+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+
+This file is part of Lugaru.
+
+Lugaru 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 _WEAPONS_H_
#define _WEAPONS_H_
#include "gamegl.h"
#include "Quaternions.h"
-#include "fmod.h"
#include "Skeleton.h"
#include "Models.h"
-#include "Constants.h"
#include "Terrain.h"
-#include "Sprites.h"
+#include "Sprite.h"
#include "Person.h"
#include <cmath>
{
public:
- std::vector<float> rotation1,rotation2,rotation3;
- std::vector<float> bigrotation;
- std::vector<float> bigtilt;
- std::vector<float> bigtilt2;
- std::vector<float> smallrotation;
- std::vector<float> smallrotation2;
+ float rotation1[max_weaponinstances];
+ float rotation2[max_weaponinstances];
+ float rotation3[max_weaponinstances];
+ float bigrotation[max_weaponinstances];
+ float bigtilt[max_weaponinstances];
+ float bigtilt2[max_weaponinstances];
+ float smallrotation[max_weaponinstances];
+ float smallrotation2[max_weaponinstances];
int numweapons;
- std::vector<float> damage;
- std::vector<XYZ> tippoint;
- std::vector<XYZ> oldtippoint;
- std::vector<XYZ> position;
- std::vector<float> lastmult;
- std::vector<XYZ> oldposition;
- std::vector<XYZ> velocity;
- std::vector<XYZ> tipvelocity;
- std::vector<int> type;
- std::vector<int> oldowner;
- std::vector<int> owner;
- std::vector<int> bloody;
- std::vector<float> blooddrip;
- std::vector<float> blooddripdelay;
- std::vector<bool> onfire;
- std::vector<float> flamedelay;
- std::vector<bool> missed;
- std::vector<float> mass;
- std::vector<float> tipmass;
- std::vector<float> length;
- std::vector<float> freetime;
- std::vector<bool> firstfree;
- std::vector<bool> physics;
- std::vector<float> drawhowmany;
- std::vector<bool> hitsomething;
-
- std::vector<XYZ> lastdrawnposition;
- std::vector<XYZ> lastdrawntippoint;
- std::vector<float> lastdrawnrotation1,lastdrawnrotation2,lastdrawnrotation3;
- std::vector<float> lastdrawnbigrotation;
- std::vector<float> lastdrawnbigtilt;
- std::vector<float> lastdrawnbigtilt2;
- std::vector<float> lastdrawnsmallrotation;
- std::vector<float> lastdrawnsmallrotation2;
- std::vector<int> lastdrawnanim;
+ float damage[max_weaponinstances];
+ XYZ tippoint[max_weaponinstances];
+ XYZ oldtippoint[max_weaponinstances];
+ XYZ position[max_weaponinstances];
+ float lastmult[max_weaponinstances];
+ XYZ oldposition[max_weaponinstances];
+ XYZ velocity[max_weaponinstances];
+ XYZ tipvelocity[max_weaponinstances];
+ int type[max_weaponinstances];
+ int oldowner[max_weaponinstances];
+ int owner[max_weaponinstances];
+ int bloody[max_weaponinstances];
+ float blooddrip[max_weaponinstances];
+ float blooddripdelay[max_weaponinstances];
+ bool onfire[max_weaponinstances];
+ float flamedelay[max_weaponinstances];
+ bool missed[max_weaponinstances];
+ float mass[max_weaponinstances];
+ float tipmass[max_weaponinstances];
+ float length[max_weaponinstances];
+ float freetime[max_weaponinstances];
+ bool firstfree[max_weaponinstances];
+ bool physics[max_weaponinstances];
+ float drawhowmany[max_weaponinstances];
+ bool hitsomething[max_weaponinstances];
+
+ XYZ lastdrawnposition[max_weaponinstances];
+ XYZ lastdrawntippoint[max_weaponinstances];
+ float lastdrawnrotation1[max_weaponinstances];
+ float lastdrawnrotation2[max_weaponinstances];
+ float lastdrawnrotation3[max_weaponinstances];
+ float lastdrawnbigrotation[max_weaponinstances];
+ float lastdrawnbigtilt[max_weaponinstances];
+ float lastdrawnbigtilt2[max_weaponinstances];
+ float lastdrawnsmallrotation[max_weaponinstances];
+ float lastdrawnsmallrotation2[max_weaponinstances];
+ int lastdrawnanim[max_weaponinstances];
Model throwingknifemodel;
GLuint knifetextureptr;
~Weapons();
};
+extern Weapons weapons;
#endif