/* * 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 * */ #ifndef _COLLIDE_H #define _COLLIDE_H #include "playsave.h" #ifdef __cplusplus void collide_two_objects(vobjptridx_t A, vobjptridx_t B, vms_vector *collision_point); void collide_object_with_wall(vobjptridx_t A, fix hitspeed, segnum_t hitseg, short hitwall, vms_vector * hitpt); void apply_damage_to_player(object *player, objptridx_t killer, fix damage, ubyte possibly_friendly); // Returns 1 if robot died, else 0. int apply_damage_to_robot(vobjptridx_t robot, fix damage, objnum_t killer_objnum); #define PERSISTENT_DEBRIS (PlayerCfg.PersistentDebris && !(Game_mode & GM_MULTI)) // no persistent debris in multi extern void collide_player_and_materialization_center(object *objp); void collide_robot_and_materialization_center(vobjptridx_t objp); void scrape_player_on_wall(vobjptridx_t obj, segnum_t hitseg, short hitwall, vms_vector * hitpt); int maybe_detonate_weapon(vobjptridx_t obj0p, object *obj, vms_vector *pos); void collide_player_and_nasty_robot(vobjptridx_t player, vobjptridx_t robot, vms_vector *collision_point); void net_destroy_controlcen(objptridx_t controlcen); void collide_player_and_powerup(object *player, vobjptridx_t powerup, vms_vector *collision_point); extern int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, int force_blowup_flag, int remote); void apply_damage_to_controlcen(vobjptridx_t controlcen, fix damage, objnum_t who); extern void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage); void drop_player_eggs(vobjptridx_t playerobj); #if defined(DXX_BUILD_DESCENT_II) void do_final_boss_frame(void); void do_final_boss_hacks(void); int check_volatile_wall(object *obj,segnum_t segnum,int sidenum,vms_vector *hitpt); extern int Final_boss_is_dead; #endif #endif #endif /* _COLLIDE_H */