//-----------------------------------------------------------------------------------
//
// Torque Network Library - ZAP example multiplayer vector graphics space game
// Copyright (C) 2004 GarageGames.com, Inc.
// For more information see http://www.opentnl.org
//
// 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.
//
// For use in products that are not compatible with the terms of the GNU
// General Public License, alternative licensing options are available
// from GarageGames.com.
//
// 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 _GAMEWEAPONS_H_
#define _GAMEWEAPONS_H_
#include "tnlPlatform.h"
#include "point.h"
#include "gameObject.h"
using namespace TNL;
namespace Zap
{
enum WeaponTypes
{
WeaponPhaser = 0,
WeaponBounce,
WeaponTriple,
WeaponBurst,
WeaponMineLayer,
WeaponTurretBlaster,
WeaponCount,
};
enum WeaponConsts
{
MaxFireDelay = 2048,
};
struct ShipWeaponInfo
{
ShipWeaponInfo(StringTableEntry _name, U32 _fireDelay, U32 _minEnergy, U32 _drainEnergy, U32 _projVelocity, U32 _projLiveTime, U32 _projectileType)
{
name = _name;
fireDelay = _fireDelay;
minEnergy = _minEnergy;
drainEnergy = _drainEnergy;
projVelocity = _projVelocity;
projLiveTime = _projLiveTime;
projectileType = _projectileType;
}
StringTableEntry name; // Display name of the weapon.
U32 fireDelay; // Delay between shots.
U32 minEnergy; // Minimum energy to fire.
U32 drainEnergy; // Amount of energy to drain per shot.
U32 projVelocity;
U32 projLiveTime;
U32 projectileType;
};
extern ShipWeaponInfo gWeapons[WeaponCount];
extern void createWeaponProjectiles(U32 weapon, Point &dir, Point &shooterPos, Point &shooterVel, F32 shooterRadius, GameObject *shooter);
enum {
NumSparkColors = 4,
};
enum ProjectileType
{
ProjectilePhaser,
ProjectileBounce,
ProjectileTriple,
ProjectileTurret,
ProjectileTypeCount,
};
struct ProjectileInfo
{
ProjectileInfo(F32 _damageAmount, Color _sparkColor1, Color _sparkColor2, Color _sparkColor3, Color _sparkColor4, Color _projColor1, Color _projColor2, F32 _scaleFactor, U32 _projectileSound, U32 _impactSound )
{
damageAmount = _damageAmount;
sparkColors[0] = _sparkColor1;
sparkColors[1] = _sparkColor2;
sparkColors[2] = _sparkColor3;
sparkColors[3] = _sparkColor4;
projColors[0] = _projColor1;
projColors[1] = _projColor2;
scaleFactor = _scaleFactor;
projectileSound = _projectileSound;
impactSound = _impactSound;
}
F32 damageAmount;
Color sparkColors[NumSparkColors];
Color projColors[2];
F32 scaleFactor;
U32 projectileSound;
U32 impactSound;
};
extern ProjectileInfo gProjInfo[ProjectileTypeCount];
};
#endif
syntax highlighted by Code2HTML, v. 0.9.1