dxx-rebirth/main/collide.c

2663 lines
90 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#ifdef RCS
static char rcsid[] = "$Id: collide.c,v 1.2 2001-01-20 13:49:14 bradleyb Exp $";
#endif
#include <conf.h>
#include <string.h> // for memset
#include <stdlib.h>
#include <stdio.h>
#include "rle.h"
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "stdlib.h"
#include "bm.h"
//#include "error.h"
#include "mono.h"
#include "3d.h"
#include "segment.h"
#include "texmap.h"
#include "laser.h"
#include "key.h"
#include "gameseg.h"
#include "object.h"
#include "physics.h"
#include "slew.h"
#include "render.h"
#include "wall.h"
#include "vclip.h"
#include "polyobj.h"
#include "fireball.h"
#include "laser.h"
#include "error.h"
#include "ai.h"
#include "hostage.h"
#include "fuelcen.h"
#include "sounds.h"
#include "robot.h"
#include "weapon.h"
#include "player.h"
#include "gauges.h"
#include "powerup.h"
#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 "automap.h"
#include "switch.h"
#include "palette.h"
#ifdef TACTILE
#include "tactile.h"
#endif
#ifdef EDITOR
#include "editor\editor.h"
#endif
#include "collide.h"
#define STANDARD_EXPL_DELAY (f1_0/4)
//##void collide_fireball_and_wall(object *fireball,fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------
// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
{
ai_local *ailp = &Ai_local_info[robot-Objects];
if ((robot->id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == AIB_RUN_FROM) || (Robot_info[robot->id].companion == 1) || (robot->ctype.ai_info.behavior == AIB_SNIPE)) {
int wall_num = Segments[hitseg].sides[hitwall].wall_num;
if (wall_num != -1) {
if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].keys == KEY_NONE) && (Walls[wall_num].state == WALL_DOOR_CLOSED) && !(Walls[wall_num].flags & WALL_DOOR_LOCKED)) {
// -- mprintf((0, "Trying to open door at segment %i, side %i\n", hitseg, hitwall));
wall_open_door(&Segments[hitseg], hitwall);
// -- Changed from this, 10/19/95, MK: Don't want buddy getting stranded from player
//-- } else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].keys != KEY_NONE) && (Walls[wall_num].state == WALL_DOOR_CLOSED) && !(Walls[wall_num].flags & WALL_DOOR_LOCKED)) {
} else if ((Robot_info[robot->id].companion == 1) && (Walls[wall_num].type == WALL_DOOR)) {
if ((ailp->mode == AIM_GOTO_PLAYER) || (Escort_special_goal == ESCORT_GOAL_SCRAM)) {
if (Walls[wall_num].keys != KEY_NONE) {
if (Walls[wall_num].keys & Players[Player_num].flags)
wall_open_door(&Segments[hitseg], hitwall);
} else if (!(Walls[wall_num].flags & WALL_DOOR_LOCKED))
wall_open_door(&Segments[hitseg], hitwall);
}
} else if (Robot_info[robot->id].thief) { // Thief allowed to go through doors to which player has key.
if (Walls[wall_num].keys != KEY_NONE)
if (Walls[wall_num].keys & Players[Player_num].flags)
wall_open_door(&Segments[hitseg], hitwall);
}
}
}
return;
}
//##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------
int apply_damage_to_clutter(object *clutter, fix damage)
{
if ( clutter->flags&OF_EXPLODING) return 0;
if (clutter->shields < 0 ) return 0; //clutter already dead...
clutter->shields -= damage;
if (clutter->shields < 0) {
explode_object(clutter,0);
return 1;
} else
return 0;
}
char Monster_mode = 0; // A cheat. Do massive damage when collide.
//given the specified force, apply damage from that force to an object
void apply_force_damage(object *obj,fix force,object *other_obj)
{
int result;
fix damage;
if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
return; //already exploding or dead
damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
if ((other_obj->type == OBJ_PLAYER) && Monster_mode)
damage = 0x7fffffff;
//mprintf((0,"obj %d, damage=%x\n",obj-Objects,damage));
switch (obj->type) {
case OBJ_ROBOT:
if (Robot_info[obj->id].attack_type == 1) {
if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
else
result = apply_damage_to_robot(obj,damage/4, other_obj-Objects);
}
else {
if (other_obj->type == OBJ_WEAPON)
result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
else
result = apply_damage_to_robot(obj,damage/2, other_obj-Objects);
}
if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
add_points_to_score(Robot_info[obj->id].score_value);
break;
case OBJ_PLAYER:
// If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
// bots every frame since they don't move.
if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
damage = fixmul(damage, FrameTime*2);
// Make trainee easier.
if (Difficulty_level == 0)
damage /= 2;
apply_damage_to_player(obj,other_obj,damage);
break;
case OBJ_CLUTTER:
apply_damage_to_clutter(obj,damage);
break;
case OBJ_CNTRLCEN:
apply_damage_to_controlcen(obj,damage, other_obj-Objects);
break;
case OBJ_WEAPON:
break; //weapons don't take damage
default:
Int3();
}
}
// -----------------------------------------------------------------------------
void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
{
fix force_mag;
if (! (objp->mtype.phys_info.flags & PF_PERSISTENT))
{
if (objp->type == OBJ_PLAYER) {
vms_vector force2;
force2.x = force->x/4;
force2.y = force->y/4;
force2.z = force->z/4;
phys_apply_force(objp,&force2);
if (damage_flag && ((other_objp->type != OBJ_ROBOT) || !Robot_info[other_objp->id].companion)) {
force_mag = vm_vec_mag_quick(&force2);
apply_force_damage(objp, force_mag, other_objp);
}
} else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
if (!Robot_info[objp->id].boss_flag) {
vms_vector force2;
force2.x = force->x/(4 + Difficulty_level);
force2.y = force->y/(4 + Difficulty_level);
force2.z = force->z/(4 + Difficulty_level);
phys_apply_force(objp, force);
phys_apply_rot(objp, &force2);
if (damage_flag) {
force_mag = vm_vec_mag_quick(force);
apply_force_damage(objp, force_mag, other_objp);
}
}
}
}
}
// -----------------------------------------------------------------------------
//deal with two objects bumping into each other. Apply force from collision
//to each robot. The flags tells whether the objects should take damage from
//the collision.
void bump_two_objects(object *obj0,object *obj1,int damage_flag)
{
vms_vector force;
object *t=NULL;
if (obj0->movement_type != MT_PHYSICS)
t=obj1;
else if (obj1->movement_type != MT_PHYSICS)
t=obj0;
if (t) {
Assert(t->movement_type == MT_PHYSICS);
vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
phys_apply_force(t,&force);
return;
}
vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
vm_vec_scale2(&force,2*fixmul(obj0->mtype.phys_info.mass,obj1->mtype.phys_info.mass),(obj0->mtype.phys_info.mass+obj1->mtype.phys_info.mass));
bump_this_object(obj1, obj0, &force, damage_flag);
vm_vec_negate(&force);
bump_this_object(obj0, obj1, &force, damage_flag);
}
void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
{
vms_vector hit_vec;
hit_vec = *hit_dir;
vm_vec_scale(&hit_vec, damage);
phys_apply_force(obj0,&hit_vec);
}
#define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
#define DAMAGE_THRESHOLD (F1_0/3)
#define WALL_LOUDNESS_SCALE (20)
fix force_force = i2f(50);
void collide_player_and_wall( object * playerobj, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
{
fix damage;
char ForceFieldHit=0;
int tmap_num,tmap_num2;
if (playerobj->id != Player_num) // Execute only for local player
return;
tmap_num = Segments[hitseg].sides[hitwall].tmap_num;
// If this wall does damage, don't make *BONK* sound, we'll be making another sound.
if (TmapInfo[tmap_num].damage > 0)
return;
if (TmapInfo[tmap_num].flags & TMI_FORCE_FIELD) {
vms_vector force;
PALETTE_FLASH_ADD(0, 0, 60); //flash blue
//knock player around
force.x = 40*(d_rand() - 16384);
force.y = 40*(d_rand() - 16384);
force.z = 40*(d_rand() - 16384);
phys_apply_rot(playerobj, &force);
#ifdef TACTILE
if (TactileStick)
Tactile_apply_force (&force,&playerobj->orient);
#endif
//make sound
digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_PLAYER, hitseg, 0, hitpt, 0, f1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_PLAYER, f1_0);
#endif
ForceFieldHit=1;
}
else {
#ifdef TACTILE
vms_vector force;
if (TactileStick) {
force.x = -playerobj->mtype.phys_info.velocity.x;
force.y = -playerobj->mtype.phys_info.velocity.y;
force.z = -playerobj->mtype.phys_info.velocity.z;
Tactile_do_collide(&force, &playerobj->orient);
}
#endif
wall_hit_process( &Segments[hitseg], hitwall, 20, playerobj->id, playerobj );
}
// ** Damage from hitting wall **
// If the player has less than 10% shields, don't take damage from bump
// Note: Does quad damage if hit a force field - JL
damage = (hitspeed / DAMAGE_SCALE) * (ForceFieldHit*8 + 1);
tmap_num2 = Segments[hitseg].sides[hitwall].tmap_num2;
//don't do wall damage and sound if hit lava or water
if ((TmapInfo[tmap_num].flags & (TMI_WATER|TMI_VOLATILE)) || (tmap_num2 && (TmapInfo[tmap_num2&0x3fff].flags & (TMI_WATER|TMI_VOLATILE))))
damage = 0;
if (damage >= DAMAGE_THRESHOLD) {
int volume;
volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
create_awareness_event(playerobj, PA_WEAPON_WALL_COLLISION);
if ( volume > F1_0 )
volume = F1_0;
if (volume > 0 && !ForceFieldHit) { // uhhhgly hack
digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
#endif
}
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
if ( Players[Player_num].shields > f1_0*10 || ForceFieldHit)
apply_damage_to_player( playerobj, playerobj, damage );
// -- No point in doing this unless we compute a reasonable hitpt. Currently it is just the player's position. --MK, 01/18/96
// -- if (!(TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD)) {
// -- vms_vector hitpt1;
// -- int hitseg1;
// --
// -- vm_vec_avg(&hitpt1, hitpt, &Objects[Players[Player_num].objnum].pos);
// -- hitseg1 = find_point_seg(&hitpt1, Objects[Players[Player_num].objnum].segnum);
// -- if (hitseg1 != -1)
// -- object_create_explosion( hitseg, hitpt, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
// -- }
}
return;
}
fix Last_volatile_scrape_sound_time = 0;
void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
//see if wall is volatile or water
//if volatile, cause damage to player
//returns 1=lava, 2=water
int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt)
{
fix tmap_num,d,water;
Assert(obj->type==OBJ_PLAYER);
tmap_num = Segments[segnum].sides[sidenum].tmap_num;
d = TmapInfo[tmap_num].damage;
water = (TmapInfo[tmap_num].flags & TMI_WATER);
if (d > 0 || water) {
if (obj->id == Player_num) {
if (d > 0) {
fix damage = fixmul(d,FrameTime);
if (Difficulty_level == 0)
damage /= 2;
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
apply_damage_to_player( obj, obj, damage );
#ifdef TACTILE
if (TactileStick)
Tactile_Xvibrate (50,25);
#endif
PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
}
obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
}
return (d>0)?1:2;
}
else
{
#ifdef TACTILE
if (TactileStick && !(FrameCount & 15))
Tactile_Xvibrate_clear ();
#endif
return 0;
}
}
//this gets called when an object is scraping along the wall
void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
{
switch (obj->type) {
case OBJ_PLAYER:
if (obj->id==Player_num) {
int type;
//mprintf((0, "Scraped segment #%3i, side #%i\n", hitseg, hitside));
if ((type=check_volatile_wall(obj,hitseg,hitside,hitpt))!=0) {
vms_vector hit_dir, rand_vec;
if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
int sound = (type==1)?SOUND_VOLATILE_WALL_HISS:SOUND_SHIP_IN_WATER;
Last_volatile_scrape_sound_time = GameTime;
digi_link_sound_to_pos( sound, hitseg, 0, hitpt, 0, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(sound, F1_0);
#endif
}
#ifdef COMPACT_SEGS
get_side_normal(&Segments[hitseg], higside, 0, &hit_dir );
#else
hit_dir = Segments[hitseg].sides[hitside].normals[0];
#endif
make_random_vector(&rand_vec);
vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
vm_vec_normalize_quick(&hit_dir);
bump_one_object(obj, &hit_dir, F1_0*8);
}
//@@} else {
//@@ //what scrape sound
//@@ //PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
//@@}
}
break;
//these two kinds of objects below shouldn't really slide, so
//if this scrape routine gets called (which it might if the
//object (such as a fusion blob) was created already poking
//through the wall) call the collide routine.
