dxx-rebirth/main/weapon.h

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/* $Id: weapon.h,v 1.6 2003-10-11 09:28:38 btb Exp $ */
/*
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
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Protypes for weapon stuff.
*
* Old Log:
* Revision 1.2 1995/09/14 14:07:10 allender
* fixed prototypes to have return value
*
* Revision 1.1 1995/05/16 16:05:22 allender
* Initial revision
*
* Revision 2.0 1995/02/27 11:31:10 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.44 1995/01/30 17:14:18 mike
* halve rate of vulcan ammo consumption.
*
* Revision 1.43 1995/01/19 17:45:04 mike
* damage_force removed, that information coming from strength field.
*
* Revision 1.42 1995/01/05 15:46:11 john
* Made weapons not rearm when starting a saved game.
*
* Revision 1.41 1995/01/04 12:20:27 john
* Declearations to work better with game state save.
*
*
* Revision 1.40 1994/12/13 12:54:16 mike
* fix proximity, homing flags, backwards!
*
* Revision 1.39 1994/12/11 16:17:57 mike
* change default weapon life so shots from ctrlcen on level 6 won't evaporate before they hit you.
*
* Revision 1.38 1994/12/09 19:55:26 matt
* Added weapon name in "not available in shareware" message
*
* Revision 1.37 1994/12/07 12:55:27 mike
* tweak vulcan amounts.
*
* Revision 1.36 1994/12/03 19:03:56 matt
* Fixed vulcan ammo HUD message
*
* Revision 1.35 1994/12/02 15:05:02 matt
* Fixed bogus weapon constants and arrays
*
* Revision 1.34 1994/11/29 14:26:05 john
* Again.
*
* Revision 1.33 1994/11/29 14:13:47 adam
* Changed the byte flash sound to short.
*
* Revision 1.32 1994/11/12 16:36:55 mike
* default ammo stuff.
*
* Revision 1.31 1994/10/21 10:55:24 adam
* upped MAX_WEAPON_TYPES to 30
*
* Revision 1.30 1994/10/19 11:16:37 mike
* Limit ammo amounts.
*
* Revision 1.29 1994/10/12 08:05:04 mike
* Clean up homing/proximity mess.
*
* Revision 1.28 1994/10/08 23:37:53 matt
* Don't pick up weapons you already have; also fixed auto_select bug
* for seconary weapons
*
* Revision 1.27 1994/10/07 23:37:56 matt
* Made weapons select when pick up better one
*
* Revision 1.26 1994/10/07 16:02:17 matt
* Fixed problem with weapon auto-select
*
* Revision 1.25 1994/10/05 17:07:44 matt
* Made player_has_weapon() public and moved constants to header file
*
* Revision 1.24 1994/09/30 21:50:49 mike
* Add homing_flag and 3 dummy bytes to weapon_info.
*
* Revision 1.23 1994/09/30 13:47:41 mike
* Make speed and strength be difficulty level based.
*
* Revision 1.22 1994/09/20 16:10:13 mike
* Prototype Primary_weapon_names and Secondary_weapon_names.
*
* Revision 1.21 1994/09/20 12:17:21 adam
* upped weapon types
*
* Revision 1.20 1994/09/13 16:40:29 mike
* Define REARM_TIME -- time it takes until you can fire a newly armed weapon.
*
* Revision 1.19 1994/09/13 14:43:03 matt
* Added cockpit weapon displays
*
* Revision 1.18 1994/09/11 15:50:34 mike
* Add matter and bounce to weapon_info.
*
* Revision 1.17 1994/09/10 17:32:17 mike
* Add thrust to weapon_info.
*
* Revision 1.16 1994/09/09 20:04:54 mike
* Add vclips for weapons.
*
* Revision 1.15 1994/09/07 15:59:14 mike
* Add default lifetimes to weapons, destroyable, lifetime, damage_radius, damage_force fields to weapons.
