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/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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.
Lugaru 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 Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _WEAPONS_HPP_
#define _WEAPONS_HPP_
#include "Animation/Skeleton.hpp"
#include "Environment/Terrain.hpp"
#include "Graphic/Models.hpp"
#include "Graphic/Sprite.hpp"
#include "Graphic/Texture.hpp"
#include "Graphic/gamegl.hpp"
#include "Math/XYZ.hpp"
#include "Objects/Person.hpp"
#include <cmath>
#define knife 1
#define sword 2
#define staff 3
class Weapon
{
public:
Weapon(int type, int owner);
static void Load();
void draw();
void doStuff(int);
int getType()
{
return type;
}
void setType(int);
void drop(XYZ velocity, XYZ tipvelocity, bool sethitsomething = true);
void thrown(XYZ velocity, bool sethitsomething = true);
int owner;
XYZ position;
XYZ tippoint;
XYZ velocity;
XYZ tipvelocity;
bool missed;
bool hitsomething;
float freetime;
bool firstfree;
bool physics;
float damage;
int bloody;
float blooddrip;
float blooddripdelay;
float rotation1;
float rotation2;
float rotation3;
float bigrotation;
float bigtilt;
float bigtilt2;
float smallrotation;
float smallrotation2;
private:
static Model throwingknifemodel;
static Texture knifetextureptr;
static Texture lightbloodknifetextureptr;
static Texture bloodknifetextureptr;
static Model swordmodel;
static Texture swordtextureptr;
static Texture lightbloodswordtextureptr;
static Texture bloodswordtextureptr;
static Model staffmodel;
static Texture stafftextureptr;
int type;
XYZ oldtippoint;
XYZ oldposition;
int oldowner;
bool onfire;
float flamedelay;
float mass;
float tipmass;
float length;
float drawhowmany;
XYZ lastdrawnposition;
XYZ lastdrawntippoint;
float lastdrawnrotation1;
float lastdrawnrotation2;
float lastdrawnrotation3;
float lastdrawnbigrotation;
float lastdrawnbigtilt;
float lastdrawnbigtilt2;
float lastdrawnsmallrotation;
float lastdrawnsmallrotation2;
int lastdrawnanim;
};
class Weapons : public std::vector<Weapon>
{
public:
Weapons();
int Draw();
void DoStuff();
};
extern Weapons weapons;
#endif
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