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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 - 1999 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
/*
*
* Code for powerup objects .
*
*/
# include <stdarg.h>
# include <stdio.h>
# include <string.h>
# include "fix.h"
# include "vecmat.h"
# include "gr.h"
# include "3d.h"
# include "error.h"
# include "inferno.h"
# include "object.h"
# include "game.h"
# include "key.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 "lighting.h"
# include "controls.h"
# include "kconfig.h"
# include "newdemo.h"
# include "escort.h"
# ifdef EDITOR
# include "gr.h" // for powerup outline drawing
# include "editor/editor.h"
# endif
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# include "playsave.h"
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int N_powerup_types = 0 ;
powerup_type_info Powerup_info [ MAX_POWERUP_TYPES ] ;
//process this powerup for this frame
void do_powerup_frame ( object * obj )
{
fix fudge ;
vclip_info * vci = & obj - > rtype . vclip_info ;
vclip * vc = & Vclip [ vci - > vclip_num ] ;
fudge = ( FrameTime * ( ( obj - Objects ) & 3 ) ) > > 4 ;
vci - > frametime - = FrameTime + fudge ;
while ( vci - > frametime < 0 ) {
vci - > frametime + = vc - > frame_time ;
if ( ( obj - Objects ) & 1 )
vci - > framenum - - ;
else
vci - > framenum + + ;
if ( vci - > framenum > = vc - > num_frames )
vci - > framenum = 0 ;
if ( vci - > framenum < 0 )
vci - > framenum = vc - > num_frames - 1 ;
}
if ( obj - > lifeleft < = 0 ) {
object_create_explosion ( obj - > segnum , & obj - > pos , F1_0 * 7 / 2 , 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
if ( ( Function_mode = = FMODE_EDITOR ) & & ( Cur_object_index = = obj - Objects ) )
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 ) ;
HUD_init_message ( text ) ;
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! " ) ;
Players [ Player_num ] . primary_weapon_flags = 0xffff ^ HAS_FLAG ( SUPER_LASER_INDEX ) ; //no super laser
Players [ Player_num ] . secondary_weapon_flags = 0xffff ;
for ( i = 0 ; i < MAX_PRIMARY_WEAPONS ; i + + )
Players [ Player_num ] . primary_ammo [ i ] = VULCAN_AMMO_MAX ;
for ( i = 0 ; i < 3 ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = quantity ;
for ( i = 3 ; i < MAX_SECONDARY_WEAPONS ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = quantity / 5 ;
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_SUPER_LASER_LEVEL ;
if ( Game_mode & GM_HOARD )
Players [ Player_num ] . secondary_ammo [ PROXIMITY_INDEX ] = 12 ;
update_laser_weapon_info ( ) ;
}
//#endif
int pick_up_energy ( void )
{
int used = 0 ;
if ( Players [ Player_num ] . energy < MAX_ENERGY ) {
fix boost ;
boost = 3 * F1_0 + 3 * F1_0 * ( NDL - Difficulty_level ) ;
if ( Difficulty_level = = 0 )
boost + = boost / 2 ;
Players [ Player_num ] . energy + = boost ;
if ( Players [ Player_num ] . energy > MAX_ENERGY )
Players [ Player_num ] . energy = MAX_ENERGY ;
powerup_basic ( 15 , 15 , 7 , ENERGY_SCORE , " %s %s %d " , TXT_ENERGY , TXT_BOOSTED_TO , f2ir ( Players [ Player_num ] . energy ) ) ;
used = 1 ;
} else
HUD_init_message ( TXT_MAXED_OUT , TXT_ENERGY ) ;
return used ;
}
int pick_up_vulcan_ammo ( void )
{
int used = 0 , max ;
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 {
max = Primary_ammo_max [ VULCAN_INDEX ] ;
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_AMMO_RACK )
max * = 2 ;
HUD_init_message ( " %s %d %s! " , TXT_ALREADY_HAVE , f2i ( ( unsigned ) VULCAN_AMMO_SCALE * ( unsigned ) max ) , TXT_VULCAN_ROUNDS ) ;
used = 0 ;
}
Primary_weapon = pwsave ;
return used ;
}
extern void invalidate_escort_goal ( void ) ;
extern char GetKeyValue ( char ) ;
extern void check_to_use_primary ( int ) ;
extern void multi_send_got_flag ( char ) ;
extern int PlayerMessage ;
// returns true if powerup consumed
int do_powerup ( object * obj )
{
int used = 0 ;
int special_used = 0 ; //for when hitting vulcan cannon gets vulcan ammo
int id = obj - > id ;
if ( ( Player_is_dead ) | | ( ConsoleObject - > type = = OBJ_GHOST ) | | ( Players [ Player_num ] . shields < 0 ) )
return 0 ;
if ( obj - > ctype . powerup_info . creation_time > GameTime ) //gametime wrapped!
