1640 lines
53 KiB
C
1640 lines
53 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Routines to handle collisions
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*
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*/
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#ifdef RCS
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static char rcsid[] = "$Id: collide.c,v 1.1.1.1 2006/03/17 19:41:32 zicodxx Exp $";
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#endif
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#include <string.h> // for memset
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#include <stdlib.h>
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#include <stdio.h>
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#include "rle.h"
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#include "inferno.h"
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#include "game.h"
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#include "gr.h"
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#include "stdlib.h"
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#include "bm.h"
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#include "3d.h"
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#include "segment.h"
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#include "texmap.h"
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#include "laser.h"
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#include "key.h"
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#include "gameseg.h"
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#include "object.h"
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#include "physics.h"
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#include "slew.h"
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#include "wall.h"
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#include "vclip.h"
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#include "polyobj.h"
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#include "fireball.h"
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#include "laser.h"
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#include "error.h"
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#include "ai.h"
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#include "hostage.h"
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#include "fuelcen.h"
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#include "sounds.h"
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#include "robot.h"
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#include "weapon.h"
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#include "player.h"
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#include "gauges.h"
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#include "powerup.h"
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#include "newmenu.h"
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#include "scores.h"
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#include "effects.h"
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#include "textures.h"
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#include "multi.h"
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#include "cntrlcen.h"
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#include "newdemo.h"
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#include "endlevel.h"
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#include "multibot.h"
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#include "piggy.h"
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#include "text.h"
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#include "maths.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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#include "collide.h"
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#ifdef SCRIPT
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#include "script.h"
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#endif
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int Ugly_robot_cheat = 0;
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int Ugly_robot_texture = 0;
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#define STANDARD_EXPL_DELAY (f1_0/4)
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int check_collision_delayfunc_exec()
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{
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static fix last_play_time=0;
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if (last_play_time + (F1_0/3) < GameTime || last_play_time > GameTime)
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{
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last_play_time = GameTime;
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last_play_time -= (d_rand()/2); // add some randomness
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return 1;
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}
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return 0;
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}
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// -------------------------------------------------------------------------------------------------------------
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// The only reason this routine is called (as of 10/12/94) is so Brain guys can open doors.
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void collide_robot_and_wall( object * robot, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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{
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if ((robot->id == ROBOT_BRAIN) || (robot->ctype.ai_info.behavior == AIB_RUN_FROM)) {
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int wall_num = Segments[hitseg].sides[hitwall].wall_num;
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if (wall_num != -1) {
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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)) {
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wall_open_door(&Segments[hitseg], hitwall);
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}
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}
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}
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return;
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}
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//##void collide_hostage_and_wall( object * hostage, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt) {
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//## return;
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//##}
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// -------------------------------------------------------------------------------------------------------------
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int apply_damage_to_clutter(object *clutter, fix damage)
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{
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if ( clutter->flags&OF_EXPLODING) return 0;
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if (clutter->shields < 0 ) return 0; //clutter already dead...
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clutter->shields -= damage;
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if (clutter->shields < 0) {
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explode_object(clutter,0);
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return 1;
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} else
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return 0;
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}
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//given the specified force, apply damage from that force to an object
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void apply_force_damage(object *obj,fix force,object *other_obj)
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{
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int result;
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fix damage;
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if (obj->flags & (OF_EXPLODING|OF_SHOULD_BE_DEAD))
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return; //already exploding or dead
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damage = fixdiv(force,obj->mtype.phys_info.mass) / 8;
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switch (obj->type) {
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case OBJ_ROBOT:
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if (Robot_info[obj->id].attack_type == 1) {
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if (other_obj->type == OBJ_WEAPON)
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result = apply_damage_to_robot(obj,damage/4, other_obj->ctype.laser_info.parent_num);
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else
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result = apply_damage_to_robot(obj,damage/4, other_obj-Objects);
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}
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else {
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if (other_obj->type == OBJ_WEAPON)
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result = apply_damage_to_robot(obj,damage/2, other_obj->ctype.laser_info.parent_num);
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else
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result = apply_damage_to_robot(obj,damage/2, other_obj-Objects);
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}
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if (result && (other_obj->ctype.laser_info.parent_signature == ConsoleObject->signature))
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add_points_to_score(Robot_info[obj->id].score_value);
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break;
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case OBJ_PLAYER:
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// If colliding with a claw type robot, do damage proportional to FrameTime because you can collide with those
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// bots every frame since they don't move.
