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Aquaria/Aquaria/Shot.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

149 lines
3.5 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef SHOT_H
#define SHOT_H
#include "CollideEntity.h"
#include "Segmented.h"
class ParticleEffect;
struct ShotData
{
ShotData();
std::string texture, name;
std::string hitSfx, bounceSfx, fireSfx;
std::string hitPrt, trailPrt, firePrt, bouncePrt;
std::string spawnEntity;
BounceType bounceType;
int blendType;
bool segments;
float damage;
float maxSpeed, homing, homingMax;
double homingIncr;
DamageType damageType;
Vector scale;
bool ignoreShield;
bool dieOnKill;
float effectTime;
float collideRadius;
float lifeTime;
int numSegs, segDist;
int dieOnHit;
int rotateToVel;
int wallHitRadius;
Vector segScale;
std::string segTexture;
float segTaper;
float waveSpeed, waveMag;
float spinSpeed;
bool invisible, checkDamageTarget, hitWalls, hitEnts, alwaysDoHitEffects;
float rotIncr;
float avatarKickBack, avatarKickBackTime;
Vector gravity;
void bankLoad(const std::string &file, const std::string &path);
};
class Shot : public Quad, public Segmented
{
public:
Shot();
void reflectFromEntity(Entity *e);
void setParticleEffect(const std::string &particleEffect);
typedef std::vector<Shot*> Shots;
static Shots shots, deleteShots;
static unsigned int shotsIter; // for script
static Shot *getFirstShot() { shotsIter = 0; return getNextShot(); }
static Shot *getNextShot() { return shotsIter < shots.size() ? shots[shotsIter++] : NULL; }
static std::string shotBankPath;
static void targetDied(Entity *t);
static void killAllShots();
static void clearShotGarbage();
Entity *target, *firer;
int targetPt;
float maxSpeed;
void fire(bool playSfx = true);
void hitEntity(Entity *e, Bone *b);
void noSegs();
void rotateToVec(Vector addVec, float time, int offsetAngle);
void doHitEffects();
static void loadShotBank(const std::string &bank1, const std::string &bank2);
static void clearShotBank();
static ShotData* getShotData(const std::string &ident);
static void loadBankShot(const std::string &ident, Shot *shot);
void applyShotData(ShotData *shotData);
void setAimVector(const Vector &aim);
void setTarget(Entity *target);
void setTargetPoint(int pt);
float getDamage() const;
int getCollideRadius() const;
DamageType getDamageType() const;
ShotData *shotData;
void updatePosition();
bool isHitEnts() const;
bool isObstructed(float dt) const;
inline bool isActive() const { return !dead; }
inline const char *getName() const { return shotData ? shotData->name.c_str() : ""; }
float extraDamage;
float homingness;
float lifeTime;
DamageType damageType;
bool checkDamageTarget;
protected:
float waveTimer;
void suicide();
ParticleEffect *emitter;
void onHitWall();
void onEndOfLife();
bool dead;
bool fired;
bool enqueuedForDelete;
void onUpdate(float dt);
private:
unsigned int shotIdx;
};
#endif