/* 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. */ /* * * Header for collide.c * */ #ifndef _COLLIDE_H #define _COLLIDE_H #include "playsave.h" void collide_init(); void collide_two_objects(object * A, object * B, vms_vector *collision_point); void collide_object_with_wall(object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt); extern void apply_damage_to_player(object *player, object *killer, fix damage, ubyte possibly_friendly); // Returns 1 if robot died, else 0. extern int apply_damage_to_robot(object *robot, fix damage, int killer_objnum); extern int Immaterial; #define PERSISTENT_DEBRIS (PlayerCfg.PersistentDebris && !(Game_mode & GM_MULTI)) // no persistent debris in multi extern void collide_player_and_weapon(object * player, object * weapon, vms_vector *collision_point); extern void collide_player_and_materialization_center(object *objp); extern void collide_robot_and_materialization_center(object *objp); extern void scrape_player_on_wall(object *obj, short hitseg, short hitwall, vms_vector * hitpt); extern int maybe_detonate_weapon(object *obj0p, object *obj, vms_vector *pos); extern void collide_player_and_nasty_robot(object * player, object * robot, vms_vector *collision_point); extern void net_destroy_controlcen(object *controlcen); extern void collide_player_and_powerup(object * player, object * powerup, vms_vector *collision_point); extern int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag); extern void apply_damage_to_controlcen(object *controlcen, fix damage, short who); extern void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage); #endif /* _COLLIDE_H */