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if ( (other_obj->type == OBJ_ROBOT) && (Robot_info[other_obj->id].attack_type) )
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damage = fixmul(damage, FrameTime*2);
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apply_damage_to_player(obj,other_obj,damage);
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break;
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case OBJ_CLUTTER:
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apply_damage_to_clutter(obj,damage);
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break;
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case OBJ_CNTRLCEN:
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apply_damage_to_controlcen(obj,damage, other_obj-Objects);
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break;
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case OBJ_WEAPON:
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break; //weapons don't take damage
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default:
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Int3();
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}
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}
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// -----------------------------------------------------------------------------
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void bump_this_object(object *objp, object *other_objp, vms_vector *force, int damage_flag)
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{
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fix force_mag;
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if (! (objp->mtype.phys_info.flags & PF_PERSISTENT)) {
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if (objp->type == OBJ_PLAYER) {
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vms_vector force2;
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force2.x = force->x/4;
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force2.y = force->y/4;
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force2.z = force->z/4;
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phys_apply_force(objp,&force2);
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if (damage_flag) {
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force_mag = vm_vec_mag_quick(&force2);
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apply_force_damage(objp, force_mag, other_objp);
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}
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} else if ((objp->type == OBJ_ROBOT) || (objp->type == OBJ_CLUTTER) || (objp->type == OBJ_CNTRLCEN)) {
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if (!Robot_info[objp->id].boss_flag) {
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vms_vector force2;
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force2.x = force->x/(4 + Difficulty_level);
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force2.y = force->y/(4 + Difficulty_level);
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force2.z = force->z/(4 + Difficulty_level);
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phys_apply_force(objp, force);
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phys_apply_rot(objp, &force2);
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if (damage_flag) {
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force_mag = vm_vec_mag_quick(force);
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apply_force_damage(objp, force_mag, other_objp);
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}
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}
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}
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}
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}
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// -----------------------------------------------------------------------------
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//deal with two objects bumping into each other. Apply force from collision
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//to each robot. The flags tells whether the objects should take damage from
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//the collision.
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void bump_two_objects(object *obj0,object *obj1,int damage_flag)
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{
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vms_vector force;
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object *t=NULL;
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vm_vec_zero(&force);
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if (obj0->movement_type != MT_PHYSICS)
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t=obj1;
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else if (obj1->movement_type != MT_PHYSICS)
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t=obj0;
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if (t) {
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Assert(t->movement_type == MT_PHYSICS);
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vm_vec_copy_scale(&force,&t->mtype.phys_info.velocity,-t->mtype.phys_info.mass);
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phys_apply_force(t,&force);
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return;
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}
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vm_vec_sub(&force,&obj0->mtype.phys_info.velocity,&obj1->mtype.phys_info.velocity);
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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));
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bump_this_object(obj1, obj0, &force, damage_flag);
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vm_vec_negate(&force);
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bump_this_object(obj0, obj1, &force, damage_flag);
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}
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void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage)
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{
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vms_vector hit_vec;
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hit_vec = *hit_dir;
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vm_vec_scale(&hit_vec, damage);
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phys_apply_force(obj0,&hit_vec);
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}
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#define DAMAGE_SCALE 128 // Was 32 before 8:55 am on Thursday, September 15, changed by MK, walls were hurting me more than robots!
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#define DAMAGE_THRESHOLD (F1_0/3)
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#define WALL_LOUDNESS_SCALE (20)
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void collide_player_and_wall( object * player, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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{
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fix damage;
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if (player->id != Player_num) // Execute only for local player
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return;
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// If this wall does damage, don't make *BONK* sound, we'll be making another sound.
