Move */main/weapon.c -> similar/main/weapon.c

This commit is contained in:
Kp 2013-03-03 01:03:33 +00:00
parent a10dbc7d4b
commit a2b7e663df
3 changed files with 186 additions and 684 deletions

View file

@ -561,6 +561,7 @@ class DXXProgram(DXXCommon):
'main/text.c',
'main/vclip.c',
'main/wall.c',
'main/weapon.c',
'mem/mem.c',
'misc/args.c',
'misc/hash.c',
@ -819,7 +820,6 @@ class D1XProgram(DXXProgram):
'main/songs.c',
'main/switch.c',
'main/titles.c',
'main/weapon.c',
#'tracker/client/tracker_client.c'
]
],
@ -908,7 +908,6 @@ class D2XProgram(DXXProgram):
'main/songs.c',
'main/switch.c',
'main/titles.c',
'main/weapon.c',
'misc/physfsrwops.c',
]
],

View file

@ -1,636 +0,0 @@
/*
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.
*/
/*
*
* Functions for weapons...
*
*/
#include "game.h"
#include "laser.h"
#include "weapon.h"
#include "player.h"
#include "gauges.h"
#include "dxxerror.h"
#include "sounds.h"
#include "text.h"
#include "powerup.h"
#include "newdemo.h"
#include "multi.h"
#include "newmenu.h"
#include "playsave.h"
// Convert primary weapons to indices in Weapon_info array.
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, VULCAN_ID, 12, PLASMA_ID, FUSION_ID};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID};
//for each primary weapon, what kind of powerup gives weapon
const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON};
//for each Secondary weapon, what kind of powerup gives weapon
const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON};
const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0};
const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5};
weapon_info Weapon_info[MAX_WEAPON_TYPES];
int N_weapon_types=0;
sbyte Primary_weapon, Secondary_weapon;
int POrderList (int num);
int SOrderList (int num);
static const ubyte DefaultPrimaryOrder[] = { 4, 3, 2, 1, 0, 255 };
static const ubyte DefaultSecondaryOrder[] = { 4, 3, 1, 0, 255, 2 };
extern ubyte MenuReordering;
// ------------------------------------------------------------------------------------
// Return:
// Bits set:
// HAS_WEAPON_FLAG
// HAS_ENERGY_FLAG
// HAS_AMMO_FLAG
// See weapon.h for bit values
int player_has_weapon(int weapon_num, int secondary_flag)
{
int return_value = 0;
int weapon_index;
// Hack! If energy goes negative, you can't fire a weapon that doesn't require energy.
// But energy should not go negative (but it does), so find out why it does!
if (Players[Player_num].energy < 0)
Players[Player_num].energy = 0;
if (!secondary_flag) {
if(weapon_num >= MAX_PRIMARY_WEAPONS)
{
switch(weapon_num-MAX_PRIMARY_WEAPONS)
{
case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
}
weapon_num = 0;
}
weapon_index = Primary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
//added on 1/21/99 by Victor Rachels... yet another hack
//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
if(weapon_num==FUSION_INDEX)
{
if(Players[Player_num].energy >= F1_0*2)
return_value |= HAS_ENERGY_FLAG;
}
else
//end this section addition - VR
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
} else {
weapon_index = Secondary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].secondary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].secondary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
}
return return_value;
}
void InitWeaponOrdering ()
{
// short routine to setup default weapon priorities for new pilots
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
PlayerCfg.PrimaryOrder[i]=DefaultPrimaryOrder[i];
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
PlayerCfg.SecondaryOrder[i]=DefaultSecondaryOrder[i];
}
void CyclePrimary ()
{
int cur_order_slot = POrderList(Primary_weapon), desired_weapon = Primary_weapon, loop=0;
const int autoselect_order_slot = POrderList(255);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
while (loop<(MAX_PRIMARY_WEAPONS+1))
{
loop++;
cur_order_slot++; // next slot
if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary
cur_order_slot = 0;
if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
{
if (use_restricted_autoselect)
{
cur_order_slot = 0; // loop over or ...
