dxx-rebirth/common/main/fireball.h

104 lines
3.4 KiB
C

/*
* 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 <physfs.h>
#ifdef __cplusplus
#include "maths.h"
struct vms_vector;
struct objptridx_t;
struct cobjptridx_t;
struct vobjptr_t;
struct vcobjptr_t;
struct vobjptridx_t;
// 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, const vms_vector &position, fix size, int vclip_type);
void object_create_muzzle_flash(segnum_t segnum, const vms_vector &position, fix size, int vclip_type);
objptridx_t object_create_badass_explosion(objptridx_t objp, segnum_t segnum, const vms_vector &position, fix size, int vclip_type,
fix maxdamage, fix maxdistance, fix maxforce, cobjptridx_t parent);
// blows up a badass weapon, creating the badass explosion
// return the explosion object
void explode_badass_weapon(vobjptridx_t obj,const 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(vobjptr_t obj);
void do_debris_frame(vobjptridx_t obj); // deal with debris for this frame
void draw_fireball(vobjptridx_t 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);
void maybe_replace_powerup_with_energy(vobjptr_t del_obj);
int get_explosion_vclip(vcobjptr_t obj, int stage);
#if defined(DXX_BUILD_DESCENT_II)
objptridx_t drop_powerup(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, segnum_t segnum);
// creates afterburner blobs behind the specified object
void drop_afterburner_blobs(vobjptr_t 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(vobjptr_t objp, int max_depth);
#endif
#endif /* _FIREBALL_H */