/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Code for powerup objects. * */ #include #include #include #include "maths.h" #include "vecmat.h" #include "gr.h" #include "3d.h" #include "dxxerror.h" #include "inferno.h" #include "object.h" #include "game.h" #include "key.h" #include "fireball.h" #include "powerup.h" #include "gauges.h" #include "sounds.h" #include "player.h" #include "physfs-serial.h" #include "text.h" #include "weapon.h" #include "laser.h" #include "scores.h" #include "multi.h" #include "segment.h" #include "lighting.h" #include "controls.h" #include "kconfig.h" #include "newdemo.h" #include "escort.h" #ifdef EDITOR #include "gr.h" // for powerup outline drawing #include "editor/editor.h" #endif #include "hudmsg.h" #include "playsave.h" unsigned N_powerup_types; array Powerup_info; //process this powerup for this frame void do_powerup_frame(const vobjptridx_t obj) { fix fudge; vclip_info *vci = &obj->rtype.vclip_info; vclip *vc = &Vclip[vci->vclip_num]; #if defined(DXX_BUILD_DESCENT_I) fudge = 0; #elif defined(DXX_BUILD_DESCENT_II) long objnum = obj; fudge = (FrameTime * (objnum&3)) >> 4; #endif vci->frametime -= FrameTime+fudge; while (vci->frametime < 0 ) { vci->frametime += vc->frame_time; if (vci->framenum >= vc->num_frames) vci->framenum=0; #if defined(DXX_BUILD_DESCENT_II) if (vci->framenum < 0) vci->framenum = vc->num_frames-1; #endif #if defined(DXX_BUILD_DESCENT_II) if (objnum&1) { if (vci->framenum) vci->framenum--; else vci->framenum = vc->num_frames-1; } else #endif { if (vci->framenum >= vc->num_frames-1) vci->framenum=0; else vci->framenum++; } } if (obj->lifeleft <= 0) { object_create_explosion(vsegptridx(obj->segnum), obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE); if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 ) digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, obj, 0, F1_0); } } namespace dcx { void draw_powerup(const object_base &obj) { auto &vci = obj.rtype.vclip_info; draw_object_blob(obj, Vclip[vci.vclip_num].frames[vci.framenum]); } } static void _powerup_basic_nonhud(int redadd, int greenadd, int blueadd, int score) { PALETTE_FLASH_ADD(redadd,greenadd,blueadd); add_points_to_score(score); } void (powerup_basic)(int redadd, int greenadd, int blueadd, int score, const char *format, ...) { va_list args; va_start(args, format ); HUD_init_message_va(HM_DEFAULT, format, args); va_end(args); _powerup_basic_nonhud(redadd, greenadd, blueadd, score); } void powerup_basic_str(int redadd, int greenadd, int blueadd, int score, const char *str) { HUD_init_message_literal(HM_DEFAULT, str); _powerup_basic_nonhud(redadd, greenadd, blueadd, score); } //#ifndef RELEASE // Give the megawow powerup! void do_megawow_powerup(int quantity) { powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!"); auto &player_info = get_local_plrobj().ctype.player_info; #if defined(DXX_BUILD_DESCENT_I) player_info.primary_weapon_flags = (HAS_LASER_FLAG | HAS_VULCAN_FLAG | HAS_SPREADFIRE_FLAG | HAS_PLASMA_FLAG | HAS_FUSION_FLAG); #elif defined(DXX_BUILD_DESCENT_II) player_info.primary_weapon_flags = (HAS_LASER_FLAG | HAS_VULCAN_FLAG | HAS_SPREADFIRE_FLAG | HAS_PLASMA_FLAG | HAS_FUSION_FLAG) | (HAS_GAUSS_FLAG | HAS_HELIX_FLAG | HAS_PHOENIX_FLAG | HAS_OMEGA_FLAG); #endif get_local_player_vulcan_ammo() = VULCAN_AMMO_MAX; auto &secondary_ammo = get_local_player_secondary_ammo(); for (int i=0; i<3; i++) secondary_ammo[i] = quantity; for (int i=3; i MAX_ENERGY) energy = MAX_ENERGY; powerup_basic(15, 15, 7, ENERGY_SCORE, "%s %s %d", TXT_ENERGY, TXT_BOOSTED_TO, f2ir(energy)); used=1; } else HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_ENERGY); return used; } static int pick_up_primary_or_energy(int weapon_index) { const auto used = pick_up_primary(weapon_index); if (used || (Game_mode & GM_MULTI)) return used; return pick_up_energy(); } } static int pick_up_vulcan_ammo(void) { int used=0; if (pick_up_vulcan_ammo(VULCAN_AMMO_AMOUNT, false)) { powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO); used = 1; } else { const auto max = PLAYER_MAX_AMMO(get_local_plrobj(), VULCAN_AMMO_MAX); HUD_init_message(HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL, "%s %d %s!", TXT_ALREADY_HAVE, vulcan_ammo_scale(max), TXT_VULCAN_ROUNDS); used = 0; } return used; } static int pick_up_key(const int r, const int g, const int b, player_flags &player_flags, const PLAYER_FLAG key_flag, const char *const key_name, const powerup_type_t id) { if (player_flags & key_flag) return 0; player_flags |= key_flag; powerup_basic(r, g, b, KEY_SCORE, "%s %s", key_name, TXT_ACCESS_GRANTED); multi_digi_play_sample(Powerup_info[id].hit_sound, F1_0); invalidate_escort_goal(); return (Game_mode & GM_MULTI) ? 0 : 1; } // returns true if powerup consumed int do_powerup(const vobjptridx_t obj) { int used=0; #if defined(DXX_BUILD_DESCENT_I) int vulcan_ammo_to_add_with_cannon; #endif int special_used=0; //for when hitting vulcan cannon gets vulcan ammo if (Player_dead_state != player_dead_state::no || ConsoleObject->type == OBJ_GHOST || get_local_player_shields() < 0) return 0; if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime64ctype.powerup_info.creation_time+i2f(2)) return 0; //not enough time elapsed if (Game_mode & GM_MULTI) { /* * The fact: Collecting a powerup is decided Client-side and due to PING it takes time for other players to know if one collected a powerup actually. This may lead to the case two players collect the same powerup! * The solution: Let us check if someone else is closer to a powerup and if so, do not collect it. * NOTE: Player positions computed by 'shortpos' and PING can still cause a small margin of error. */ vms_vector tvec; fix mydist = vm_vec_normalized_dir(tvec, obj->pos, ConsoleObject->pos); for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++) { if (i == Player_num || Players[i].connected != CONNECT_PLAYING) continue; const auto &&o = vcobjptr(Players[i].objnum); if (o->type == OBJ_GHOST) continue; if (mydist > vm_vec_normalized_dir(tvec, obj->pos, o->pos)) return 0; } } auto &player_info = get_local_plrobj().ctype.player_info; auto id = get_powerup_id(obj); switch (id) { case POW_EXTRA_LIFE: get_local_player().lives++; powerup_basic_str(15, 15, 15, 0, TXT_EXTRA_LIFE); used=1; break; case POW_ENERGY: used = pick_up_energy(); break; case POW_SHIELD_BOOST: if (get_local_player_shields() < MAX_SHIELDS) { fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level); #if defined(DXX_BUILD_DESCENT_II) if (Difficulty_level == 0) boost += boost/2; #endif get_local_player_shields() += boost; if (get_local_player_shields() > MAX_SHIELDS) get_local_player_shields() = MAX_SHIELDS; powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(get_local_player_shields())); used=1; } else HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_SHIELD); break; case POW_LASER: if (player_info.laser_level >= MAX_LASER_LEVEL) { #if defined(DXX_BUILD_DESCENT_I) player_info.laser_level = MAX_LASER_LEVEL; #endif HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_LASER); } else { if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_laser_level(player_info.laser_level, player_info.laser_level + 1); ++ player_info.laser_level; powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, player_info.laser_level+1); update_laser_weapon_info(); pick_up_primary (primary_weapon_index_t::LASER_INDEX); used=1; } if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_MISSILE_1: used=pick_up_secondary(CONCUSSION_INDEX,1); break; case POW_MISSILE_4: used=pick_up_secondary(CONCUSSION_INDEX,4); break; case POW_KEY_BLUE: used = pick_up_key(0, 0, 15, player_info.powerup_flags, PLAYER_FLAGS_BLUE_KEY, TXT_BLUE, id); break; case POW_KEY_RED: used = pick_up_key(15, 0, 0, player_info.powerup_flags, PLAYER_FLAGS_RED_KEY, TXT_RED, id); break; case POW_KEY_GOLD: used = pick_up_key(15, 15, 7, player_info.powerup_flags, PLAYER_FLAGS_GOLD_KEY, TXT_YELLOW, id); break; case POW_QUAD_FIRE: if (!(get_local_player_flags() & PLAYER_FLAGS_QUAD_LASERS)) { get_local_player_flags() |= PLAYER_FLAGS_QUAD_LASERS; powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS); update_laser_weapon_info(); used=1; } else HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS); if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_VULCAN_WEAPON: #if defined(DXX_BUILD_DESCENT_I) if ((used = pick_up_primary(primary_weapon_index_t::VULCAN_INDEX)) != 0) { vulcan_ammo_to_add_with_cannon = obj->ctype.powerup_info.count; if (vulcan_ammo_to_add_with_cannon < VULCAN_WEAPON_AMMO_AMOUNT) vulcan_ammo_to_add_with_cannon = VULCAN_WEAPON_AMMO_AMOUNT; pick_up_vulcan_ammo(vulcan_ammo_to_add_with_cannon); } //added/edited 8/3/98 by Victor Rachels to fix vulcan multi bug //check if multi, if so, pick up ammo w/o using, set ammo left. else, normal //killed 8/27/98 by Victor Rachels to fix vulcan ammo multiplying. new way // is by spewing the current held ammo when dead. //-killed if (!used && (Game_mode & GM_MULTI)) //-killed { //-killed int tempcount; //-killed tempcount=Players[Player_num].primary_ammo[VULCAN_INDEX]; //-killed if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, obj->ctype.powerup_info.count)) //-killed obj->ctype.powerup_info.count -= Players[Player_num].primary_ammo[VULCAN_INDEX]-tempcount; //-killed } //end kill - Victor Rachels if (!used && !(Game_mode & GM_MULTI) ) //end addition/edit - Victor Rachels used = pick_up_vulcan_ammo(); break; #elif defined(DXX_BUILD_DESCENT_II) case POW_GAUSS_WEAPON: { int ammo = obj->ctype.powerup_info.count; used = pick_up_primary((get_powerup_id(obj) == POW_VULCAN_WEAPON) ? primary_weapon_index_t::VULCAN_INDEX : primary_weapon_index_t::GAUSS_INDEX ); //didn't get the weapon (because we already have it), but //maybe snag some of the ammo. if single-player, grab all the ammo //and remove the powerup. If multi-player take ammo in excess of //the amount in a powerup, and leave the rest. if (! used) if ((Game_mode & GM_MULTI) ) ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo if (ammo > 0) { int ammo_used; ammo_used = pick_up_vulcan_ammo(ammo); obj->ctype.powerup_info.count -= ammo_used; if (!used && ammo_used) { powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO); special_used = 1; id = POW_VULCAN_AMMO; //set new id for making sound at end of this function if (obj->ctype.powerup_info.count == 0) used = 1; //say used if all ammo taken } } break; } #endif case POW_SPREADFIRE_WEAPON: used = pick_up_primary_or_energy(primary_weapon_index_t::SPREADFIRE_INDEX); break; case POW_PLASMA_WEAPON: used = pick_up_primary_or_energy(primary_weapon_index_t::PLASMA_INDEX); break; case POW_FUSION_WEAPON: used = pick_up_primary_or_energy(primary_weapon_index_t::FUSION_INDEX); break; #if defined(DXX_BUILD_DESCENT_II) case POW_HELIX_WEAPON: used = pick_up_primary_or_energy(primary_weapon_index_t::HELIX_INDEX); break; case POW_PHOENIX_WEAPON: used = pick_up_primary_or_energy(primary_weapon_index_t::PHOENIX_INDEX); break; case POW_OMEGA_WEAPON: used = pick_up_primary(primary_weapon_index_t::OMEGA_INDEX); if (used) Omega_charge = obj->ctype.powerup_info.count; if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; #endif case POW_PROXIMITY_WEAPON: used=pick_up_secondary(PROXIMITY_INDEX,4); break; case POW_SMARTBOMB_WEAPON: used=pick_up_secondary(SMART_INDEX,1); break; case POW_MEGA_WEAPON: used=pick_up_secondary(MEGA_INDEX,1); break; #if defined(DXX_BUILD_DESCENT_II) case POW_SMISSILE1_1: used=pick_up_secondary(SMISSILE1_INDEX,1); break; case POW_SMISSILE1_4: used=pick_up_secondary(SMISSILE1_INDEX,4); break; case POW_GUIDED_MISSILE_1: used=pick_up_secondary(GUIDED_INDEX,1); break; case POW_GUIDED_MISSILE_4: used=pick_up_secondary(GUIDED_INDEX,4); break; case POW_SMART_MINE: used=pick_up_secondary(SMART_MINE_INDEX,4); break; case POW_MERCURY_MISSILE_1: used=pick_up_secondary(SMISSILE4_INDEX,1); break; case POW_MERCURY_MISSILE_4: used=pick_up_secondary(SMISSILE4_INDEX,4); break; case POW_EARTHSHAKER_MISSILE: used=pick_up_secondary(SMISSILE5_INDEX,1); break; #endif case POW_VULCAN_AMMO: used = pick_up_vulcan_ammo(); #if defined(DXX_BUILD_DESCENT_I) if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_vulcan_ammo(); #endif break; case POW_HOMING_AMMO_1: used=pick_up_secondary(HOMING_INDEX,1); break; case POW_HOMING_AMMO_4: used=pick_up_secondary(HOMING_INDEX,4); break; case POW_CLOAK: if (get_local_player_flags() & PLAYER_FLAGS_CLOAKED) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED); break; } else { get_local_player_cloak_time() = GameTime64; // Not! changed by awareness events (like player fires laser). get_local_player_flags() |= PLAYER_FLAGS_CLOAKED; ai_do_cloak_stuff(); if (Game_mode & GM_MULTI) multi_send_cloak(); powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE); used = 1; break; } case POW_INVULNERABILITY: if (get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE); break; } else { get_local_player_invulnerable_time() = GameTime64; get_local_player_flags() |= PLAYER_FLAGS_INVULNERABLE; powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY); used = 1; break; } #ifndef RELEASE case POW_MEGAWOW: do_megawow_powerup(50); used = 1; break; #endif #if defined(DXX_BUILD_DESCENT_II) case POW_FULL_MAP: if (get_local_player_flags() & PLAYER_FLAGS_MAP_ALL) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the FULL MAP"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { get_local_player_flags() |= PLAYER_FLAGS_MAP_ALL; powerup_basic(15, 0, 15, 0, "FULL MAP!"); used=1; } break; case POW_CONVERTER: if (get_local_player_flags() & PLAYER_FLAGS_CONVERTER) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Converter"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { get_local_player_flags() |= PLAYER_FLAGS_CONVERTER; powerup_basic(15, 0, 15, 0, "Energy -> shield converter!"); used=1; } break; case POW_SUPER_LASER: if (player_info.laser_level >= MAX_SUPER_LASER_LEVEL) { player_info.laser_level = MAX_SUPER_LASER_LEVEL; HUD_init_message_literal(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "SUPER LASER MAXED OUT!"); } else { const auto old_level = player_info.laser_level; if (player_info.laser_level <= MAX_LASER_LEVEL) player_info.laser_level = MAX_LASER_LEVEL; ++ player_info.laser_level; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_laser_level(old_level, player_info.laser_level); powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d", player_info.laser_level + 1); update_laser_weapon_info(); if (Primary_weapon!