dxx-rebirth/d2x-rebirth/main/collide.h

54 lines
2.3 KiB
C

/*
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 */