/* $Id: fireball.h,v 1.1.1.1 2006/03/17 19:54:36 zicodxx Exp $ */ /* 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Header for fireball.c * */ #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 // data for exploding walls (such as hostage door) typedef struct expl_wall { int segnum,sidenum; fix time; } expl_wall; #define MAX_EXPLODING_WALLS 10 extern expl_wall expl_wall_list[MAX_EXPLODING_WALLS]; 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,vms_vector *pos); // 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); extern int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum); // creates afterburner blobs behind the specified object void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime); #endif /* _FIREBALL_H */