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/*
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 - 1998 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
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/*
*
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* Code for powerup objects .
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*
*/
# include <stdarg.h>
# include <stdio.h>
# include <string.h>
# include "3d.h"
# include "inferno.h"
# include "object.h"
# include "game.h"
# include "fireball.h"
# include "powerup.h"
# include "gauges.h"
# include "sounds.h"
# include "player.h"
# include "wall.h"
# include "text.h"
# include "weapon.h"
# include "laser.h"
# include "scores.h"
# include "multi.h"
# include "newdemo.h"
# ifdef EDITOR
# include "gr.h" // for powerup outline drawing
# include "editor/editor.h"
# endif
int N_powerup_types = 0 ;
powerup_type_info Powerup_info [ MAX_POWERUP_TYPES ] ;
int powerup_start_level [ MAX_POWERUP_TYPES ] ;
//process this powerup for this frame
void do_powerup_frame ( object * obj )
{
vclip_info * vci = & obj - > rtype . vclip_info ;
vclip * vc = & Vclip [ vci - > vclip_num ] ;
vci - > frametime - = FrameTime ;
while ( vci - > frametime < 0 ) {
vci - > frametime + = vc - > frame_time ;
vci - > framenum + + ;
if ( vci - > framenum > = vc - > num_frames )
vci - > framenum = 0 ;
}
if ( obj - > lifeleft < = 0 ) {
object_create_explosion ( obj - > segnum , & obj - > pos , fl2f ( 3.5 ) , VCLIP_POWERUP_DISAPPEARANCE ) ;
if ( Vclip [ VCLIP_POWERUP_DISAPPEARANCE ] . sound_num > - 1 )
digi_link_sound_to_object ( Vclip [ VCLIP_POWERUP_DISAPPEARANCE ] . sound_num , obj - Objects , 0 , F1_0 ) ;
}
}
# ifdef EDITOR
extern fix blob_vertices [ ] ;
// blob_vertices has 3 vertices in it, 4th must be computed
void draw_blob_outline ( void )
{
fix v3x , v3y ;
v3x = blob_vertices [ 4 ] - blob_vertices [ 2 ] + blob_vertices [ 0 ] ;
v3y = blob_vertices [ 5 ] - blob_vertices [ 3 ] + blob_vertices [ 1 ] ;
gr_setcolor ( BM_XRGB ( 63 , 63 , 63 ) ) ;
gr_line ( blob_vertices [ 0 ] , blob_vertices [ 1 ] , blob_vertices [ 2 ] , blob_vertices [ 3 ] ) ;
gr_line ( blob_vertices [ 2 ] , blob_vertices [ 3 ] , blob_vertices [ 4 ] , blob_vertices [ 5 ] ) ;
gr_line ( blob_vertices [ 4 ] , blob_vertices [ 5 ] , v3x , v3y ) ;
gr_line ( v3x , v3y , blob_vertices [ 0 ] , blob_vertices [ 1 ] ) ;
}
# endif
void draw_powerup ( object * obj )
{
# ifdef EDITOR
blob_vertices [ 0 ] = 0x80000 ;
# endif
draw_object_blob ( obj , Vclip [ obj - > rtype . vclip_info . vclip_num ] . frames [ obj - > rtype . vclip_info . framenum ] ) ;
# ifdef EDITOR
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if ( EditorWindow & & ( Cur_object_index = = obj - Objects ) )
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if ( blob_vertices [ 0 ] ! = 0x80000 )
draw_blob_outline ( ) ;
# endif
}
void powerup_basic ( int redadd , int greenadd , int blueadd , int score , char * format , . . . )
{
char text [ 120 ] ;
va_list args ;
va_start ( args , format ) ;
vsprintf ( text , format , args ) ;
va_end ( args ) ;
PALETTE_FLASH_ADD ( redadd , greenadd , blueadd ) ;
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HUD_init_message ( HM_DEFAULT , " %s " , text ) ;
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add_points_to_score ( score ) ;
}
//#ifndef RELEASE
// Give the megawow powerup!
