/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 #include #ifdef __cplusplus struct object; struct objptridx_t; struct vobjptridx_t; struct vms_vector; // 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 struct expl_wall { segnum_t segnum; int sidenum; fix time; }; // data for exploding walls (such as hostage door) #define MAX_EXPLODING_WALLS 10 extern expl_wall expl_wall_list[MAX_EXPLODING_WALLS]; objptridx_t object_create_explosion(segnum_t segnum, vms_vector *position, fix size, int vclip_type); void object_create_muzzle_flash(segnum_t segnum, vms_vector *position, fix size, int vclip_type); objptridx_t object_create_badass_explosion(objptridx_t objp, segnum_t segnum, vms_vector *position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, objptridx_t parent); // blows up a badass weapon, creating the badass explosion // return the explosion object void explode_badass_weapon(vobjptridx_t obj,vms_vector *pos); // blows up the player with a badass explosion void explode_badass_player(vobjptridx_t obj); void explode_object(vobjptridx_t obj,fix delay_time); void do_explosion_sequence(object *obj); void do_debris_frame(vobjptridx_t obj); // deal with debris for this frame /* Cannot use objptridx_t since endlevel external_explosion is outside * Objects[]. */ void draw_fireball(object *obj); void explode_wall(segnum_t 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); #if defined(DXX_BUILD_DESCENT_II) objptridx_t drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, segnum_t segnum); // creates afterburner blobs behind the specified object void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime); /* * reads n expl_wall structs from a PHYSFS_file and swaps if specified */ extern void expl_wall_read_n_swap(expl_wall *ew, int n, int swap, PHYSFS_file *fp); extern fix Flash_effect; #endif int pick_connected_segment(struct object *objp, int max_depth); #endif #endif /* _FIREBALL_H */