dxx-rebirth/d2x-rebirth/main/fireball.h

78 lines
2.8 KiB
C

/*
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);
/*
* 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);
#endif /* _FIREBALL_H */