d9d2bac092
Also, remove a redundant invulnerability check in one caller. apply_damage_to_player already tests for invulnerability and returns if appropriate.
95 lines
3.8 KiB
C++
95 lines
3.8 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Header for collide.c
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*
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*/
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#pragma once
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#include "maths.h"
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#include <cstdint>
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#include "fwd-object.h"
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#include "fwd-segment.h"
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#include "fwd-vclip.h"
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#include "fwd-vecmat.h"
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#include "fwd-window.h"
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#include "robot.h"
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#ifdef dsx
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namespace dcx {
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enum class apply_damage_player : uint8_t
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{
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always,
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check_for_friendly,
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};
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}
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namespace dsx {
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void collide_two_objects(const d_robot_info_array &Robot_info, vmobjptridx_t A, vmobjptridx_t B, vms_vector &collision_point);
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window_event_result collide_object_with_wall(
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#if defined(DXX_BUILD_DESCENT_II)
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const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState,
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#endif
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const d_robot_info_array &Robot_info, vmobjptridx_t A, fix hitspeed, vmsegptridx_t hitseg, sidenum_t hitwall, const vms_vector &hitpt);
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void apply_damage_to_player(object &player, icobjptridx_t killer, fix damage, apply_damage_player possibly_friendly);
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// Returns 1 if robot died, else 0.
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int apply_damage_to_robot(const d_robot_info_array &Robot_info, vmobjptridx_t robot, fix damage, objnum_t killer_objnum);
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#define PERSISTENT_DEBRIS (PlayerCfg.PersistentDebris && !(Game_mode & GM_MULTI)) // no persistent debris in multi
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void collide_player_and_materialization_center(vmobjptridx_t objp);
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void collide_robot_and_materialization_center(const d_robot_info_array &Robot_info, vmobjptridx_t objp);
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bool scrape_player_on_wall(vmobjptridx_t obj, vmsegptridx_t hitseg, sidenum_t hitwall, const vms_vector &hitpt);
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void collide_player_and_nasty_robot(const d_robot_info_array &Robot_info, vmobjptridx_t player, vmobjptridx_t robot, const vms_vector &collision_point);
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}
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namespace dcx {
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void bump_one_object(object_base &obj0, const vms_vector &hit_dir, fix damage);
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}
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#if defined(DXX_BUILD_DESCENT_I)
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#define check_effect_blowup(DestructibleLightsState,Vclip,seg,side,pnt,blower,force_blowup_flag,remote) check_effect_blowup(Vclip,seg,side,pnt)
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#endif
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namespace dsx {
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void collide_live_local_player_and_powerup(vmobjptridx_t powerup);
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void net_destroy_controlcen_object(const d_robot_info_array &Robot_info, imobjptridx_t controlcen);
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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);
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void apply_damage_to_controlcen(const d_robot_info_array &Robot_info, vmobjptridx_t controlcen, fix damage, const object &who);
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void drop_player_eggs(vmobjptridx_t playerobj);
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enum class volatile_wall_result : int8_t
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{
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none = -1,
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lava,
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#if defined(DXX_BUILD_DESCENT_II)
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water,
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#endif
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};
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#if defined(DXX_BUILD_DESCENT_II)
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window_event_result do_final_boss_frame(void);
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void do_final_boss_hacks(void);
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volatile_wall_result check_volatile_wall(vmobjptridx_t obj, const unique_side &seg);
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#endif
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}
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#endif
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