case OBJ_WEAPON:
collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
break;
case OBJ_DEBRIS:
collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
break;
}
}
//if an effect is hit, and it can blow up, then blow it up
//returns true if it blew up
int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag)
{
int tm,tmf,ec,db;
db=0;
// If this wall has a trigger and the blower-upper is not the player or the buddy, abort!
{
int ok_to_blow = 0;
if (blower->ctype.laser_info.parent_type == OBJ_ROBOT)
if (Robot_info[Objects[blower->ctype.laser_info.parent_num].id].companion)
ok_to_blow = 1;
if (!(ok_to_blow || (blower->ctype.laser_info.parent_type == OBJ_PLAYER))) {
int trigger_num, wall_num;
wall_num = seg->sides[side].wall_num;
if ( wall_num != -1 ) {
trigger_num = Walls[wall_num].trigger;
if (trigger_num != -1)
return 0;
}
}
}
if ((tm=seg->sides[side].tmap_num2) != 0) {
tmf = tm&0xc000; //tm flags
tm &= 0x3fff; //tm without flags
//check if it's an animation (monitor) or casts light
if ((((ec=TmapInfo[tm].eclip_num)!=-1) && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1))) {
fix u,v;
grs_bitmap *bm = &GameBitmaps[Textures[tm].index];
int x,y,t;
PIGGY_PAGE_IN(Textures[tm]);
//this can be blown up...did we hit it?
if (!force_blowup_flag) {
find_hitpoint_uv(&u,&v,NULL,pnt,seg,side,0); //evil: always say face zero
x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
switch (tmf) { //adjust for orientation of paste-on
case 0x0000: break;
case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
}
//mprintf((0,"u,v = %x,%x x,y=%x,%x",u,v,x,y));
if (bm->bm_flags & BM_FLAG_RLE)
bm = rle_expand_texture(bm);
}
if (force_blowup_flag || (bm->bm_data[y*bm->bm_w+x] != TRANSPARENCY_COLOR)) { //not trans, thus on effect
int vc,sound_num;
fix dest_size;
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && Netgame.AlwaysLighting)
if (!(ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)))
return(0);
#endif
//mprintf((0," HIT!\n"));
//note: this must get called before the texture changes,
//because we use the light value of the texture to change
//the static light in the segment
subtract_light(seg-Segments,side);
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_effect_blowup( seg-Segments, side, pnt);
if (ec!=-1) {
dest_size = Effects[ec].dest_size;
vc = Effects[ec].dest_vclip;
} else {
dest_size = i2f(20);
vc = 3;
}
object_create_explosion( seg-Segments, pnt, dest_size, vc );
if (ec!=-1 && db!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
if ((sound_num = Vclip[vc].sound_num) != -1)
digi_link_sound_to_pos( sound_num, seg-Segments, 0, pnt, 0, F1_0 );
if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
digi_kill_sound_linked_to_segment(seg-Segments,side,sound_num);
if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
int bm_num;
eclip *new_ec;
new_ec = &Effects[Effects[ec].dest_eclip];
bm_num = new_ec->changing_wall_texture;
mprintf((0,"bm_num = %d\n",bm_num));
new_ec->time_left = new_ec->vc.frame_time;
new_ec->frame_count = 0;
new_ec->segnum = seg-Segments;
new_ec->sidenum = side;
new_ec->flags |= EF_ONE_SHOT;
new_ec->dest_bm_num = Effects[ec].dest_bm_num;
Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
seg->sides[side].tmap_num2 = bm_num | tmf; //replace with destoyed
}
else {
Assert(db!=0 && seg->sides[side].tmap_num2!=0);
seg->sides[side].tmap_num2 = db | tmf; //replace with destoyed
}
}
else {
seg->sides[side].tmap_num2 = TmapInfo[tm].destroyed | tmf;
//assume this is a light, and play light sound
digi_link_sound_to_pos( SOUND_LIGHT_BLOWNUP, seg-Segments, 0, pnt, 0, F1_0 );
}
return 1; //blew up!
}
}
}
return 0; //didn't blow up
}
// Copied from laser.c!
#define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
#define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
#define DESIRED_OMEGA_DIST (F1_0*5) // This is the desired distance between blobs. For distances > MIN_OMEGA_BLOBS*DESIRED_OMEGA_DIST, but not very large, this will apply.
#define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
#define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
// -------------------------------------------------
// Return true if ok to do Omega damage.
int ok_to_do_omega_damage(object *weapon)
{
int parent_sig = weapon->ctype.laser_info.parent_signature;
int parent_num = weapon->ctype.laser_info.parent_num;
if (!(Game_mode & GM_MULTI))
return 1;
if (Objects[parent_num].signature != parent_sig)
mprintf((0, "Parent of omega blob not consistent with object information.\n"));
else {
fix dist = vm_vec_dist_quick(&Objects[parent_num].pos, &weapon->pos);
if (dist > MAX_OMEGA_DIST) {
// -- mprintf((0, "Not doing damage in frame %i, too far away.\n", FrameCount));
return 0;
} else
; // -- mprintf((0, "*** Doing damage in frame %i ***\n", FrameCount));
}
return 1;
}
//these gets added to the weapon's values when the weapon hits a volitle wall
#define VOLATILE_WALL_EXPL_STRENGTH i2f(10)
#define VOLATILE_WALL_IMPACT_SIZE i2f(3)
#define VOLATILE_WALL_DAMAGE_FORCE i2f(5)
#define VOLATILE_WALL_DAMAGE_RADIUS i2f(30)
// int Show_seg_and_side = 0;
void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
{
segment *seg = &Segments[hitseg];
int blew_up;
int wall_type;
int playernum;
int robot_escort;
if (weapon->id == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon))
return;
// If this is a guided missile and it strikes fairly directly, clear bounce flag.
if (weapon->id == GUIDEDMISS_ID) {
fix dot;
dot = vm_vec_dot(&weapon->orient.fvec, &Segments[hitseg].sides[hitwall].normals[0]);
mprintf((0, "Guided missile dot = %7.3f\n", f2fl(dot)));
if (dot < -F1_0/6) {
mprintf((0, "Guided missile loses bounciness.\n"));
weapon->mtype.phys_info.flags &= ~PF_BOUNCE;
}
}
//if an energy weapon hits a forcefield, let it bounce
if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD) &&
!(weapon->type == OBJ_WEAPON && Weapon_info[weapon->id].energy_usage==0)) {
//make sound
digi_link_sound_to_pos( SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FORCEFIELD_BOUNCE_WEAPON, f1_0);
#endif
return; //bail here. physics code will bounce this object
}
#ifndef NDEBUG
if (keyd_pressed[KEY_LAPOSTRO])
if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
// MK: Real pain when you need to know a seg:side and you've got quad lasers.
mprintf((0, "Your laser hit at segment = %i, side = %i\n", hitseg, hitwall));
HUD_init_message("Hit at segment = %i, side = %i", hitseg, hitwall);
if (weapon->id < 4)
subtract_light(hitseg, hitwall);
else if (weapon->id == FLARE_ID)
add_light(hitseg, hitwall);
}
//@@#ifdef EDITOR
//@@Cursegp = &Segments[hitseg];
//@@Curside = hitwall;
//@@#endif
#endif
if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
return;
}
blew_up = check_effect_blowup(seg,hitwall,hitpt, weapon, 0);
//if ((seg->sides[hitwall].tmap_num2==0) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE)) {
if ((weapon->ctype.laser_info.parent_type == OBJ_ROBOT) && (Robot_info[Objects[weapon->ctype.laser_info.parent_num].id].companion==1)) {
robot_escort = 1;
if (Game_mode & GM_MULTI)
{
Int3(); // Get Jason!
return;
}
playernum = Player_num; //if single player, he's the player's buddy
}
else {
robot_escort = 0;
if (Objects[weapon->ctype.laser_info.parent_num].type == OBJ_PLAYER)
playernum = Objects[weapon->ctype.laser_info.parent_num].id;
else
playernum = -1; //not a player (thus a robot)
}
if (blew_up) { //could be a wall switch
//for wall triggers, always say that the player shot it out. This is
//because robots can shoot out wall triggers, and so the trigger better
//take effect
// NO -- Changed by MK, 10/18/95. We don't want robots blowing puzzles. Only player or buddy can open!
check_trigger(seg,hitwall,weapon->ctype.laser_info.parent_num,1);
}
if (weapon->id == EARTHSHAKER_ID)
smega_rock_stuff();
wall_type = wall_hit_process( seg, hitwall, weapon->shields, playernum, weapon );
// Wall is volatile if either tmap 1 or 2 is volatile
if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_VOLATILE) || (seg->sides[hitwall].tmap_num2 && (TmapInfo[seg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_VOLATILE))) {
weapon_info *wi = &Weapon_info[weapon->id];
int vclip;
//we've hit a volatile wall
digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HIT,hitseg, 0, hitpt, 0, F1_0 );
//for most weapons, use volatile wall hit. For mega, use its special vclip
vclip = (weapon->id == MEGA_ID)?Weapon_info[weapon->id].robot_hit_vclip:VCLIP_VOLATILE_WALL_HIT;
// New by MK: If powerful badass, explode as badass, not due to lava, fixes megas being wimpy in lava.