}
else
{
continue; // continue?
}
}
desired_weapon = PlayerCfg.PrimaryOrder[cur_order_slot]; // now that is the weapon next to our current one
// select the weapon if we have it
if (player_has_weapon(desired_weapon, 0) == HAS_ALL)
{
select_weapon(desired_weapon, 0, 1, 1);
return;
}
}
}
void CycleSecondary ()
{
int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0;
const int autoselect_order_slot = SOrderList(255);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
while (loop<(MAX_SECONDARY_WEAPONS+1))
{
loop++;
cur_order_slot++; // next slot
if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary
cur_order_slot = 0;
if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
{
if (use_restricted_autoselect)
{
cur_order_slot = 0; // loop over or ...
}
else
{
continue; // continue?
}
}
desired_weapon = PlayerCfg.SecondaryOrder[cur_order_slot]; // now that is the weapon next to our current one
// select the weapon if we have it
if (player_has_weapon(desired_weapon, 1) == HAS_ALL)
{
select_weapon(desired_weapon, 1, 1, 1);
return;
}
}
}
// ------------------------------------------------------------------------------------
//if message flag set, print message saying selected
void select_weapon(int weapon_num, int secondary_flag, int print_message, int wait_for_rearm)
{
char *weapon_name;
#ifndef SHAREWARE
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_weapon(secondary_flag, weapon_num);
#endif
if (!secondary_flag) {
if (Primary_weapon != weapon_num) {
#ifndef FUSION_KEEPS_CHARGE
//added 8/6/98 by Victor Rachels to fix fusion charge bug
Fusion_charge=0;
//end edit - Victor Rachels
#endif
if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
}
#endif
if (wait_for_rearm)
Next_laser_fire_time = GameTime64 + REARM_TIME;
else
Next_laser_fire_time = 0;
Global_laser_firing_count = 0;
} else {
if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
}
Primary_weapon = weapon_num;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
} else {
if (Secondary_weapon != weapon_num) {
if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
}
#endif
if (wait_for_rearm)
Next_missile_fire_time = GameTime64 + REARM_TIME;
else
Next_missile_fire_time = 0;
Global_missile_firing_count = 0;
} else {
if (wait_for_rearm) digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
}
Secondary_weapon = weapon_num;
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
}
if (print_message)
HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED);
}
// ------------------------------------------------------------------------------------
// Select a weapon, primary or secondary.
void do_weapon_select(int weapon_num, int secondary_flag)
{
//added on 10/9/98 by Victor Rachels to add laser cycle
int oweapon = weapon_num;
//end this section addition - Victor Rachels
int weapon_status = player_has_weapon(weapon_num, secondary_flag);
char *weapon_name;
// do special hud msg. for picking registered weapon in shareware version.
if (PCSharePig)
if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
weapon_name = secondary_flag?SECONDARY_WEAPON_NAMES(weapon_num):PRIMARY_WEAPON_NAMES(weapon_num);
HUD_init_message(HM_DEFAULT, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
if (!secondary_flag) {
if (weapon_num >= MAX_PRIMARY_WEAPONS)
weapon_num = 0;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, weapon_name);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
else if ((weapon_status & HAS_AMMO_FLAG) == 0) {
HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE_AMMO, weapon_name);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
else {
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
if (weapon_status != HAS_ALL) {
HUD_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
weapon_num=oweapon;
select_weapon(weapon_num, secondary_flag, 1, 1);
}
// ----------------------------------------------------------------------------------------
// Automatically select best available weapon if unable to fire current weapon.
