Eliminate bullet.h

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2060 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-07-12 19:21:16 +00:00
parent e8d00066e0
commit 6f358cf600
5 changed files with 12 additions and 76 deletions

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@ -12,7 +12,7 @@ CLEANFILES = scriptvals_parser.tab.h
bin_PROGRAMS = warzone2100
noinst_HEADERS = action.h advvis.h ai.h aiexperience.h anim_id.h \
arrow.h astar.h atmos.h base.h bridge.h bucket3d.h \
bullet.h bulletdef.h cdspan.h cheat.h clparse.h cluster.h cmddroid.h \
bulletdef.h cdspan.h cheat.h clparse.h cluster.h cmddroid.h \
cmddroiddef.h combat.h component.h configuration.h console.h csnap.h data.h \
deliverance.h design.h difficulty.h display.h display3d.h display3ddef.h \
displaydef.h drive.h droid.h droiddef.h e3demo.h edit3d.h effects.h \

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@ -1,68 +0,0 @@
/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* Bullet.h
*
* Structure definitions for bullets. A "bullet" is created whenever a
* weapon is fired, and stores the visual effects and delayed damage etc of
* a weapon.
*
*/
#ifndef _bullet_h
#define _bullet_h
#include "objectdef.h"
/* The active bullets */
extern PROJ_OBJECT *psActiveBullets;
//used for passing data to the checkBurnDamage function
typedef struct _fire_box
{
SWORD x1, y1;
SWORD x2, y2;
SWORD rad;
} FIRE_BOX;
/* Initilise the bullet system */
extern BOOL bulletInitialise(void);
/* Shut Down the bullet system */
extern void bulletShutdown(void);
/* Return an empty bullet structure */
extern BOOL getBullet(PROJ_OBJECT **ppsBullet);
/* Release a bullet structure for later reuse */
extern void releaseBullet(PROJ_OBJECT *psBullet);
/* Release all the bullets in the game */
extern void freeAllBullets(void);
/* Update the current bullet */
extern void updateBullet(PROJ_OBJECT *psBullet);
/*Apply the damage to an object due to fire range*/
extern void checkBurnDamage(BASE_OBJECT* apsList, PROJ_OBJECT* psBullet, FIRE_BOX* pFireBox);
#endif

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@ -45,12 +45,6 @@ struct PROJ_OBJECT;
typedef void (* PROJECTILE_FUNC) ( struct PROJ_OBJECT *psObj );
typedef struct PROJECTILE
{
struct PROJECTILE *psNext;
}
PROJECTILE;
typedef struct PROJ_OBJECT
{
/* Use only simple object elements */

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@ -30,7 +30,6 @@
#include "droid.h"
#include "structure.h"
#include "feature.h"
#include "bullet.h"
#include "objmem.h"
#include "ai.h"

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@ -126,6 +126,17 @@ extern void objectShimmy ( BASE_OBJECT *psObj );
// Watermelon:naybor related functions
extern void projGetNaybors(PROJ_OBJECT *psObj);
//used for passing data to the checkBurnDamage function
typedef struct _fire_box
{
SWORD x1, y1;
SWORD x2, y2;
SWORD rad;
} FIRE_BOX;
/*Apply the damage to an object due to fire range*/
extern void checkBurnDamage(BASE_OBJECT* apsList, PROJ_OBJECT* psBullet, FIRE_BOX* pFireBox);
static inline void setProjectileDestination(PROJ_OBJECT *psProj, BASE_OBJECT *psObj)
{
psProj->psDest = psObj;