/* * 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. */ /* * * Functions for weapons... * */ #include #include #include #include "game.h" #include "laser.h" #include "weapon.h" #include "player.h" #include "gauges.h" #include "dxxerror.h" #include "sounds.h" #include "text.h" #include "powerup.h" #include "fireball.h" #include "newdemo.h" #include "multi.h" #include "newmenu.h" #include "gamemine.h" #include "ai.h" #include "args.h" #include "playsave.h" #include "physfs-serial.h" #include "compiler-range_for.h" #include "partial_range.h" static int POrderList (int num); static int SOrderList (int num); // Note, only Vulcan cannon requires ammo. // NOTE: Now Vulcan and Gauss require ammo. -5/3/95 Yuan //ubyte Default_primary_ammo_level[MAX_PRIMARY_WEAPONS] = {255, 0, 255, 255, 255}; //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}; //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}; #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, #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, #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, #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_array Weapon_info; unsigned N_weapon_types; sbyte Primary_weapon, Secondary_weapon; // autoselect ordering #if defined(DXX_BUILD_DESCENT_I) static const array DefaultPrimaryOrder{{ 4, 3, 2, 1, 0, 255 }}; static const array DefaultSecondaryOrder{{ 4, 3, 1, 0, 255, 2 }}; #elif defined(DXX_BUILD_DESCENT_II) static const array DefaultPrimaryOrder={{9,8,7,6,5,4,3,2,1,0,255}}; static const array DefaultSecondaryOrder={{9,8,4,3,1,5,0,255,7,6,2}}; //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, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1 }; #endif // ; (0) Laser Level 1 // ; (1) Laser Level 2 // ; (2) Laser Level 3 // ; (3) Laser Level 4 // ; (4) Unknown Use // ; (5) Josh Blobs // ; (6) Unknown Use // ; (7) Unknown Use // ; (8) ---------- Concussion Missile ---------- // ; (9) ---------- Flare ---------- // ; (10) ---------- Blue laser that blue guy shoots ----------- // ; (11) ---------- Vulcan Cannon ---------- // ; (12) ---------- Spreadfire Cannon ---------- // ; (13) ---------- Plasma Cannon ---------- // ; (14) ---------- Fusion Cannon ---------- // ; (15) ---------- Homing Missile ---------- // ; (16) ---------- Proximity Bomb ---------- // ; (17) ---------- Smart Missile ---------- // ; (18) ---------- Mega Missile ---------- // ; (19) ---------- Children of the PLAYER'S Smart Missile ---------- // ; (20) ---------- Bad Guy Spreadfire Laser ---------- // ; (21) ---------- SuperMech Homing Missile ---------- // ; (22) ---------- Regular Mech's missile ----------- // ; (23) ---------- Silent Spreadfire Laser ---------- // ; (24) ---------- Red laser that baby spiders shoot ----------- // ; (25) ---------- Green laser that rifleman shoots ----------- // ; (26) ---------- Plasma gun that 'plasguy' fires ------------ // ; (27) ---------- Blobs fired by Red Spiders ----------- // ; (28) ---------- Final Boss's Mega Missile ---------- // ; (29) ---------- Children of the ROBOT'S Smart Missile ---------- // ; (30) Laser Level 5 // ; (31) Laser Level 6 // ; (32) ---------- Super Vulcan Cannon ---------- // ; (33) ---------- Super Spreadfire Cannon ---------- // ; (34) ---------- Super Plasma Cannon ---------- // ; (35) ---------- Super Fusion Cannon ---------- // ------------------------------------------------------------------------------------ // Return: // Bits set: // HAS_WEAPON_FLAG // HAS_ENERGY_FLAG // HAS_AMMO_FLAG // See weapon.h for bit values int player_has_weapon(int weapon_num, int secondary_flag) { int return_value = 0; int weapon_index; // Hack! If energy goes negative, you can't fire a weapon that doesn't require energy. // But energy should not go negative (but it does), so find out why it does! if (Players[Player_num].energy < 0) 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 & HAS_PRIMARY_FLAG(weapon_num)) return_value |= HAS_WEAPON_FLAG; // Special case: Gauss cannon uses vulcan ammo. if (weapon_index_uses_vulcan_ammo(weapon_num)) { if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].vulcan_ammo) return_value |= HAS_AMMO_FLAG; } /* Hack to work around check in do_weapon_select */ else 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; } #endif else if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy) return_value |= HAS_ENERGY_FLAG; } else { weapon_index = Secondary_weapon_to_weapon_info[weapon_num]; if (Players[Player_num].secondary_weapon_flags & HAS_SECONDARY_FLAG(weapon_num)) return_value |= HAS_WEAPON_FLAG; if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].secondary_ammo[weapon_num]) return_value |= HAS_AMMO_FLAG; if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy) return_value |= HAS_ENERGY_FLAG; } return return_value; } void InitWeaponOrdering () { // short routine to setup default weapon priorities for new pilots PlayerCfg.PrimaryOrder = DefaultPrimaryOrder; PlayerCfg.SecondaryOrder = DefaultSecondaryOrder; } 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); while (loop<(MAX_PRIMARY_WEAPONS+1)) { loop++; cur_order_slot++; // next slot if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary cur_order_slot = 0; if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons? { if (use_restricted_autoselect) { cur_order_slot = 0; // loop over or ... } else { continue; // continue? } } 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; if (desired_weapon == SUPER_LASER_INDEX) { if (Players[Player_num].laser_level <= MAX_LASER_LEVEL) continue; else desired_weapon = LASER_INDEX; } #endif // select the weapon if we have it if (player_has_weapon(desired_weapon, 0) == HAS_ALL) { select_weapon(desired_weapon, 0, 1, 1); return; } } } void CycleSecondary () { int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0; const int autoselect_order_slot = SOrderList(255); const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly); while (loop<(MAX_SECONDARY_WEAPONS+1)) { loop++; cur_order_slot++; // next slot if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary cur_order_slot = 0; if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons? { if (use_restricted_autoselect) { cur_order_slot = 0; // loop over or ... } else { continue; // continue? } } desired_weapon = PlayerCfg.SecondaryOrder[cur_order_slot]; // now that is the weapon next to our current one // select the weapon if we have it if (player_has_weapon(desired_weapon, 1) == HAS_ALL) { select_weapon(desired_weapon, 1, 1, 1); return; } } } // ------------------------------------------------------------------------------------ //if message flag set, print message saying selected void select_weapon(int weapon_num, int secondary_flag, int print_message, int wait_for_rearm) { const char *weapon_name; if (Newdemo_state==ND_STATE_RECORDING ) newdemo_record_player_weapon(secondary_flag, weapon_num); if (!secondary_flag) { if (Primary_weapon != weapon_num) { #ifndef FUSION_KEEPS_CHARGE //added 8/6/98 by Victor Rachels to fix fusion charge bug Fusion_charge=0; //end edit - Victor Rachels #endif if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 ); if (Game_mode & GM_MULTI) { if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0); } if (wait_for_rearm) Next_laser_fire_time = GameTime64 + REARM_TIME; 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 { if (Secondary_weapon != weapon_num) { if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 ); if (Game_mode & GM_MULTI) { if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_SECONDARY, F1_0); } if (wait_for_rearm) Next_missile_fire_time = GameTime64 + REARM_TIME; else Next_missile_fire_time = 0; Global_missile_firing_count = 0; } else { if (wait_for_rearm) { digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 ); } } 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); } } // ------------------------------------------------------------------------------------ // 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); const 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; if (!secondary_flag) { current = Primary_weapon; last_was_super = Primary_last_was_super[weapon_num]; has_flag = HAS_WEAPON_FLAG; } else { current = Secondary_weapon; last_was_super = Secondary_last_was_super[weapon_num]; has_flag = HAS_WEAPON_FLAG+HAS_AMMO_FLAG; } if (current == weapon_num || current == weapon_num+SUPER_WEAPON) { //already have this selected, so toggle to other of normal/super version weapon_num += weapon_num+SUPER_WEAPON - current; weapon_status = player_has_weapon(weapon_num, secondary_flag); } else { //go to last-select version of requested missile if (last_was_super) weapon_num += SUPER_WEAPON; weapon_status = player_has_weapon(weapon_num, secondary_flag); //if don't have last-selected, try other version if ((weapon_status & has_flag) != has_flag) { weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num; weapon_status = player_has_weapon(weapon_num, secondary_flag); if ((weapon_status & has_flag) != has_flag) weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num; } } //if we don't have the weapon we're switching to, give error & bail if ((weapon_status & has_flag) != has_flag) { if (!secondary_flag) { if (weapon_num==SUPER_LASER_INDEX) return; //no such thing as super laser, so no error HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, PRIMARY_WEAPON_NAMES(weapon_num)); } else HUD_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, SECONDARY_WEAPON_NAMES(weapon_num), TXT_SX); digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); return; } //now actually select the weapon #endif select_weapon(weapon_num, secondary_flag, 1, 1); } // ---------------------------------------------------------------------------------------- // Automatically select next best weapon if unable to fire current weapon. // Weapon type: 0==primary, 1==secondary void auto_select_weapon(int weapon_type) { int r; int cutpoint; int looped=0; if (weapon_type==0) { r = player_has_weapon(Primary_weapon, 0); if (r != HAS_ALL) { int cur_weapon; int try_again = 1; cur_weapon = POrderList(Primary_weapon); cutpoint = POrderList (255); while (try_again) { cur_weapon++; if (cur_weapon>=cutpoint) { if (looped) { HUD_init_message_literal(HM_DEFAULT, TXT_NO_PRIMARY); select_weapon(0, 0, 0, 1); try_again = 0; continue; } cur_weapon=0; looped=1; } if (cur_weapon==MAX_PRIMARY_WEAPONS) cur_weapon = 0; // Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup) // it looks like it takes 0 to fire, but it doesn't, so never auto-select. // if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX) // continue; if (PlayerCfg.PrimaryOrder[cur_weapon] == Primary_weapon) { HUD_init_message_literal(HM_DEFAULT, TXT_NO_PRIMARY); select_weapon(0, 0, 0, 1); try_again = 0; // Tried all weapons! } else if (PlayerCfg.PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0) == HAS_ALL) { select_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0, 1, 1 ); try_again = 0; } } } } else { Assert(weapon_type==1); r = player_has_weapon(Secondary_weapon, 1); if (r != HAS_ALL) { int cur_weapon; int try_again = 1; cur_weapon = SOrderList(Secondary_weapon); cutpoint = SOrderList (255); while (try_again) { cur_weapon++; if (cur_weapon>=cutpoint) { if (looped) { HUD_init_message_literal(HM_DEFAULT, "No secondary weapons selected!"); try_again = 0; continue; } cur_weapon=0; looped=1; } if (cur_weapon==MAX_SECONDARY_WEAPONS) cur_weapon = 0; if (PlayerCfg.SecondaryOrder[cur_weapon] == Secondary_weapon) { HUD_init_message_literal(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 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)); return 0; } Players[Player_num].secondary_weapon_flags |= (1< 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.state.fire_secondary && 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 if (weapon_index_is_player_bomb(weapon_index) && !weapon_index_is_player_bomb(Secondary_weapon)) { int cur; cur = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX; if (SOrderList (weapon_index) < SOrderList(cur)) Secondary_last_was_super[PROXIMITY_INDEX] = (weapon_index == SMART_MINE_INDEX); } #endif } } //note: flash for all but concussion was 7,14,21 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; } #define DXX_WEAPON_TEXT_NEVER_AUTOSELECT "--- Never Autoselect below ---" void ReorderPrimary () { newmenu_item m[MAX_PRIMARY_WEAPONS+1]; int