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#ifndef _P_ARMS_H
#define _P_ARMS_H
// player->weapons[] array
enum
{
WPN_NONE = 0,
WPN_SNAKE = 1,
WPN_POLARSTAR = 2,
WPN_FIREBALL = 3,
WPN_MGUN = 4,
WPN_MISSILE = 5,
WPN_BUBBLER = 7,
WPN_BLADE = 9,
WPN_SUPER_MISSILE = 10,
WPN_NEMESIS = 12,
WPN_SPUR = 13,
WPN_COUNT = 14
};
// stored inside player structure
struct Weapon
{
bool hasWeapon; // true if player has this weapon
int xp, max_xp[3]; // current XP, & max XP per level
uint8_t level; // current level (0=L1 1=L2 2=L3)
int ammo; // current ammo (0 = n/a)
int maxammo; // max ammo (0 = unlimited)
// for rapid fire weapons. if firerate = 0, must push for each shot.
int firetimer;
int firerate[3];
// for recharging weapons
int rechargetimer;
int rechargerate[3];
// for charged-shot weapons (Spur)
int chargetimer;
void SetFireRate(int l1, int l2, int l3)
{
firerate[0] = l1;
firerate[1] = l2;
firerate[2] = l3;
}
void SetRechargeRate(int l1, int l2, int l3)
{
rechargerate[0] = l1;
rechargerate[1] = l2;
rechargerate[2] = l3;
}
};
// shot types for SetupBullet.
// matches the order of bullet_table.
enum
{
B_PSTAR_L1,
B_PSTAR_L2,
B_PSTAR_L3,
B_MGUN_L1,
B_MGUN_L2,
B_MGUN_L2P2,
B_MGUN_L2P3,
B_MGUN_L3,
B_MGUN_L3P2,
B_MGUN_L3P3,
B_MGUN_L3P4,
B_MGUN_L3P5,
B_MISSILE_L1,
B_MISSILE_L2,
B_MISSILE_L3,
B_SUPER_MISSILE_L1,
B_SUPER_MISSILE_L2,
B_SUPER_MISSILE_L3,
B_FIREBALL1,
B_FIREBALL2,
B_FIREBALL3,
B_BLADE_L1,
B_BLADE_L2,
B_BLADE_L3,
B_SNAKE_L1,
B_SNAKE_L2,
B_SNAKE_L3,
B_NEMESIS_L1,
B_NEMESIS_L2,
B_NEMESIS_L3,
B_BUBBLER_L1,
B_BUBBLER_L2,
B_BUBBLER_L3,
B_SPUR_L1,
B_SPUR_L2,
B_SPUR_L3,
B_CURLYS_NEMESIS,
B_LAST
};
#endif