/* * XPilot NG, a multiplayer space war game. * * Copyright (C) 1991-2001 by * * Bjørn Stabell * Ken Ronny Schouten * Bert Gijsbers * Dick Balaska * Kimiko Koopman * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef CANNON_H #define CANNON_H #ifndef MAP_H # include "map.h" #endif #ifndef WALLS_H # include "walls.h" #endif extern long CANNON_USE_ITEM; /* the different weapons a cannon can use. used in communication between parts of firing code */ /* plain old bullet. more if wideangles or rearshots are available. always available */ #define CW_SHOT 0 /* dropped or thrown. uses one mine */ #define CW_MINE 1 /* torpedo, heatseeker or smartmissile. uses one missile */ #define CW_MISSILE 2 /* blinding, stun or normal laser. needs a laser */ #define CW_LASER 3 /* uses one ECM */ #define CW_ECM 4 /* tractor or pressor beam. needs a tractorbeam */ #define CW_TRACTORBEAM 5 /* uses one transporter */ #define CW_TRANSPORTER 6 /* a big stream of exhaust particles (OBJ_SPARK). needs an afterburner and uses one fuel pack. even bigger with emergency thrust. more afterburners only increase probability of use */ #define CW_GASJET 7 /* the different defenses a cannon can use. used in communication between parts of defending code */ /* for four seconds, absorbs any shot. uses one emergency shield */ #define CD_EM_SHIELD 0 /* for four seconds, lets any shot pass through. uses one phasing device */ #define CD_PHASING 1 /* base visibility distance (modified by sensors) */ #define CANNON_DISTANCE (VISIBILITY_DISTANCE * 0.5) /* chance of throwing an item upon death (multiplied by options.dropItemOnKillProb) */ #define CANNON_DROP_ITEM_PROB 0.7 #define CANNON_MINE_MASS (MINE_MASS * 0.6) #define CANNON_SHOT_MASS 0.4 /* lifetime in ticks (frames) of shots, missiles and mines */ /* #define CANNON_SHOT_LIFE (8 + (randomMT() % 24)) */ /* maximum lifetime (only used in aiming) */ /* #define CANNON_SHOT_LIFE_MAX (8 + 24) */ /* number of laser pulses used in calculation of pulse lifetime */ #define CANNON_PULSES 1 /* sector in which cannonfire is possible */ #define CANNON_SPREAD (RES / 3) /* cannon smartness is 0 to this value */ #define CANNON_SMARTNESS_MAX 3 void Cannon_update(bool tick); void Cannon_init(cannon_t *cannon); void Cannon_init_items(cannon_t *cannon); void Cannon_add_item(cannon_t *cannon, int type, int amount); void Cannon_throw_items(cannon_t *cannon); void Cannon_check_defense(cannon_t *cannon); void Cannon_check_fire(cannon_t *cannon); void Object_hits_cannon(object_t *obj, cannon_t *c); void Cannon_dies(cannon_t *cannon, player_t *pl); hitmask_t Cannon_hitmask(cannon_t *cannon); void Cannon_set_hitmask(int group, cannon_t *cannon); bool Cannon_hitfunc(group_t *groupptr, const move_t *move); void World_restore_cannon(cannon_t *cannon); void World_remove_cannon(cannon_t *cannon); void Cannon_set_option(cannon_t *cannon, const char *name, const char *value); static inline int Cannon_get_smartness(cannon_t *c) { if (c->smartness != -1) return c->smartness; return options.cannonSmartness; } static inline double Cannon_get_min_shot_life(cannon_t *c) { return options.minCannonShotLife; } static inline double Cannon_get_max_shot_life(cannon_t *c) { return options.maxCannonShotLife; } static inline double Cannon_get_shot_life(cannon_t *cannon) { double minlife, maxlife, d; minlife = Cannon_get_min_shot_life(cannon); maxlife = Cannon_get_max_shot_life(cannon); d = maxlife - minlife; return minlife + rfrac() * d; } static inline double Cannon_get_shot_speed(cannon_t *cannon) { if (cannon->shot_speed > 0) return cannon->shot_speed; return options.cannonShotSpeed; } static inline cannon_t *Cannon_by_id(int id) { int ind; if (id < MIN_CANNON_ID || id > MAX_CANNON_ID) return NULL; ind = id - MIN_CANNON_ID; return Cannon_by_index(ind); } #endif