dxx-rebirth/main/collide.c

1687 lines
54 KiB
C

/*
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.
*/
/*
*
* Routines to handle collisions
*
*/
#ifdef RCS
static char rcsid[] = "$Id: collide.c,v 1.1.1.1 2006/03/17 19:41:32 zicodxx Exp $";
#endif
#include <string.h> // for memset
#include <stdlib.h>
#include <stdio.h>
#include "rle.h"
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "stdlib.h"
#include "bm.h"
#include "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 "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"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "collide.h"
#ifdef SCRIPT
#include "script.h"
#endif
#define STANDARD_EXPL_DELAY (f1_0/4)
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.
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)) {
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;
switch (obj->type) {
case OBJ_ROBOT:
if (Robot_info[obj->id].attack_type == 1) {
if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
else
result = apply_damage_to_robot(obj,damage/4, other_obj-Objects);
}
else {
if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
else
result = apply_damage_to_robot(obj,damage/2, other_obj-Objects);
}
if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
add_points_to_score(Robot_info[obj->id].score_value);
break;
case OBJ_PLAYER:
// If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
// bots every frame since they don't move.
if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
damage = fixmul(damage, FrameTime*2);
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;
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);
}
#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;
}
fix64 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;
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 ((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 );
#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;
}
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;
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;
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!
}
}
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;
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
} // 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 || 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;
//##}
// -------------------------------------------------------------------------------------------------------------------
void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
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(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;
//##}
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
if (check_collision_delayfunc_exec())
{
int collision_seg = find_point_seg(collision_point, player->segnum);
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player->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, 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 (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;
}
#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_init_message(HM_DEFAULT, "%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.
}
if (check_collision_delayfunc_exec())
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;
/*
* 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 (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 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 ( 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 ) {
if (check_collision_delayfunc_exec())
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
bump_two_objects(player1, player2, 1);
return;
}
int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
{
int weapon_flag = HAS_FLAG(weapon_index);
int powerup_num;
powerup_num = Primary_weapon_to_powerup[weapon_index];
if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
else
return -1;
}
void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
{
int weapon_flag = HAS_FLAG(weapon_index);
int powerup_num;
powerup_num = Secondary_weapon_to_powerup[weapon_index];
if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
int i, max_count;
max_count = min(count, 3);
for (i=0; i<max_count; i++)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
}
}
void drop_missile_1_or_4(object *playerobj,int missile_index)
{
int num_missiles,powerup_id;
num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
powerup_id = Secondary_weapon_to_powerup[missile_index];
if (num_missiles > 10)
num_missiles = 10;
call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
}
void drop_player_eggs(object *playerobj)
{
if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
int pnum = playerobj->id;
int objnum;
int vulcan_ammo=0;
// Seed the random number generator so in net play the eggs will always
// drop the same way
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
Net_create_loc = 0;
d_srand(5483L);
}
#endif
// If the player dies and he has powerful lasers, create the powerups here.
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);
//Drop the vulcan, gauss, and ammo
vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
// Drop the rest of the primary weapons
maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
// Drop the secondary weapons
// Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
// Drop the player's missiles in packs of 1 and/or 4
drop_missile_1_or_4(playerobj,HOMING_INDEX);
drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
// If player has vulcan ammo, but no vulcan cannon, drop the ammo.
if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
if (amount > 200) {
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 *player, object *killer, fix damage)
{
if (Player_is_dead)
return;
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
return;
if (multi_maybe_disable_friendly_fire(killer))
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?
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;
}
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 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[player-Objects])
{
weapon->ctype.laser_info.hitobj_list[player-Objects] = 1;
weapon->ctype.laser_info.last_hitobj = player-Objects;
}
else
{
return;
}
}
#else
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;
}
#endif
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; side<MAX_SIDES_PER_SEGMENT; side++)
if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
vms_vector exit_point, rand_vec;
compute_center_point_on_side(&exit_point, segp, side);
vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
vm_vec_normalize_quick(&exit_dir);
make_random_vector(&rand_vec);
rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
vm_vec_add2(&exit_dir, &rand_vec);
vm_vec_normalize_quick(&exit_dir);
}
bump_one_object(objp, &exit_dir, 64*F1_0);
apply_damage_to_player( objp, NULL, 4*F1_0);
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[objp->id].exp1_vclip_num > -1 )
object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
vms_vector exit_point;
compute_center_point_on_side(&exit_point, segp, side);
vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
vm_vec_normalize_quick(&exit_dir);
}
bump_one_object(objp, &exit_dir, 8*F1_0);
apply_damage_to_robot( objp, F1_0, -1);
return;
}
//##void collide_player_and_camera( object * 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 ) {
if (check_collision_delayfunc_exec())
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);
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;
//##}
#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);
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" );
}
}