/* * 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