if (wi->damage_radius >= VOLATILE_WALL_DAMAGE_RADIUS/2) {
// -- mprintf((0, "Big weapon doing badass in lava instead.\n"));
explode_badass_weapon(weapon,hitpt);
} else {
object_create_badass_explosion( weapon, hitseg, hitpt,
wi->impact_size + VOLATILE_WALL_IMPACT_SIZE,
vclip,
wi->strength[Difficulty_level]/4+VOLATILE_WALL_EXPL_STRENGTH, // diminished by mk on 12/08/94, i was doing 70 damage hitting lava on lvl 1.
wi->damage_radius+VOLATILE_WALL_DAMAGE_RADIUS,
wi->strength[Difficulty_level]/2+VOLATILE_WALL_DAMAGE_FORCE,
weapon->ctype.laser_info.parent_num );
}
weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in lava
}
else if ((TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_WATER) || (seg->sides[hitwall].tmap_num2 && (TmapInfo[seg->sides[hitwall].tmap_num2&0x3fff].flags & TMI_WATER))) {
weapon_info *wi = &Weapon_info[weapon->id];
//we've hit water
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
if ( Weapon_info[weapon->id].matter ) {
digi_link_sound_to_pos( SOUND_MISSILE_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
if ( Weapon_info[weapon->id].damage_radius ) {
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon-Objects, 0, F1_0);
// MK: 09/13/95: Badass in water is 1/2 normal intensity.
object_create_badass_explosion( weapon, hitseg, hitpt,
wi->impact_size/2,
wi->robot_hit_vclip,
wi->strength[Difficulty_level]/4,
wi->damage_radius,
wi->strength[Difficulty_level]/2,
weapon->ctype.laser_info.parent_num );
}
else
object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
} else {
digi_link_sound_to_pos( SOUND_LASER_HIT_WATER,hitseg, 0, hitpt, 0, F1_0 );
object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, VCLIP_WATER_HIT );
}
weapon->flags |= OF_SHOULD_BE_DEAD; //make flares die in water
}
else {
if (weapon->mtype.phys_info.flags & PF_BOUNCE) {
//do special bound sound & effect
}
else {
//if it's not the player's weapon, or it is the player's and there
//is no wall, and no blowing up monitor, then play sound
if ((weapon->ctype.laser_info.parent_type != OBJ_PLAYER) || ((seg->sides[hitwall].wall_num == -1 || wall_type==WHP_NOT_SPECIAL) && !blew_up))
if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound,weapon->segnum, 0, &weapon->pos, 0, F1_0 );
if ( Weapon_info[weapon->id].wall_hit_vclip > -1 ) {
if ( Weapon_info[weapon->id].damage_radius )
explode_badass_weapon(weapon,hitpt);
else
object_create_explosion( weapon->segnum, &weapon->pos, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].wall_hit_vclip );
}
}
}
// If weapon fired by player or companion...
if (( weapon->ctype.laser_info.parent_type== OBJ_PLAYER ) || robot_escort) {
if (!(weapon->flags & OF_SILENT) && (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum))
create_awareness_event(weapon, PA_WEAPON_WALL_COLLISION); // object "weapon" can attract attention to player
// if (weapon->id != FLARE_ID) {
// We now allow flares to open doors.
{
if (((weapon->id != FLARE_ID) || (weapon->ctype.laser_info.parent_type != OBJ_PLAYER)) && !(weapon->mtype.phys_info.flags & PF_BOUNCE))
weapon->flags |= OF_SHOULD_BE_DEAD;
//don't let flares stick in force fields
if ((weapon->id == FLARE_ID) && (TmapInfo[seg->sides[hitwall].tmap_num].flags & TMI_FORCE_FIELD))
weapon->flags |= OF_SHOULD_BE_DEAD;
if (!(weapon->flags & OF_SILENT)) {
switch (wall_type) {
case WHP_NOT_SPECIAL:
//should be handled above
//digi_link_sound_to_pos( Weapon_info[weapon->id].wall_hit_sound, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
break;
case WHP_NO_KEY:
//play special hit door sound (if/when we get it)
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound( SOUND_WEAPON_HIT_DOOR, F1_0 );
#endif
break;
case WHP_BLASTABLE:
//play special blastable wall sound (if/when we get it)
if ((Weapon_info[weapon->id].wall_hit_sound > -1 ) && (!(weapon->flags & OF_SILENT)))
digi_link_sound_to_pos( SOUND_WEAPON_HIT_BLASTABLE, weapon->segnum, 0, &weapon->pos, 0, F1_0 );
break;
case WHP_DOOR:
//don't play anything, since door open sound will play
break;
}
} // else
//mprintf((0, "Weapon %i hits wall, but has silent bit set.\n", weapon-Objects));
} // else {
// if (weapon->lifeleft <= 0)
// weapon->flags |= OF_SHOULD_BE_DEAD;
// }
} else {
// This is a robot's laser
if (!(weapon->mtype.phys_info.flags & PF_BOUNCE))
weapon->flags |= OF_SHOULD_BE_DEAD;
}
return;
}
//##void collide_camera_and_wall( object * camera, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
//##void collide_powerup_and_wall( object * powerup, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
//## return;
//##}
void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
explode_object(debris,0);
return;
}
//##void collide_fireball_and_fireball( object * fireball1, object * fireball2, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_robot( object * fireball, object * robot, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_hostage( object * fireball, object * hostage, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_player( object * fireball, object * player, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_weapon( object * fireball, object * weapon, vms_vector *collision_point ) {
//## //weapon->flags |= OF_SHOULD_BE_DEAD;
//## return;
//##}
//##void collide_fireball_and_camera( object * fireball, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_powerup( object * fireball, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_fireball_and_debris( object * fireball, object * debris, vms_vector *collision_point ) {
//## return;
//##}
// -------------------------------------------------------------------------------------------------------------------
void collide_robot_and_robot( object * robot1, object * robot2, vms_vector *collision_point ) {
// mprintf((0, "Coll: [%2i %4i %4i %4i] [%2i %4i %4i %4i] at [%4i %4i %4i]",
// robot1-Objects, f2i(robot1->pos.x), f2i(robot1->pos.y), f2i(robot1->pos.z),
// robot2-Objects, f2i(robot2->pos.x), f2i(robot2->pos.y), f2i(robot2->pos.z),
// f2i(collision_point->x), f2i(collision_point->y), f2i(collision_point->z)));
bump_two_objects(robot1, robot2, 1);
return;
}
void collide_robot_and_controlcen( object * obj1, object * obj2, vms_vector *collision_point )
{
if (obj1->type == OBJ_ROBOT) {
vms_vector hitvec;
vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj2->pos, &obj1->pos));
bump_one_object(obj1, &hitvec, 0);
} else {
vms_vector hitvec;
vm_vec_normalize_quick(vm_vec_sub(&hitvec, &obj1->pos, &obj2->pos));
bump_one_object(obj2, &hitvec, 0);
}
}
//##void collide_robot_and_hostage( object * robot, object * hostage, vms_vector *collision_point ) {
//## return;
//##}
fix Last_thief_hit_time;
void collide_robot_and_player( object * robot, object * playerobj, vms_vector *collision_point )
{
int steal_attempt = 0;
int collision_seg;
if (robot->flags&OF_EXPLODING)
return;
collision_seg = find_point_seg(collision_point, playerobj->segnum);
if (collision_seg != -1)
object_create_explosion( collision_seg, collision_point, Weapon_info[0].impact_size, Weapon_info[0].wall_hit_vclip );
if (playerobj->id == Player_num) {
if (Robot_info[robot->id].companion) // Player and companion don't collide.
return;
if (Robot_info[robot->id].kamikaze) {
apply_damage_to_robot(robot, robot->shields+1, playerobj-Objects);
if (playerobj == ConsoleObject)
add_points_to_score(Robot_info[robot->id].score_value);
}
if (Robot_info[robot->id].thief) {
if (Ai_local_info[robot-Objects].mode == AIM_THIEF_ATTACK) {
Last_thief_hit_time = GameTime;
attempt_to_steal_item(robot, playerobj->id);
steal_attempt = 1;
} else if (GameTime - Last_thief_hit_time < F1_0*2)
return; // ZOUNDS! BRILLIANT! Thief not collide with player if not stealing!
// NO! VERY DUMB! makes thief look very stupid if player hits him while cloaked! -AP
else
Last_thief_hit_time = GameTime;
}
create_awareness_event(playerobj, PA_PLAYER_COLLISION); // object robot can attract attention to player
do_ai_robot_hit_attack(robot, playerobj, collision_point);
do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
}
#ifdef NETWORK
else
multi_robot_request_change(robot, playerobj->id);
#endif
// added this if to remove the bump sound if it's the thief.
// A "steal" sound was added and it was getting obscured by the bump. -AP 10/3/95
// Changed by MK to make this sound unless the robot stole.
if ((!steal_attempt) && !Robot_info[robot->id].energy_drain)
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
bump_two_objects(robot, playerobj, 1);
return;
}
// Provide a way for network message to instantly destroy the control center
// without awarding points or anything.
// if controlcen == NULL, that means don't do the explosion because the control center
// was actually in another object.
void net_destroy_controlcen(object *controlcen)
{
if (Control_center_destroyed != 1) {
do_controlcen_destroyed_stuff(controlcen);
if ((controlcen != NULL) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED))) {
digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
explode_object(controlcen,0);
}
}
}
// -----------------------------------------------------------------------------
void apply_damage_to_controlcen(object *controlcen, fix damage, short who)
{
int whotype;
// Only allow a player to damage the control center.
if ((who < 0) || (who > Highest_object_index))
return;
whotype = Objects[who].type;
if (whotype != OBJ_PLAYER) {
mprintf((0, "Damage to control center by object of type %i prevented by MK!\n", whotype));
return;
}
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP) && (Players[Player_num].time_level < Netgame.control_invul_time))
{
if (Objects[who].id == Player_num) {
int secs = f2i(Netgame.control_invul_time-Players[Player_num].time_level) % 60;
int mins = f2i(Netgame.control_invul_time-Players[Player_num].time_level) / 60;
HUD_init_message("%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
}
return;
}
#endif
if (Objects[who].id == Player_num) {
Control_center_been_hit = 1;
ai_do_cloak_stuff();
}
if ( controlcen->shields >= 0 )
controlcen->shields -= damage;
if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
do_controlcen_destroyed_stuff(controlcen);
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
if (who == Players[Player_num].objnum)
add_points_to_score(CONTROL_CEN_SCORE);
multi_send_destroy_controlcen((ushort)(controlcen-Objects), Objects[who].id );
}
#endif
if (!(Game_mode & GM_MULTI))
add_points_to_score(CONTROL_CEN_SCORE);
digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
explode_object(controlcen,0);
}
}
void collide_player_and_controlcen( object * controlcen, object * playerobj, vms_vector *collision_point )
{
if (playerobj->id == Player_num) {
Control_center_been_hit = 1;
ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
}
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
bump_two_objects(controlcen, playerobj, 1);
return;
}
void collide_player_and_marker( object * marker, object * playerobj, vms_vector *collision_point )
{
mprintf ((0,"Collided with marker %d!\n",marker->id));
if (playerobj->id==Player_num) {
int drawn;
if (Game_mode & GM_MULTI)
{
drawn = HUD_init_message ("MARKER %s: %s",Players[marker->id/2].callsign,MarkerMessage[marker->id]);
}
else
{
if (MarkerMessage[marker->id][0])
drawn = HUD_init_message("MARKER %d: %s", marker->id+1,MarkerMessage[marker->id]);
else
drawn = HUD_init_message("MARKER %d", marker->id+1);
}
if (drawn)
digi_play_sample( SOUND_MARKER_HIT, F1_0 );
detect_escort_goal_accomplished(marker-Objects);
}
}
// If a persistent weapon and other object is not a weapon, weaken it, else kill it.