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if (TmapInfo[Segments[hitseg].sides[hitwall].tmap_num].damage > 0)
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return;
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wall_hit_process( &Segments[hitseg], hitwall, 20, player->id, player );
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// ** Damage from hitting wall **
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// If the player has less than 10% shields, don't take damage from bump
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damage = hitspeed / DAMAGE_SCALE;
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if (damage >= DAMAGE_THRESHOLD) {
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int volume;
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volume = (hitspeed-(DAMAGE_SCALE*DAMAGE_THRESHOLD)) / WALL_LOUDNESS_SCALE ;
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create_awareness_event(player, PA_WEAPON_WALL_COLLISION);
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if ( volume > F1_0 )
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volume = F1_0;
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if (volume > 0 ) {
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digi_link_sound_to_pos( SOUND_PLAYER_HIT_WALL, hitseg, 0, hitpt, 0, volume );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_play_sound(SOUND_PLAYER_HIT_WALL, volume);
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#endif
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}
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if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
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if ( Players[Player_num].shields > f1_0*10 )
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apply_damage_to_player( player, player, damage );
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}
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return;
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}
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fix Last_volatile_scrape_sound_time = 0;
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void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
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void collide_debris_and_wall( object * debris, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt);
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//this gets called when an object is scraping along the wall
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void scrape_object_on_wall(object *obj, short hitseg, short hitside, vms_vector * hitpt )
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{
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switch (obj->type) {
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case OBJ_PLAYER:
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if (obj->id==Player_num) {
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fix d;
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if ((d=TmapInfo[Segments[hitseg].sides[hitside].tmap_num].damage) > 0) {
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vms_vector hit_dir, rand_vec;
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fix damage = fixmul(d,FrameTime);
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if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
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apply_damage_to_player( obj, obj, damage );
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PALETTE_FLASH_ADD(f2i(damage*4), 0, 0); //flash red
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if ((GameTime > Last_volatile_scrape_sound_time + F1_0/4) || (GameTime < Last_volatile_scrape_sound_time)) {
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Last_volatile_scrape_sound_time = GameTime;
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digi_link_sound_to_pos( SOUND_VOLATILE_WALL_HISS,hitseg, 0, hitpt, 0, F1_0 );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_play_sound(SOUND_VOLATILE_WALL_HISS, F1_0);
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#endif
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}
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#ifdef COMPACT_SEGS
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get_side_normal(&Segments[hitseg], hitside, 0, &hit_dir );
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#else
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hit_dir = Segments[hitseg].sides[hitside].normals[0];
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#endif
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make_random_vector(&rand_vec);
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vm_vec_scale_add2(&hit_dir, &rand_vec, F1_0/8);
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vm_vec_normalize_quick(&hit_dir);
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bump_one_object(obj, &hit_dir, F1_0*8);
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obj->mtype.phys_info.rotvel.x = (d_rand() - 16384)/2;
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obj->mtype.phys_info.rotvel.z = (d_rand() - 16384)/2;
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} else {
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//what scrape sound
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//PLAY_SOUND( SOUND_PLAYER_SCRAPE_WALL );
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}
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}
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break;
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//these two kinds of objects below shouldn't really slide, so
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//if this scrape routine gets called (which it might if the
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//object (such as a fusion blob) was created already poking
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//through the wall) call the collide routine.
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case OBJ_WEAPON:
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collide_weapon_and_wall(obj,0,hitseg,hitside,hitpt);
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break;
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case OBJ_DEBRIS:
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collide_debris_and_wall(obj,0,hitseg,hitside,hitpt);
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break;
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}
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}
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//if an effect is hit, and it can blow up, then blow it up
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//returns true if it blew up
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int check_effect_blowup(segment *seg,int side,vms_vector *pnt)
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{
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int tm,ec,db;
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if ((tm=seg->sides[side].tmap_num2) != 0)
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if ((ec=TmapInfo[tm&0x3fff].eclip_num)!=-1)
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if ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT)) {
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fix u,v;
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grs_bitmap *bm = &GameBitmaps[Textures[tm&0x3fff].index];
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int x,y,t;
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PIGGY_PAGE_IN(Textures[tm&0x3fff]);
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//this can be blown up...did we hit it?
