140 lines
4.9 KiB
C
140 lines
4.9 KiB
C
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/*
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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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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/collide.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:41:33 $
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*
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* .
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*
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* $Log: collide.h,v $
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* Revision 1.1.1.1 2006/03/17 19:41:33 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:14 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:28:59 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.23 1995/01/26 22:11:47 mike
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* Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
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*
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* Revision 1.22 1994/12/21 19:03:24 rob
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* Fixing score accounting for multiplayer robots
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*
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* Revision 1.21 1994/12/21 11:34:56 mike
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* make control center take badass damage.
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*
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* Revision 1.20 1994/10/29 16:53:16 allender
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* added check_effect_blowup for demo recording to record monitor explosions
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*
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* Revision 1.19 1994/10/09 13:46:48 mike
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* Make public collide_player_and_powerup.
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*
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* Revision 1.18 1994/10/05 14:54:29 rob
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* Added serial game support in control center sequence..
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*
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* Revision 1.17 1994/09/15 16:32:12 mike
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* Prototype collide_player_and_nasty_robot.
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*
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* Revision 1.16 1994/09/11 15:49:04 mike
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* Prototype for maybe_detonate_weapon.
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*
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* Revision 1.15 1994/09/09 14:20:07 matt
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* Added prototype for scrape function
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*
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* Revision 1.14 1994/09/02 14:00:44 matt
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* Simplified explode_object() & mutliple-stage explosions
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*
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* Revision 1.13 1994/08/18 10:47:35 john
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* Cleaned up game sequencing and player death stuff
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* in preparation for making the player explode into
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* pieces when dead.
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*
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* Revision 1.12 1994/08/17 16:50:08 john
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* Added damaging fireballs, missiles.
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*
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* Revision 1.11 1994/08/03 16:45:31 mike
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* Prototype a function.
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*
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* Revision 1.10 1994/08/03 15:17:41 mike
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* make matcen whack on you if it's ready to make a robot.
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*
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* Revision 1.9 1994/07/22 12:08:03 mike
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* Make robot hit vclip and sound weapon-based until robot dies, then robot-based.
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*
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* Revision 1.8 1994/07/09 17:36:31 mike
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* Prototype apply_damage_to_robot.
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*
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* Revision 1.7 1994/07/09 13:20:36 mike
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* Prototype apply_damage_to_player.
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*
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* Revision 1.6 1994/06/20 23:35:52 john
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* Bunch of stuff.
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*
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* Revision 1.5 1994/06/17 18:04:03 yuan
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* Added Immaterialization...
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* Fixed Invulnerability to allow being hit.
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*
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* Revision 1.4 1994/05/13 20:28:02 john
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* Version II of John's new object code.
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*
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* Revision 1.3 1994/05/13 12:20:35 john
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* Fixed some potential problems with code using global variables
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* that are set in fvi.
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*
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* Revision 1.2 1994/05/12 23:20:32 john
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* Moved all object collision handling into collide.c.
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*
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* Revision 1.1 1994/05/12 20:39:09 john
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* Initial revision
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*
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*
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*/
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#ifndef _COLLIDE_H
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#define _COLLIDE_H
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void collide_init();
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void collide_two_objects( object * A, object * B, vms_vector *collision_point );
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void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt );
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extern void apply_damage_to_player(object *player, object *killer, fix damage);
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// Returns 1 if robot died, else 0.
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extern int apply_damage_to_robot(object *robot, fix damage, int killer_objnum);
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extern int Immaterial;
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extern void collide_player_and_weapon( object * player, object * weapon, vms_vector *collision_point );
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extern void collide_player_and_materialization_center(object *objp);
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extern void collide_robot_and_materialization_center(object *objp);
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extern void scrape_object_on_wall(object *obj, short hitseg, short hitwall, vms_vector * hitpt );
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extern int maybe_detonate_weapon(object *obj0p, object *obj, vms_vector *pos);
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extern void collide_player_and_nasty_robot( object * player, object * robot, vms_vector *collision_point );
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extern void net_destroy_controlcen(object *controlcen);
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extern void collide_player_and_powerup( object * player, object * powerup, vms_vector *collision_point );
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extern int check_effect_blowup(segment *seg,int side,vms_vector *pnt);
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extern void apply_damage_to_controlcen(object *controlcen, fix damage, short who);
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extern void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage);
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#endif
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