obj - > ctype . powerup_info . creation_time = 0 ; //allow player to pick up
if ( ( obj - > ctype . powerup_info . flags & PF_SPAT_BY_PLAYER ) & & obj - > ctype . powerup_info . creation_time > 0 & & GameTime < obj - > ctype . powerup_info . creation_time + i2f ( 2 ) )
return 0 ; //not enough time elapsed
PlayerMessage = 0 ; // Prevent messages from going to HUD if -PlayerMessages switch is set
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 :
if ( Players [ Player_num ] . shields < MAX_SHIELDS ) {
fix boost = 3 * F1_0 + 3 * F1_0 * ( NDL - Difficulty_level ) ;
if ( Difficulty_level = = 0 )
boost + = boost / 2 ;
Players [ Player_num ] . shields + = boost ;
if ( Players [ Player_num ] . shields > MAX_SHIELDS )
Players [ Player_num ] . shields = MAX_SHIELDS ;
powerup_basic ( 0 , 0 , 15 , SHIELD_SCORE , " %s %s %d " , TXT_SHIELD , TXT_BOOSTED_TO , f2ir ( Players [ Player_num ] . shields ) ) ;
used = 1 ;
} else
HUD_init_message ( TXT_MAXED_OUT , TXT_SHIELD ) ;
break ;
case POW_LASER :
if ( Players [ Player_num ] . laser_level > = MAX_LASER_LEVEL ) {
//Players[Player_num].laser_level = MAX_LASER_LEVEL;
HUD_init_message ( TXT_MAXED_OUT , TXT_LASER ) ;
} else {
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 ( ) ;
pick_up_primary ( LASER_INDEX ) ;
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 ;
# ifdef NETWORK
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
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 ;
invalidate_escort_goal ( ) ;
break ;
case POW_KEY_RED :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_RED_KEY )
break ;
# ifdef NETWORK
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
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 ;
invalidate_escort_goal ( ) ;
break ;
case POW_KEY_GOLD :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_GOLD_KEY )
break ;
# ifdef NETWORK
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
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 ;
invalidate_escort_goal ( ) ;
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
HUD_init_message ( " %s %s! " , TXT_ALREADY_HAVE , TXT_QUAD_LASERS ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_VULCAN_WEAPON :
case POW_GAUSS_WEAPON : {
int ammo = obj - > ctype . powerup_info . count ;
used = pick_up_primary ( ( obj - > id = = POW_VULCAN_WEAPON ) ? VULCAN_INDEX : GAUSS_INDEX ) ;
//didn't get the weapon (because we already have it), but
//maybe snag some of the ammo. if single-player, grab all the ammo
//and remove the powerup. If multi-player take ammo in excess of
//the amount in a powerup, and leave the rest.
