dxx-rebirth/main/fireball.h

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