = player-Objects; } if (player->id == Player_num) { if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) { digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, player->segnum, 0, collision_point, 0, F1_0 ); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0); #endif } else { digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, player->segnum, 0, collision_point, 0, F1_0); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0); #endif } } object_create_explosion( player->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT ); if ( Weapon_info[weapon->id].damage_radius ) explode_badass_weapon(weapon); maybe_kill_weapon(weapon,player); bump_two_objects(player, weapon, 0); //no damage from bump if ( !Weapon_info[weapon->id].damage_radius ) { if ( weapon->ctype.laser_info.parent_num > -1 ) killer = &Objects[weapon->ctype.laser_info.parent_num]; // if (weapon->id == SMART_HOMING_ID) // damage /= 4; if (!(weapon->flags & OF_HARMLESS)) apply_damage_to_player( player, killer, damage); } // Robots become aware of you if you get hit. ai_do_cloak_stuff(); return; } // Nasty robots are the ones that attack you by running into you and doing lots of damage. void collide_player_and_nasty_robot( object * player, object * robot, vms_vector *collision_point ) { digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, player->segnum, 0, collision_point, 0, F1_0 ); object_create_explosion( player->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT ); bump_two_objects(player, robot, 0); //no damage from bump apply_damage_to_player( player, robot, F1_0*(Difficulty_level+1)); return; } void collide_player_and_materialization_center(object *objp) { int side; vms_vector exit_dir; segment *segp = &Segments[objp->segnum]; digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0); // digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 ); object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT ); if (objp->id != Player_num) return; for (side=0; 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); apply_damage_to_player( objp, NULL, 4*F1_0); return; } void collide_robot_and_materialization_center(object *objp) { int side; vms_vector exit_dir; segment *segp=&Segments[objp->segnum]; digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0); // digi_play_sample( SOUND_ROBOT_HIT, F1_0 ); if ( Robot_info[objp->id].exp1_vclip_num > -1 ) object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num ); for (side=0; 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_camera( object * player, object * camera, vms_vector *collision_point ) { //## return; //##} extern int Network_got_powerup; // HACK!!! void collide_player_and_powerup( object * player, object * powerup, vms_vector *collision_point ) { if (!Endlevel_sequence && !Player_is_dead && (player->id == Player_num )) { int powerup_used; powerup_used = do_powerup(powerup); if (powerup_used) { powerup->flags |= OF_SHOULD_BE_DEAD; #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_remobj(powerup-Objects); #endif } } #ifndef SHAREWARE else if ((Game_mode & GM_MULTI_COOP) && (player->id != Player_num)) { switch (powerup->id) { case POW_KEY_BLUE: Players[player->id].flags |= PLAYER_FLAGS_BLUE_KEY; break; case POW_KEY_RED: Players[player->id].flags |= PLAYER_FLAGS_RED_KEY; break; case POW_KEY_GOLD: Players[player->id].flags |= PLAYER_FLAGS_GOLD_KEY; break; default: break; } } #endif return; } //##void collide_player_and_debris( object * player, object * debris, vms_vector *collision_point ) { //## return; //##} void collide_player_and_clutter( object * player, object * clutter, vms_vector *collision_point ) { digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player->segnum, 0, collision_point, 0, F1_0 ); bump_two_objects(clutter, player, 1); return; } // See if weapon1 creates a badass explosion. If so, create the explosion // Return true if weapon does proximity (as opposed to only contact) damage when it explodes. int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point) { if ( Weapon_info[weapon1->id].damage_radius ) { fix dist; dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos); if (dist < F1_0*5) { maybe_kill_weapon(weapon1,weapon2); if (weapon1->flags & OF_SHOULD_BE_DEAD) { explode_badass_weapon(weapon1); digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 ); } return 1; } else { weapon1->lifeleft = min(dist/64, F1_0); return 1; } } else return 0; } void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point ) { if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) { // Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other. if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num)) return; if (Weapon_info[weapon1->id].destroyable) if (maybe_detonate_weapon(weapon1, weapon2, collision_point)) maybe_kill_weapon(weapon2,weapon1); if (Weapon_info[weapon2->id].destroyable) if (maybe_detonate_weapon(weapon2, weapon1, collision_point)) maybe_kill_weapon(weapon1,weapon2); } } //##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) { //## return; //##} //##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) { //## return; //##} void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) { if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) { digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 ); explode_object(debris,0); if ( Weapon_info[weapon->id].damage_radius ) explode_badass_weapon(weapon); maybe_kill_weapon(weapon,debris); weapon->flags |= OF_SHOULD_BE_DEAD; } return; } //##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) { //## return; //##} //##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) { //## return; //##} //##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) { //## return; //##} //##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) { //## return; //##} //##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) { //## return; //##} //##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) { //## return; //##} #define COLLISION_OF(a,b) (((a)<<8) + (b)) // DPH: Put these macros on one long line to avoid CR/LF problems under Linux. #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) ): case COLLISION_OF( (type2), (type1) ): break; #define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break; // DPH: These ones are never used so I'm not going to bother. #ifndef __LINUX__ #define IGNORE_COLLISION(type1,type2,collision_function) \ case COLLISION_OF( (type1), (type2) ): \ break; \ case COLLISION_OF( (type2), (type1) ): \ break; #define ERROR_COLLISION(type1,type2,collision_function) \ case COLLISION_OF( (type1), (type2) ): \ Error( "Error in collision type!" ); \ break; \ case COLLISION_OF( (type2), (type1) ): \ Error( "Error in collision type!" ); \ break; #endif void collide_two_objects( object * A, object * B, vms_vector *collision_point ) { int collision_type; collision_type = COLLISION_OF(A->type,B->type); //mprintf( (0, "Object %d of type %d collided with object %d of type %d\n", A-Objects,A->type, B-Objects, B->type )); switch( collision_type ) { NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball ) DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot ) NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage ) DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player ) DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon ) NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera ) NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup ) NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris ) NO_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 ) default: Int3(); //Error( "Unhandled collision_type in collide.c!\n" ); } } #define ENABLE_COLLISION(type1,type2) CollisionResult[type1][type2] = RESULT_CHECK; CollisionResult[type2][type1] = RESULT_CHECK; #define DISABLE_COLLISION(type1,type2) CollisionResult[type1][type2] = RESULT_NOTHING; CollisionResult[type2][type1] = RESULT_NOTHING; void collide_init() { int i, j; for (i=0; i < MAX_OBJECT_TYPES; i++ ) for (j=0; j < MAX_OBJECT_TYPES; j++ ) CollisionResult[i][j] = RESULT_NOTHING; ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT ); ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON ); ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL ); ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!! DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE ); ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER ); ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON ); DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA ); DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP ); DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP ); DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS ); DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE ); ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER ); ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON ); DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA ); DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP ); DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS ); ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER ); ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON ); DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA ); DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP ); DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS ); ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON ); DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA ); ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP ); DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS ); DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA ); DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP ); ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS ); DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP ); DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS ); DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS ); ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL ); ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN ) ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER ) ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN ) ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN ) ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER ) ENABLE_COLLISION( OBJ_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" ); } }