kolibrios-fun/contrib/games/opentyrian/src/shots.h
turbocat a27452493c OpenTyrian: Sources uploaded
git-svn-id: svn://kolibrios.org@9169 a494cfbc-eb01-0410-851d-a64ba20cac60
2021-08-31 18:22:39 +00:00

59 lines
2.3 KiB
C

/*
* OpenTyrian: A modern cross-platform port of Tyrian
* Copyright (C) 2007-2013 The OpenTyrian Development Team
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef SHOTS_H
#define SHOTS_H
#include "opentyr.h"
typedef struct {
JE_integer shotX, shotY, shotXM, shotYM, shotXC, shotYC;
JE_boolean shotComplicated;
JE_integer shotDevX, shotDirX, shotDevY, shotDirY, shotCirSizeX, shotCirSizeY;
JE_byte shotTrail;
JE_word shotGr, shotAni, shotAniMax;
Uint8 shotDmg;
JE_byte shotBlastFilter, chainReaction, playerNumber, aimAtEnemy, aimDelay, aimDelayMax;
} PlayerShotDataType;
#define MAX_PWEAPON 81 /* 81*/
extern PlayerShotDataType playerShotData[MAX_PWEAPON + 1];
extern JE_byte shotAvail[MAX_PWEAPON];
/** Used in the shop to show weapon previews. */
void simulate_player_shots( void );
/** Points shot movement in the specified direction. Used for the turret gun. */
void player_shot_set_direction( JE_integer shot_id, uint weapon_id, JE_real direction );
/** Moves and draws a shot. Does \b not collide it with enemies.
* \return False if the shot went offscreen, true otherwise.
*/
bool player_shot_move_and_draw(
int shot_id, bool* out_is_special,
int* out_shotx, int* out_shoty,
JE_integer* out_shot_damage, JE_byte* out_blast_filter,
JE_byte* out_chain, JE_byte* out_playerNum,
JE_word* out_special_radiusw, JE_word* out_special_radiush );
/** Creates a player shot. */
JE_integer player_shot_create( JE_word portnum, uint shot_i, JE_word px, JE_word py,
JE_word mousex, JE_word mousey,
JE_word wpnum, JE_byte playernum );
#endif // SHOTS_H