Move */main/weapon.c -> similar/main/weapon.c
This commit is contained in:
parent
a10dbc7d4b
commit
a2b7e663df
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@ -561,6 +561,7 @@ class DXXProgram(DXXCommon):
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'main/text.c',
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'main/vclip.c',
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'main/wall.c',
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'main/weapon.c',
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'mem/mem.c',
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'misc/args.c',
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'misc/hash.c',
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@ -819,7 +820,6 @@ class D1XProgram(DXXProgram):
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'main/songs.c',
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'main/switch.c',
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'main/titles.c',
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'main/weapon.c',
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#'tracker/client/tracker_client.c'
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]
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],
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@ -908,7 +908,6 @@ class D2XProgram(DXXProgram):
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'main/songs.c',
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'main/switch.c',
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'main/titles.c',
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'main/weapon.c',
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'misc/physfsrwops.c',
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]
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],
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@ -1,636 +0,0 @@
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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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.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Functions for weapons...
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*
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*/
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#include "game.h"
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#include "laser.h"
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#include "weapon.h"
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#include "player.h"
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#include "gauges.h"
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#include "dxxerror.h"
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#include "sounds.h"
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#include "text.h"
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#include "powerup.h"
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#include "newdemo.h"
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#include "multi.h"
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#include "newmenu.h"
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#include "playsave.h"
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// Convert primary weapons to indices in Weapon_info array.
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const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, VULCAN_ID, 12, PLASMA_ID, FUSION_ID};
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const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID};
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//for each primary weapon, what kind of powerup gives weapon
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const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON};
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//for each Secondary weapon, what kind of powerup gives weapon
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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};
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const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0};
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const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5};
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weapon_info Weapon_info[MAX_WEAPON_TYPES];
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int N_weapon_types=0;
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sbyte Primary_weapon, Secondary_weapon;
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int POrderList (int num);
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int SOrderList (int num);
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static const ubyte DefaultPrimaryOrder[] = { 4, 3, 2, 1, 0, 255 };
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static const ubyte DefaultSecondaryOrder[] = { 4, 3, 1, 0, 255, 2 };
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extern ubyte MenuReordering;
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// ------------------------------------------------------------------------------------
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// Return:
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// Bits set:
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// HAS_WEAPON_FLAG
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// HAS_ENERGY_FLAG
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// HAS_AMMO_FLAG
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// See weapon.h for bit values
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int player_has_weapon(int weapon_num, int secondary_flag)
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{
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int return_value = 0;
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int weapon_index;
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// Hack! If energy goes negative, you can't fire a weapon that doesn't require energy.
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// But energy should not go negative (but it does), so find out why it does!
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if (Players[Player_num].energy < 0)
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Players[Player_num].energy = 0;
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if (!secondary_flag) {
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if(weapon_num >= MAX_PRIMARY_WEAPONS)
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{
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switch(weapon_num-MAX_PRIMARY_WEAPONS)
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{
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case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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}
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weapon_num = 0;
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}
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weapon_index = Primary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
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return_value |= HAS_WEAPON_FLAG;
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if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[weapon_num])
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return_value |= HAS_AMMO_FLAG;
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//added on 1/21/99 by Victor Rachels... yet another hack
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//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
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if(weapon_num==FUSION_INDEX)
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{
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if(Players[Player_num].energy >= F1_0*2)
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return_value |= HAS_ENERGY_FLAG;
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}
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else
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//end this section addition - VR
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if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
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return_value |= HAS_ENERGY_FLAG;
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} else {
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weapon_index = Secondary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].secondary_weapon_flags & (1 << weapon_num))
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return_value |= HAS_WEAPON_FLAG;
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if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].secondary_ammo[weapon_num])
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return_value |= HAS_AMMO_FLAG;
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if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
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return_value |= HAS_ENERGY_FLAG;
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}
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return return_value;
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}
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void InitWeaponOrdering ()
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{
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// short routine to setup default weapon priorities for new pilots
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int i;
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for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
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PlayerCfg.PrimaryOrder[i]=DefaultPrimaryOrder[i];
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for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
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PlayerCfg.SecondaryOrder[i]=DefaultSecondaryOrder[i];
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}
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void CyclePrimary ()
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{
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int cur_order_slot = POrderList(Primary_weapon), desired_weapon = Primary_weapon, loop=0;
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const int autoselect_order_slot = POrderList(255);
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const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
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while (loop<(MAX_PRIMARY_WEAPONS+1))
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{
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loop++;
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cur_order_slot++; // next slot
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if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary
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cur_order_slot = 0;
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if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
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{
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if (use_restricted_autoselect)
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{
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cur_order_slot = 0; // loop over or ...
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}
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else
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{
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continue; // continue?
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}
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}
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desired_weapon = PlayerCfg.PrimaryOrder[cur_order_slot]; // now that is the weapon next to our current one
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// select the weapon if we have it
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if (player_has_weapon(desired_weapon, 0) == HAS_ALL)
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{
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select_weapon(desired_weapon, 0, 1, 1);
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return;
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}
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}
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}
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void CycleSecondary ()
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{
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int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0;
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const int autoselect_order_slot = SOrderList(255);
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const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
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while (loop<(MAX_SECONDARY_WEAPONS+1))
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{
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loop++;
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cur_order_slot++; // next slot
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if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary
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cur_order_slot = 0;
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if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
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{
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if (use_restricted_autoselect)
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{
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cur_order_slot = 0; // loop over or ...
