dxx-rebirth/common/main/multibot.h
Kp c64a584bfd Use enum class for robot_gun_number
Validate gun numbers on loading object data.  Factor out and normalize
the logic for advancing to a robot's next gun.
2022-08-22 01:24:49 +00:00

79 lines
2.8 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Header file for multiplayer robot support.
*
*/
#pragma once
#include <bitset>
#include "pstypes.h"
#include "fwd-player.h" // playernum_t
#include "fwd-vclip.h"
#include "fwd-vecmat.h"
#include "robot.h"
namespace dcx {
enum class multi_send_robot_position_priority : uint8_t
{
_0,
_1,
_2,
};
constexpr std::integral_constant<std::size_t, 5> MAX_ROBOTS_CONTROLLED{};
constexpr std::integral_constant<std::size_t, MAX_ROBOTS_CONTROLLED> HANDS_OFF_PERIOD{}; // i.e. one slow above max
extern std::array<objnum_t, MAX_ROBOTS_CONTROLLED> robot_controlled;
extern std::array<int, MAX_ROBOTS_CONTROLLED> robot_agitation;
extern std::bitset<MAX_ROBOTS_CONTROLLED> robot_fired;
}
#ifdef dsx
int multi_can_move_robot(vmobjptridx_t objnum, int agitation);
void multi_send_robot_position(object &objnum, multi_send_robot_position_priority fired);
void multi_send_robot_fire(vmobjptridx_t objnum, robot_gun_number gun_num, const vms_vector &fire);
void multi_send_claim_robot(vmobjptridx_t objnum);
void multi_send_robot_explode(imobjptridx_t objnum, objnum_t killer);
void multi_send_create_robot(station_number robotcen, objnum_t objnum, int type);
namespace dsx {
void multi_send_boss_teleport(vmobjptridx_t bossobjnum, vcsegidx_t where);
}
void multi_send_boss_cloak(objnum_t bossobjnum);
void multi_send_boss_start_gate(objnum_t bossobjnum);
void multi_send_boss_stop_gate(objnum_t bossobjnum);
void multi_send_boss_create_robot(vmobjidx_t bossobjnum, vmobjptridx_t objnum);
void multi_send_robot_frame();
namespace dsx {
int multi_explode_robot_sub(const d_robot_info_array &Robot_info, vmobjptridx_t botnum);
void multi_robot_request_change(vmobjptridx_t robot, int playernum);
#if defined(DXX_BUILD_DESCENT_II)
void multi_send_thief_frame();
#endif
}
#endif
void multi_strip_robots(int playernum);
void multi_check_robot_timeout(void);