/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 * */ #pragma once #include "maths.h" #include #include "fwd-object.h" #include "fwd-segment.h" #include "fwd-vclip.h" #include "fwd-vecmat.h" #include "fwd-window.h" #include "robot.h" #ifdef dsx namespace dcx { enum class apply_damage_player : uint8_t { always, check_for_friendly, }; } namespace dsx { void collide_two_objects(const d_robot_info_array &Robot_info, vmobjptridx_t A, vmobjptridx_t B, vms_vector &collision_point); window_event_result collide_object_with_wall( #if defined(DXX_BUILD_DESCENT_II) const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, #endif const d_robot_info_array &Robot_info, vmobjptridx_t A, fix hitspeed, vmsegptridx_t hitseg, sidenum_t hitwall, const vms_vector &hitpt); void apply_damage_to_player(object &player, icobjptridx_t killer, fix damage, apply_damage_player possibly_friendly); // Returns 1 if robot died, else 0. int apply_damage_to_robot(const d_robot_info_array &Robot_info, vmobjptridx_t robot, fix damage, objnum_t killer_objnum); #define PERSISTENT_DEBRIS (PlayerCfg.PersistentDebris && !(Game_mode & GM_MULTI)) // no persistent debris in multi void collide_player_and_materialization_center(vmobjptridx_t objp); void collide_robot_and_materialization_center(const d_robot_info_array &Robot_info, vmobjptridx_t objp); bool scrape_player_on_wall(vmobjptridx_t obj, vmsegptridx_t hitseg, sidenum_t hitwall, const vms_vector &hitpt); void collide_player_and_nasty_robot(const d_robot_info_array &Robot_info, vmobjptridx_t player, vmobjptridx_t robot, const vms_vector &collision_point); } namespace dcx { void bump_one_object(object_base &obj0, const vms_vector &hit_dir, fix damage); } #if defined(DXX_BUILD_DESCENT_I) #define check_effect_blowup(DestructibleLightsState,Vclip,seg,side,pnt,blower,force_blowup_flag,remote) check_effect_blowup(Vclip,seg,side,pnt) #endif namespace dsx { void collide_live_local_player_and_powerup(vmobjptridx_t powerup); void net_destroy_controlcen_object(const d_robot_info_array &Robot_info, imobjptridx_t controlcen); int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, vmsegptridx_t seg, sidenum_t side, const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote); void apply_damage_to_controlcen(const d_robot_info_array &Robot_info, vmobjptridx_t controlcen, fix damage, const object &who); void drop_player_eggs(vmobjptridx_t playerobj); enum class volatile_wall_result : int8_t { none = -1, lava, #if defined(DXX_BUILD_DESCENT_II) water, #endif }; #if defined(DXX_BUILD_DESCENT_II) window_event_result do_final_boss_frame(void); void do_final_boss_hacks(void); volatile_wall_result check_volatile_wall(vmobjptridx_t obj, const unique_side &seg); #endif } #endif