void do_megawow_powerup ( int quantity )
{
int i ;
powerup_basic ( 30 , 0 , 30 , 1 , " MEGA-WOWIE-ZOWIE! " ) ;
# ifndef SHAREWARE
Players [ Player_num ] . primary_weapon_flags = 0xff ;
Players [ Player_num ] . secondary_weapon_flags = 0xff ;
# else
Players [ Player_num ] . primary_weapon_flags = 0xff ^ ( HAS_PLASMA_FLAG | HAS_FUSION_FLAG ) ;
Players [ Player_num ] . secondary_weapon_flags = 0xff ^ ( HAS_SMART_FLAG | HAS_MEGA_FLAG ) ;
# endif
for ( i = 0 ; i < 3 ; i + + )
Players [ Player_num ] . primary_ammo [ i ] = 200 ;
for ( i = 0 ; i < 3 ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = quantity ;
# ifndef SHAREWARE
for ( i = 3 ; i < 5 ; i + + )
Players [ Player_num ] . primary_ammo [ i ] = 200 ;
for ( i = 3 ; i < 5 ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = quantity / 5 ;
# endif
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_laser_level ( Players [ Player_num ] . laser_level , MAX_LASER_LEVEL ) ;
Players [ Player_num ] . energy = F1_0 * 200 ;
Players [ Player_num ] . shields = F1_0 * 200 ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_QUAD_LASERS ;
Players [ Player_num ] . laser_level = MAX_LASER_LEVEL ;
update_laser_weapon_info ( ) ;
}
//#endif
int pick_up_energy ( void )
{
int used = 0 ;
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if ( Players [ Player_num ] . energy < MAX_ENERGY ) {
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Players [ Player_num ] . energy + = 3 * F1_0 + 3 * F1_0 * ( NDL - Difficulty_level ) ;
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if ( Players [ Player_num ] . energy > MAX_ENERGY )
Players [ Player_num ] . energy = MAX_ENERGY ;
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powerup_basic ( 15 , 15 , 7 , ENERGY_SCORE , " %s %s %d " , TXT_ENERGY , TXT_BOOSTED_TO , f2ir ( Players [ Player_num ] . energy ) ) ;
used = 1 ;
} else
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , TXT_MAXED_OUT , TXT_ENERGY ) ;
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return used ;
}
int pick_up_vulcan_ammo ( void )
{
int used = 0 ;
//added/killed on 1/21/99 by Victor Rachels ... how is this wrong?
//-killed- int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
if ( pick_up_ammo ( CLASS_PRIMARY , VULCAN_INDEX , VULCAN_AMMO_AMOUNT ) ) {
powerup_basic ( 7 , 14 , 21 , VULCAN_AMMO_SCORE , " %s! " , TXT_VULCAN_AMMO ) ;
used = 1 ;
} else {
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , " %s %d %s! " , TXT_ALREADY_HAVE , f2i ( VULCAN_AMMO_SCALE * Primary_ammo_max [ VULCAN_INDEX ] ) , TXT_VULCAN_ROUNDS ) ;
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used = 0 ;
}
//-killed- Primary_weapon = pwsave;
//end this section kill - VR
return used ;
}
// returns true if powerup consumed
int do_powerup ( object * obj )
{
int used = 0 ;
int vulcan_ammo_to_add_with_cannon ;
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if ( ( Player_is_dead ) | | ( ConsoleObject - > type = = OBJ_GHOST ) | | ( Players [ Player_num ] . shields < 0 ) )
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return 0 ;
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if ( Game_mode & GM_MULTI )
{
/*
* The fact : Collecting a powerup is decided Client - side and due to PING it takes time for other players to know if one collected a powerup actually . This may lead to the case two players collect the same powerup !
* The solution : Let us check if someone else is closer to a powerup and if so , do not collect it .
* NOTE : Player positions computed by ' shortpos ' and PING can still cause a small margin of error .
