dxx-rebirth/similar/main/powerup.cpp

733 lines
22 KiB
C++

/*
* 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 <stdarg.h>
#include <stdio.h>
#include <string.h>
#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 "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 "controls.h"
#include "kconfig.h"
#include "newdemo.h"
#include "escort.h"
#if DXX_USE_EDITOR
#include "gr.h" // for powerup outline drawing
#endif
#include "hudmsg.h"
#include "playsave.h"
#include "d_enumerate.h"
#include "d_levelstate.h"
#include "partial_range.h"
#include "vclip.h"
namespace dcx {
unsigned N_powerup_types;
}
namespace dsx {
d_powerup_info_array Powerup_info;
//process this powerup for this frame
void do_powerup_frame(const d_vclip_array &Vclip, const vmobjptridx_t obj)
{
vclip_info *vci = &obj->rtype.vclip_info;
#if defined(DXX_BUILD_DESCENT_I)
const fix fudge = 0;
#elif defined(DXX_BUILD_DESCENT_II)
long objnum = obj;
const fix fudge = (FrameTime * (objnum&3)) >> 4;
#endif
auto &vc = Vclip[vci->vclip_num];
const auto vc_frame_time = vc.frame_time;
if (vc_frame_time > 0)
{
const auto vc_num_frames1 = vc.num_frames - 1;
vci->frametime -= FrameTime+fudge;
while (vci->frametime < 0 ) {
vci->frametime += vc_frame_time;
if (vci->framenum > vc_num_frames1)
vci->framenum=0;
#if defined(DXX_BUILD_DESCENT_II)
if (objnum&1)
{
if (-- vci->framenum > vc_num_frames1)
vci->framenum = vc_num_frames1;
}
else
#endif
{
if (vci->framenum >= vc_num_frames1)
vci->framenum=0;
else
vci->framenum++;
}
}
}
if (obj->lifeleft <= 0) {
object_create_explosion(vmsegptridx(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, sound_stack::allow_stacking);
}
}
void draw_powerup(const d_vclip_array &Vclip, grs_canvas &canvas, const object_base &obj)
{
auto &vci = obj.rtype.vclip_info;
draw_object_blob(GameBitmaps, *Viewer, canvas, obj, Vclip[vci.vclip_num].frames[vci.framenum]);
}
namespace {
static void _powerup_basic_nonhud(int redadd, int greenadd, int blueadd, int score)
{
PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
add_points_to_score(ConsoleObject->ctype.player_info, score, Game_mode);
}
#define powerup_basic(A1,A2,A3,A4,F,...) dxx_call_printf_checked(powerup_basic,powerup_basic_str,(A1,A2,A3,A4),(F),##__VA_ARGS__)
__attribute_format_printf(5, 6)
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(object &plrobj, const int quantity)
{
powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
auto &player_info = 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
player_info.vulcan_ammo = VULCAN_AMMO_MAX;
auto &secondary_ammo = player_info.secondary_ammo;
range_for (auto &i, partial_range(secondary_ammo, 3u))
i = quantity;
range_for (auto &i, partial_range(secondary_ammo, 3u, secondary_ammo.size()))
i = quantity/5;
player_info.energy = F1_0*200;
plrobj.shields = F1_0*200;
player_info.powerup_flags |= PLAYER_FLAGS_QUAD_LASERS;
#if defined(DXX_BUILD_DESCENT_I)
const auto laser_level = MAX_LASER_LEVEL;
#elif defined(DXX_BUILD_DESCENT_II)
player_info.Omega_charge = MAX_OMEGA_CHARGE;
if (game_mode_hoard())
player_info.hoard.orbs = player_info.max_hoard_orbs;
const auto laser_level = MAX_SUPER_LASER_LEVEL;
#endif
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(player_info.laser_level, laser_level);
player_info.laser_level = laser_level;
}
//#endif
namespace {
static int pick_up_energy(player_info &player_info)
{
int used=0;
auto &energy = player_info.energy;
if (energy < MAX_ENERGY) {
fix boost;
const auto Difficulty_level = GameUniqueState.Difficulty_level;
boost = 3 * F1_0 + 3 * F1_0 * (NDL - underlying_value(Difficulty_level));
#if defined(DXX_BUILD_DESCENT_II)
if (Difficulty_level == Difficulty_level_type::_0)
boost += boost/2;
#endif
energy += boost;
if (energy > 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(player_info &player_info, const primary_weapon_index_t weapon_index)
{
const auto used = pick_up_primary(player_info, weapon_index);
if (used || (Game_mode & GM_MULTI))
return used;
return pick_up_energy(player_info);
}
static int pick_up_vulcan_ammo(player_info &player_info)
{
int used=0;
if (pick_up_vulcan_ammo(player_info, 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(player_info.powerup_flags, 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);
#if defined(DXX_BUILD_DESCENT_II)
auto &BuddyState = LevelUniqueObjectState.BuddyState;
invalidate_escort_goal(BuddyState);
#endif
return (Game_mode & GM_MULTI) ? 0 : 1;
}
// returns true if powerup consumed
#if defined(DXX_BUILD_DESCENT_II)
template <int r, int g, int b>
struct player_hit_basic_silent_powerup
{
const char *const desc_pickup;
player_hit_basic_silent_powerup(const char *const p) :
desc_pickup(p)
{
}
void report() const
{
powerup_basic_str(r, g, b, 0, desc_pickup);
}
template <PLAYER_FLAG player_flag>
void pickup(player_flags &powerup_flags) const
{
powerup_flags |= player_flag;
report();
}
};
template <int r, int g, int b, powerup_type_t id>
struct player_hit_basic_sound_powerup : player_hit_basic_silent_powerup<r, g, b>
{
using base_type = player_hit_basic_silent_powerup<r, g, b>;
using base_type::base_type;
template <PLAYER_FLAG player_flag>
void pickup(player_flags &powerup_flags) const
{
multi_digi_play_sample(Powerup_info[id].hit_sound, F1_0);
base_type::template pickup<player_flag>(powerup_flags);
}
};
using player_hit_silent_rb_powerup = player_hit_basic_silent_powerup<15, 0, 15>;
struct player_hit_afterburner_powerup : player_hit_basic_sound_powerup<15, 15, 15, POW_AFTERBURNER>
{
using base_type = player_hit_basic_sound_powerup<15, 15, 15, POW_AFTERBURNER>;
using base_type::base_type;
template <PLAYER_FLAG player_flag>
void pickup(player_flags &powerup_flags) const
{
Afterburner_charge = f1_0;
base_type::template pickup<player_flag>(powerup_flags);
}
};
struct player_hit_headlight_powerup
{
/* Template parameter unused, but required for signature
* compatibility with the other player_hit_* structures.