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find_hitpoint_uv(&u,&v,pnt,seg,side,0); //evil: always say face zero
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x = ((unsigned) f2i(u*bm->bm_w)) % bm->bm_w;
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y = ((unsigned) f2i(v*bm->bm_h)) % bm->bm_h;
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switch (tm&0xc000) { //adjust for orientation of paste-on
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case 0x0000: break;
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case 0x4000: t=y; y=x; x=bm->bm_w-t-1; break;
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case 0x8000: y=bm->bm_h-y-1; x=bm->bm_w-x-1; break;
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case 0xc000: t=x; x=y; y=bm->bm_h-t-1; break;
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}
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if (bm->bm_flags & BM_FLAG_RLE)
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bm = rle_expand_texture(bm);
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if (gr_gpixel (bm, x, y) != 255) { //not trans, thus on effect
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int vc,sound_num;
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_effect_blowup( seg-Segments, side, pnt);
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vc = Effects[ec].dest_vclip;
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object_create_explosion( seg-Segments, pnt, Effects[ec].dest_size, vc );
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if ((sound_num = Vclip[vc].sound_num) != -1)
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digi_link_sound_to_pos( sound_num, seg-Segments, 0, pnt, 0, F1_0 );
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if ((sound_num=Effects[ec].sound_num)!=-1) //kill sound
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digi_kill_sound_linked_to_segment(seg-Segments,side,sound_num);
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if (Effects[ec].dest_eclip!=-1 && Effects[Effects[ec].dest_eclip].segnum==-1) {
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int bm_num;
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eclip *new_ec;
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new_ec = &Effects[Effects[ec].dest_eclip];
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bm_num = new_ec->changing_wall_texture;
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new_ec->time_left = new_ec->vc.frame_time;
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new_ec->frame_count = 0;
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new_ec->segnum = seg-Segments;
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new_ec->sidenum = side;
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new_ec->flags |= EF_ONE_SHOT;
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new_ec->dest_bm_num = Effects[ec].dest_bm_num;
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Assert(bm_num!=0 && seg->sides[side].tmap_num2!=0);
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seg->sides[side].tmap_num2 = bm_num | (tm&0xc000); //replace with destoyed
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}
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else {
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Assert(db!=0 && seg->sides[side].tmap_num2!=0);
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seg->sides[side].tmap_num2 = db | (tm&0xc000); //replace with destoyed
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}
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return 1; //blew up!
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}
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}
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return 0; //didn't blow up
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}
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//these gets added to the weapon's values when the weapon hits a volitle wall
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#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)
|
|
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_message(MSGC_MINE_FEEDBACK, "%s %d:%02d.", TXT_CNTRLCEN_INVUL, mins, secs);
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
if (Objects[who].id == Player_num) {
|
|
Control_center_been_hit = 1;
|
|
ai_do_cloak_stuff();
|
|
}
|
|
|
|
if ( controlcen->shields >= 0 )
|
|
controlcen->shields -= damage;
|
|
|
|
if ( (controlcen->shields < 0) && !(controlcen->flags&(OF_EXPLODING|OF_DESTROYED)) ) {
|
|
do_controlcen_destroyed_stuff(controlcen);
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI) {
|
|
if (who == Players[Player_num].objnum)
|
|
add_points_to_score(CONTROL_CEN_SCORE);
|
|
multi_send_destroy_controlcen((ushort)(controlcen-Objects), Objects[who].id );
|
|
}
|
|
#endif
|
|
|
|
if (!(Game_mode & GM_MULTI))
|
|
add_points_to_score(CONTROL_CEN_SCORE);
|
|
|
|
digi_link_sound_to_pos( SOUND_CONTROL_CENTER_DESTROYED, controlcen->segnum, 0, &controlcen->pos, 0, F1_0 );
|
|
|
|
explode_object(controlcen,0);
|
|
}
|
|
}
|
|
|
|
void collide_player_and_controlcen( object * controlcen, object * player, vms_vector *collision_point )
|
|
{
|
|
if (player->id == Player_num) {
|
|
Control_center_been_hit = 1;
|
|
ai_do_cloak_stuff(); // In case player cloaked, make control center know where he is.
|
|
}
|
|
|
|
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;
|
|
|
|
if (Objects[weapon->ctype.laser_info.parent_num].id == Player_num)
|
|
Control_center_been_hit = 1;
|
|
|
|
if ( Weapon_info[weapon->id].damage_radius )
|
|
explode_badass_weapon(weapon);
|
|
else
|
|
object_create_explosion( controlcen->segnum, collision_point, ((controlcen->size/3)*3)/4, VCLIP_SMALL_EXPLOSION );
|
|
|
|
digi_link_sound_to_pos( SOUND_CONTROL_CENTER_HIT, controlcen->segnum, 0, collision_point, 0, F1_0 );
|
|
|
|
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
|
|
|
|
apply_damage_to_controlcen(controlcen, damage, weapon->ctype.laser_info.parent_num);
|
|
|
|
maybe_kill_weapon(weapon,controlcen);
|
|
} else { // If robot weapon hits control center, blow it up, make it go away, but do no damage to control center.
