Descent3/lib/robotfirestruct.h
Azamat H. Hackimov 9e3563de4d Isolate model submodule
Isolate model from rest of the project, minor cleanups.
2024-07-28 16:50:42 +03:00

104 lines
2.8 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef ROBOTFIRESTRUCT_H_
#define ROBOTFIRESTRUCT_H_
#include <cstdint>
#include "robotfirestruct_external.h"
#include "vecmat.h"
// NOTE: CHANGE gunbattery.h (IN POFGEN PROJECT) if constants are changed
// NOTE: Robots are limited to the number of wb configurations of the player. This seem like an
// adequit number (currently 21)
// (MAX_PRIMARY_WEAPONS + MAX_SECONDARY_WEAPONS + 1/*Flare*/)
// NOTE: Cannot include weapon.h because of circular dependances.
#define MAX_WBS_PER_OBJ 21
// Attach to the polymodel
struct poly_wb_info {
// Static Data (Add to robot generic page)
uint16_t num_gps;
uint8_t gp_index[MAX_WB_GUNPOINTS];
// Turrets are listed from most important (greatest mobility) to least important
uint8_t num_turrets;
uint16_t turret_index[MAX_WB_TURRETS];
};
// Next free WBF is 32
// Attach to a object type
struct otype_wb_info {
uint16_t gp_weapon_index[MAX_WB_GUNPOINTS];
uint16_t fm_fire_sound_index[MAX_WB_FIRING_MASKS];
uint16_t aiming_gp_index;
uint8_t num_masks;
uint8_t gp_fire_masks[MAX_WB_FIRING_MASKS];
float gp_fire_wait[MAX_WB_FIRING_MASKS];
uint8_t gp_quad_fire_mask;
uint8_t num_levels;
uint16_t gp_level_weapon_index[MAX_WB_UPGRADES];
uint16_t gp_level_fire_sound_index[MAX_WB_UPGRADES];
uint8_t aiming_flags;
float aiming_3d_dot; // These can be reused.
float aiming_3d_dist;
float aiming_XZ_dot;
float anim_start_frame[MAX_WB_FIRING_MASKS];
float anim_fire_frame[MAX_WB_FIRING_MASKS];
float anim_end_frame[MAX_WB_FIRING_MASKS];
float anim_time[MAX_WB_FIRING_MASKS];
uint16_t flags;
float energy_usage, ammo_usage;
};
#define WB_MOVE_STILL 0
#define WB_MOVE_RIGHT 1
#define WB_MOVE_LEFT 2
// Goes with an individual robot's instance
struct dynamic_wb_info {
// Dynamic Data
float last_fire_time;
uint8_t cur_firing_mask;
float norm_turret_angle[MAX_WB_TURRETS];
float turret_next_think_time[MAX_WB_TURRETS];
uint8_t turret_direction[MAX_WB_TURRETS];
uint8_t wb_anim_mask;
float wb_anim_frame;
vector cur_target;
char upgrade_level; // For multi-level weapons ( 0 to MAX_WB_UPGRADES-1)
int flags;
};
#endif