i; for (i=0;i=4) supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser #endif if (((Controls.state.fire_primary && PlayerCfg.NoFireAutoselect)?0:1) && POrderList(weapon_index) < cutpoint && POrderList(weapon_index) max) { ammo_count += (max - Players[Player_num].vulcan_ammo); Players[Player_num].vulcan_ammo = max; } 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.state.fire_primary && PlayerCfg.NoFireAutoselect)?0:1) && Players[Player_num].primary_weapon_flags&HAS_PRIMARY_FLAG(weapon_index) && weapon_index>Primary_weapon && old_ammo==0 && POrderList(weapon_index) 16) fc = 16; if (fc == 0) fc = 1; Seismic_tremor_volume += fc; if (d_tick_step) { rx = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32); rz = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32); ConsoleObject->mtype.phys_info.rotvel.x += rx; ConsoleObject->mtype.phys_info.rotvel.z += rz; // Shake the buddy! if (Buddy_objnum != object_none) { Objects[Buddy_objnum].mtype.phys_info.rotvel.x += rx*4; Objects[Buddy_objnum].mtype.phys_info.rotvel.z += rz*4; } // Shake a guided missile! Seismic_tremor_magnitude += rx; } } else Smega_detonate_times[i] = 0; } } // Hook in the rumble sound effect here. } #define SEISMIC_DISTURBANCE_DURATION (F1_0*5) fix64 Seismic_disturbance_start_time = 0, Seismic_disturbance_end_time; int Seismic_level=0; void init_seismic_disturbances(void) { Seismic_disturbance_start_time = 0; Seismic_disturbance_end_time = 0; } // Return true if time to start a seismic disturbance. static int start_seismic_disturbance(void) { int rval; if (Level_shake_duration < 1) return 0; rval = (2 * fixmul(d_rand(), Level_shake_frequency)) < FrameTime; if (rval) { Seismic_disturbance_start_time = GameTime64; Seismic_disturbance_end_time = GameTime64 + Level_shake_duration; if (!Seismic_sound_playing) { digi_play_sample_looping(Seismic_sound, F1_0, -1, -1); Seismic_sound_playing = 1; Next_seismic_sound_time = GameTime64 + d_rand()/2; } if (Game_mode & GM_MULTI) multi_send_seismic (Seismic_disturbance_start_time,Seismic_disturbance_end_time); } return rval; } static void seismic_disturbance_frame(void) { if (Level_shake_frequency) { if (((Seismic_disturbance_start_time < GameTime64) && (Seismic_disturbance_end_time > GameTime64)) || start_seismic_disturbance()) { fix delta_time; int fc, rx, rz; delta_time = GameTime64 - Seismic_disturbance_start_time; fc = abs(delta_time - (Seismic_disturbance_end_time - Seismic_disturbance_start_time)/2); fc /= F1_0/16; if (fc > 16) fc = 16; if (fc == 0) fc = 1; Seismic_tremor_volume += fc; if (d_tick_step) { rx = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32); rz = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32); ConsoleObject->mtype.phys_info.rotvel.x += rx; ConsoleObject->mtype.phys_info.rotvel.z += rz; // Shake the buddy! if (Buddy_objnum != object_none) { Objects[Buddy_objnum].mtype.phys_info.rotvel.x += rx*4; Objects[Buddy_objnum].mtype.phys_info.rotvel.z += rz*4; } // Shake a guided missile! Seismic_tremor_magnitude += rx; } } } } // Call this when a smega detonates to start the process of rocking the mine. void smega_rock_stuff(void) { fix64 *least = &Smega_detonate_times[0]; range_for (auto &i, Smega_detonate_times) { if (i + SMEGA_SHAKE_TIME < GameTime64) i = 0; if (*least > i) least = &i; } *least = GameTime64; } int Super_mines_yes = 1; // Call this once/frame to process all super mines in the level. void process_super_mines_frame(void) { int i, j; int start, add; // If we don't know of there being any super mines in the level, just // check every 8th object each frame. if (Super_mines_yes == 0) { start = d_tick_count & 7; add = 8; } else { start = 0; add = 1; } Super_mines_yes = 0; for (i=start; i<=Highest_object_index; i+=add) { if ((Objects[i].type == OBJ_WEAPON) && (get_powerup_id(&Objects[i]) == SUPERPROX_ID)) { int parent_num; parent_num = Objects[i].ctype.laser_info.parent_num; Super_mines_yes = 1; if (Objects[i].lifeleft + F1_0*2 < Weapon_info[SUPERPROX_ID].lifetime) { vms_vector *bombpos; bombpos = &Objects[i].pos; for (j=0; j<=Highest_object_index; j++) { if ((Objects[j].type == OBJ_PLAYER) || (Objects[j].type == OBJ_ROBOT)) { if (j == parent_num) continue; fix dist; dist = vm_vec_dist_quick(*bombpos, Objects[j].pos); if (dist - Objects[j].size < F1_0*20) { if (Objects[i].segnum == Objects[j].segnum) Objects[i].lifeleft = 1; else { // Object which is close enough to detonate smart mine is not in same segment as smart mine. // Need to do a more expensive check to make sure there isn't an obstruction. if (((d_tick_count ^ (i+j)) % 4) == 0) { fvi_query fq; fvi_info hit_data; int fate; fq.startseg = Objects[i].segnum; fq.p0 = &Objects[i].pos; fq.p1 = &Objects[j].pos; fq.rad = 0; fq.thisobjnum = i; fq.ignore_obj_list = NULL; fq.flags = 0; fate = find_vector_intersection(&fq, &hit_data); if (fate != HIT_WALL) Objects[i].lifeleft = 1; } } } } } } } } } #define SPIT_SPEED 20 //this function is for when the player intentionally drops a powerup //this function is based on drop_powerup() objnum_t spit_powerup(object *spitter, int id,int seed) { vms_vector new_velocity, new_pos; d_srand(seed); vm_vec_scale_add(new_velocity,spitter->mtype.phys_info.velocity,spitter->orient.fvec,i2f(SPIT_SPEED)); new_velocity.x += (d_rand() - 16384) * SPIT_SPEED * 2; new_velocity.y += (d_rand() - 16384) * SPIT_SPEED * 2; new_velocity.z += (d_rand() - 16384) * SPIT_SPEED * 2; // Give keys zero velocity so they can be tracked better in multi if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD)) vm_vec_zero(new_velocity); //there's a piece of code which lets the player pick up a powerup if //the distance between him and the powerup is less than 2 time their //combined radii. So we need to create powerups pretty far out from //the player. vm_vec_scale_add(new_pos,spitter->pos,spitter->orient.fvec,spitter->size); if (Game_mode & GM_MULTI) { if (Net_create_loc >= MAX_NET_CREATE_OBJECTS) { return object_none; } } auto obj = obj_create( OBJ_POWERUP, id, spitter->segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP); if (obj == object_none ) { Int3(); return obj; } obj->mtype.phys_info.velocity = new_velocity; obj->mtype.phys_info.drag = 512; //1024; obj->mtype.phys_info.mass = F1_0; obj->mtype.phys_info.flags = PF_BOUNCE; obj->rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(obj)].vclip_num; obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time; obj->rtype.vclip_info.framenum = 0; if (spitter == ConsoleObject) obj->ctype.powerup_info.flags |= PF_SPAT_BY_PLAYER; switch (get_powerup_id(obj)) { case POW_MISSILE_1: case POW_MISSILE_4: case POW_SHIELD_BOOST: case POW_ENERGY: obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds) if (Game_mode & GM_MULTI) obj->lifeleft /= 2; break; default: //if (Game_mode & GM_MULTI) // obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds) break; } return obj; } void DropCurrentWeapon () { int ammo=0,seed; if (num_objects >= MAX_USED_OBJECTS) return; if (Primary_weapon==0) { HUD_init_message_literal(HM_DEFAULT, "You cannot drop your base weapon!"); return; } HUD_init_message(HM_DEFAULT, "%s dropped!",PRIMARY_WEAPON_NAMES(Primary_weapon)); digi_play_sample (SOUND_DROP_WEAPON,F1_0); seed = d_rand(); objnum_t objnum = spit_powerup(ConsoleObject,Primary_weapon_to_powerup[Primary_weapon],seed); if (objnum == object_none) return; if (weapon_index_uses_vulcan_ammo(Primary_weapon)) { //if it's one of these, drop some ammo with the weapon ammo = Players[Player_num].vulcan_ammo; if ((Players[Player_num].primary_weapon_flags & HAS_VULCAN_FLAG) && (Players[Player_num].primary_weapon_flags & HAS_GAUSS_FLAG)) ammo /= 2; //if both vulcan & gauss, drop half Players[Player_num].vulcan_ammo -= ammo; if (objnum!=object_none) Objects[objnum].ctype.powerup_info.count = ammo; } if (Primary_weapon == OMEGA_INDEX) { //dropped weapon has current energy if (objnum!=object_none) Objects[objnum].ctype.powerup_info.count = Omega_charge; } if ((Game_mode & GM_MULTI) && objnum!