// Weapon type: 0==primary, 1==secondary
void auto_select_weapon(int weapon_type)
{
int r;
int cutpoint;
int looped=0;
if (weapon_type==0) {
r = player_has_weapon(Primary_weapon, 0);
if (r != HAS_ALL) {
int cur_weapon;
int try_again = 1;
cur_weapon = POrderList(Primary_weapon);
cutpoint = POrderList (255);
while (try_again) {
cur_weapon++;
if (cur_weapon>=cutpoint)
{
if (looped)
{
HUD_init_message(HM_DEFAULT, "%s", TXT_NO_PRIMARY);
select_weapon(0, 0, 0, 1);
try_again = 0;
continue;
}
cur_weapon=0;
looped=1;
}
if (cur_weapon==MAX_PRIMARY_WEAPONS)
cur_weapon = 0;
// Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
// it looks like it takes 0 to fire, but it doesn't, so never auto-select.
// if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX)
// continue;
if (PlayerCfg.PrimaryOrder[cur_weapon] == Primary_weapon) {
HUD_init_message(HM_DEFAULT, "%s", TXT_NO_PRIMARY);
select_weapon(0, 0, 0, 1);
try_again = 0; // Tried all weapons!
} else if (PlayerCfg.PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0) == HAS_ALL) {
select_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0, 1, 1 );
try_again = 0;
}
}
}
} else {
Assert(weapon_type==1);
r = player_has_weapon(Secondary_weapon, 1);
if (r != HAS_ALL) {
int cur_weapon;
int try_again = 1;
cur_weapon = SOrderList(Secondary_weapon);
cutpoint = SOrderList (255);
while (try_again) {
cur_weapon++;
if (cur_weapon>=cutpoint)
{
if (looped)
{
HUD_init_message(HM_DEFAULT, "No secondary weapons selected!");
try_again = 0;
continue;
}
cur_weapon=0;
looped=1;
}
if (cur_weapon==MAX_SECONDARY_WEAPONS)
cur_weapon = 0;
if (PlayerCfg.SecondaryOrder[cur_weapon] == Secondary_weapon) {
HUD_init_message(HM_DEFAULT, "No secondary weapons available!");
try_again = 0; // Tried all weapons!
} else if (player_has_weapon(PlayerCfg.SecondaryOrder[cur_weapon], 1) == HAS_ALL) {
select_weapon(PlayerCfg.SecondaryOrder[cur_weapon], 1, 1, 1 );
try_again = 0;
}
}
}
}
}
// ---------------------------------------------------------------------
//called when one of these weapons is picked up
//when you pick up a secondary, you always get the weapon & ammo for it
// Returns true if powerup picked up, else returns false.
int pick_up_secondary(int weapon_index,int count)
{
int max;
int num_picked_up;
int cutpoint;
max = Secondary_ammo_max[weapon_index];
if (Players[Player_num].secondary_ammo[weapon_index] >= max) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %i %ss!", TXT_ALREADY_HAVE, Players[Player_num].secondary_ammo[weapon_index],SECONDARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].secondary_weapon_flags |= (1<<weapon_index);
Players[Player_num].secondary_ammo[weapon_index] += count;
num_picked_up = count;
if (Players[Player_num].secondary_ammo[weapon_index] > max) {
num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - max);
Players[Player_num].secondary_ammo[weapon_index] = max;
}
if (Players[Player_num].secondary_ammo[weapon_index] == count) // only autoselect if player didn't have any
{
cutpoint=SOrderList (255);
if (((Controls.fire_secondary_state && PlayerCfg.NoFireAutoselect)?0:1) && SOrderList (weapon_index)<cutpoint && ((SOrderList (weapon_index) < SOrderList(Secondary_weapon)) || (Players[Player_num].secondary_ammo[Secondary_weapon] == 0)) )
select_weapon(weapon_index,1, 0, 1);
}
if (num_picked_up>1) {