*/
int i = 0 ;
vms_vector tvec ;
fix mydist = vm_vec_normalized_dir ( & tvec , & obj - > pos , & ConsoleObject - > pos ) ;
for ( i = 0 ; i < MAX_PLAYERS ; i + + )
{
if ( i = = Player_num | | Players [ i ] . connected ! = CONNECT_PLAYING )
continue ;
if ( Objects [ Players [ i ] . objnum ] . type = = OBJ_GHOST | | Players [ i ] . shields < 0 )
continue ;
if ( mydist > vm_vec_normalized_dir ( & tvec , & obj - > pos , & Objects [ Players [ i ] . objnum ] . pos ) )
return 0 ;
}
}
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switch ( obj - > id ) {
case POW_EXTRA_LIFE :
Players [ Player_num ] . lives + + ;
powerup_basic ( 15 , 15 , 15 , 0 , TXT_EXTRA_LIFE ) ;
used = 1 ;
break ;
case POW_ENERGY :
used = pick_up_energy ( ) ;
break ;
case POW_SHIELD_BOOST :
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if ( Players [ Player_num ] . shields < MAX_SHIELDS ) {
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Players [ Player_num ] . shields + = 3 * F1_0 + 3 * F1_0 * ( NDL - Difficulty_level ) ;
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if ( Players [ Player_num ] . shields > MAX_SHIELDS )
Players [ Player_num ] . shields = MAX_SHIELDS ;
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powerup_basic ( 0 , 0 , 15 , SHIELD_SCORE , " %s %s %d " , TXT_SHIELD , TXT_BOOSTED_TO , f2ir ( Players [ Player_num ] . shields ) ) ;
used = 1 ;
} else
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , TXT_MAXED_OUT , TXT_SHIELD ) ;
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break ;
case POW_LASER :
if ( Players [ Player_num ] . laser_level > = MAX_LASER_LEVEL ) {
Players [ Player_num ] . laser_level = MAX_LASER_LEVEL ;
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , TXT_MAXED_OUT , TXT_LASER ) ;
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} else {
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if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_laser_level ( Players [ Player_num ] . laser_level , Players [ Player_num ] . laser_level + 1 ) ;
Players [ Player_num ] . laser_level + + ;
powerup_basic ( 10 , 0 , 10 , LASER_SCORE , " %s %s %d " , TXT_LASER , TXT_BOOSTED_TO , Players [ Player_num ] . laser_level + 1 ) ;
update_laser_weapon_info ( ) ;
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pick_up_primary ( LASER_INDEX ) ;
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used = 1 ;
}
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_MISSILE_1 :
used = pick_up_secondary ( CONCUSSION_INDEX , 1 ) ;
break ;
case POW_MISSILE_4 :
used = pick_up_secondary ( CONCUSSION_INDEX , 4 ) ;
break ;
case POW_KEY_BLUE :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_BLUE_KEY )
break ;
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# ifdef NETWORK
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multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
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# endif
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digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_BLUE_KEY ;
powerup_basic ( 0 , 0 , 15 , KEY_SCORE , " %s %s " , TXT_BLUE , TXT_ACCESS_GRANTED ) ;
if ( Game_mode & GM_MULTI )
used = 0 ;
else
used = 1 ;
break ;
case POW_KEY_RED :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_RED_KEY )
break ;
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# ifdef NETWORK
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multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
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# endif
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digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_RED_KEY ;
powerup_basic ( 15 , 0 , 0 , KEY_SCORE , " %s %s " , TXT_RED , TXT_ACCESS_GRANTED ) ;
if ( Game_mode & GM_MULTI )
used = 0 ;
else
used = 1 ;
break ;
case POW_KEY_GOLD :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_GOLD_KEY )
break ;
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# ifdef NETWORK
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multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
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# endif
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digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_GOLD_KEY ;
powerup_basic ( 15 , 15 , 7 , KEY_SCORE , " %s %s " , TXT_YELLOW , TXT_ACCESS_GRANTED ) ;
if ( Game_mode & GM_MULTI )
used = 0 ;
else
used = 1 ;
break ;
case POW_QUAD_FIRE :
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_QUAD_LASERS ) ) {
Players [ Player_num ] . flags | = PLAYER_FLAGS_QUAD_LASERS ;
powerup_basic ( 15 , 15 , 7 , QUAD_FIRE_SCORE , " %s! " , TXT_QUAD_LASERS ) ;
update_laser_weapon_info ( ) ;
used = 1 ;
} else
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , " %s %s! " , TXT_ALREADY_HAVE , TXT_QUAD_LASERS ) ;
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if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_VULCAN_WEAPON :
if ( ( used = pick_up_primary ( VULCAN_INDEX ) ) ! = 0 ) {
vulcan_ammo_to_add_with_cannon = obj - > ctype . powerup_info . count ;
if ( vulcan_ammo_to_add_with_cannon < VULCAN_WEAPON_AMMO_AMOUNT ) vulcan_ammo_to_add_with_cannon = VULCAN_WEAPON_AMMO_AMOUNT ;
pick_up_ammo ( CLASS_PRIMARY , VULCAN_INDEX , vulcan_ammo_to_add_with_cannon ) ;
}
//added/edited 8/3/98 by Victor Rachels to fix vulcan multi bug
//check if multi, if so, pick up ammo w/o using, set ammo left. else, normal
//killed 8/27/98 by Victor Rachels to fix vulcan ammo multiplying. new way
// is by spewing the current held ammo when dead.
