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