PALETTE_FLASH_ADD(15,15,15);
HUD_init_message(HM_DEFAULT, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
}
else {
PALETTE_FLASH_ADD(10,10,10);
HUD_init_message(HM_DEFAULT, "%s!",SECONDARY_WEAPON_NAMES(weapon_index));
}
return 1;
}
void ReorderPrimary ()
{
newmenu_item m[MAX_PRIMARY_WEAPONS+1];
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
{
m[i].type=NM_TYPE_MENU;
if (PlayerCfg.PrimaryOrder[i]==255)
m[i].text="--- Never Autoselect below ---";
else
m[i].text=(char *)PRIMARY_WEAPON_NAMES(PlayerCfg.PrimaryOrder[i]);
m[i].value=PlayerCfg.PrimaryOrder[i];
}
i = newmenu_doreorder("Reorder Primary","Shift+Up/Down arrow to move item", i, m, NULL, NULL);
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
PlayerCfg.PrimaryOrder[i]=m[i].value;
}
void ReorderSecondary ()
{
newmenu_item m[MAX_SECONDARY_WEAPONS+1];
int i;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
{
m[i].type=NM_TYPE_MENU;
if (PlayerCfg.SecondaryOrder[i]==255)
m[i].text="--- Never Autoselect below ---";
else
m[i].text=(char *)SECONDARY_WEAPON_NAMES(PlayerCfg.SecondaryOrder[i]);
m[i].value=PlayerCfg.SecondaryOrder[i];
}
i = newmenu_doreorder("Reorder Secondary","Shift+Up/Down arrow to move item", i, m, NULL, NULL);
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
PlayerCfg.SecondaryOrder[i]=m[i].value;
}
int POrderList (int num)
{
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
if (PlayerCfg.PrimaryOrder[i]==num)
{
return (i);
}
Error ("Primary Weapon is not in order list!!!");
}
int SOrderList (int num)
{
int i;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
if (PlayerCfg.SecondaryOrder[i]==num)
{
return (i);
}
Error ("Secondary Weapon is not in order list!!!");
}
//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index)
{
int cutpoint;
ubyte flag = 1<<weapon_index;
if (weapon_index!=LASER_INDEX && Players[Player_num].primary_weapon_flags & flag) { //already have
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].primary_weapon_flags |= flag;
cutpoint=POrderList (255);
if (((Controls.fire_primary_state && PlayerCfg.NoFireAutoselect)?0:1) && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(Primary_weapon))
select_weapon(weapon_index,0,0,1);
PALETTE_FLASH_ADD(7,14,21);
if (weapon_index!=LASER_INDEX)
HUD_init_message(HM_DEFAULT, "%s!",PRIMARY_WEAPON_NAMES(weapon_index));
return 1;
}
//called when ammo (for the vulcan cannon) is picked up
//Return true if ammo picked up, else return false.
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
{
int max;
int cutpoint;
int old_ammo=class_flag; //kill warning
Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
max = Primary_ammo_max[weapon_index];
if (Players[Player_num].primary_ammo[weapon_index] == max)
return 0;
old_ammo = Players[Player_num].primary_ammo[weapon_index];
Players[Player_num].primary_ammo[weapon_index] += ammo_count;
if (Players[Player_num].primary_ammo[weapon_index] > max) {
ammo_count += (max - Players[Player_num].primary_ammo[weapon_index]);
Players[Player_num].primary_ammo[weapon_index] = max;
}
cutpoint=POrderList (255);
if (((Controls.fire_primary_state && PlayerCfg.NoFireAutoselect)?0:1) && Players[Player_num].primary_weapon_flags&(1<<weapon_index) && weapon_index>Primary_weapon && old_ammo==0 &&
POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(Primary_weapon))
select_weapon(weapon_index,0,0,1);