*
* Revision 1.14 1994/09/03 15:18:06 mike
* Add prototype for auto_select_weapon.
*
* Revision 1.13 1994/09/02 16:38:33 mike
* Move data from global arrays to Weapon_info.
*
* Revision 1.12 1994/09/02 11:54:59 mike
* Add a whole slew of constants for the whole slew of new weapons.
*
* Revision 1.11 1994/08/23 16:39:15 mike
* Add light to weapon struct
*
*/
#ifndef _WEAPON_H
#define _WEAPON_H
#include "inferno.h"
#include "gr.h"
#include "game.h"
#include "piggy.h"
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#include "cfile.h"
// weapon info flags
#define WIF_PLACABLE 1 // can be placed by level designer
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typedef struct weapon_info {
sbyte render_type; // How to draw 0=laser, 1=blob, 2=object
sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
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short model_num; // Model num if rendertype==2.
short model_num_inner; // Model num of inner part if rendertype==2.
sbyte flash_vclip; // What vclip to use for muzzle flash
sbyte robot_hit_vclip; // What vclip for impact with robot
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short flash_sound; // What sound to play when fired
sbyte wall_hit_vclip; // What vclip for impact with wall
sbyte fire_count; // Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired.
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short robot_hit_sound; // What sound for impact with robot
sbyte ammo_usage; // How many units of ammunition it uses.
sbyte weapon_vclip; // Vclip to render for the weapon, itself.
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short wall_hit_sound; // What sound for impact with wall
sbyte destroyable; // If !0, this weapon can be destroyed by another weapon.
sbyte matter; // Flag: set if this object is matter (as opposed to energy)
sbyte bounce; // 1==always bounces, 2=bounces twice
sbyte homing_flag; // Set if this weapon can home in on a target.
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ubyte speedvar; // allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
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ubyte flags; // see values above
sbyte flash; // Flash effect
sbyte afterburner_size; // Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5.
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/* not present in shareware datafiles */
sbyte children; // ID of weapon to drop if this contains children. -1 means no children.
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fix energy_usage; // How much fuel is consumed to fire this weapon.
fix fire_wait; // Time until this weapon can be fired again.
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/* not present in shareware datafiles */
fix multi_damage_scale; // Scale damage by this amount when applying to player in multiplayer. F1_0 means no change.
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bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
fix blob_size; // Size of blob if blob type
fix flash_size; // How big to draw the flash
fix impact_size; // How big of an impact
fix strength[NDL]; // How much damage it can inflict
fix speed[NDL]; // How fast it can move, difficulty level based.
fix mass; // How much mass it has
fix drag; // How much drag it has
fix thrust; // How much thrust it has
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fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
fix light; // Amount of light this weapon casts.
fix lifetime; // Lifetime in seconds of this weapon.
fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
//-- unused-- fix damage_force; // Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
// damage_force was a real mess. Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength. Now use 2*strength instead. --MK, 01/19/95
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bitmap_index picture; // a picture of the weapon for the cockpit
/* not present in shareware datafiles */
bitmap_index hires_picture; // a hires picture of the above
} __pack__ weapon_info;
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#define REARM_TIME (F1_0)
#define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
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#define WEAPON_TYPE_WEAK_LASER 0
#define WEAPON_TYPE_STRONG_LASER 1
#define WEAPON_TYPE_CANNON_BALL 2
#define WEAPON_TYPE_MISSILE 3
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#define MAX_WEAPON_TYPES 70
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#define WEAPON_RENDER_NONE -1
#define WEAPON_RENDER_LASER 0
#define WEAPON_RENDER_BLOB 1
#define WEAPON_RENDER_POLYMODEL 2
#define WEAPON_RENDER_VCLIP 3
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#define MAX_PRIMARY_WEAPONS 10
#define MAX_SECONDARY_WEAPONS 10
//given a weapon index, return the flag value
#define HAS_FLAG(index) (1<<(index))
// Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
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#define HAS_LASER_FLAG HAS_FLAG(LASER_INDEX)
#define HAS_VULCAN_FLAG HAS_FLAG(VULCAN_INDEX)
#define HAS_SPREADFIRE_FLAG HAS_FLAG(SPREADFIRE_INDEX)
#define HAS_PLASMA_FLAG HAS_FLAG(PLASMA_INDEX)
#define HAS_FUSION_FLAG HAS_FLAG(FUSION_INDEX)
#define HAS_CONCUSSION_FLAG HAS_FLAG(CONCUSSION_INDEX)
#define HAS_HOMING_FLAG HAS_FLAG(HOMING_INDEX)
#define HAS_PROXIMITY_FLAG HAS_FLAG(PROXIMITY_INDEX)
#define HAS_SMART_FLAG HAS_FLAG(SMART_INDEX)
#define HAS_MEGA_FLAG HAS_FLAG(MEGA_INDEX)
#define CLASS_PRIMARY 0
#define CLASS_SECONDARY 1
#define LASER_INDEX 0
#define VULCAN_INDEX 1
#define SPREADFIRE_INDEX 2
#define PLASMA_INDEX 3
#define FUSION_INDEX 4
#define SUPER_LASER_INDEX 5
#define GAUSS_INDEX 6
#define HELIX_INDEX 7
#define PHOENIX_INDEX 8
#define OMEGA_INDEX 9
#define CONCUSSION_INDEX 0
#define HOMING_INDEX 1
#define PROXIMITY_INDEX 2
#define SMART_INDEX 3
#define MEGA_INDEX 4
#define SMISSILE1_INDEX 5
#define GUIDED_INDEX 6
#define SMART_MINE_INDEX 7
#define SMISSILE4_INDEX 8
#define SMISSILE5_INDEX 9
#define SUPER_WEAPON 5
#define VULCAN_AMMO_SCALE 0xcc163 //(0x198300/2) //multiply ammo by this before displaying
#define NUM_SMART_CHILDREN 6 // Number of smart children created by default.
extern weapon_info Weapon_info[];
extern int N_weapon_types;
extern void do_weapon_select(int weapon_num, int secondary_flag);
extern void show_weapon_status(void);
extern sbyte Primary_weapon, Secondary_weapon;
extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
//for each Secondary weapon, which gun it fires out of
extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
//for each primary weapon, what kind of powerup gives weapon
extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
//for each Secondary weapon, what kind of powerup gives weapon
extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
//flags whether the last time we use this weapon, it was the 'super' version
extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
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extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
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extern char *Primary_weapon_names_short[];
extern char *Secondary_weapon_names_short[];
extern char *Primary_weapon_names[];
extern char *Secondary_weapon_names[];
extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
extern sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
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#define HAS_WEAPON_FLAG 1
#define HAS_ENERGY_FLAG 2
#define HAS_AMMO_FLAG 4
#define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
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//-----------------------------------------------------------------------------
// Return:
// Bits set:
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// HAS_WEAPON_FLAG
// HAS_ENERGY_FLAG
// HAS_AMMO_FLAG
// HAS_SUPER_FLAG
extern int player_has_weapon(int weapon_num, int secondary_flag);
//called when one of these weapons is picked up
//when you pick up a secondary, you always get the weapon & ammo for it
int pick_up_secondary(int weapon_index,int count);
//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index);
//called when ammo (for the vulcan cannon) is picked up
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
extern int attempt_to_steal_item(object *objp, int player_num);
//this function is for when the player intentionally drops a powerup
extern int spit_powerup(object *spitter, int id, int seed);
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#define SMEGA_ID 40
extern void rock_the_mine_frame(void);
extern void smega_rock_stuff(void);
extern void init_smega_detonates(void);
extern void tactile_set_button_jolt (void);
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/*
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* reads n weapon_info structs from a CFILE
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*/
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extern int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp, int file_version);
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#endif