// If both objects are weapons, weaken the weapon.
void maybe_kill_weapon(object *weapon, object *other_obj)
{
if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID) || (weapon->id == PMINE_ID)) {
weapon->flags |= OF_SHOULD_BE_DEAD;
return;
}
// Changed, 10/12/95, MK: Make weapon-weapon collisions always kill both weapons if not persistent.
// Reason: Otherwise you can't use proxbombs to detonate incoming homing missiles (or mega missiles).
if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
// Weapons do a lot of damage to weapons, other objects do much less.
if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
if (other_obj->type == OBJ_WEAPON)
weapon->shields -= other_obj->shields/2;
else
weapon->shields -= other_obj->shields/4;
if (weapon->shields <= 0) {
weapon->shields = 0;
weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
}
}
} else
weapon->flags |= OF_SHOULD_BE_DEAD; // weapon->lifeleft = 1;
// -- if ((weapon->mtype.phys_info.flags & PF_PERSISTENT) || (other_obj->type == OBJ_WEAPON)) {
// -- // Weapons do a lot of damage to weapons, other objects do much less.
// -- if (!(weapon->mtype.phys_info.flags & PF_PERSISTENT)) {
// -- if (other_obj->type == OBJ_WEAPON)
// -- weapon->shields -= other_obj->shields/2;
// -- else
// -- weapon->shields -= other_obj->shields/4;
// --
// -- if (weapon->shields <= 0) {
// -- weapon->shields = 0;
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
// -- }
// -- }
// -- } else
// -- weapon->flags |= OF_SHOULD_BE_DEAD;
}
void collide_weapon_and_controlcen( object * weapon, object *controlcen, vms_vector *collision_point )
{
if (weapon->id == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon))
return;
if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER) {
fix damage = weapon->shields;
if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
Control_center_been_hit = 1;
if ( Weapon_info[weapon->id].damage_radius )
explode_badass_weapon(weapon,collision_point);
else
object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
maybe_kill_weapon(weapon,controlcen);
} else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
object_create_explosion( controlcen->segnum, collision_point, controlcen->size*3/20, VCLIP_SMALL_EXPLOSION );
maybe_kill_weapon(weapon,controlcen);
}
}
void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
short exp_vclip = VCLIP_SMALL_EXPLOSION;
if ( clutter->shields >= 0 )
clutter->shields -= weapon->shields;
digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
explode_object(clutter,STANDARD_EXPL_DELAY);
maybe_kill_weapon(weapon,clutter);
}
//--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
extern object *explode_badass_object(object *objp, fix damage, fix distance, fix force);
int Final_boss_is_dead = 0;
fix Final_boss_countdown_time = 0;
// ------------------------------------------------------------------------------------------------------
void do_final_boss_frame(void)
{
if (!Final_boss_is_dead)
return;
if (!Control_center_destroyed)
return;
if (Final_boss_countdown_time == 0)
Final_boss_countdown_time = F1_0*2;
Final_boss_countdown_time -= FrameTime;
if (Final_boss_countdown_time > 0)
return;
gr_palette_fade_out( gr_palette, 256, 0 );
start_endlevel_sequence(); //pretend we hit the exit trigger
}
// ------------------------------------------------------------------------------------------------------
// This is all the ugly stuff we do when you kill the final boss so that you don't die or something
// which would ruin the logic of the cut sequence.
void do_final_boss_hacks(void)
{
if (Player_is_dead) {
Int3(); // Uh-oh, player is dead. Try to rescue him.
Player_is_dead = 0;
}
if (Players[Player_num].shields <= 0)
Players[Player_num].shields = 1;
// If you're not invulnerable, get invulnerable!
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)) {
Players[Player_num].invulnerable_time = GameTime;
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
}
if (!(Game_mode & GM_MULTI))
buddy_message("Nice job, %s!", Players[Player_num].callsign);
Final_boss_is_dead = 1;
}
extern int Buddy_dude_cheat;
extern int multi_all_players_alive();
void multi_send_finish_game ();
// ------------------------------------------------------------------------------------------------------
// Return 1 if robot died, else return 0
int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
{
char isthief;
char i,temp_stolen[MAX_STOLEN_ITEMS];
if ( robot->flags&OF_EXPLODING) return 0;
if (robot->shields < 0 ) return 0; //robot already dead...
if (Robot_info[robot->id].boss_flag)
Boss_hit_time = GameTime;
// Buddy invulnerable on level 24 so he can give you his important messages. Bah.
// Also invulnerable if his cheat for firing weapons is in effect.
if (Robot_info[robot->id].companion)
// if ((Current_mission_num == 0 && Current_level_num == Last_level) || Buddy_dude_cheat)
#ifdef NETWORK
if ((Current_mission_num == 0 && Current_level_num == Last_level) )
return 0;
#endif
// if (robot->control_type == CT_REMOTE)
// return 0; // Can't damange a robot controlled by another player
// -- MK, 10/21/95, unused! -- if (Robot_info[robot->id].boss_flag)
// Boss_been_hit = 1;
robot->shields -= damage;
// Do unspeakable hacks to make sure player doesn't die after killing boss. Or before, sort of.
if (Robot_info[robot->id].boss_flag)
#ifdef NETWORK
if ((Current_mission_num == 0) && Current_level_num == Last_level)
#endif
if (robot->shields < 0)
{
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
if (!multi_all_players_alive()) // everyones gotta be alive
robot->shields=1;
else
{
multi_send_finish_game();
do_final_boss_hacks();
}
}
else
#endif
{ // NOTE LINK TO ABOVE!!!
if ((Players[Player_num].shields < 0) || Player_is_dead)
robot->shields = 1; // Sorry, we can't allow you to kill the final boss after you've died. Rough luck.
else
do_final_boss_hacks();
}
}
if (robot->shields < 0) {
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
if (Robot_info[robot->id].thief)
isthief=1;
else
isthief=0;
if (isthief)
for (i=0;i<MAX_STOLEN_ITEMS;i++)
temp_stolen[(int)i]=Stolen_items[(int)i];
if (multi_explode_robot_sub(robot-Objects, killer_objnum,Robot_info[robot->id].thief))
{
if (isthief)
for (i=0;i<MAX_STOLEN_ITEMS;i++)
Stolen_items[(int)i]=temp_stolen[(int)i];
multi_send_robot_explode(robot-Objects, killer_objnum,Robot_info[robot->id].thief);
if (isthief)
for (i=0;i<MAX_STOLEN_ITEMS;i++)
Stolen_items[(int)i]=255;
return 1;
}
else
return 0;
}
#endif
Players[Player_num].num_kills_level++;
Players[Player_num].num_kills_total++;
if (Robot_info[robot->id].boss_flag) {
start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
} else if (Robot_info[robot->id].death_roll) {
start_robot_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
} else {
if (robot->id == SPECIAL_REACTOR_ROBOT)
special_reactor_stuff();
//if (Robot_info[robot->id].smart_blobs)
// create_smart_children(robot, Robot_info[robot->id].smart_blobs);
//if (Robot_info[robot->id].badass)
// explode_badass_object(robot, F1_0*Robot_info[robot->id].badass, F1_0*40, F1_0*150);
if (Robot_info[robot->id].kamikaze)
explode_object(robot,1); // Kamikaze, explode right away, IN YOUR FACE!
else
explode_object(robot,STANDARD_EXPL_DELAY);
}
return 1;
} else
return 0;
}
extern int boss_spew_robot(object *objp, vms_vector *pos);
//--ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can teleport
//--ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
//--ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,0,1,1}; // Set byte if boss spews bots when hit by energy weapon.
//--ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,0,1,1}; // Set byte if boss spews bots when hit by matter weapon.
//--ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0}; // Set byte if boss is invulnerable to energy weapons.
//--ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,1,0,0}; // Set byte if boss is invulnerable to matter weapons.
//--ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,1,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
//#define BOSS_INVULNERABLE_DOT 0 // If a boss is invulnerable over most of his body, fvec(dot)vec_to_collision must be less than this for damage to occur.
int Boss_invulnerable_dot = 0;
int Buddy_gave_hint_count = 5;
fix Last_time_buddy_gave_hint = 0;
// ------------------------------------------------------------------------------------------------------
// Return true if damage done to boss, else return false.
int do_boss_weapon_collision(object *robot, object *weapon, vms_vector *collision_point)
{
int d2_boss_index;
int damage_flag;
damage_flag = 1;
d2_boss_index = Robot_info[robot->id].boss_flag - BOSS_D2;
Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
// See if should spew a bot.
if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
if ((Weapon_info[weapon->id].matter && Boss_spews_bots_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_spews_bots_energy[d2_boss_index])) {
if (Boss_spew_more[d2_boss_index])
if (d_rand() > 16384) {
if (boss_spew_robot(robot, collision_point) != -1)
Last_gate_time = GameTime - Gate_interval - 1; // Force allowing spew of another bot.