return 1; //return amount used
}
/*
* reads n weapon_info structs from a PHYSFS_file
*/
int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp, int file_version)
{
(void)file_version;
int i, j;
for (i = 0; i < n; i++) {
wi[i].render_type = PHYSFSX_readByte(fp);
wi[i].model_num = PHYSFSX_readByte(fp);
wi[i].model_num_inner = PHYSFSX_readByte(fp);
wi[i].persistent = PHYSFSX_readByte(fp);
wi[i].flash_vclip = PHYSFSX_readByte(fp);
wi[i].flash_sound = PHYSFSX_readShort(fp);
wi[i].robot_hit_vclip = PHYSFSX_readByte(fp);
wi[i].robot_hit_sound = PHYSFSX_readShort(fp);
wi[i].wall_hit_vclip = PHYSFSX_readByte(fp);
wi[i].wall_hit_sound = PHYSFSX_readShort(fp);
wi[i].fire_count = PHYSFSX_readByte(fp);
wi[i].ammo_usage = PHYSFSX_readByte(fp);
wi[i].weapon_vclip = PHYSFSX_readByte(fp);
wi[i].destroyable = PHYSFSX_readByte(fp);
wi[i].matter = PHYSFSX_readByte(fp);
wi[i].bounce = PHYSFSX_readByte(fp);
wi[i].homing_flag = PHYSFSX_readByte(fp);
wi[i].dum1 = PHYSFSX_readByte(fp);
wi[i].dum2 = PHYSFSX_readByte(fp);
wi[i].dum3 = PHYSFSX_readByte(fp);
wi[i].energy_usage = PHYSFSX_readFix(fp);
wi[i].fire_wait = PHYSFSX_readFix(fp);
bitmap_index_read(&wi[i].bitmap, fp);
wi[i].blob_size = PHYSFSX_readFix(fp);
wi[i].flash_size = PHYSFSX_readFix(fp);
wi[i].impact_size = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
wi[i].strength[j] = PHYSFSX_readFix(fp);
for (j = 0; j < NDL; j++)
wi[i].speed[j] = PHYSFSX_readFix(fp);
wi[i].mass = PHYSFSX_readFix(fp);
wi[i].drag = PHYSFSX_readFix(fp);
wi[i].thrust = PHYSFSX_readFix(fp);
wi[i].po_len_to_width_ratio = PHYSFSX_readFix(fp);
wi[i].light = PHYSFSX_readFix(fp);
wi[i].lifetime = PHYSFSX_readFix(fp);
wi[i].damage_radius = PHYSFSX_readFix(fp);
bitmap_index_read(&wi[i].picture, fp);
}
return i;
}

View file

@ -46,64 +46,61 @@ int SOrderList (int num);
//ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0};
// Convert primary weapons to indices in Weapon_info array.
#if defined(DXX_BUILD_DESCENT_I)
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, VULCAN_ID, 12, PLASMA_ID, FUSION_ID};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID};
#elif defined(DXX_BUILD_DESCENT_II)
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
//for each Secondary weapon, which gun it fires out of
const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
#endif
const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0,
#if defined(DXX_BUILD_DESCENT_II)
0, VULCAN_AMMO_MAX, 0, 0, 0
#endif
};
const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5,
#if defined(DXX_BUILD_DESCENT_II)
20, 20, 15, 10, 10
#endif
};
//for each primary weapon, what kind of powerup gives weapon
const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,
#if defined(DXX_BUILD_DESCENT_II)
POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON
#endif
};
//for each Secondary weapon, what kind of powerup gives weapon
const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,
#if defined(DXX_BUILD_DESCENT_II)
POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE
#endif
};
weapon_info Weapon_info[MAX_WEAPON_TYPES];
int N_weapon_types=0;
sbyte Primary_weapon, Secondary_weapon;
// autoselect ordering
static const ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
static const ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
//allow player to reorder menus?
