| 2585 | CollisionResult[type2][type1] = RESULT_NOTHING; |
| 2586 | |
| 2587 | void CollideInit() { |
| 2588 | int i, j; |
| 2589 | |
| 2590 | for (i = 0; i < MAX_OBJECT_TYPES; i++) |
| 2591 | for (j = 0; j < MAX_OBJECT_TYPES; j++) { |
| 2592 | CollisionResult[i][j] = RESULT_NOTHING; |
| 2593 | } |
| 2594 | |
| 2595 | for (i = 0; i < MAX_OBJECT_TYPES; i++) { |
| 2596 | CollisionRayResult[i] = RESULT_NOTHING; |
| 2597 | } |
| 2598 | CollisionRayResult[OBJ_ROBOT] = RESULT_CHECK_SPHERE_POLY; |
| 2599 | CollisionRayResult[OBJ_PLAYER] = RESULT_CHECK_SPHERE_POLY; |
| 2600 | CollisionRayResult[OBJ_WEAPON] = RESULT_CHECK_SPHERE_POLY; |
| 2601 | CollisionRayResult[OBJ_POWERUP] = RESULT_CHECK_SPHERE_POLY; |
| 2602 | CollisionRayResult[OBJ_CLUTTER] = RESULT_CHECK_SPHERE_POLY; |
| 2603 | CollisionRayResult[OBJ_BUILDING] = RESULT_CHECK_SPHERE_POLY; |
| 2604 | CollisionRayResult[OBJ_DOOR] = RESULT_CHECK_SPHERE_POLY; |
| 2605 | CollisionRayResult[OBJ_ROOM] = RESULT_CHECK_SPHERE_POLY; |
| 2606 | |
| 2607 | for (i = 0; i < MAX_OBJECT_TYPES; i++) { |
| 2608 | ENABLE_COLLISION_SPHERE_ROOM(i, OBJ_ROOM) |
| 2609 | } |
| 2610 | |
| 2611 | ENABLE_COLLISION_POLY_SPHERE(OBJ_WALL, OBJ_ROBOT) |
| 2612 | ENABLE_COLLISION_POLY_SPHERE(OBJ_WALL, OBJ_WEAPON) |
| 2613 | ENABLE_COLLISION_POLY_SPHERE(OBJ_WALL, OBJ_PLAYER) |
| 2614 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_ROBOT, OBJ_ROBOT) |
| 2615 | // ENABLE_COLLISION_SPHERE_SPHERE( OBJ_BUILDING, OBJ_BUILDING ) |
| 2616 | ENABLE_COLLISION_POLY_SPHERE(OBJ_PLAYER, OBJ_FIREBALL) |
| 2617 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_PLAYER, OBJ_PLAYER) |
| 2618 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_PLAYER, OBJ_MARKER) |
| 2619 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_MARKER, OBJ_PLAYER) |
| 2620 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_WEAPON, OBJ_WEAPON) |
| 2621 | ENABLE_COLLISION_POLY_SPHERE(OBJ_ROBOT, OBJ_PLAYER) |
| 2622 | // ENABLE_COLLISION_SPHERE_SPHERE( OBJ_ROBOT, OBJ_PLAYER ) |
| 2623 | ENABLE_COLLISION_POLY_SPHERE(OBJ_ROBOT, OBJ_WEAPON) |
| 2624 | |
| 2625 | ENABLE_COLLISION_POLY_SPHERE(OBJ_PLAYER, OBJ_WEAPON) |
| 2626 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_PLAYER, OBJ_POWERUP) |
| 2627 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_POWERUP, OBJ_WALL) |
| 2628 | ENABLE_COLLISION_SPHERE_POLY(OBJ_WEAPON, OBJ_CLUTTER) |
| 2629 | ENABLE_COLLISION_SPHERE_POLY(OBJ_PLAYER, OBJ_CLUTTER) |
| 2630 | ENABLE_COLLISION_SPHERE_SPHERE(OBJ_CLUTTER, OBJ_CLUTTER) |
| 2631 | ENABLE_COLLISION_SPHERE_POLY(OBJ_ROBOT, OBJ_CLUTTER) |
| 2632 | ENABLE_COLLISION_SPHERE_POLY(OBJ_PLAYER, OBJ_BUILDING) |
| 2633 | ENABLE_COLLISION_SPHERE_POLY(OBJ_ROBOT, OBJ_BUILDING) |
| 2634 | ENABLE_COLLISION_SPHERE_POLY(OBJ_WEAPON, OBJ_BUILDING) |
| 2635 | ENABLE_COLLISION_SPHERE_POLY(OBJ_CLUTTER, OBJ_BUILDING) |
| 2636 | ENABLE_COLLISION_SPHERE_POLY(OBJ_CLUTTER, OBJ_DOOR) |
| 2637 | ENABLE_COLLISION_SPHERE_POLY(OBJ_BUILDING, OBJ_DOOR) |
| 2638 | |
| 2639 | ENABLE_COLLISION_SPHERE_ROOM(OBJ_PLAYER, OBJ_ROOM) |
| 2640 | ENABLE_COLLISION_SPHERE_ROOM(OBJ_ROBOT, OBJ_ROOM) |
| 2641 | ENABLE_COLLISION_SPHERE_ROOM(OBJ_WEAPON, OBJ_ROOM) |
| 2642 | ENABLE_COLLISION_SPHERE_ROOM(OBJ_VIEWER, OBJ_ROOM) |
| 2643 | |
| 2644 | ENABLE_COLLISION_SPHERE_POLY(OBJ_PLAYER, OBJ_DOOR) |