=object_none) multi_send_drop_weapon(objnum,seed); Players[Player_num].primary_weapon_flags &= (~HAS_PRIMARY_FLAG(Primary_weapon)); auto_select_weapon (0); } void DropSecondaryWeapon () { int seed; ubyte weapon_drop_id=-1; ushort sub_ammo=0; if (num_objects >= MAX_USED_OBJECTS) return; if (Players[Player_num].secondary_ammo[Secondary_weapon] ==0) { HUD_init_message_literal(HM_DEFAULT, "No secondary weapon to drop!"); return; } weapon_drop_id = Secondary_weapon_to_powerup[Secondary_weapon]; // see if we drop single or 4-pack switch (Secondary_weapon_to_powerup[Secondary_weapon]) { case POW_MISSILE_1: case POW_HOMING_AMMO_1: case POW_SMISSILE1_1: case POW_GUIDED_MISSILE_1: case POW_MERCURY_MISSILE_1: if (Players[Player_num].secondary_ammo[Secondary_weapon]<4) { sub_ammo = 1; } else { sub_ammo = 4; weapon_drop_id++; //4-pack always is next index } break; case POW_PROXIMITY_WEAPON: case POW_SMART_MINE: if (Players[Player_num].secondary_ammo[Secondary_weapon]<4) { HUD_init_message_literal(HM_DEFAULT, "You need at least 4 to drop!"); return; } else { sub_ammo = 4; } break; case POW_SMARTBOMB_WEAPON: case POW_MEGA_WEAPON: case POW_EARTHSHAKER_MISSILE: sub_ammo = 1; break; } HUD_init_message(HM_DEFAULT, "%s dropped!",SECONDARY_WEAPON_NAMES(Secondary_weapon)); digi_play_sample (SOUND_DROP_WEAPON,F1_0); seed = d_rand(); objnum_t objnum = spit_powerup(ConsoleObject,weapon_drop_id,seed); if (objnum == object_none) return; if ((Game_mode & GM_MULTI) && objnum!=object_none) multi_send_drop_weapon(objnum,seed); Players[Player_num].secondary_ammo[Secondary_weapon]-=sub_ammo; if (Players[Player_num].secondary_ammo[Secondary_weapon]==0) { Players[Player_num].secondary_weapon_flags &= (~(1< Next_seismic_sound_time) && Seismic_tremor_volume) { int volume; volume = Seismic_tremor_volume * 2048; if (volume > F1_0) volume = F1_0; digi_change_looping_volume(volume); Next_seismic_sound_time = GameTime64 + d_rand()/4 + 8192; } } } #endif DEFINE_BITMAP_SERIAL_UDT(); #if defined(DXX_BUILD_DESCENT_I) DEFINE_SERIAL_UDT_TO_MESSAGE(weapon_info, w, (w.render_type, w.model_num, w.model_num_inner, w.persistent, w.flash_vclip, w.flash_sound, w.robot_hit_vclip, w.robot_hit_sound, w.wall_hit_vclip, w.wall_hit_sound, w.fire_count, w.ammo_usage, w.weapon_vclip, w.destroyable, w.matter, w.bounce, w.homing_flag, w.dum1, w.dum2, w.dum3, w.energy_usage, w.fire_wait, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture)); #elif defined(DXX_BUILD_DESCENT_II) namespace { struct v2_weapon_info : weapon_info {}; } template void postprocess_udt(Accessor &, v2_weapon_info &w) { w.children = -1; w.multi_damage_scale = F1_0; w.hires_picture = w.picture; } DEFINE_SERIAL_UDT_TO_MESSAGE(v2_weapon_info, w, (w.render_type, w.persistent, w.model_num, w.model_num_inner, w.flash_vclip, w.robot_hit_vclip, w.flash_sound, w.wall_hit_vclip, w.fire_count, w.robot_hit_sound, w.ammo_usage, w.weapon_vclip, w.wall_hit_sound, w.destroyable, w.matter, w.bounce, w.homing_flag, w.speedvar, w.flags, w.flash, w.afterburner_size, w.energy_usage, w.fire_wait, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture)); DEFINE_SERIAL_UDT_TO_MESSAGE(weapon_info, w, (w.render_type, w.persistent, w.model_num, w.model_num_inner, w.flash_vclip, w.robot_hit_vclip, w.flash_sound, w.wall_hit_vclip, w.fire_count, w.robot_hit_sound, w.ammo_usage, w.weapon_vclip, w.wall_hit_sound, w.destroyable, w.matter, w.bounce, w.homing_flag, w.speedvar, w.flags, w.flash, w.afterburner_size, w.children, w.energy_usage, w.fire_wait, w.multi_damage_scale, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture, w.hires_picture)); #endif void weapon_info_write(PHYSFS_File *fp, const weapon_info &w) { PHYSFSX_serialize_write(fp, w); } /* * reads n weapon_info structs from a PHYSFS_file */ void weapon_info_read_n(weapon_info_array &wi, std::size_t count, PHYSFS_File *fp, int file_version, std::size_t offset) { auto r = partial_range(wi, offset, count); #if defined(DXX_BUILD_DESCENT_II) if (file_version < 3) { range_for (auto &w, r) PHYSFSX_serialize_read(fp, static_cast(w)); /* Set the type of children correctly when using old * datafiles. In earlier descent versions this was simply * hard-coded in create_smart_children(). */ wi[SMART_ID].children = PLAYER_SMART_HOMING_ID; wi[SUPERPROX_ID].children = SMART_MINE_HOMING_ID; return; } #endif range_for (auto &w, r) { PHYSFSX_serialize_read(fp, w); } }