extern ubyte MenuReordering;
//char *Primary_weapon_names[MAX_PRIMARY_WEAPONS] = {
// "Laser Cannon",
// "Vulcan Cannon",
// "Spreadfire Cannon",
// "Plasma Cannon",
// "Fusion Cannon"
//};
// autoselect ordering
//char *Secondary_weapon_names[MAX_SECONDARY_WEAPONS] = {
// "Concussion Missile",
// "Homing Missile",
// "Proximity Bomb",
// "Smart Missile",
// "Mega Missile"
//};
#if defined(DXX_BUILD_DESCENT_I)
static const ubyte DefaultPrimaryOrder[] = { 4, 3, 2, 1, 0, 255 };
static const ubyte DefaultSecondaryOrder[] = { 4, 3, 1, 0, 255, 2 };
#elif defined(DXX_BUILD_DESCENT_II)
static const ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
static const ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
//char *Primary_weapon_names_short[MAX_PRIMARY_WEAPONS] = {
// "Laser",
// "Vulcan",
// "Spread",
// "Plasma",
// "Fusion"
//};
//char *Secondary_weapon_names_short[MAX_SECONDARY_WEAPONS] = {
// "Concsn\nMissile",
// "Homing\nMissile",
// "Proxim.\nBomb",
// "Smart\nMissile",
// "Mega\nMissile"
//};
//flags whether the last time we use this weapon, it was the 'super' version
ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
const sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
1, 1, 1, 1, 1,
@ -115,6 +112,7 @@ const sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
1, 1, 0, 1, 1,
1
};
#endif
// ; (0) Laser Level 1
// ; (1) Laser Level 2
@ -171,23 +169,69 @@ int player_has_weapon(int weapon_num, int secondary_flag)
Players[Player_num].energy = 0;
if (!secondary_flag) {
#if defined(DXX_BUILD_DESCENT_I)
if(weapon_num >= MAX_PRIMARY_WEAPONS)
{
switch(weapon_num-MAX_PRIMARY_WEAPONS)
{
case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
}
weapon_num = 0;
}
#endif
weapon_index = Primary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
#if defined(DXX_BUILD_DESCENT_II)
// Special case: Gauss cannon uses vulcan ammo.
if (weapon_num == GAUSS_INDEX) {
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[VULCAN_INDEX])
return_value |= HAS_AMMO_FLAG;
} else
#endif
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
#if defined(DXX_BUILD_DESCENT_I)
//added on 1/21/99 by Victor Rachels... yet another hack
//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
if(weapon_num==FUSION_INDEX)
{
if(Players[Player_num].energy >= F1_0*2)
return_value |= HAS_ENERGY_FLAG;
}
#elif defined(DXX_BUILD_DESCENT_II)
if (weapon_num == OMEGA_INDEX) { // Hack: Make sure player has energy to omega
if (Players[Player_num].energy || Omega_charge)
return_value |= HAS_ENERGY_FLAG;
} else
}
#endif
else
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
@ -224,10 +268,12 @@ void CyclePrimary ()
int cur_order_slot, desired_weapon = Primary_weapon, loop=0;
const int autoselect_order_slot = POrderList(255);
#if defined(DXX_BUILD_DESCENT_II)
// some remapping for SUPER LASER which is not an actual weapon type at all
if (Primary_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
cur_order_slot = POrderList(SUPER_LASER_INDEX);
else
#endif
cur_order_slot = POrderList(Primary_weapon);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
@ -249,6 +295,7 @@ void CyclePrimary ()
}
}
desired_weapon = PlayerCfg.PrimaryOrder[cur_order_slot]; // now that is the weapon next to our current one
#if defined(DXX_BUILD_DESCENT_II)
// some remapping for SUPER LASER which is not an actual weapon type at all
if (desired_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
continue;
@ -259,6 +306,7 @@ void CyclePrimary ()
else
desired_weapon = LASER_INDEX;
}
#endif
// select the weapon if we have it
if (player_has_weapon(desired_weapon, 0) == HAS_ALL)
{
@ -329,12 +377,18 @@ void select_weapon(int weapon_num, int secondary_flag, int print_message, int wa
else
Next_laser_fire_time = 0;
Global_laser_firing_count = 0;
} else {
#if defined(DXX_BUILD_DESCENT_I)
if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
#endif
}
Primary_weapon = weapon_num;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
#if defined(DXX_BUILD_DESCENT_II)
//save flag for whether was super version
Primary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
#endif
} else {
@ -360,28 +414,73 @@ void select_weapon(int weapon_num, int secondary_flag, int print_message, int wa
Secondary_weapon = weapon_num;
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
#if defined(DXX_BUILD_DESCENT_II)
//save flag for whether was super version
Secondary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
#endif
}
if (print_message)
{
#if defined(DXX_BUILD_DESCENT_II)
if (weapon_num == LASER_INDEX && !secondary_flag)
HUD_init_message(HM_DEFAULT, "%s Level %d %s", weapon_name, Players[Player_num].laser_level+1, TXT_SELECTED);
else
#endif
HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED);
}
}
//flags whether the last time we use this weapon, it was the 'super' version
ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
// ------------------------------------------------------------------------------------
// Select a weapon, primary or secondary.
