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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _SHIPHIT_H
#define _SHIPHIT_H
struct vec3d;
struct ship;
struct ship_subsys;
struct object;
#define NO_SPARKS 0
#define CREATE_SPARKS 1
#define MISS_SHIELDS -1
// ===================== NOTE!! =========================
// To apply damage to a ship, call either ship_apply_local_damage or ship_apply_global_damage.
// These replace the old calls to ship_hit and ship_do_damage...
// These functions do nothing to the ship's physics; that is the responsibility
// of whoever is calling these functions. These functions are strictly
// for damaging ship's hulls, shields, and subsystems. Nothing more.
// function to destroy a subsystem. Called internally and from multiplayer messaging code
extern void do_subobj_destroyed_stuff( ship *ship_p, ship_subsys *subsys, vec3d *hitpos, bool no_explosion = false );
// Goober5000
extern void ship_apply_tag(int ship_num, int tag_level, float tag_time, object *target, vec3d *start, int ssm_index, int ssm_team);
// This gets called to apply damage when something hits a particular point on a ship.
// This assumes that whoever called this knows if the shield got hit or not.
// hitpos is in world coordinates.
// if quadrant is not -1, then that part of the shield takes damage properly.
void ship_apply_local_damage(object *ship_obj, object *other_obj, vec3d *hitpos, float damage, int quadrant, bool create_spark=true, int submodel_num=-1, vec3d *hit_normal=0 /*NULL*/);
// This gets called to apply damage when a damaging force hits a ship, but at no
// point in particular. Like from a shockwave. This routine will see if the
// shield got hit and if so, apply damage to it.
// You can pass force_center==NULL if you the damage doesn't come from anywhere,
// like for debug keys to damage an object or something. It will
// assume damage is non-directional and will apply it correctly.
void ship_apply_global_damage(object *ship_obj, object *other_obj, vec3d *force_center, float damage );
// like above, but does not apply damage to shields
void ship_apply_wash_damage(object *ship_obj, object *other_obj, float damage);
// next routine needed for multiplayer
void ship_hit_kill( object *ship_obj, object *other_obj, float percent_killed, int self_destruct);
void ship_self_destruct( object *objp );
// Call this instead of physics_apply_whack directly to
// deal with two docked ships properly.
void ship_apply_whack(vec3d *force, vec3d *hit_pos, object *objp);
// externed for code in missionparse to create sparks on a ship with < 100% hull integrity.
void ship_hit_sparks_no_rotate(object *ship_obj, vec3d *hitpos);
// externed so that ships which self destruct have the proper things done to them in multiplayer
void ship_generic_kill_stuff( object *objp, float percent_killed );
// find the max number of sparks allowed for ship
// limited for fighter by hull % others by radius.
int get_max_sparks(object* ship_obj);
// player pain
void ship_hit_pain(float damage);
#endif //_SHIPHIT_H
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