1 /* $Id: fireball.h,v 1.2 2003-10-10 09:36:35 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Header for fireball.c
20 * Revision 1.1 1995/05/16 15:56:23 allender
23 * Revision 2.0 1995/02/27 11:27:03 john
24 * New version 2.0, which has no anonymous unions, builds with
25 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
27 * Revision 1.13 1995/01/17 12:14:38 john
28 * Made walls, object explosion vclips load at level start.
30 * Revision 1.12 1995/01/13 15:41:52 rob
31 * Added prototype for maybe_replace_powerup_with_energy
33 * Revision 1.11 1994/11/17 16:28:36 rob
34 * Changed maybe_drop_cloak_powerup to maybe_drop_net_powerup (more
37 * Revision 1.10 1994/10/12 08:03:42 mike
38 * Prototype maybe_drop_cloak_powerup.
40 * Revision 1.9 1994/10/11 12:24:39 matt
41 * Cleaned up/change badass explosion calls
43 * Revision 1.8 1994/09/07 16:00:34 mike
44 * Add object pointer to parameter list of object_create_badass_explosion.
46 * Revision 1.7 1994/09/02 14:00:39 matt
47 * Simplified explode_object() & mutliple-stage explosions
49 * Revision 1.6 1994/08/17 16:49:58 john
50 * Added damaging fireballs, missiles.
52 * Revision 1.5 1994/07/14 22:39:19 matt
53 * Added exploding doors
55 * Revision 1.4 1994/06/08 10:56:36 matt
56 * Improved debris: now get submodel size from new POF files; debris now has
57 * limited life; debris can now be blown up.
59 * Revision 1.3 1994/04/01 13:35:44 matt
60 * Added multiple-stage explosions
62 * Revision 1.2 1994/02/17 11:33:32 matt
63 * Changes in object system
65 * Revision 1.1 1994/02/16 22:41:15 matt
76 #define ET_SPARKS 0 //little sparks, like when laser hits wall
77 #define ET_MULTI_START 1 //first part of multi-part explosion
78 #define ET_MULTI_SECOND 2 //second part of multi-part explosion
80 // data for exploding walls (such as hostage door)
81 typedef struct expl_wall {
86 #define MAX_EXPLODING_WALLS 10
88 extern expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
90 object *object_create_explosion(short segnum, vms_vector *position, fix size, int vclip_type);
91 object *object_create_muzzle_flash(short segnum, vms_vector *position, fix size, int vclip_type);
93 object *object_create_badass_explosion(object *objp, short segnum,
94 vms_vector *position, fix size, int vclip_type,
95 fix maxdamage, fix maxdistance, fix maxforce, int parent);
97 // blows up a badass weapon, creating the badass explosion
98 // return the explosion object
99 object *explode_badass_weapon(object *obj,vms_vector *pos);
101 // blows up the player with a badass explosion
102 // return the explosion object
103 object *explode_badass_player(object *obj);
105 void explode_object(object *obj,fix delay_time);
106 void do_explosion_sequence(object *obj);
107 void do_debris_frame(object *obj); // deal with debris for this frame
109 void draw_fireball(object *obj);
111 void explode_wall(int segnum, int sidenum);
112 void do_exploding_wall_frame(void);
113 void init_exploding_walls(void);
114 extern void maybe_drop_net_powerup(int powerup_type);
115 extern void maybe_replace_powerup_with_energy(object *del_obj);
117 extern int get_explosion_vclip(object *obj, int stage);
118 extern int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum);
120 // creates afterburner blobs behind the specified object
121 void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime);
123 #endif /* _FIREBALL_H */