void do_weapon_select(int weapon_num, int secondary_flag)
{
#if defined(DXX_BUILD_DESCENT_I)
//added on 10/9/98 by Victor Rachels to add laser cycle
int oweapon = weapon_num;
//end this section addition - Victor Rachels
int weapon_status = player_has_weapon(weapon_num, secondary_flag);
char *weapon_name;
// do special hud msg. for picking registered weapon in shareware version.
if (PCSharePig)
if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
weapon_name = secondary_flag?SECONDARY_WEAPON_NAMES(weapon_num):PRIMARY_WEAPON_NAMES(weapon_num);
HUD_init_message(HM_DEFAULT, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
if (!secondary_flag) {
if (weapon_num >= MAX_PRIMARY_WEAPONS)
weapon_num = 0;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, weapon_name);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
else if ((weapon_status & HAS_AMMO_FLAG) == 0) {
HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE_AMMO, weapon_name);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
else {
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
if (weapon_status != HAS_ALL) {
HUD_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
weapon_num=oweapon;
#elif defined(DXX_BUILD_DESCENT_II)
int weapon_num_save=weapon_num;
int weapon_status,current,has_flag;
ubyte last_was_super;
@ -437,6 +536,7 @@ void do_weapon_select(int weapon_num, int secondary_flag)
}
//now actually select the weapon
#endif
select_weapon(weapon_num, secondary_flag, 1, 1);
}
@ -552,8 +652,10 @@ int pick_up_secondary(int weapon_index,int count)
max = Secondary_ammo_max[weapon_index];
#if defined(DXX_BUILD_DESCENT_II)
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
#endif
if (Players[Player_num].secondary_ammo[weapon_index] >= max) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %i %ss!", TXT_ALREADY_HAVE, Players[Player_num].secondary_ammo[weapon_index],SECONDARY_WEAPON_NAMES(weapon_index));
@ -575,6 +677,7 @@ int pick_up_secondary(int weapon_index,int count)
if (((Controls.fire_secondary_state && PlayerCfg.NoFireAutoselect)?0:1) && SOrderList (weapon_index)<cutpoint && ((SOrderList (weapon_index) < SOrderList(Secondary_weapon)) || (Players[Player_num].secondary_ammo[Secondary_weapon] == 0)) )
select_weapon(weapon_index,1, 0, 1);
else {
#if defined(DXX_BUILD_DESCENT_II)
//if we don't auto-select this weapon, but it's a proxbomb or smart mine,
//we want to do a mini-auto-selection that applies to the drop bomb key
@ -587,6 +690,7 @@ int pick_up_secondary(int weapon_index,int count)
if (SOrderList (weapon_index) < SOrderList(cur))
Secondary_last_was_super[PROXIMITY_INDEX] = (weapon_index == SMART_MINE_INDEX);
}
#endif
}
}
@ -684,8 +788,10 @@ int pick_up_primary(int weapon_index)
cutpoint=POrderList (255);
#if defined(DXX_BUILD_DESCENT_II)
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
#endif
if (((Controls.fire_primary_state && PlayerCfg.NoFireAutoselect)?0:1) && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon))
select_weapon(weapon_index,0,0,1);
@ -697,6 +803,8 @@ int pick_up_primary(int weapon_index)
return 1;
}
#if defined(DXX_BUILD_DESCENT_II)
int check_to_use_primary(int weapon_index)
{
ushort old_flags = Players[Player_num].primary_weapon_flags;
