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- /*
- 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: f:/miner/source/main/rcs/fireball.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:27:03 $
- *
- * Header for fireball.c
- *
- * $Log: fireball.h $
- * 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
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