if ( ! used )
if ( ( Game_mode & GM_MULTI ) )
ammo - = VULCAN_AMMO_AMOUNT ; //don't let take all ammo
if ( ammo > 0 ) {
int ammo_used ;
ammo_used = pick_up_ammo ( CLASS_PRIMARY , VULCAN_INDEX , ammo ) ;
obj - > ctype . powerup_info . count - = ammo_used ;
if ( ! used & & ammo_used ) {
powerup_basic ( 7 , 14 , 21 , VULCAN_AMMO_SCORE , " %s! " , TXT_VULCAN_AMMO ) ;
special_used = 1 ;
id = POW_VULCAN_AMMO ; //set new id for making sound at end of this function
if ( obj - > ctype . powerup_info . count = = 0 )
used = 1 ; //say used if all ammo taken
}
}
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_HELIX_WEAPON :
used = pick_up_primary ( HELIX_INDEX ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_PHOENIX_WEAPON :
used = pick_up_primary ( PHOENIX_INDEX ) ;
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_OMEGA_WEAPON :
used = pick_up_primary ( OMEGA_INDEX ) ;
if ( used )
Omega_charge = obj - > ctype . powerup_info . count ;
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_SMISSILE1_1 :
used = pick_up_secondary ( SMISSILE1_INDEX , 1 ) ;
break ;
case POW_SMISSILE1_4 :
used = pick_up_secondary ( SMISSILE1_INDEX , 4 ) ;
break ;
case POW_GUIDED_MISSILE_1 :
used = pick_up_secondary ( GUIDED_INDEX , 1 ) ;
break ;
case POW_GUIDED_MISSILE_4 :
used = pick_up_secondary ( GUIDED_INDEX , 4 ) ;
break ;
case POW_SMART_MINE :
used = pick_up_secondary ( SMART_MINE_INDEX , 4 ) ;
break ;
case POW_MERCURY_MISSILE_1 :
used = pick_up_secondary ( SMISSILE4_INDEX , 1 ) ;
break ;
case POW_MERCURY_MISSILE_4 :
used = pick_up_secondary ( SMISSILE4_INDEX , 4 ) ;
break ;
case POW_EARTHSHAKER_MISSILE :
used = pick_up_secondary ( SMISSILE5_INDEX , 1 ) ;
break ;
case POW_VULCAN_AMMO :
used = pick_up_vulcan_ammo ( ) ;
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 ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_ARE , TXT_CLOAKED ) ;
break ;
} else {
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Players [ Player_num ] . cloak_time = ( GameTime + CLOAK_TIME_MAX > i2f ( 0x7fff - 600 ) ? GameTime - i2f ( 0x7fff - 600 ) : GameTime ) ; // Not! changed by awareness events (like player fires laser).
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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 ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_ARE , TXT_INVULNERABLE ) ;
break ;
} else {
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Players [ Player_num ] . invulnerable_time = ( GameTime + INVULNERABLE_TIME_MAX > i2f ( 0x7fff - 600 ) ? GameTime - i2f ( 0x7fff - 600 ) : GameTime ) ;
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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
case POW_FULL_MAP :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_MAP_ALL ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_HAVE , " the FULL MAP " ) ;
if ( ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
} else {
Players [ Player_num ] . flags | = PLAYER_FLAGS_MAP_ALL ;
powerup_basic ( 15 , 0 , 15 , 0 , " FULL MAP! " ) ;
used = 1 ;
}
break ;
case POW_CONVERTER :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_CONVERTER ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_HAVE , " the Converter " ) ;
if ( ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
} else {
Players [ Player_num ] . flags | = PLAYER_FLAGS_CONVERTER ;
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powerup_basic ( 15 , 0 , 15 , 0 , " Energy -> shield converter! " ) ;
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used = 1 ;
}
break ;
case POW_SUPER_LASER :
if ( Players [ Player_num ] . laser_level > = MAX_SUPER_LASER_LEVEL ) {
Players [ Player_num ] . laser_level = MAX_SUPER_LASER_LEVEL ;
HUD_init_message ( " SUPER LASER MAXED OUT! " ) ;
} else {
int old_level = Players [ Player_num ] . laser_level ;
if ( Players [ Player_num ] . laser_level < = MAX_LASER_LEVEL )
Players [ Player_num ] . laser_level = MAX_LASER_LEVEL ;
Players [ Player_num ] . laser_level + + ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_laser_level ( old_level , Players [ Player_num ] . laser_level ) ;
