mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 19:55:23 +00:00
9e3563de4d
Isolate model from rest of the project, minor cleanups.
104 lines
2.8 KiB
C++
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
|