/* 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. */ /* * * Protypes for weapon stuff. * */ #ifndef _WEAPON_H #define _WEAPON_H #include "inferno.h" #include "gr.h" #include "game.h" #include "piggy.h" typedef struct weapon_info { sbyte render_type; // How to draw 0=laser, 1=blob, 2=object sbyte model_num; // Model num if rendertype==2. sbyte model_num_inner; // Model num of inner part if rendertype==2. sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon) sbyte flash_vclip; // What vclip to use for muzzle flash short flash_sound; // What sound to play when fired sbyte robot_hit_vclip; // What vclip for impact with robot short robot_hit_sound; // What sound for impact with robot sbyte wall_hit_vclip; // What vclip for impact with wall short wall_hit_sound; // What sound for impact with wall sbyte fire_count; // Number of bursts fired from EACH GUN per firing. For weapons which fire from both sides, 3*fire_count shots will be fired. sbyte ammo_usage; // How many units of ammunition it uses. sbyte weapon_vclip; // Vclip to render for the weapon, itself. sbyte destroyable; // If !0, this weapon can be destroyed by another weapon. sbyte matter; // Flag: set if this object is matter (as opposed to energy) sbyte bounce; // Flag: set if this object bounces off walls sbyte homing_flag; // Set if this weapon can home in on a target. sbyte dum1, dum2, dum3; fix energy_usage; // How much fuel is consumed to fire this weapon. fix fire_wait; // Time until this weapon can be fired again. bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1. fix blob_size; // Size of blob if blob type fix flash_size; // How big to draw the flash fix impact_size; // How big of an impact fix strength[NDL]; // How much damage it can inflict fix speed[NDL]; // How fast it can move, difficulty level based. fix mass; // How much mass it has fix drag; // How much drag it has fix thrust; // How much thrust it has fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?) fix light; // Amount of light this weapon casts. fix lifetime; // Lifetime in seconds of this weapon. fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit //-- unused-- fix damage_force; // Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit // damage_force was a real mess. Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength. Now use 2*strength instead. --MK, 01/19/95 bitmap_index picture; // a picture of the weapon for the cockpit } __pack__ weapon_info; #define REARM_TIME (F1_0) #define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it. #define WEAPON_TYPE_WEAK_LASER 0 #define WEAPON_TYPE_STRONG_LASER 1 #define WEAPON_TYPE_CANNON_BALL 2 #define WEAPON_TYPE_MISSILE 3 #define MAX_WEAPON_TYPES 30 #define WEAPON_RENDER_NONE -1 #define WEAPON_RENDER_LASER 0 #define WEAPON_RENDER_BLOB 1 #define WEAPON_RENDER_POLYMODEL 2 #define WEAPON_RENDER_VCLIP 3 #define MAX_PRIMARY_WEAPONS 5 #define MAX_SECONDARY_WEAPONS 5 // Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon #define HAS_LASER_FLAG 0x001 #define HAS_VULCAN_FLAG 0x002 #define HAS_SPREADFIRE_FLAG 0x004 #define HAS_PLASMA_FLAG 0x008 #define HAS_FUSION_FLAG 0x010 #define HAS_CONCUSSION_FLAG 0x001 #define HAS_HOMING_FLAG 0x002 #define HAS_PROXIMITY_FLAG 0x004 #define HAS_SMART_FLAG 0x008 #define HAS_MEGA_FLAG 0x010 #define CLASS_PRIMARY 0 #define CLASS_SECONDARY 1 #define LASER_INDEX 0 #define VULCAN_INDEX 1 #define SPREADFIRE_INDEX 2 #define PLASMA_INDEX 3 #define FUSION_INDEX 4 #define CONCUSSION_INDEX 0 #define HOMING_INDEX 1 #define PROXIMITY_INDEX 2 #define SMART_INDEX 3 #define MEGA_INDEX 4 #define NUM_SHAREWARE_WEAPONS 3 //in shareware, old get first 3 of each #define VULCAN_AMMO_SCALE (0x198300/2) //multiply ammo by this before displaying extern weapon_info Weapon_info[]; extern int N_weapon_types; extern void do_weapon_select(int weapon_num, int secondary_flag); extern sbyte Primary_weapon, Secondary_weapon; extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS]; extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS]; extern void auto_select_weapon(int weapon_type); //parm is primary or secondary extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm); extern char *Primary_weapon_names_short[]; extern char *Secondary_weapon_names_short[]; extern char *Primary_weapon_names[]; extern char *Secondary_weapon_names[]; extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS]; extern ubyte Secondary_ammo_max[MAX_PRIMARY_WEAPONS]; #define HAS_WEAPON_FLAG 1 #define HAS_ENERGY_FLAG 2 #define HAS_AMMO_FLAG 4 #define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG) // ------------------------------------------------------------------------------------ // Return: // Bits set: // HAS_WEAPON_FLAG // HAS_ENERGY_FLAG // HAS_AMMO_FLAG extern int player_has_weapon(int weapon_num, int secondary_flag); //called when one of these weapons is picked up //when you pick up a secondary, you always get the weapon & ammo for it int pick_up_secondary(int weapon_index,int count); //called when a primary weapon is picked up //returns true if actually picked up int pick_up_primary(int weapon_index); //called when ammo (for the vulcan cannon) is picked up int pick_up_ammo(int class_flag,int weapon_index,int ammo_count); extern void maybe_select_primary(int weapon_index); extern void maybe_select_secondary(int weapon_index); /* * reads n weapon_info structs from a CFILE */ extern int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp); #endif