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}
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else
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{
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continue; // continue?
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}
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}
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desired_weapon = PlayerCfg.SecondaryOrder[cur_order_slot]; // now that is the weapon next to our current one
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// select the weapon if we have it
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if (player_has_weapon(desired_weapon, 1) == HAS_ALL)
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{
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select_weapon(desired_weapon, 1, 1, 1);
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return;
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}
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}
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}
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// ------------------------------------------------------------------------------------
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//if message flag set, print message saying selected
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void select_weapon(int weapon_num, int secondary_flag, int print_message, int wait_for_rearm)
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{
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char *weapon_name;
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#ifndef SHAREWARE
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if (Newdemo_state==ND_STATE_RECORDING )
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newdemo_record_player_weapon(secondary_flag, weapon_num);
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#endif
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if (!secondary_flag) {
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if (Primary_weapon != weapon_num) {
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#ifndef FUSION_KEEPS_CHARGE
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//added 8/6/98 by Victor Rachels to fix fusion charge bug
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Fusion_charge=0;
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//end edit - Victor Rachels
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#endif
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if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI) {
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if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
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}
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#endif
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if (wait_for_rearm)
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Next_laser_fire_time = GameTime64 + REARM_TIME;
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else
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Next_laser_fire_time = 0;
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Global_laser_firing_count = 0;
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} else {
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if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
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}
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Primary_weapon = weapon_num;
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weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
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} else {
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if (Secondary_weapon != weapon_num) {
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if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI) {
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if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
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}
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#endif
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if (wait_for_rearm)
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Next_missile_fire_time = GameTime64 + REARM_TIME;
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else
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Next_missile_fire_time = 0;
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Global_missile_firing_count = 0;
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} else {
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if (wait_for_rearm) digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
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}
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Secondary_weapon = weapon_num;
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weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
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}
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if (print_message)
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HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED);
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}
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// ------------------------------------------------------------------------------------
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// Select a weapon, primary or secondary.
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void do_weapon_select(int weapon_num, int secondary_flag)
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{
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//added on 10/9/98 by Victor Rachels to add laser cycle
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int oweapon = weapon_num;
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//end this section addition - Victor Rachels
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int weapon_status = player_has_weapon(weapon_num, secondary_flag);
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char *weapon_name;
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// do special hud msg. for picking registered weapon in shareware version.
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if (PCSharePig)
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if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
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weapon_name = secondary_flag?SECONDARY_WEAPON_NAMES(weapon_num):PRIMARY_WEAPON_NAMES(weapon_num);
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HUD_init_message(HM_DEFAULT, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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if (!secondary_flag) {
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if (weapon_num >= MAX_PRIMARY_WEAPONS)
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weapon_num = 0;
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weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
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if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
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HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, weapon_name);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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else if ((weapon_status & HAS_AMMO_FLAG) == 0) {
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HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE_AMMO, weapon_name);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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}
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else {
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weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
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if (weapon_status != HAS_ALL) {
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HUD_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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}
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weapon_num=oweapon;
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select_weapon(weapon_num, secondary_flag, 1, 1);
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}
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// ----------------------------------------------------------------------------------------
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// Automatically select best available weapon if unable to fire current weapon.
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// Weapon type: 0==primary, 1==secondary
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void auto_select_weapon(int weapon_type)
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{
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int r;
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int cutpoint;
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int looped=0;
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if (weapon_type==0) {
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r = player_has_weapon(Primary_weapon, 0);
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if (r != HAS_ALL) {
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int cur_weapon;
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int try_again = 1;
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cur_weapon = POrderList(Primary_weapon);
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cutpoint = POrderList (255);
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while (try_again) {
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cur_weapon++;
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if (cur_weapon>=cutpoint)
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{
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if (looped)
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{
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HUD_init_message(HM_DEFAULT, "%s", TXT_NO_PRIMARY);
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select_weapon(0, 0, 0, 1);
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try_again = 0;
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continue;
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}
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cur_weapon=0;
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looped=1;
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}
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if (cur_weapon==MAX_PRIMARY_WEAPONS)
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cur_weapon = 0;
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// Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
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// it looks like it takes 0 to fire, but it doesn't, so never auto-select.
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// if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX)
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// continue;
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if (PlayerCfg.PrimaryOrder[cur_weapon] == Primary_weapon) {
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HUD_init_message(HM_DEFAULT, "%s", TXT_NO_PRIMARY);
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select_weapon(0, 0, 0, 1);
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try_again = 0; // Tried all weapons!
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} else if (PlayerCfg.PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0) == HAS_ALL) {
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select_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0, 1, 1 );
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try_again = 0;
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}
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}
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}
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} else {
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Assert(weapon_type==1);
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r = player_has_weapon(Secondary_weapon, 1);
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if (r != HAS_ALL) {
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int cur_weapon;
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int try_again = 1;
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cur_weapon = SOrderList(Secondary_weapon);
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cutpoint = SOrderList (255);
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while (try_again) {
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cur_weapon++;
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if (cur_weapon>=cutpoint)
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{
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if (looped)
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{
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HUD_init_message(HM_DEFAULT, "No secondary weapons selected!");
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try_again = 0;
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continue;
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}
|
||||
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;
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
Loading…
Reference in a new issue