d393f32eed
* Reverted value of SOUND_MAX_VOLUME
117 lines
3.9 KiB
C
117 lines
3.9 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/fireball.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:41:27 $
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*
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* Header for fireball.c
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*
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* $Log: fireball.h,v $
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* Revision 1.1.1.1 2006/03/17 19:41:27 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:17 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:27:03 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.13 1995/01/17 12:14:38 john
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* Made walls, object explosion vclips load at level start.
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*
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* Revision 1.12 1995/01/13 15:41:52 rob
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* Added prototype for maybe_replace_powerup_with_energy
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*
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* Revision 1.11 1994/11/17 16:28:36 rob
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* Changed maybe_drop_cloak_powerup to maybe_drop_net_powerup (more
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* generic and useful)
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*
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* Revision 1.10 1994/10/12 08:03:42 mike
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* Prototype maybe_drop_cloak_powerup.
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*
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* Revision 1.9 1994/10/11 12:24:39 matt
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* Cleaned up/change badass explosion calls
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*
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* Revision 1.8 1994/09/07 16:00:34 mike
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* Add object pointer to parameter list of object_create_badass_explosion.
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*
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* Revision 1.7 1994/09/02 14:00:39 matt
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* Simplified explode_object() & mutliple-stage explosions
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*
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* Revision 1.6 1994/08/17 16:49:58 john
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* Added damaging fireballs, missiles.
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*
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* Revision 1.5 1994/07/14 22:39:19 matt
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* Added exploding doors
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*
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* Revision 1.4 1994/06/08 10:56:36 matt
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* Improved debris: now get submodel size from new POF files; debris now has
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* limited life; debris can now be blown up.
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*
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* Revision 1.3 1994/04/01 13:35:44 matt
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* Added multiple-stage explosions
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*
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* Revision 1.2 1994/02/17 11:33:32 matt
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* Changes in object system
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*
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* Revision 1.1 1994/02/16 22:41:15 matt
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* Initial revision
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*
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*
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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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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);
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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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#endif
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