TombEngine/TR5Main/Game/Lara/lara_fire.h
2021-11-20 15:39:05 +11:00

58 lines
1.5 KiB
C++

#pragma once
#include "lara.h"
struct ITEM_INFO;
struct COLL_INFO;
constexpr auto MAX_TARGETS = 8;
enum FireWeaponType
{
FW_MISS = -1,
FW_NOAMMO = 0,
FW_MAYBEHIT = 1
};
struct WEAPON_INFO
{
short lockAngles[4];
short leftAngles[4];
short rightAngles[4];
short aimSpeed;
short shotAccuracy;
short gunHeight;
short targetDist;
byte damage;
byte recoilFrame;
byte flashTime;
byte drawFrame;
short sampleNum;
byte explosiveDamage;
};
enum WeaponState {
WSTATE_AIM =0,
WSTATE_DRAW = 1,
WSTATE_RECOIL = 2,
WSTATE_UNAIM = 4,
WSTATE_UW_AIM = 6,
WSTATE_UW_UNAIM = 7,
WSTATE_UW_RECOIL = 8
};
extern WEAPON_INFO Weapons[static_cast<int>(LARA_WEAPON_TYPE::NUM_WEAPONS)];
void SmashItem(short itemNum);
GAME_OBJECT_ID WeaponObject(int weaponType);
void LaraGun(ITEM_INFO* lara);
Ammo& GetAmmo(ITEM_INFO* lara, int weaponType);
void InitialiseNewWeapon(ITEM_INFO* lara);
GAME_OBJECT_ID WeaponObjectMesh(ITEM_INFO* lara, int weaponType);
void AimWeapon(ITEM_INFO* lara, WEAPON_INFO* winfo, LARA_ARM* arm);
void HitTarget(ITEM_INFO* lara, ITEM_INFO* target, GAME_VECTOR* hitPos, int damage, int flag);
FireWeaponType FireWeapon(LARA_WEAPON_TYPE weaponType, ITEM_INFO* target, ITEM_INFO* src, short* angles);
void find_target_point(ITEM_INFO* item, GAME_VECTOR* target);
void LaraTargetInfo(ITEM_INFO* lara, WEAPON_INFO* weapon);
bool CheckForHoldingState(int state);
void LaraGetNewTarget(ITEM_INFO* lara, WEAPON_INFO* weapon);
HOLSTER_SLOT HolsterSlotForWeapon(LARA_WEAPON_TYPE weapon);