}
boss_spew_robot(robot, collision_point);
}
if (Boss_invulnerable_spot[d2_boss_index]) {
fix dot;
vms_vector tvec1;
// Boss only vulnerable in back. See if hit there.
vm_vec_sub(&tvec1, collision_point, &robot->pos);
vm_vec_normalize_quick(&tvec1); // Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
dot = vm_vec_dot(&tvec1, &robot->orient.fvec);
mprintf((0, "Boss hit vec dot = %7.3f\n", f2fl(dot)));
if (dot > Boss_invulnerable_dot) {
int new_obj;
int segnum;
segnum = find_point_seg(collision_point, robot->segnum);
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
damage_flag = 0;
if (Last_time_buddy_gave_hint == 0)
Last_time_buddy_gave_hint = d_rand()*32 + F1_0*16;
if (Buddy_gave_hint_count) {
if (Last_time_buddy_gave_hint + F1_0*20 < GameTime) {
int sval;
Buddy_gave_hint_count--;
Last_time_buddy_gave_hint = GameTime;
sval = (d_rand()*4) >> 15;
switch (sval) {
case 0: buddy_message("Hit him in the back!"); break;
case 1: buddy_message("He's invulnerable there!"); break;
case 2: buddy_message("Get behind him and fire!"); break;
case 3:
default:
buddy_message("Hit the glowing spot!"); break;
}
}
}
// Cause weapon to bounce.
// Make a copy of this weapon, because the physics wants to destroy it.
if (!Weapon_info[weapon->id].matter) {
new_obj = obj_create(weapon->type, weapon->id, weapon->segnum, &weapon->pos,
&weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
if (new_obj != -1) {
vms_vector vec_to_point;
vms_vector weap_vec;
fix speed;
if (weapon->render_type == RT_POLYOBJ) {
Objects[new_obj].rtype.pobj_info.model_num = Weapon_info[Objects[new_obj].id].model_num;
Objects[new_obj].size = fixdiv(Polygon_models[Objects[new_obj].rtype.pobj_info.model_num].rad,Weapon_info[Objects[new_obj].id].po_len_to_width_ratio);
}
Objects[new_obj].mtype.phys_info.mass = Weapon_info[weapon->type].mass;
Objects[new_obj].mtype.phys_info.drag = Weapon_info[weapon->type].drag;
vm_vec_zero(&Objects[new_obj].mtype.phys_info.thrust);
vm_vec_sub(&vec_to_point, collision_point, &robot->pos);
vm_vec_normalize_quick(&vec_to_point);
weap_vec = weapon->mtype.phys_info.velocity;
speed = vm_vec_normalize_quick(&weap_vec);
vm_vec_scale_add2(&vec_to_point, &weap_vec, -F1_0*2);
vm_vec_scale(&vec_to_point, speed/4);
Objects[new_obj].mtype.phys_info.velocity = vec_to_point;
}
}
}
} else if ((Weapon_info[weapon->id].matter && Boss_invulnerable_matter[d2_boss_index]) || (!Weapon_info[weapon->id].matter && Boss_invulnerable_energy[d2_boss_index])) {
int segnum;
segnum = find_point_seg(collision_point, robot->segnum);
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, segnum, 0, collision_point, 0, F1_0);
damage_flag = 0;
}
return damage_flag;
}
extern int Robots_kill_robots_cheat;
// ------------------------------------------------------------------------------------------------------
void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
{
int damage_flag=1;
int boss_invul_flag=0;
if (weapon->id == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon))
return;
if (Robot_info[robot->id].boss_flag) {
Boss_hit_time = GameTime;
if (Robot_info[robot->id].boss_flag >= BOSS_D2) {
damage_flag = do_boss_weapon_collision(robot, weapon, collision_point);
boss_invul_flag = !damage_flag;
}
}
// Put in at request of Jasen (and Adam) because the Buddy-Bot gets in their way.
// MK has so much fun whacking his butt around the mine he never cared...
if ((Robot_info[robot->id].companion) && ((weapon->ctype.laser_info.parent_type != OBJ_ROBOT) && !Robots_kill_robots_cheat))
return;
if (weapon->id == EARTHSHAKER_ID)
smega_rock_stuff();
// If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
// depending on frame rate.
if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
if (weapon->ctype.laser_info.last_hitobj == robot-Objects)
return;
else
weapon->ctype.laser_info.last_hitobj = robot-Objects;
// mprintf((0, "weapon #%i with power %i hits robot #%i.\n", weapon - Objects, f2i(weapon->shields), robot - Objects));
}
if (weapon->ctype.laser_info.parent_signature == robot->signature)
return;
// Changed, 10/04/95, put out blobs based on skill level and power of weapon doing damage.
// Also, only a weapon hit from a player weapon causes smart blobs.
if ((weapon->ctype.laser_info.parent_type == OBJ_PLAYER) && (Robot_info[robot->id].energy_blobs))
if ((robot->shields > 0) && Weapon_is_energy[weapon->id]) {
fix probval;
int num_blobs;
probval = (Difficulty_level+2) * min(weapon->shields, robot->shields);
probval = Robot_info[robot->id].energy_blobs * probval/(NDL*32);
num_blobs = probval >> 16;
if (2*d_rand() < (probval & 0xffff))
num_blobs++;
if (num_blobs)
create_smart_children(robot, num_blobs);
}
// Note: If weapon hits an invulnerable boss, it will still do badass damage, including to the boss,
// unless this is trapped elsewhere.
if ( Weapon_info[weapon->id].damage_radius )
{
if (boss_invul_flag) { //don't make badass sound
weapon_info *wi = &Weapon_info[weapon->id];
//this code copied from explode_badass_weapon()
object_create_badass_explosion( weapon, weapon->segnum, collision_point,
wi->impact_size,
wi->robot_hit_vclip,
wi->strength[Difficulty_level],
wi->damage_radius,wi->strength[Difficulty_level],
weapon->ctype.laser_info.parent_num );
}
else //normal badass explosion
explode_badass_weapon(weapon,collision_point);
}
if ( ((weapon->ctype.laser_info.parent_type==OBJ_PLAYER) || Robots_kill_robots_cheat) && !(robot->flags & OF_EXPLODING) ) {
object *expl_obj=NULL;
if (weapon->ctype.laser_info.parent_num == Players[Player_num].objnum) {
create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
do_ai_robot_hit(robot, PA_WEAPON_ROBOT_COLLISION);
}
#ifdef NETWORK
else
multi_robot_request_change(robot, Objects[weapon->ctype.laser_info.parent_num].id);
#endif
if ( Robot_info[robot->id].exp1_vclip_num > -1 )
expl_obj = object_create_explosion( weapon->segnum, collision_point, (robot->size/2*3)/4, Robot_info[robot->id].exp1_vclip_num );
else if ( Weapon_info[weapon->id].robot_hit_vclip > -1 )
expl_obj = object_create_explosion( weapon->segnum, collision_point, Weapon_info[weapon->id].impact_size, Weapon_info[weapon->id].robot_hit_vclip );
if (expl_obj)
obj_attach(robot,expl_obj);
if ( damage_flag && (Robot_info[robot->id].exp1_sound_num > -1 ))
digi_link_sound_to_pos( Robot_info[robot->id].exp1_sound_num, robot->segnum, 0, collision_point, 0, F1_0 );
if (!(weapon->flags & OF_HARMLESS)) {
fix damage = weapon->shields;
if (damage_flag)
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
else
damage = 0;
// Cut Gauss damage on bosses because it just breaks the game. Bosses are so easy to
// hit, and missing a robot is what prevents the Gauss from being game-breaking.
if (weapon->id == GAUSS_ID)
if (Robot_info[robot->id].boss_flag)
damage = damage * (2*NDL-Difficulty_level)/(2*NDL);
if (! apply_damage_to_robot(robot, damage, weapon->ctype.laser_info.parent_num))
bump_two_objects(robot, weapon, 0); //only bump if not dead. no damage from bump
else if (weapon->ctype.laser_info.parent_signature == ConsoleObject->signature) {
add_points_to_score(Robot_info[robot->id].score_value);
detect_escort_goal_accomplished(robot-Objects);
}
}
// If Gauss Cannon, spin robot.
if ((robot != NULL) && (!Robot_info[robot->id].companion) && (!Robot_info[robot->id].boss_flag) && (weapon->id == GAUSS_ID)) {
ai_static *aip = &robot->ctype.ai_info;
if (aip->SKIP_AI_COUNT * FrameTime < F1_0) {
aip->SKIP_AI_COUNT++;
robot->mtype.phys_info.rotthrust.x = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.rotthrust.y = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.rotthrust.z = fixmul((d_rand() - 16384), FrameTime * aip->SKIP_AI_COUNT);
robot->mtype.phys_info.flags |= PF_USES_THRUST;
}
}
}
maybe_kill_weapon(weapon,robot);
return;
}
//##void collide_robot_and_camera( object * robot, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_robot_and_powerup( object * robot, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_robot_and_debris( object * robot, object * debris, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_hostage_and_hostage( object * hostage1, object * hostage2, vms_vector *collision_point ) {
//## return;
//##}
void collide_hostage_and_player( object * hostage, object * player, vms_vector *collision_point ) {
// Give player points, etc.
if ( player == ConsoleObject ) {
detect_escort_goal_accomplished(hostage-Objects);
add_points_to_score(HOSTAGE_SCORE);
// Do effect
hostage_rescue(hostage->id);
// Remove the hostage object.
hostage->flags |= OF_SHOULD_BE_DEAD;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_remobj(hostage-Objects);
#endif
}
return;
}
//--unused-- void collide_hostage_and_weapon( object * hostage, object * weapon, vms_vector *collision_point )
//--unused-- {
//--unused-- // Cannot kill hostages, as per Matt's edict!
//--unused-- // (A fine edict, but in contradiction to the milestone: "Robots attack hostages.")
//--unused-- hostage->shields -= weapon->shields/2;
//--unused--
//--unused-- create_awareness_event(weapon, PA_WEAPON_ROBOT_COLLISION); // object "weapon" can attract attention to player
//--unused--
//--unused-- //PLAY_SOUND_3D( SOUND_HOSTAGE_KILLED, collision_point, hostage->segnum );
//--unused-- digi_link_sound_to_pos( SOUND_HOSTAGE_KILLED, hostage->segnum , 0, collision_point, 0, F1_0 );
//--unused--
//--unused--
//--unused-- if (hostage->shields <= 0) {
//--unused-- explode_object(hostage,0);
//--unused-- hostage->flags |= OF_SHOULD_BE_DEAD;
//--unused-- }
//--unused--
//--unused-- if ( Weapon_info[weapon->id].damage_radius )
//--unused-- explode_badass_weapon(weapon);
//--unused--
//--unused-- maybe_kill_weapon(weapon,hostage);
//--unused--
//--unused-- }
//##void collide_hostage_and_camera( object * hostage, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_hostage_and_powerup( object * hostage, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_hostage_and_debris( object * hostage, object * debris, vms_vector *collision_point ) {
//## return;
//##}
void collide_player_and_player( object * player1, object * player2, vms_vector *collision_point ) {
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, player1->segnum, 0, collision_point, 0, F1_0 );
bump_two_objects(player1, player2, 1);
return;
}
int maybe_drop_primary_weapon_egg(object *playerobj, int weapon_index)
{
int weapon_flag = HAS_FLAG(weapon_index);
int powerup_num;
powerup_num = Primary_weapon_to_powerup[weapon_index];
if (Players[playerobj->id].primary_weapon_flags & weapon_flag)
return call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
else
return -1;
}
void maybe_drop_secondary_weapon_egg(object *playerobj, int weapon_index, int count)
{
int weapon_flag = HAS_FLAG(weapon_index);
int powerup_num;
powerup_num = Secondary_weapon_to_powerup[weapon_index];
if (Players[playerobj->id].secondary_weapon_flags & weapon_flag) {
int i, max_count;
max_count = min(count, 3);
for (i=0; i<max_count; i++)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
}
}
void drop_missile_1_or_4(object *playerobj,int missile_index)
{
int num_missiles,powerup_id;
num_missiles = Players[playerobj->id].secondary_ammo[missile_index];
powerup_id = Secondary_weapon_to_powerup[missile_index];
if (num_missiles > 10)
num_missiles = 10;
call_object_create_egg(playerobj, num_missiles/4, OBJ_POWERUP, powerup_id+1);
call_object_create_egg(playerobj, num_missiles%4, OBJ_POWERUP, powerup_id);
}
// -- int Items_destroyed = 0;
void drop_player_eggs(object *playerobj)
{
// mprintf((0, "In drop_player_eggs...\n"));
if ((playerobj->type == OBJ_PLAYER) || (playerobj->type == OBJ_GHOST)) {
int rthresh;
int pnum = playerobj->id;
int objnum;
int vulcan_ammo=0;
vms_vector randvec;
// -- Items_destroyed = 0;
// Seed the random number generator so in net play the eggs will always
// drop the same way
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
Net_create_loc = 0;
d_srand(5483L);
}
#endif
// If the player had smart mines, maybe arm one of them.