@ -717,8 +825,7 @@ int check_to_use_primary(int weapon_index)
return 1;
}
#endif
//called when ammo (for the vulcan cannon) is picked up
// Returns the amount picked up
@ -730,8 +837,10 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
max = Primary_ammo_max[weapon_index];
#if defined(DXX_BUILD_DESCENT_II)
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
#endif
if (Players[Player_num].primary_ammo[weapon_index] == max)
return 0;
@ -746,8 +855,10 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
}
cutpoint=POrderList (255);
#if defined(DXX_BUILD_DESCENT_II)
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
#endif
if (((Controls.fire_primary_state && PlayerCfg.NoFireAutoselect)?0:1) && Players[Player_num].primary_weapon_flags&(1<<weapon_index) && weapon_index>Primary_weapon && old_ammo==0 &&
@ -757,6 +868,7 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
return ammo_count; //return amount used
}
#if defined(DXX_BUILD_DESCENT_II)
#define SMEGA_SHAKE_TIME (F1_0*2)
#define MAX_SMEGA_DETONATES 4
fix64 Smega_detonate_times[MAX_SMEGA_DETONATES];
@ -1263,16 +1375,40 @@ void do_seismic_stuff(void)
}
}
#endif
/*
* reads n weapon_info structs from a PHYSFS_file
*/
extern int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp, int file_version)
int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp, int file_version)
{
int i, j;
for (i = 0; i < n; i++) {
wi[i].render_type = PHYSFSX_readByte(fp);
#if defined(DXX_BUILD_DESCENT_I)
wi[i].model_num = PHYSFSX_readByte(fp);
wi[i].model_num_inner = PHYSFSX_readByte(fp);
wi[i].persistent = PHYSFSX_readByte(fp);
wi[i].flash_vclip = PHYSFSX_readByte(fp);
wi[i].flash_sound = PHYSFSX_readShort(fp);
wi[i].robot_hit_vclip = PHYSFSX_readByte(fp);
wi[i].robot_hit_sound = PHYSFSX_readShort(fp);
wi[i].wall_hit_vclip = PHYSFSX_readByte(fp);
wi[i].wall_hit_sound = PHYSFSX_readShort(fp);
wi[i].fire_count = PHYSFSX_readByte(fp);
wi[i].ammo_usage = PHYSFSX_readByte(fp);
wi[i].weapon_vclip = PHYSFSX_readByte(fp);
wi[i].destroyable = PHYSFSX_readByte(fp);
wi[i].matter = PHYSFSX_readByte(fp);
wi[i].bounce = PHYSFSX_readByte(fp);
wi[i].homing_flag = PHYSFSX_readByte(fp);
wi[i].dum1 = PHYSFSX_readByte(fp);
wi[i].dum2 = PHYSFSX_readByte(fp);
wi[i].dum3 = PHYSFSX_readByte(fp);
wi[i].energy_usage = PHYSFSX_readFix(fp);
wi[i].fire_wait = PHYSFSX_readFix(fp);
#elif defined(DXX_BUILD_DESCENT_II)
wi[i].persistent = PHYSFSX_readByte(fp);
wi[i].model_num = PHYSFSX_readShort(fp);
wi[i].model_num_inner = PHYSFSX_readShort(fp);
@ -1335,6 +1471,7 @@ extern int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp, int file_
else /* FIXME: hack this to set the real values */
wi[i].multi_damage_scale = F1_0;
#endif
bitmap_index_read(&wi[i].bitmap, fp);
wi[i].blob_size = PHYSFSX_readFix(fp);
@ -1352,10 +1489,12 @@ extern int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp, int file_
wi[i].lifetime = PHYSFSX_readFix(fp);
wi[i].damage_radius = PHYSFSX_readFix(fp);
bitmap_index_read(&wi[i].picture, fp);
#if defined(DXX_BUILD_DESCENT_II)
if (file_version >= 3)
bitmap_index_read(&wi[i].hires_picture, fp);
else
wi[i].hires_picture.index = wi[i].picture.index;
#endif
}
return i;
}