|
|
object_create_explosion( controlcen->segnum, collision_point, ((controlcen->size/3)*3)/4, VCLIP_SMALL_EXPLOSION );
|
|
maybe_kill_weapon(weapon,controlcen);
|
|
}
|
|
|
|
}
|
|
|
|
void collide_weapon_and_clutter( object * weapon, object *clutter, vms_vector *collision_point ) {
|
|
short exp_vclip = VCLIP_SMALL_EXPLOSION;
|
|
|
|
if ( clutter->shields >= 0 )
|
|
clutter->shields -= weapon->shields;
|
|
|
|
digi_link_sound_to_pos( SOUND_LASER_HIT_CLUTTER, weapon->segnum, 0, collision_point, 0, F1_0 );
|
|
|
|
object_create_explosion( clutter->segnum, collision_point, ((clutter->size/3)*3)/4, exp_vclip );
|
|
|
|
if ( (clutter->shields < 0) && !(clutter->flags&(OF_EXPLODING|OF_DESTROYED)))
|
|
explode_object(clutter,STANDARD_EXPL_DELAY);
|
|
|
|
maybe_kill_weapon(weapon,clutter);
|
|
}
|
|
|
|
//--mk, 121094 -- extern void spin_robot(object *robot, vms_vector *collision_point);
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// Return 1 if robot died, else return 0
|
|
int apply_damage_to_robot(object *robot, fix damage, int killer_objnum)
|
|
{
|
|
if ( robot->flags&OF_EXPLODING) return 0;
|
|
|
|
if (robot->shields < 0 ) return 0; //robot already dead...
|
|
|
|
// if (robot->control_type == CT_REMOTE)
|
|
// return 0; // Can't damange a robot controlled by another player
|
|
|
|
if (Robot_info[robot->id].boss_flag)
|
|
Boss_been_hit = 1;
|
|
|
|
robot->shields -= damage;
|
|
|
|
if (robot->shields < 0) {
|
|
|
|
#ifdef SCRIPT
|
|
script_notify(NT_ROBOT_DIED, robot - Objects);
|
|
#endif
|
|
|
|
#ifndef SHAREWARE
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI) {
|
|
if (multi_explode_robot_sub(robot-Objects, killer_objnum))
|
|
{
|
|
multi_send_robot_explode(robot-Objects, killer_objnum);
|
|
return 1;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
Players[Player_num].num_kills_level++;
|
|
Players[Player_num].num_kills_total++;
|
|
|
|
if (Robot_info[robot->id].boss_flag) {
|
|
start_boss_death_sequence(robot); //do_controlcen_destroyed_stuff(NULL);
|
|
} else
|
|
explode_object(robot,STANDARD_EXPL_DELAY);
|
|
return 1;
|
|
} else
|
|
return 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
void collide_robot_and_weapon( object * robot, object * weapon, vms_vector *collision_point )
|
|
{
|
|
|
|
if (Robot_info[robot->id].boss_flag)
|
|
Boss_hit_this_frame = 1;
|
|
|
|
if ( Ugly_robot_cheat == 0xBADa55 ) {
|
|
robot->rtype.pobj_info.tmap_override = Ugly_robot_texture % NumTextures;
|
|
}
|
|
|
|
// If a persistent weapon hit robot most recently, quick abort, else we cream the same robot many times,
|
|
// depending on frame rate.
|
|
if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
|
|
if (weapon->ctype.laser_info.last_hitobj == robot-Objects)
|
|
return;
|
|
else
|
|
weapon->ctype.laser_info.last_hitobj = robot-Objects;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// drop powerups in pow_count around object obj.
|
|
// special behavior:
|
|
// - POW_MISSILE_1 and POW_HOMING_AMMO_1 are split into
|
|
// POW_MISSILE_1/4 and POW_HOMING_AMMO_1/4 respectivily.
|
|
// - for single player:
|
|
// when dropping POW_VULCAN_WEAPON it gets all ammo (POW_VULCAN_AMMO),
|
|
// and no vulcan ammo is dropped.
|
|
// for multi player:
|
|
// when dropping POW_VULCAN_WEAPON it gets VULCAN_WEAPON_AMMO_AMOUNT
|
|
// ammo, and that's subtracted from the to be dropped ammo packages.
