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weapon.h
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82 lines (75 loc) · 4.89 KB
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/****************************************************************************************//* WEAPON.H *//****************************************************************************************//* (c) 1995 by Magnet Interactive Studios, inc. All rights reserved. *//****************************************************************************************//* Revision History: *//* 7/20/94 File first created. By Andrew Looney. *//* v1.0 8/5/94 First polished version. By Andrew Looney. *//* v2.0 8/24/94 Seven level version burned onto CD-ROM. By Andrew Looney. *//* v2.1 8/29/94 Comments brought back up to date. By Andrew Looney. *//* v2.2 9/7/94 Sixteen level version. By Andrew Looney. *//* v2.3 9/23/94 Thirty level version burned onto CD-ROM. By Andrew Looney. *//* v2.4 10/19/94 Fifty level version. By Andrew Looney. *//* v2.5 10/31/94 Sixty level version burned onto CD-ROM. By Andrew Looney. *//* v3.0 10/31/94 Began switching over to real artwork. By Andrew Looney. *//* v3.1 11/11/94 COMDEX version. By Andrew Looney. *//* v3.2 12/2/94 Seventy-five level version. By Andrew Looney. *//* v3.3 12/14/94 Ack! Zombies! By Andrew Looney. *//* v3.4 12/23/94 Orange Meanies! By Andrew Looney. *//* v3.5 1/3/95 100 Levels! By Andrew Looney. *//* v3.6 1/5/95 101 Levels. By Andrew Looney. *//* v3.7 1/16/95 New, improved Brainy Seeker logic! By Andrew Looney. *//* v3.8 1/27/95 114 level version burned onto CD-ROM. By Andrew Looney. *//* v3.9 2/3/95 New CD-ROM burned for shipment to 3DO. By Andrew Looney. *//* v4.0 2/9/95 New CD-ROM featuring the big level grid. By Andrew Looney. *//* v4.1 2/22/95 New CD-ROM with rough draft of full interface. By Andrew Looney. *//* v4.2 3/17/95 The St. Patrick's Day Version. By Andrew Looney. *//* v4.3 3/20/95 The last version before the movies get added. By Andrew Looney. *//* v4.4 3/21/95 First version with movies integrated. By Andrew Looney. *//* v4.5 3/22/95 Second version with movies integrated. By Andrew Looney. *//* v4.6 3/27/95 Third version with movies integrated. By Andrew Looney. *//* v5.0 3/28/95 Newest version sent to QA. By Andrew Looney. *//* v5.1 3/28/95 Now, with Easter Eggs! By Andrew Looney. *//* v5.2 3/29/95 Could this be the final version? By Andrew Looney. *//* v5.3 3/30/95 OK, now maybe THIS is the final version! By Andrew Looney. *//* v5.4 4/3/95 Made a couple more minor changes. By Andrew Looney. *//****************************************************************************************/#define FIREBALL_EAST "$boot/IceFiles/FireballArt/fireball_e.anim"#define FIREBALL_WEST "$boot/IceFiles/FireballArt/fireball_w.anim"#define FIREBALL_NORTH "$boot/IceFiles/FireballArt/fireball_n.anim"#define FIREBALL_SOUTH "$boot/IceFiles/FireballArt/fireball_s.anim"#define FIREBALL_NORTHEAST "$boot/IceFiles/FireballArt/fireball_ne.anim"#define FIREBALL_NORTHWEST "$boot/IceFiles/FireballArt/fireball_nw.anim"#define FIREBALL_SOUTHEAST "$boot/IceFiles/FireballArt/fireball_se.anim"#define FIREBALL_SOUTHWEST "$boot/IceFiles/FireballArt/fireball_sw.anim"#define FIREBALL_DEATH_ANIM "$boot/IceFiles/FireballArt/fireballsplat.anim"#define MAX_BULLETS 2#define BULLET_INACTIVE 0#define BULLET_MOVING 1#define BULLET_EXPLODING 2/****************************************************************************************/class weapon { private: anim_source bullet_source[8]; anim_user bullet[MAX_BULLETS]; int32 bullet_direction[MAX_BULLETS]; bool bullet_state[MAX_BULLETS]; int32 step_size; public: int32 speed; anim_source fireball_death; bool LoadArtwork (void); void InitializeWeapon (void); bool FireWeapon (int32 firing_direction); bool DetectHit (int32 bullet_number); void MoveBullets (int32 x_change, int32 y_change); void DrawBullets (void); void UndrawBullets (void); void StopBullets (void); bool DivineIntervention (solid_object *potential_victim); void ShutdownForRestart (void); void ShutdownForExit (void);};/***************************************** EOF ******************************************/