Eliminate bullet.h
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2060 4a71c877-e1ca-e34f-864e-861f7616d084master
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e8d00066e0
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@ -12,7 +12,7 @@ CLEANFILES = scriptvals_parser.tab.h
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bin_PROGRAMS = warzone2100
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noinst_HEADERS = action.h advvis.h ai.h aiexperience.h anim_id.h \
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arrow.h astar.h atmos.h base.h bridge.h bucket3d.h \
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bullet.h bulletdef.h cdspan.h cheat.h clparse.h cluster.h cmddroid.h \
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bulletdef.h cdspan.h cheat.h clparse.h cluster.h cmddroid.h \
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cmddroiddef.h combat.h component.h configuration.h console.h csnap.h data.h \
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deliverance.h design.h difficulty.h display.h display3d.h display3ddef.h \
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displaydef.h drive.h droid.h droiddef.h e3demo.h edit3d.h effects.h \
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68
src/bullet.h
68
src/bullet.h
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@ -1,68 +0,0 @@
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/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*
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* Bullet.h
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*
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* Structure definitions for bullets. A "bullet" is created whenever a
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* weapon is fired, and stores the visual effects and delayed damage etc of
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* a weapon.
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*
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*/
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#ifndef _bullet_h
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#define _bullet_h
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#include "objectdef.h"
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/* The active bullets */
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extern PROJ_OBJECT *psActiveBullets;
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//used for passing data to the checkBurnDamage function
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typedef struct _fire_box
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{
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SWORD x1, y1;
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SWORD x2, y2;
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SWORD rad;
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} FIRE_BOX;
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/* Initilise the bullet system */
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extern BOOL bulletInitialise(void);
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/* Shut Down the bullet system */
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extern void bulletShutdown(void);
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/* Return an empty bullet structure */
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extern BOOL getBullet(PROJ_OBJECT **ppsBullet);
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/* Release a bullet structure for later reuse */
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extern void releaseBullet(PROJ_OBJECT *psBullet);
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/* Release all the bullets in the game */
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extern void freeAllBullets(void);
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/* Update the current bullet */
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extern void updateBullet(PROJ_OBJECT *psBullet);
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/*Apply the damage to an object due to fire range*/
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extern void checkBurnDamage(BASE_OBJECT* apsList, PROJ_OBJECT* psBullet, FIRE_BOX* pFireBox);
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#endif
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@ -45,12 +45,6 @@ struct PROJ_OBJECT;
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typedef void (* PROJECTILE_FUNC) ( struct PROJ_OBJECT *psObj );
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typedef struct PROJECTILE
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{
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struct PROJECTILE *psNext;
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}
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PROJECTILE;
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typedef struct PROJ_OBJECT
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{
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/* Use only simple object elements */
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@ -30,7 +30,6 @@
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#include "droid.h"
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#include "structure.h"
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#include "feature.h"
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#include "bullet.h"
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#include "objmem.h"
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#include "ai.h"
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@ -126,6 +126,17 @@ extern void objectShimmy ( BASE_OBJECT *psObj );
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// Watermelon:naybor related functions
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extern void projGetNaybors(PROJ_OBJECT *psObj);
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//used for passing data to the checkBurnDamage function
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typedef struct _fire_box
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{
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SWORD x1, y1;
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SWORD x2, y2;
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SWORD rad;
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} FIRE_BOX;
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/*Apply the damage to an object due to fire range*/
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extern void checkBurnDamage(BASE_OBJECT* apsList, PROJ_OBJECT* psBullet, FIRE_BOX* pFireBox);
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static inline void setProjectileDestination(PROJ_OBJECT *psProj, BASE_OBJECT *psObj)
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{
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psProj->psDest = psObj;
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