=primary_weapon_index_t::LASER_INDEX) check_to_use_primary_super_laser(); used=1; } if (!used && !(Game_mode & GM_MULTI) ) used = pick_up_energy(); break; case POW_AMMO_RACK: if (get_local_player_flags() & PLAYER_FLAGS_AMMO_RACK) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Ammo rack"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { get_local_player_flags() |= PLAYER_FLAGS_AMMO_RACK; multi_digi_play_sample(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0); powerup_basic(15, 0, 15, 0, "AMMO RACK!"); used=1; } break; case POW_AFTERBURNER: if (get_local_player_flags() & PLAYER_FLAGS_AFTERBURNER) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Afterburner"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { get_local_player_flags() |= PLAYER_FLAGS_AFTERBURNER; multi_digi_play_sample(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0); powerup_basic(15, 15, 15, 0, "AFTERBURNER!"); Afterburner_charge = f1_0; used=1; } break; case POW_HEADLIGHT: if (get_local_player_flags() & PLAYER_FLAGS_HEADLIGHT) { HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Headlight boost"); if (!(Game_mode & GM_MULTI) ) used = pick_up_energy(); } else { get_local_player_flags() |= PLAYER_FLAGS_HEADLIGHT; multi_digi_play_sample(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0); powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is %s)",PlayerCfg.HeadlightActiveDefault?"ON":"OFF"); if (PlayerCfg.HeadlightActiveDefault) get_local_player_flags() |= PLAYER_FLAGS_HEADLIGHT_ON; used=1; if (Game_mode & GM_MULTI) multi_send_flags (Player_num); } break; case POW_FLAG_BLUE: if (game_mode_capture_flag()) if (get_team(Player_num) == TEAM_RED) { powerup_basic(15, 0, 15, 0, "BLUE FLAG!"); get_local_player_flags() |= PLAYER_FLAGS_FLAG; used=1; multi_send_got_flag (Player_num); } break; case POW_HOARD_ORB: if (game_mode_hoard()) { auto &proximity = get_local_player_secondary_ammo()[PROXIMITY_INDEX]; if (proximity < 12) { ++ proximity; powerup_basic(15, 0, 15, 0, "Orb!!!"); get_local_player_flags() |= PLAYER_FLAGS_FLAG; used=1; multi_send_got_orb (Player_num); } } break; case POW_FLAG_RED: if (game_mode_capture_flag()) if (get_team(Player_num) == TEAM_BLUE) { powerup_basic(15, 0, 15, 0, "RED FLAG!"); get_local_player_flags() |= PLAYER_FLAGS_FLAG; used=1; multi_send_got_flag (Player_num); } break; // case POW_HOARD_ORB: #endif default: break; } //always say used, until physics problem (getting stuck on unused powerup) //is solved. Note also the break statements above that are commented out //!! used=1; if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) { multi_digi_play_sample(Powerup_info[id].hit_sound, F1_0); detect_escort_goal_accomplished(obj); } return used; } DEFINE_SERIAL_UDT_TO_MESSAGE(powerup_type_info, pti, (pti.vclip_num, pti.hit_sound, pti.size, pti.light)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(powerup_type_info, 16); void powerup_type_info_read(PHYSFS_File *fp, powerup_type_info &pti) { PHYSFSX_serialize_read(fp, pti); } void powerup_type_info_write(PHYSFS_File *fp, const powerup_type_info &pti) { PHYSFSX_serialize_write(fp, pti); }