//-killed if (!used && (Game_mode & GM_MULTI))
//-killed {
//-killed int tempcount;
//-killed tempcount=Players[Player_num].primary_ammo[VULCAN_INDEX];
//-killed if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, obj->ctype.powerup_info.count))
//-killed obj->ctype.powerup_info.count -= Players[Player_num].primary_ammo[VULCAN_INDEX]-tempcount;
//-killed }
//end kill - Victor Rachels
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
//end addition/edit - Victor Rachels
used = pick_up_vulcan_ammo ( ) ;
break ;
case POW_SPREADFIRE_WEAPON :
used = pick_up_primary ( SPREADFIRE_INDEX ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_PLASMA_WEAPON :
used = pick_up_primary ( PLASMA_INDEX ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_FUSION_WEAPON :
used = pick_up_primary ( FUSION_INDEX ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_PROXIMITY_WEAPON :
used = pick_up_secondary ( PROXIMITY_INDEX , 4 ) ;
break ;
case POW_SMARTBOMB_WEAPON :
used = pick_up_secondary ( SMART_INDEX , 1 ) ;
break ;
case POW_MEGA_WEAPON :
used = pick_up_secondary ( MEGA_INDEX , 1 ) ;
break ;
case POW_VULCAN_AMMO : {
used = pick_up_vulcan_ammo ( ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_vulcan_ammo ( ) ;
break ;
}
break ;
case POW_HOMING_AMMO_1 :
used = pick_up_secondary ( HOMING_INDEX , 1 ) ;
break ;
case POW_HOMING_AMMO_4 :
used = pick_up_secondary ( HOMING_INDEX , 4 ) ;
break ;
case POW_CLOAK :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) {
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , " %s %s! " , TXT_ALREADY_ARE , TXT_CLOAKED ) ;
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break ;
} else {
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Players [ Player_num ] . cloak_time = GameTime64 ;
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Players [ Player_num ] . flags | = PLAYER_FLAGS_CLOAKED ;
ai_do_cloak_stuff ( ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_cloak ( ) ;
# endif
powerup_basic ( - 10 , - 10 , - 10 , CLOAK_SCORE , " %s! " , TXT_CLOAKING_DEVICE ) ;
used = 1 ;
break ;
}
case POW_INVULNERABILITY :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) {
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HUD_init_message ( HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL , " %s %s! " , TXT_ALREADY_ARE , TXT_INVULNERABLE ) ;
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break ;
} else {
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Players [ Player_num ] . invulnerable_time = GameTime64 ;
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Players [ Player_num ] . flags | = PLAYER_FLAGS_INVULNERABLE ;
powerup_basic ( 7 , 14 , 21 , INVULNERABILITY_SCORE , " %s! " , TXT_INVULNERABILITY ) ;
used = 1 ;
break ;
}
# ifndef RELEASE
case POW_MEGAWOW :
do_megawow_powerup ( 50 ) ;
used = 1 ;
break ;
# endif
default :
break ;
}
//always say used, until physics problem (getting stuck on unused powerup)
//is solved. Note also the break statements above that are commented out
//!! used=1;
if ( used & & Powerup_info [ obj - > id ] . hit_sound > - 1 ) {
# ifdef NETWORK
if ( Game_mode & GM_MULTI ) // Added by Rob, take this out if it turns out to be not good for net games!
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
}
return used ;
}
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/*
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* reads n powerup_type_info structs from a PHYSFS_file
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*/
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int powerup_type_info_read_n ( powerup_type_info * pti , int n , PHYSFS_file * fp )
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{
int i ;
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for ( i = 0 ; i < n ; i + + ) {
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pti [ i ] . vclip_num = PHYSFSX_readInt ( fp ) ;
pti [ i ] . hit_sound = PHYSFSX_readInt ( fp ) ;
pti [ i ] . size = PHYSFSX_readFix ( fp ) ;
pti [ i ] . light = PHYSFSX_readFix ( fp ) ;
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}
return i ;
}