9bd1ba7c47
which included commits to RCS files with non-trunk default branches.
68 lines
2.5 KiB
C
68 lines
2.5 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifndef _FIREBALL_H
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#define _FIREBALL_H
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//explosion types
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#define ET_SPARKS 0 //little sparks, like when laser hits wall
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#define ET_MULTI_START 1 //first part of multi-part explosion
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#define ET_MULTI_SECOND 2 //second part of multi-part explosion
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//data for exploding walls (such as hostage door)
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typedef struct expl_wall {
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int segnum,sidenum;
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fix time;
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} expl_wall;
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#define MAX_EXPLODING_WALLS 10
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extern expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
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object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type );
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object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type );
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object *object_create_badass_explosion(object *objp, short segnum,
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vms_vector * position, fix size, int vclip_type,
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fix maxdamage, fix maxdistance, fix maxforce, int parent );
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//blows up a badass weapon, creating the badass explosion
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//return the explosion object
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object *explode_badass_weapon(object *obj,vms_vector *pos);
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//blows up the player with a badass explosion
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//return the explosion object
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object *explode_badass_player(object *obj);
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void explode_object(object *obj,fix delay_time);
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void do_explosion_sequence(object *obj);
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void do_debris_frame(object *obj); //deal with debris for this frame
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void draw_fireball(object *obj);
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void explode_wall(int segnum,int sidenum);
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void do_exploding_wall_frame(void);
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void init_exploding_walls(void);
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extern void maybe_drop_net_powerup(int powerup_type);
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extern void maybe_replace_powerup_with_energy(object *del_obj);
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extern int get_explosion_vclip(object *obj,int stage);
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extern int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum);
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//creates afterburner blobs behind the specified object
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void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime);
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#endif
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