rthresh = 30000;
while ((Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX]%4==1) && (d_rand() < rthresh)) {
int newseg;
vms_vector tvec;
make_random_vector(&randvec);
rthresh /= 2;
vm_vec_add(&tvec, &playerobj->pos, &randvec);
newseg = find_point_seg(&tvec, playerobj->segnum);
if (newseg != -1)
Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, SUPERPROX_ID, 0);
}
// If the player had proximity bombs, maybe arm one of them.
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
{
rthresh = 30000;
while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
int newseg;
vms_vector tvec;
make_random_vector(&randvec);
rthresh /= 2;
vm_vec_add(&tvec, &playerobj->pos, &randvec);
newseg = find_point_seg(&tvec, playerobj->segnum);
if (newseg != -1)
Laser_create_new(&randvec, &tvec, newseg, playerobj-Objects, PROXIMITY_ID, 0);
}
}
// If the player dies and he has powerful lasers, create the powerups here.
if (Players[pnum].laser_level > MAX_LASER_LEVEL)
call_object_create_egg(playerobj, Players[pnum].laser_level-MAX_LASER_LEVEL, OBJ_POWERUP, POW_SUPER_LASER);
else if (Players[pnum].laser_level >= 1)
call_object_create_egg(playerobj, Players[pnum].laser_level, OBJ_POWERUP, POW_LASER); // Note: laser_level = 0 for laser level 1.
// Drop quad laser if appropos
if (Players[pnum].flags & PLAYER_FLAGS_QUAD_LASERS)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_QUAD_FIRE);
if (Players[pnum].flags & PLAYER_FLAGS_CLOAKED)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CLOAK);
if (Players[pnum].flags & PLAYER_FLAGS_MAP_ALL)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FULL_MAP);
if (Players[pnum].flags & PLAYER_FLAGS_AFTERBURNER)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AFTERBURNER);
if (Players[pnum].flags & PLAYER_FLAGS_AMMO_RACK)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_AMMO_RACK);
if (Players[pnum].flags & PLAYER_FLAGS_CONVERTER)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_CONVERTER);
if (Players[pnum].flags & PLAYER_FLAGS_HEADLIGHT)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HEADLIGHT);
// drop the other enemies flag if you have it
#ifdef NETWORK
if ((Game_mode & GM_CAPTURE) && (Players[pnum].flags & PLAYER_FLAGS_FLAG))
{
if ((get_team (pnum)==TEAM_RED))
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_BLUE);
else
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_FLAG_RED);
}
if (Game_mode & GM_HOARD)
{
// Drop hoard orbs
int max_count,i;
mprintf ((0,"HOARD MODE: Dropping %d orbs\n",Players[pnum].secondary_ammo[PROXIMITY_INDEX]));
max_count = min(Players[pnum].secondary_ammo[PROXIMITY_INDEX], 12);
for (i=0; i<max_count; i++)
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_HOARD_ORB);
}
#endif
//Drop the vulcan, gauss, and ammo
vulcan_ammo = Players[pnum].primary_ammo[VULCAN_INDEX];
if ((Players[pnum].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[pnum].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
vulcan_ammo /= 2; //if both vulcan & gauss, each gets half
if (vulcan_ammo < VULCAN_AMMO_AMOUNT)
vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup
objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX);
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX);
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = vulcan_ammo;
// Drop the rest of the primary weapons
maybe_drop_primary_weapon_egg(playerobj, SPREADFIRE_INDEX);
maybe_drop_primary_weapon_egg(playerobj, PLASMA_INDEX);
maybe_drop_primary_weapon_egg(playerobj, FUSION_INDEX);
maybe_drop_primary_weapon_egg(playerobj, HELIX_INDEX);
maybe_drop_primary_weapon_egg(playerobj, PHOENIX_INDEX);
objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX);
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = (playerobj->id==Player_num)?Omega_charge:MAX_OMEGA_CHARGE;
// Drop the secondary weapons
// Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
if (!(Game_mode & GM_HOARD))
maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
maybe_drop_secondary_weapon_egg(playerobj, MEGA_INDEX, Players[playerobj->id].secondary_ammo[MEGA_INDEX]);
maybe_drop_secondary_weapon_egg(playerobj, SMART_MINE_INDEX,(Players[playerobj->id].secondary_ammo[SMART_MINE_INDEX])/4);
maybe_drop_secondary_weapon_egg(playerobj, SMISSILE5_INDEX, Players[playerobj->id].secondary_ammo[SMISSILE5_INDEX]);
// Drop the player's missiles in packs of 1 and/or 4
drop_missile_1_or_4(playerobj,HOMING_INDEX);
drop_missile_1_or_4(playerobj,GUIDED_INDEX);
drop_missile_1_or_4(playerobj,CONCUSSION_INDEX);
drop_missile_1_or_4(playerobj,SMISSILE1_INDEX);
drop_missile_1_or_4(playerobj,SMISSILE4_INDEX);
// If player has vulcan ammo, but no vulcan cannon, drop the ammo.
if (!(Players[playerobj->id].primary_weapon_flags & HAS_VULCAN_FLAG)) {
int amount = Players[playerobj->id].primary_ammo[VULCAN_INDEX];
if (amount > 200) {
mprintf((0, "Surprising amount of vulcan ammo: %i bullets.\n", amount));
amount = 200;
}
while (amount > 0) {
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_VULCAN_AMMO);
amount -= VULCAN_AMMO_AMOUNT;
}
}
// Always drop a shield and energy powerup.
if (Game_mode & GM_MULTI) {
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_SHIELD_BOOST);
call_object_create_egg(playerobj, 1, OBJ_POWERUP, POW_ENERGY);
}
//-- // Drop all the keys.
//-- if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY) {
//-- playerobj->contains_count = 1;
//-- playerobj->contains_type = OBJ_POWERUP;
//-- playerobj->contains_id = POW_KEY_BLUE;
//-- object_create_egg(playerobj);
//-- }
//-- if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY) {
//-- playerobj->contains_count = 1;
//-- playerobj->contains_type = OBJ_POWERUP;
//-- playerobj->contains_id = POW_KEY_RED;
//-- object_create_egg(playerobj);
//-- }
//-- if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY) {
//-- playerobj->contains_count = 1;
//-- playerobj->contains_type = OBJ_POWERUP;
//-- playerobj->contains_id = POW_KEY_GOLD;
//-- object_create_egg(playerobj);
//-- }
// -- if (Items_destroyed) {
// -- if (Items_destroyed == 1)
// -- HUD_init_message("%i item was destroyed.", Items_destroyed);
// -- else
// -- HUD_init_message("%i items were destroyed.", Items_destroyed);
// -- Items_destroyed = 0;
// -- }
}
}
// -- removed, 09/06/95, MK -- void destroy_primary_weapon(int weapon_index)
// -- removed, 09/06/95, MK -- {
// -- removed, 09/06/95, MK -- if (weapon_index == MAX_PRIMARY_WEAPONS) {
// -- removed, 09/06/95, MK -- HUD_init_message("Quad lasers destroyed!");
// -- removed, 09/06/95, MK -- Players[Player_num].flags &= ~PLAYER_FLAGS_QUAD_LASERS;
// -- removed, 09/06/95, MK -- update_laser_weapon_info();
// -- removed, 09/06/95, MK -- } else if (weapon_index == 0) {
// -- removed, 09/06/95, MK -- Assert(Players[Player_num].laser_level > 0);
// -- removed, 09/06/95, MK -- HUD_init_message("%s degraded!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
// -- removed, 09/06/95, MK -- Players[Player_num].laser_level--;
// -- removed, 09/06/95, MK -- update_laser_weapon_info();
// -- removed, 09/06/95, MK -- } else {
// -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[104+weapon_index]); // Danger! Danger! Use of literal! Danger!
// -- removed, 09/06/95, MK -- Players[Player_num].primary_weapon_flags &= ~(1 << weapon_index);
// -- removed, 09/06/95, MK -- auto_select_weapon(0);
// -- removed, 09/06/95, MK -- }
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- }
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- void destroy_secondary_weapon(int weapon_index)
// -- removed, 09/06/95, MK -- {
// -- removed, 09/06/95, MK -- if (Players[Player_num].secondary_ammo <= 0)
// -- removed, 09/06/95, MK -- return;
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- HUD_init_message("%s destroyed!", Text_string[114+weapon_index]); // Danger! Danger! Use of literal! Danger!
// -- removed, 09/06/95, MK -- if (--Players[Player_num].secondary_ammo[weapon_index] == 0)
// -- removed, 09/06/95, MK -- auto_select_weapon(1);
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- }
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- #define LOSE_WEAPON_THRESHOLD (F1_0*30)
extern fix Buddy_sorry_time;
void apply_damage_to_player(object *playerobj, object *killer, fix damage)
{
if (Player_is_dead)
return;
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
return;
if (Endlevel_sequence)
return;
//for the player, the 'real' shields are maintained in the Players[]
//array. The shields value in the player's object are, I think, not
//used anywhere. This routine, however, sets the objects shields to
//be a mirror of the value in the Player structure.
if (playerobj->id == Player_num) { //is this the local player?
// MK: 08/14/95: This code can never be reached. See the return about 12 lines up.
