/* 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. */ #ifndef _POWERUP_H #define _POWERUP_H #include "vclip.h" #define POW_EXTRA_LIFE 0 #define POW_ENERGY 1 #define POW_SHIELD_BOOST 2 #define POW_LASER 3 #define POW_KEY_BLUE 4 #define POW_KEY_RED 5 #define POW_KEY_GOLD 6 //#define POW_RADAR_ROBOTS 7 //#define POW_RADAR_POWERUPS 8 #define POW_MISSILE_1 10 #define POW_MISSILE_4 11 //4-pack MUST follow single missile #define POW_QUAD_FIRE 12 #define POW_VULCAN_WEAPON 13 #define POW_SPREADFIRE_WEAPON 14 #define POW_PLASMA_WEAPON 15 #define POW_FUSION_WEAPON 16 #define POW_PROXIMITY_WEAPON 17 #define POW_SMARTBOMB_WEAPON 20 #define POW_MEGA_WEAPON 21 #define POW_VULCAN_AMMO 22 #define POW_HOMING_AMMO_1 18 #define POW_HOMING_AMMO_4 19 //4-pack MUST follow single missile #define POW_CLOAK 23 #define POW_TURBO 24 #define POW_INVULNERABILITY 25 #define POW_MEGAWOW 27 #define POW_GAUSS_WEAPON 28 #define POW_HELIX_WEAPON 29 #define POW_PHOENIX_WEAPON 30 #define POW_OMEGA_WEAPON 31 #define POW_SUPER_LASER 32 #define POW_FULL_MAP 33 #define POW_CONVERTER 34 #define POW_AMMO_RACK 35 #define POW_AFTERBURNER 36 #define POW_HEADLIGHT 37 #define POW_SMISSILE1_1 38 #define POW_SMISSILE1_4 39 //4-pack MUST follow single missile #define POW_GUIDED_MISSILE_1 40 #define POW_GUIDED_MISSILE_4 41 //4-pack MUST follow single missile #define POW_SMART_MINE 42 #define POW_MERCURY_MISSILE_1 43 #define POW_MERCURY_MISSILE_4 44 //4-pack MUST follow single missile #define POW_EARTHSHAKER_MISSILE 45 #define POW_FLAG_BLUE 46 #define POW_FLAG_RED 47 #define POW_HOARD_ORB 7 //use unused slot #define VULCAN_AMMO_MAX (392*4) #define VULCAN_WEAPON_AMMO_AMOUNT 196 #define VULCAN_AMMO_AMOUNT (49*2) #define GAUSS_WEAPON_AMMO_AMOUNT 392 #define MAX_POWERUP_TYPES 50 #define POWERUP_NAME_LENGTH 16 // Length of a robot or powerup name. extern char Powerup_names[MAX_POWERUP_TYPES][POWERUP_NAME_LENGTH]; extern int Headlight_active_default; //is headlight on when picked up? typedef struct powerup_type_info { int vclip_num; int hit_sound; fix size; //3d size of longest dimension fix light; // amount of light cast by this powerup, set in bitmaps.tbl } __pack__ powerup_type_info; extern int N_powerup_types; extern powerup_type_info Powerup_info[MAX_POWERUP_TYPES]; void draw_powerup(object *obj); //returns true if powerup consumed int do_powerup(object *obj); //process (animate) a powerup for one frame void do_powerup_frame(object *obj); // Diminish shields and energy towards max in case they exceeded it. extern void diminish_towards_max(void); extern void do_megawow_powerup(int quantity); extern void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...); #endif