powerup_basic ( 10 , 0 , 10 , LASER_SCORE , " Super Boost to Laser level %d " , Players [ Player_num ] . laser_level + 1 ) ;
update_laser_weapon_info ( ) ;
if ( Primary_weapon ! = LASER_INDEX )
check_to_use_primary ( SUPER_LASER_INDEX ) ;
used = 1 ;
}
if ( ! used & & ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
break ;
case POW_AMMO_RACK :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_AMMO_RACK ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_HAVE , " the Ammo rack " ) ;
if ( ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
}
else {
Players [ Player_num ] . flags | = PLAYER_FLAGS_AMMO_RACK ;
# ifdef NETWORK
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
powerup_basic ( 15 , 0 , 15 , 0 , " AMMO RACK! " ) ;
used = 1 ;
}
break ;
case POW_AFTERBURNER :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_AFTERBURNER ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_HAVE , " the Afterburner " ) ;
if ( ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
}
else {
Players [ Player_num ] . flags | = PLAYER_FLAGS_AFTERBURNER ;
# ifdef NETWORK
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
powerup_basic ( 15 , 15 , 15 , 0 , " AFTERBURNER! " ) ;
Afterburner_charge = f1_0 ;
used = 1 ;
}
break ;
case POW_HEADLIGHT :
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_HEADLIGHT ) {
HUD_init_message ( " %s %s! " , TXT_ALREADY_HAVE , " the Headlight boost " ) ;
if ( ! ( Game_mode & GM_MULTI ) )
used = pick_up_energy ( ) ;
}
else {
char msg [ 100 ] ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_HEADLIGHT ;
# ifdef NETWORK
multi_send_play_sound ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
# endif
digi_play_sample ( Powerup_info [ obj - > id ] . hit_sound , F1_0 ) ;
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sprintf ( msg , " HEADLIGHT BOOST! (Headlight is %s) " , PlayerCfg . HeadlightActiveDefault ? " ON " : " OFF " ) ;
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powerup_basic ( 15 , 0 , 15 , 0 , msg ) ;
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if ( PlayerCfg . HeadlightActiveDefault )
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Players [ Player_num ] . flags | = PLAYER_FLAGS_HEADLIGHT_ON ;
used = 1 ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_flags ( Player_num ) ;
# endif
}
break ;
# ifdef NETWORK
case POW_FLAG_BLUE :
if ( Game_mode & GM_CAPTURE )
if ( get_team ( Player_num ) = = TEAM_RED ) {
powerup_basic ( 15 , 0 , 15 , 0 , " BLUE FLAG! " ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_FLAG ;
used = 1 ;
multi_send_got_flag ( Player_num ) ;
}
break ;
case POW_HOARD_ORB :
if ( Game_mode & GM_HOARD )
if ( Players [ Player_num ] . secondary_ammo [ PROXIMITY_INDEX ] < 12 ) {
powerup_basic ( 15 , 0 , 15 , 0 , " Orb!!! " ) ;
Players [ Player_num ] . secondary_ammo [ PROXIMITY_INDEX ] + + ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_FLAG ;
used = 1 ;
multi_send_got_orb ( Player_num ) ;
}
break ;
case POW_FLAG_RED :
if ( Game_mode & GM_CAPTURE )
if ( get_team ( Player_num ) = = TEAM_BLUE ) {
powerup_basic ( 15 , 0 , 15 , 0 , " RED FLAG! " ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_FLAG ;
used = 1 ;
multi_send_got_flag ( Player_num ) ;
}
break ;
# endif
// case POW_HOARD_ORB:
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 | | special_used ) & & Powerup_info [ 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 [ id ] . hit_sound , F1_0 ) ;
# endif
digi_play_sample ( Powerup_info [ id ] . hit_sound , F1_0 ) ;
detect_escort_goal_accomplished ( obj - Objects ) ;
}
PlayerMessage = 1 ;
return used ;
}
/*
* reads n powerup_type_info structs from a CFILE
*/
extern int powerup_type_info_read_n ( powerup_type_info * pti , int n , CFILE * fp )
{
int i ;
for ( i = 0 ; i < n ; i + + ) {
pti [ i ] . vclip_num = cfile_read_int ( fp ) ;
pti [ i ] . hit_sound = cfile_read_int ( fp ) ;
pti [ i ] . size = cfile_read_fix ( fp ) ;
pti [ i ] . light = cfile_read_fix ( fp ) ;
}
return i ;
}