/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/fireball.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:41:27 $ * * Header for fireball.c * * $Log: fireball.h,v $ * Revision 1.1.1.1 2006/03/17 19:41:27 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:17 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:27:03 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.13 1995/01/17 12:14:38 john * Made walls, object explosion vclips load at level start. * * Revision 1.12 1995/01/13 15:41:52 rob * Added prototype for maybe_replace_powerup_with_energy * * Revision 1.11 1994/11/17 16:28:36 rob * Changed maybe_drop_cloak_powerup to maybe_drop_net_powerup (more * generic and useful) * * Revision 1.10 1994/10/12 08:03:42 mike * Prototype maybe_drop_cloak_powerup. * * Revision 1.9 1994/10/11 12:24:39 matt * Cleaned up/change badass explosion calls * * Revision 1.8 1994/09/07 16:00:34 mike * Add object pointer to parameter list of object_create_badass_explosion. * * Revision 1.7 1994/09/02 14:00:39 matt * Simplified explode_object() & mutliple-stage explosions * * Revision 1.6 1994/08/17 16:49:58 john * Added damaging fireballs, missiles. * * Revision 1.5 1994/07/14 22:39:19 matt * Added exploding doors * * Revision 1.4 1994/06/08 10:56:36 matt * Improved debris: now get submodel size from new POF files; debris now has * limited life; debris can now be blown up. * * Revision 1.3 1994/04/01 13:35:44 matt * Added multiple-stage explosions * * Revision 1.2 1994/02/17 11:33:32 matt * Changes in object system * * Revision 1.1 1994/02/16 22:41:15 matt * Initial revision * * */ #ifndef _FIREBALL_H #define _FIREBALL_H //explosion types #define ET_SPARKS 0 //little sparks, like when laser hits wall #define ET_MULTI_START 1 //first part of multi-part explosion #define ET_MULTI_SECOND 2 //second part of multi-part explosion object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type ); object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type ); object *object_create_badass_explosion(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent ); //blows up a badass weapon, creating the badass explosion //return the explosion object object *explode_badass_weapon(object *obj); //blows up the player with a badass explosion //return the explosion object object *explode_badass_player(object *obj); void explode_object(object *obj,fix delay_time); void do_explosion_sequence(object *obj); void do_debris_frame(object *obj); //deal with debris for this frame void draw_fireball(object *obj); void explode_wall(int segnum,int sidenum); void do_exploding_wall_frame(void); void init_exploding_walls(void); extern void maybe_drop_net_powerup(int powerup_type); extern void maybe_replace_powerup_with_energy(object *del_obj); extern int get_explosion_vclip(object *obj,int stage); #endif