forked from KolibriOS/kolibrios
a27452493c
git-svn-id: svn://kolibrios.org@9169 a494cfbc-eb01-0410-851d-a64ba20cac60
59 lines
2.3 KiB
C
59 lines
2.3 KiB
C
/*
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* OpenTyrian: A modern cross-platform port of Tyrian
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* Copyright (C) 2007-2013 The OpenTyrian Development Team
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef SHOTS_H
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#define SHOTS_H
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#include "opentyr.h"
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typedef struct {
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JE_integer shotX, shotY, shotXM, shotYM, shotXC, shotYC;
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JE_boolean shotComplicated;
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JE_integer shotDevX, shotDirX, shotDevY, shotDirY, shotCirSizeX, shotCirSizeY;
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JE_byte shotTrail;
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JE_word shotGr, shotAni, shotAniMax;
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Uint8 shotDmg;
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JE_byte shotBlastFilter, chainReaction, playerNumber, aimAtEnemy, aimDelay, aimDelayMax;
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} PlayerShotDataType;
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#define MAX_PWEAPON 81 /* 81*/
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extern PlayerShotDataType playerShotData[MAX_PWEAPON + 1];
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extern JE_byte shotAvail[MAX_PWEAPON];
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/** Used in the shop to show weapon previews. */
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void simulate_player_shots( void );
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/** Points shot movement in the specified direction. Used for the turret gun. */
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void player_shot_set_direction( JE_integer shot_id, uint weapon_id, JE_real direction );
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/** Moves and draws a shot. Does \b not collide it with enemies.
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* \return False if the shot went offscreen, true otherwise.
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*/
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bool player_shot_move_and_draw(
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int shot_id, bool* out_is_special,
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int* out_shotx, int* out_shoty,
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JE_integer* out_shot_damage, JE_byte* out_blast_filter,
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JE_byte* out_chain, JE_byte* out_playerNum,
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JE_word* out_special_radiusw, JE_word* out_special_radiush );
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/** Creates a player shot. */
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JE_integer player_shot_create( JE_word portnum, uint shot_i, JE_word px, JE_word py,
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JE_word mousex, JE_word mousey,
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JE_word wpnum, JE_byte playernum );
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#endif // SHOTS_H
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