// -- if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
// --
// -- //invincible, so just do blue flash
// --
// -- PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
// --
// -- }
// -- else { //take damage, do red flash
Players[Player_num].shields -= damage;
PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
// -- }
if (Players[Player_num].shields < 0) {
Players[Player_num].killer_objnum = killer-Objects;
// if ( killer && (killer->type == OBJ_PLAYER))
// Players[Player_num].killer_objnum = killer-Objects;
playerobj->flags |= OF_SHOULD_BE_DEAD;
if (Buddy_objnum != -1)
if (killer && (killer->type == OBJ_ROBOT) && (Robot_info[killer->id].companion))
Buddy_sorry_time = GameTime;
}
// -- removed, 09/06/95, MK -- else if (Players[Player_num].shields < LOSE_WEAPON_THRESHOLD) {
// -- removed, 09/06/95, MK -- int randnum = d_rand();
// -- removed, 09/06/95, MK --
// -- removed, 09/06/95, MK -- if (fixmul(Players[Player_num].shields, randnum) < damage/4) {
// -- removed, 09/06/95, MK -- if (d_rand() > 20000) {
// -- removed, 09/06/95, MK -- destroy_secondary_weapon(Secondary_weapon);
// -- removed, 09/06/95, MK -- } else if (Primary_weapon == 0) {
// -- removed, 09/06/95, MK -- if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
// -- removed, 09/06/95, MK -- destroy_primary_weapon(MAX_PRIMARY_WEAPONS); // This means to destroy quad laser.
// -- removed, 09/06/95, MK -- else if (Players[Player_num].laser_level > 0)
// -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
// -- removed, 09/06/95, MK -- } else
// -- removed, 09/06/95, MK -- destroy_primary_weapon(Primary_weapon);
// -- removed, 09/06/95, MK -- } else
// -- removed, 09/06/95, MK -- ; // mprintf((0, "%8x > %8x, so don't lose weapon.\n", fixmul(Players[Player_num].shields, randnum), damage/4));
// -- removed, 09/06/95, MK -- }
playerobj->shields = Players[Player_num].shields; //mirror
}
}
void collide_player_and_weapon( object * playerobj, object * weapon, vms_vector *collision_point )
{
fix damage = weapon->shields;
object * killer=NULL;
// In multiplayer games, only do damage to another player if in first frame.
// This is necessary because in multiplayer, due to varying framerates, omega blobs actually
// have a bit of a lifetime. But they start out with a lifetime of ONE_FRAME_TIME, and this
// gets bashed to 1/4 second in laser_do_weapon_sequence. This bashing occurs for visual purposes only.
if (weapon->id == OMEGA_ID)
if (!ok_to_do_omega_damage(weapon))
return;
// Don't collide own smart mines unless direct hit.
if (weapon->id == SUPERPROX_ID)
if (playerobj-Objects == weapon->ctype.laser_info.parent_num)
if (vm_vec_dist_quick(collision_point, &playerobj->pos) > playerobj->size)
return;
if (weapon->id == EARTHSHAKER_ID)
smega_rock_stuff();
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
if (Game_mode & GM_MULTI)
damage = fixmul(damage, Weapon_info[weapon->id].multi_damage_scale);
if (weapon->mtype.phys_info.flags & PF_PERSISTENT)
{
if (weapon->ctype.laser_info.last_hitobj == playerobj-Objects)
return;
else
weapon->ctype.laser_info.last_hitobj = playerobj-Objects;
}
if (playerobj->id == Player_num)
{
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
{
digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, playerobj->segnum, 0, collision_point, 0, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
#endif
}
else
{
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, playerobj->segnum, 0, collision_point, 0, F1_0);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
#endif
}
}
object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
if ( Weapon_info[weapon->id].damage_radius )
explode_badass_weapon(weapon,collision_point);
maybe_kill_weapon(weapon,playerobj);
bump_two_objects(playerobj, weapon, 0); //no damage from bump
if ( !Weapon_info[weapon->id].damage_radius ) {
if ( weapon->ctype.laser_info.parent_num > -1 )
killer = &Objects[weapon->ctype.laser_info.parent_num];
// if (weapon->id == SMART_HOMING_ID)
// damage /= 4;
if (!(weapon->flags & OF_HARMLESS))
apply_damage_to_player( playerobj, killer, damage);
}
// Robots become aware of you if you get hit.
ai_do_cloak_stuff();
return;
}
// Nasty robots are the ones that attack you by running into you and doing lots of damage.
void collide_player_and_nasty_robot( object * playerobj, object * robot, vms_vector *collision_point )
{
// if (!(Robot_info[robot->id].energy_drain && Players[playerobj->id].energy))
digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, playerobj->segnum, 0, collision_point, 0, F1_0 );
object_create_explosion( playerobj->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
bump_two_objects(playerobj, robot, 0); //no damage from bump
apply_damage_to_player( playerobj, robot, F1_0*(Difficulty_level+1));
return;
}
void collide_player_and_materialization_center(object *objp)
{
int side;
vms_vector exit_dir;
segment *segp = &Segments[objp->segnum];
digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
// digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
if (objp->id != Player_num)
return;
for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
vms_vector exit_point, rand_vec;
compute_center_point_on_side(&exit_point, segp, side);
vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
vm_vec_normalize_quick(&exit_dir);
make_random_vector(&rand_vec);
rand_vec.x /= 4; rand_vec.y /= 4; rand_vec.z /= 4;
vm_vec_add2(&exit_dir, &rand_vec);
vm_vec_normalize_quick(&exit_dir);
}
bump_one_object(objp, &exit_dir, 64*F1_0);
apply_damage_to_player( objp, objp, 4*F1_0); // Changed, MK, 2/19/96, make killer the player, so if you die in matcen, will say you killed yourself
return;
}
void collide_robot_and_materialization_center(object *objp)
{
int side;
vms_vector exit_dir;
segment *segp=&Segments[objp->segnum];
digi_link_sound_to_pos(SOUND_ROBOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
// digi_play_sample( SOUND_ROBOT_HIT, F1_0 );
if ( Robot_info[objp->id].exp1_vclip_num > -1 )
object_create_explosion( objp->segnum, &objp->pos, (objp->size/2*3)/4, Robot_info[objp->id].exp1_vclip_num );
for (side=0; side<MAX_SIDES_PER_SEGMENT; side++)
if (WALL_IS_DOORWAY(segp, side) & WID_FLY_FLAG) {
vms_vector exit_point;
compute_center_point_on_side(&exit_point, segp, side);
vm_vec_sub(&exit_dir, &exit_point, &objp->pos);
vm_vec_normalize_quick(&exit_dir);
}
bump_one_object(objp, &exit_dir, 8*F1_0);
apply_damage_to_robot( objp, F1_0, -1);
return;
}
//##void collide_player_and_camera( object * playerobj, object * camera, vms_vector *collision_point ) {
//## return;
//##}
extern int Network_got_powerup; // HACK!!!
void collide_player_and_powerup( object * playerobj, object * powerup, vms_vector *collision_point ) {
if (!Endlevel_sequence && !Player_is_dead && (playerobj->id == Player_num )) {
int powerup_used;
powerup_used = do_powerup(powerup);
if (powerup_used) {
powerup->flags |= OF_SHOULD_BE_DEAD;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_remobj(powerup-Objects);
#endif
}
}
#ifndef SHAREWARE
else if ((Game_mode & GM_MULTI_COOP) && (playerobj->id != Player_num))
{
switch (powerup->id) {
case POW_KEY_BLUE:
Players[playerobj->id].flags |= PLAYER_FLAGS_BLUE_KEY;
break;
case POW_KEY_RED:
Players[playerobj->id].flags |= PLAYER_FLAGS_RED_KEY;
break;
case POW_KEY_GOLD:
Players[playerobj->id].flags |= PLAYER_FLAGS_GOLD_KEY;
break;
default:
break;
}
}
#endif
return;
}
//##void collide_player_and_debris( object * playerobj, object * debris, vms_vector *collision_point ) {
//## return;
//##}
void collide_player_and_clutter( object * playerobj, object * clutter, vms_vector *collision_point ) {
digi_link_sound_to_pos( SOUND_ROBOT_HIT_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
bump_two_objects(clutter, playerobj, 1);
return;
}
// See if weapon1 creates a badass explosion. If so, create the explosion
// Return true if weapon does proximity (as opposed to only contact) damage when it explodes.
int maybe_detonate_weapon(object *weapon1, object *weapon2, vms_vector *collision_point)
{
if ( Weapon_info[weapon1->id].damage_radius ) {
fix dist;
dist = vm_vec_dist_quick(&weapon1->pos, &weapon2->pos);
if (dist < F1_0*5) {
maybe_kill_weapon(weapon1,weapon2);
if (weapon1->flags & OF_SHOULD_BE_DEAD) {
explode_badass_weapon(weapon1,collision_point);
digi_link_sound_to_pos( Weapon_info[weapon1->id].robot_hit_sound, weapon1->segnum , 0, collision_point, 0, F1_0 );
}
return 1;
} else {
weapon1->lifeleft = min(dist/64, F1_0);
return 1;
}
} else
return 0;
}
void collide_weapon_and_weapon( object * weapon1, object * weapon2, vms_vector *collision_point )
{
// -- Does this look buggy??: if (weapon1->id == PMINE_ID && weapon1->id == PMINE_ID)
if (weapon1->id == PMINE_ID && weapon2->id == PMINE_ID)
return; //these can't blow each other up
if (weapon1->id == OMEGA_ID) {
if (!ok_to_do_omega_damage(weapon1))
return;
} else if (weapon2->id == OMEGA_ID) {
if (!ok_to_do_omega_damage(weapon2))
return;
}
if ((Weapon_info[weapon1->id].destroyable) || (Weapon_info[weapon2->id].destroyable)) {
// Bug reported by Adam Q. Pletcher on September 9, 1994, smart bomb homing missiles were toasting each other.
if ((weapon1->id == weapon2->id) && (weapon1->ctype.laser_info.parent_num == weapon2->ctype.laser_info.parent_num))
return;
if (Weapon_info[weapon1->id].destroyable)
if (maybe_detonate_weapon(weapon1, weapon2, collision_point))
maybe_detonate_weapon(weapon2,weapon1, collision_point);
if (Weapon_info[weapon2->id].destroyable)
if (maybe_detonate_weapon(weapon2, weapon1, collision_point))
maybe_detonate_weapon(weapon1,weapon2, collision_point);
}
}
//##void collide_weapon_and_camera( object * weapon, object * camera, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_weapon_and_powerup( object * weapon, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
void collide_weapon_and_debris( object * weapon, object * debris, vms_vector *collision_point ) {
// Hack! Prevent debris from causing bombs spewed at player death to detonate!