|
|
// - when dropping vulcan ammo w/o cannon, ammo is limited to 200 max
|
|
void drop_pow_count(object *obj, int *pow_count)
|
|
{
|
|
int i, j;
|
|
int count;
|
|
int objnum;
|
|
int powerup_in_level[MAX_POWERUP_TYPES];
|
|
|
|
pow_count_level(powerup_in_level);
|
|
|
|
for (j = 0; j < NUM_PLAYER_DROP_POWERUPS; j++)
|
|
{
|
|
count = pow_count[(i = player_drop_powerups[j])];
|
|
|
|
// limit powerups in D1X network games
|
|
#ifdef USE_IPX
|
|
if ((Game_mode & GM_NETWORK) &&
|
|
(Netgame.protocol.ipx.protocol_version == MULTI_PROTO_D1X_VER))
|
|
{
|
|
if (multi_allow_powerup_mask[i])
|
|
{ // only check 'important' powerups (no shield,energy,conc)
|
|
int pow_max = max(powerup_start_level[i] - powerup_in_level[i], 0);
|
|
|
|
//-killed- #ifdef NETWORK
|
|
while (count > pow_max)
|
|
{
|
|
// create dummy Net_create_objnums entries to keep objnums in sync
|
|
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
|
|
{
|
|
return;
|
|
}
|
|
Net_create_objnums[Net_create_loc++] = -1;
|
|
count--;
|
|
}
|
|
//-killed- #else
|
|
//-killed- if (count > pow_max) count = pow_max;
|
|
//-killed- #endif
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (count > 0)
|
|
switch (i)
|
|
{
|
|
case POW_MISSILE_1:
|
|
case POW_HOMING_AMMO_1:
|
|
call_object_create_egg(obj, count / 4, OBJ_POWERUP, i + 1);
|
|
call_object_create_egg(obj, count % 4, OBJ_POWERUP, i);
|
|
break;
|
|
case POW_VULCAN_WEAPON:
|
|
if ((objnum = call_object_create_egg(obj, count, OBJ_POWERUP, POW_VULCAN_WEAPON)) != -1)
|
|
{
|
|
//added/changed on 9/5/98 by adb (from Matthew Mueller) to drop ammo in multi even with cannon
|
|
if (Game_mode & GM_MULTI) {
|
|
Objects[objnum].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
|
|
} else
|
|
Objects[objnum].ctype.powerup_info.count = pow_count[POW_VULCAN_AMMO];
|
|
//end change - adb (from Matthew Mueller)
|
|
}
|
|
break;
|
|
case POW_VULCAN_AMMO:
|
|
//changed by adb on 980905 to drop ammo in multi even with cannon
|
|
if (pow_count[POW_VULCAN_WEAPON])
|
|
count -= VULCAN_WEAPON_AMMO_AMOUNT;
|
|
if (count > 0 && (pow_count[POW_VULCAN_WEAPON] == 0 || (Game_mode & GM_MULTI))) {
|
|
if (count > 200) {
|
|
count = 200;
|
|
}
|
|
call_object_create_egg(obj, (count + VULCAN_AMMO_AMOUNT - 1) / VULCAN_AMMO_AMOUNT, OBJ_POWERUP, POW_VULCAN_AMMO);
|
|
}
|
|
//end changes by adb
|
|
break;
|
|
default:
|
|
call_object_create_egg(obj, count, OBJ_POWERUP, i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void drop_player_eggs(object *player)
|
|
{
|
|
if ((player->type == OBJ_PLAYER) || (player->type == OBJ_GHOST)) {
|
|
int pnum = player->id;
|
|
int pow_count[MAX_POWERUP_TYPES];
|
|
|
|
// Seed the random number generator so in net play the eggs will always
|
|
// drop the same way
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
Net_create_loc = 0;
|
|
d_srand(5483L);
|
|
}
|
|
#endif
|
|
|
|
player_to_pow_count(&Players[pnum], pow_count);
|
|
clip_player_pow_count(pow_count);
|
|
drop_pow_count(player, pow_count);
|
|
}
|
|
}
|
|
|
|
void apply_damage_to_player(object *player, object *killer, fix damage)
|
|
{
|
|
if (Player_is_dead)
|
|
return;
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE)
|
|
return;
|
|
|
|
if (Endlevel_sequence)
|
|
return;
|
|
|
|
//for the player, the 'real' shields are maintained in the Players[]
|
|
//array. The shields value in the player's object are, I think, not
|
|
//used anywhere. This routine, however, sets the objects shields to
|
|
//be a mirror of the value in the Player structure.
|
|
|
|
if (player->id == Player_num) { //is this the local player?
