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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Header for collide.c |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #pragma once |
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| 27 | |||
| 28 | #include "maths.h" |
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| 29 | |||
| 30 | #ifdef __cplusplus |
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| 31 | #include <cstdint> |
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| 32 | #include "fwd-object.h" |
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| 33 | #include "fwd-segment.h" |
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| 34 | #include "fwd-vclip.h" |
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| 35 | #include "fwd-vecmat.h" |
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| 36 | #include "fwd-window.h" |
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| 37 | |||
| 38 | #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) |
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| 39 | void collide_two_objects(vmobjptridx_t A, vmobjptridx_t B, vms_vector &collision_point); |
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| 40 | namespace dsx { |
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| 41 | window_event_result collide_object_with_wall( |
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| 42 | #if defined(DXX_BUILD_DESCENT_II) |
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| 43 | const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, |
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| 44 | #endif |
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| 45 | vmobjptridx_t A, fix hitspeed, vmsegptridx_t hitseg, short hitwall, const vms_vector &hitpt); |
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| 46 | void apply_damage_to_player(object &player, icobjptridx_t killer, fix damage, uint8_t possibly_friendly); |
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| 47 | } |
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| 48 | |||
| 49 | // Returns 1 if robot died, else 0. |
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| 50 | #ifdef dsx |
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| 51 | namespace dsx { |
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| 52 | int apply_damage_to_robot(vmobjptridx_t robot, fix damage, objnum_t killer_objnum); |
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| 53 | |||
| 54 | } |
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| 55 | #endif |
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| 56 | #define PERSISTENT_DEBRIS (PlayerCfg.PersistentDebris && !(Game_mode & GM_MULTI)) // no persistent debris in multi |
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| 57 | |||
| 58 | #ifdef dsx |
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| 59 | namespace dsx { |
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| 60 | void collide_player_and_materialization_center(vmobjptridx_t objp); |
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| 61 | } |
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| 62 | #endif |
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| 63 | void collide_robot_and_materialization_center(vmobjptridx_t objp); |
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| 64 | |||
| 65 | #ifdef dsx |
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| 66 | namespace dsx { |
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| 67 | bool scrape_player_on_wall(vmobjptridx_t obj, vmsegptridx_t hitseg, unsigned hitwall, const vms_vector &hitpt); |
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| 68 | int maybe_detonate_weapon(vmobjptridx_t obj0p, object &obj, const vms_vector &pos); |
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| 69 | |||
| 70 | } |
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| 71 | #endif |
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| 72 | void collide_player_and_nasty_robot(vmobjptridx_t player, vmobjptridx_t robot, const vms_vector &collision_point); |
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| 73 | |||
| 74 | void net_destroy_controlcen(imobjptridx_t controlcen); |
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| 75 | void collide_live_local_player_and_powerup(vmobjptridx_t powerup); |
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| 76 | #if defined(DXX_BUILD_DESCENT_I) |
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| 77 | #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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| 78 | #endif |
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| 79 | #ifdef dsx |
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| 80 | namespace dsx { |
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| 81 | int check_effect_blowup(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_vclip_array &Vclip, vmsegptridx_t seg, unsigned side, const vms_vector &pnt, const laser_parent &blower, int force_blowup_flag, int remote); |
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| 82 | } |
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| 83 | #endif |
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| 84 | void apply_damage_to_controlcen(vmobjptridx_t controlcen, fix damage, const object &who); |
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| 85 | void bump_one_object(object_base &obj0, const vms_vector &hit_dir, fix damage); |
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| 86 | #ifdef dsx |
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| 87 | namespace dsx { |
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| 88 | void drop_player_eggs(vmobjptridx_t playerobj); |
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| 89 | enum class volatile_wall_result : int8_t |
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| 90 | { |
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| 91 | none = -1, |
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| 92 | lava, |
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| 93 | #if defined(DXX_BUILD_DESCENT_II) |
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| 94 | water, |
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| 95 | #endif |
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| 96 | }; |
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| 97 | #if defined(DXX_BUILD_DESCENT_II) |
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| 98 | window_event_result do_final_boss_frame(void); |
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| 99 | void do_final_boss_hacks(void); |
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| 100 | volatile_wall_result check_volatile_wall(vmobjptridx_t obj, const unique_side &seg); |
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| 101 | #endif |
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| 102 | } |
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| 103 | #endif |
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| 104 | #endif |
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| 105 | |||
| 106 | #endif |