if ((weapon->id == PROXIMITY_ID) || (weapon->id == SUPERPROX_ID)) {
if (weapon->ctype.laser_info.creation_time + F1_0/2 > GameTime)
return;
}
if ( (weapon->ctype.laser_info.parent_type==OBJ_PLAYER) && !(debris->flags & OF_EXPLODING) ) {
digi_link_sound_to_pos( SOUND_ROBOT_HIT, weapon->segnum , 0, collision_point, 0, F1_0 );
explode_object(debris,0);
if ( Weapon_info[weapon->id].damage_radius )
explode_badass_weapon(weapon,collision_point);
maybe_kill_weapon(weapon,debris);
weapon->flags |= OF_SHOULD_BE_DEAD;
}
return;
}
//##void collide_camera_and_camera( object * camera1, object * camera2, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_camera_and_powerup( object * camera, object * powerup, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_camera_and_debris( object * camera, object * debris, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_powerup_and_powerup( object * powerup1, object * powerup2, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_powerup_and_debris( object * powerup, object * debris, vms_vector *collision_point ) {
//## return;
//##}
//##void collide_debris_and_debris( object * debris1, object * debris2, vms_vector *collision_point ) {
//## return;
//##}
/* DPH: Put these macros on one long line to avoid CR/LF problems on linux */
#define COLLISION_OF(a,b) (((a)<<8) + (b))
#define DO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): (collision_function)( (A), (B), collision_point ); break; case COLLISION_OF( (type2), (type1) ): (collision_function)( (B), (A), collision_point ); break;
#define DO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): (collision_function)( (A), (B), collision_point ); break;
//these next two macros define a case that does nothing
#define NO_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type2) ): break; case COLLISION_OF( (type2), (type1) ): break;
#define NO_SAME_COLLISION(type1,type2,collision_function) case COLLISION_OF( (type1), (type1) ): break;
/* DPH: These ones are never used so I'm not going to bother */
#ifndef __GNUC__
#define IGNORE_COLLISION(type1,type2,collision_function) \
case COLLISION_OF( (type1), (type2) ): \
break; \
case COLLISION_OF( (type2), (type1) ): \
break;
#define ERROR_COLLISION(type1,type2,collision_function) \
case COLLISION_OF( (type1), (type2) ): \
Error( "Error in collision type!" ); \
break; \
case COLLISION_OF( (type2), (type1) ): \
Error( "Error in collision type!" ); \
break;
#endif
void collide_two_objects( object * A, object * B, vms_vector *collision_point )
{
int collision_type;
collision_type = COLLISION_OF(A->type,B->type);
//mprintf( (0, "Object %d of type %d collided with object %d of type %d\n", A-Objects,A->type, B-Objects, B->type ));
switch( collision_type ) {
NO_SAME_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL, collide_fireball_and_fireball )
DO_SAME_COLLISION( OBJ_ROBOT, OBJ_ROBOT, collide_robot_and_robot )
NO_SAME_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE, collide_hostage_and_hostage )
DO_SAME_COLLISION( OBJ_PLAYER, OBJ_PLAYER, collide_player_and_player )
DO_SAME_COLLISION( OBJ_WEAPON, OBJ_WEAPON, collide_weapon_and_weapon )
NO_SAME_COLLISION( OBJ_CAMERA, OBJ_CAMERA, collide_camera_and_camera )
NO_SAME_COLLISION( OBJ_POWERUP, OBJ_POWERUP, collide_powerup_and_powerup )
NO_SAME_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS, collide_debris_and_debris )
NO_SAME_COLLISION( OBJ_MARKER, OBJ_MARKER, NULL )
NO_COLLISION( OBJ_FIREBALL, OBJ_ROBOT, collide_fireball_and_robot )
NO_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE, collide_fireball_and_hostage )
NO_COLLISION( OBJ_FIREBALL, OBJ_PLAYER, collide_fireball_and_player )
NO_COLLISION( OBJ_FIREBALL, OBJ_WEAPON, collide_fireball_and_weapon )
NO_COLLISION( OBJ_FIREBALL, OBJ_CAMERA, collide_fireball_and_camera )
NO_COLLISION( OBJ_FIREBALL, OBJ_POWERUP, collide_fireball_and_powerup )
NO_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS, collide_fireball_and_debris )
NO_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE, collide_robot_and_hostage )
DO_COLLISION( OBJ_ROBOT, OBJ_PLAYER, collide_robot_and_player )
DO_COLLISION( OBJ_ROBOT, OBJ_WEAPON, collide_robot_and_weapon )
NO_COLLISION( OBJ_ROBOT, OBJ_CAMERA, collide_robot_and_camera )
NO_COLLISION( OBJ_ROBOT, OBJ_POWERUP, collide_robot_and_powerup )
NO_COLLISION( OBJ_ROBOT, OBJ_DEBRIS, collide_robot_and_debris )
DO_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER, collide_hostage_and_player )
NO_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON, collide_hostage_and_weapon )
NO_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA, collide_hostage_and_camera )
NO_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP, collide_hostage_and_powerup )
NO_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS, collide_hostage_and_debris )
DO_COLLISION( OBJ_PLAYER, OBJ_WEAPON, collide_player_and_weapon )
NO_COLLISION( OBJ_PLAYER, OBJ_CAMERA, collide_player_and_camera )
DO_COLLISION( OBJ_PLAYER, OBJ_POWERUP, collide_player_and_powerup )
NO_COLLISION( OBJ_PLAYER, OBJ_DEBRIS, collide_player_and_debris )
DO_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN, collide_player_and_controlcen )
DO_COLLISION( OBJ_PLAYER, OBJ_CLUTTER, collide_player_and_clutter )
NO_COLLISION( OBJ_WEAPON, OBJ_CAMERA, collide_weapon_and_camera )
NO_COLLISION( OBJ_WEAPON, OBJ_POWERUP, collide_weapon_and_powerup )
DO_COLLISION( OBJ_WEAPON, OBJ_DEBRIS, collide_weapon_and_debris )
NO_COLLISION( OBJ_CAMERA, OBJ_POWERUP, collide_camera_and_powerup )
NO_COLLISION( OBJ_CAMERA, OBJ_DEBRIS, collide_camera_and_debris )
NO_COLLISION( OBJ_POWERUP, OBJ_DEBRIS, collide_powerup_and_debris )
DO_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN, collide_weapon_and_controlcen )
DO_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN, collide_robot_and_controlcen )
DO_COLLISION( OBJ_WEAPON, OBJ_CLUTTER, collide_weapon_and_clutter )
DO_COLLISION( OBJ_MARKER, OBJ_PLAYER, collide_player_and_marker)
NO_COLLISION( OBJ_MARKER, OBJ_ROBOT, NULL)
NO_COLLISION( OBJ_MARKER, OBJ_HOSTAGE, NULL)
NO_COLLISION( OBJ_MARKER, OBJ_WEAPON, NULL)
NO_COLLISION( OBJ_MARKER, OBJ_CAMERA, NULL)
NO_COLLISION( OBJ_MARKER, OBJ_POWERUP, NULL)
NO_COLLISION( OBJ_MARKER, OBJ_DEBRIS, NULL)
default:
Int3(); //Error( "Unhandled collision_type in collide.c!\n" );
}
}
#define ENABLE_COLLISION(type1,type2) \
CollisionResult[type1][type2] = RESULT_CHECK; \
CollisionResult[type2][type1] = RESULT_CHECK;
#define DISABLE_COLLISION(type1,type2) \
CollisionResult[type1][type2] = RESULT_NOTHING; \
CollisionResult[type2][type1] = RESULT_NOTHING;
void collide_init() {
int i, j;
for (i=0; i < MAX_OBJECT_TYPES; i++ )
for (j=0; j < MAX_OBJECT_TYPES; j++ )
CollisionResult[i][j] = RESULT_NOTHING;
ENABLE_COLLISION( OBJ_WALL, OBJ_ROBOT );
ENABLE_COLLISION( OBJ_WALL, OBJ_WEAPON );
ENABLE_COLLISION( OBJ_WALL, OBJ_PLAYER );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_FIREBALL );
ENABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT );
// DISABLE_COLLISION( OBJ_ROBOT, OBJ_ROBOT ); // ALERT: WARNING: HACK: MK = RESPONSIBLE! TESTING!!
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_HOSTAGE );
ENABLE_COLLISION( OBJ_PLAYER, OBJ_PLAYER );
ENABLE_COLLISION( OBJ_WEAPON, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_CAMERA, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_POWERUP, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_DEBRIS, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_ROBOT );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_HOSTAGE );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_PLAYER );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_FIREBALL, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_HOSTAGE );
ENABLE_COLLISION( OBJ_ROBOT, OBJ_PLAYER );
ENABLE_COLLISION( OBJ_ROBOT, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_ROBOT, OBJ_DEBRIS );
ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_PLAYER );
ENABLE_COLLISION( OBJ_HOSTAGE, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_HOSTAGE, OBJ_DEBRIS );
ENABLE_COLLISION( OBJ_PLAYER, OBJ_WEAPON );
DISABLE_COLLISION( OBJ_PLAYER, OBJ_CAMERA );
ENABLE_COLLISION( OBJ_PLAYER, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_PLAYER, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_WEAPON, OBJ_CAMERA );
DISABLE_COLLISION( OBJ_WEAPON, OBJ_POWERUP );
ENABLE_COLLISION( OBJ_WEAPON, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_CAMERA, OBJ_POWERUP );
DISABLE_COLLISION( OBJ_CAMERA, OBJ_DEBRIS );
DISABLE_COLLISION( OBJ_POWERUP, OBJ_DEBRIS );
ENABLE_COLLISION( OBJ_POWERUP, OBJ_WALL );
ENABLE_COLLISION( OBJ_WEAPON, OBJ_CNTRLCEN )
ENABLE_COLLISION( OBJ_WEAPON, OBJ_CLUTTER )
ENABLE_COLLISION( OBJ_PLAYER, OBJ_CNTRLCEN )
ENABLE_COLLISION( OBJ_ROBOT, OBJ_CNTRLCEN )
ENABLE_COLLISION( OBJ_PLAYER, OBJ_CLUTTER )
ENABLE_COLLISION( OBJ_PLAYER, OBJ_MARKER );
}
void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt )
{
switch( A->type ) {
case OBJ_NONE:
Error( "A object of type NONE hit a wall!\n");
break;
case OBJ_PLAYER: collide_player_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
case OBJ_WEAPON: collide_weapon_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
case OBJ_DEBRIS: collide_debris_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
case OBJ_FIREBALL: break; //collide_fireball_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_ROBOT: collide_robot_and_wall(A,hitspeed,hitseg,hitwall,hitpt); break;
case OBJ_HOSTAGE: break; //collide_hostage_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_CAMERA: break; //collide_camera_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_POWERUP: break; //collide_powerup_and_wall(A,hitspeed,hitseg,hitwall,hitpt);
case OBJ_GHOST: break; //do nothing
default:
Error( "Unhandled object type hit wall in collide.c\n" );
}
}