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
|
|
|
|
//invincible, so just do blue flash
|
|
|
|
PALETTE_FLASH_ADD(0,0,f2i(damage)*4); //flash blue
|
|
|
|
}
|
|
else { //take damage, do red flash
|
|
|
|
Players[Player_num].shields -= damage;
|
|
|
|
PALETTE_FLASH_ADD(f2i(damage)*4,-f2i(damage/2),-f2i(damage/2)); //flash red
|
|
|
|
}
|
|
|
|
if (Players[Player_num].shields < 0) {
|
|
|
|
Players[Player_num].killer_objnum = killer-Objects;
|
|
|
|
// if ( killer && (killer->type == OBJ_PLAYER))
|
|
// Players[Player_num].killer_objnum = killer-Objects;
|
|
|
|
player->flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
player->shields = Players[Player_num].shields; //mirror
|
|
|
|
}
|
|
}
|
|
|
|
void collide_player_and_weapon( object * player, object * weapon, vms_vector *collision_point )
|
|
{
|
|
fix damage = weapon->shields;
|
|
object * killer=NULL;
|
|
|
|
damage = fixmul(damage, weapon->ctype.laser_info.multiplier);
|
|
|
|
if (weapon->mtype.phys_info.flags & PF_PERSISTENT) {
|
|
if (weapon->ctype.laser_info.last_hitobj == player-Objects)
|
|
return;
|
|
else
|
|
weapon->ctype.laser_info.last_hitobj = player-Objects;
|
|
}
|
|
|
|
if (player->id == Player_num)
|
|
{
|
|
if (!(Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE))
|
|
{
|
|
digi_link_sound_to_pos( SOUND_PLAYER_GOT_HIT, player->segnum, 0, collision_point, 0, F1_0 );
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_play_sound(SOUND_PLAYER_GOT_HIT, F1_0);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
digi_link_sound_to_pos( SOUND_WEAPON_HIT_DOOR, player->segnum, 0, collision_point, 0, F1_0);
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_play_sound(SOUND_WEAPON_HIT_DOOR, F1_0);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
object_create_explosion( player->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
|
|
if ( Weapon_info[weapon->id].damage_radius )
|
|
explode_badass_weapon(weapon);
|
|
|
|
maybe_kill_weapon(weapon,player);
|
|
|
|
bump_two_objects(player, weapon, 0); //no damage from bump
|
|
|
|
if ( !Weapon_info[weapon->id].damage_radius ) {
|
|
if ( weapon->ctype.laser_info.parent_num > -1 )
|
|
killer = &Objects[weapon->ctype.laser_info.parent_num];
|
|
|
|
// if (weapon->id == SMART_HOMING_ID)
|
|
// damage /= 4;
|
|
|
|
if (!(weapon->flags & OF_HARMLESS))
|
|
apply_damage_to_player( player, killer, damage);
|
|
}
|
|
|
|
// Robots become aware of you if you get hit.
|
|
ai_do_cloak_stuff();
|
|
|
|
return;
|
|
}
|
|
|
|
// Nasty robots are the ones that attack you by running into you and doing lots of damage.
|
|
void collide_player_and_nasty_robot( object * player, object * robot, vms_vector *collision_point )
|
|
{
|
|
digi_link_sound_to_pos( Robot_info[robot->id].claw_sound, player->segnum, 0, collision_point, 0, F1_0 );
|
|
|
|
object_create_explosion( player->segnum, collision_point, i2f(10)/2, VCLIP_PLAYER_HIT );
|
|
|
|
bump_two_objects(player, robot, 0); //no damage from bump
|
|
|
|
apply_damage_to_player( player, robot, F1_0*(Difficulty_level+1));
|
|
|
|
return;
|
|
}
|
|
|
|
void collide_player_and_materialization_center(object *objp)
|
|
{
|
|
int side;
|
|
vms_vector exit_dir;
|
|
segment *segp = &Segments[objp->segnum];
|
|
|
|
digi_link_sound_to_pos(SOUND_PLAYER_GOT_HIT, objp->segnum, 0, &objp->pos, 0, F1_0);
|
|
// digi_play_sample( SOUND_PLAYER_GOT_HIT, F1_0 );
|
|
|
|
object_create_explosion( objp->segnum, &objp->pos, i2f(10)/2, VCLIP_PLAYER_HIT );
|
|
|
|
if (objp->id != Player_num)
|
|
return;
|
|
|
|
for (side=0; 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);
|
|
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" );
|
|
}
|
|
}
|