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effect.h
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effect.h
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/*
$Id: effect.h,v 1.1 2005/09/24 09:55:48 ssim Exp $
$Log: effect.h,v $
Revision 1.1 2005/09/24 09:55:48 ssim
Initial revision
Revision 1.2 2003/10/13 14:12:12 sam
Added RCS tags
*/
#define EF_NONE 0
#define EF_FIREBALL 1
#define EF_MAGICSHIELD 2
#define EF_BALL 3
#define EF_STRIKE 4 // helper for lightning ball and flash
#define EF_FLASH 5
#define EF_EXPLODE 7 // fireball explosion
#define EF_WARCRY 8
#define EF_BLESS 9
#define EF_FREEZE 10
#define EF_HEAL 11
#define EF_BURN 12
#define EF_MIST 13
#define EF_POTION 14
#define EF_EARTHRAIN 15
#define EF_EARTHMUD 16
#define EF_EDEMONBALL 17
#define EF_CURSE 18
#define EF_CAP 19
#define EF_LAG 20
#define EF_PULSE 21
#define EF_PULSEBACK 22
#define EF_FIRERING 23
#define EF_BUBBLE 24
extern int used_effects;
int init_effect(void);
void tick_effect(void);
void free_effect(int fn);
int remove_effect(int fn);
int create_fireball(int cn,int frx,int fry,int tox,int toy,int str);
int create_ball(int cn,int frx,int fry,int tox,int toy,int str);
int create_show_effect(int type,int cn,int start,int stop,int light,int strength);
int create_flash(int cn,int str,int duration);
int ishit_fireball(int cn,int frx,int fry,int tox,int toy,int (*isenemy)(int,int));
int calc_steps_ball(int cn,int frx,int fry,int tox,int toy);
int create_explosion(int maxage,int base);
int add_explosion(int fn,int x,int y);
void destroy_chareffects(int cn);
int create_earthrain(int cn,int x,int y,int strength);
int create_earthmud(int cn,int x,int y,int strength);
int create_mist(int x,int y);
int edemonball_map_block(int m);
int create_edemonball(int cn,int frx,int fry,int tox,int toy,int str,int base);
int remove_effect_char(int fn);
void create_pulse(int x,int y,int str);
int destroy_effect_type(int cn,int type);
int create_map_effect(int type,int x,int y,int start,int stop,int light,int strength);