*/
template <PLAYER_FLAG>
void pickup(player_flags &powerup_flags) const
{
process(powerup_flags);
}
void process(player_flags &powerup_flags) const
{
const auto active = PlayerCfg.HeadlightActiveDefault;
powerup_flags |= active
? PLAYER_FLAG::HEADLIGHT_PRESENT_AND_ON
: PLAYER_FLAG::HEADLIGHT;
powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is O%s)", active ? "N" : "FF");
multi_digi_play_sample(Powerup_info[POW_HEADLIGHT].hit_sound, F1_0);
if (active && (Game_mode & GM_MULTI))
multi_send_flags (Player_num);
}
};
template <unsigned TEAM>
static int player_hit_flag_powerup(player_info &player_info, const char *const desc)
{
if (!game_mode_capture_flag())
return 0;
const auto pnum = Player_num;
if (get_team(pnum) == TEAM)
{
player_info.powerup_flags |= PLAYER_FLAGS_FLAG;
powerup_basic_str(15, 0, 15, 0, desc);
multi_send_got_flag(pnum);
return 1;
}
return 0;
}
#endif
struct player_hit_quadlaser_powerup
{
/* Template parameter unused, but required for signature
* compatibility with the other player_hit_* structures.
*/
template <PLAYER_FLAG>
void pickup(player_flags &powerup_flags) const
{
process(powerup_flags);
}
void process(player_flags &powerup_flags) const
{
powerup_flags |= PLAYER_FLAGS_QUAD_LASERS;
powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!", TXT_QUAD_LASERS);
update_laser_weapon_info();
}
};
static int player_has_powerup(player_info &player_info, const char *const desc_have)
{
HUD_init_message(HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL, "%s %s!", TXT_ALREADY_HAVE, desc_have);
return (Game_mode & GM_MULTI) ? 0 : pick_up_energy(player_info);
}
template <PLAYER_FLAG player_flag, typename F>
static int player_hit_powerup(player_info &player_info, const char *const desc_have, const F &&pickup)
{
auto &powerup_flags = player_info.powerup_flags;
return (powerup_flags & player_flag)
? player_has_powerup(player_info, desc_have)
: (pickup.template pickup<player_flag>(powerup_flags), 1);
}
}
int do_powerup(const vmobjptridx_t obj)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
auto &vmobjptr = Objects.vmptr;
int used=0;
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_plrobj().shields < 0)
return 0;
if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime64<obj->ctype.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;
const fix mydist = vm_vec_normalized_dir(tvec, obj->pos, ConsoleObject->pos);
for (auto &&[i, plr] : enumerate(Players))
{
if (i == Player_num)
continue;
if (plr.connected != player_connection_status::playing)
continue;
auto &o = *vcobjptr(plr.objnum);
if (o.type == OBJ_GHOST)
continue;
if (mydist > vm_vec_normalized_dir(tvec, obj->pos, o.pos))
return 0;
}
}
auto &plrobj = get_local_plrobj();
auto &player_info = 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(player_info);
break;
case POW_SHIELD_BOOST:
{
auto &shields = plrobj.shields;
if (shields < MAX_SHIELDS) {
const auto Difficulty_level = GameUniqueState.Difficulty_level;
fix boost = 3 * F1_0 + 3 * F1_0 * (NDL - underlying_value(Difficulty_level));
#if defined(DXX_BUILD_DESCENT_II)
if (Difficulty_level == Difficulty_level_type::_0)
boost += boost/2;
#endif
shields += boost;
if (shields > MAX_SHIELDS)
shields = MAX_SHIELDS;
powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d", TXT_SHIELD, TXT_BOOSTED_TO, f2ir(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 {
const auto level_before_powerup = player_info.laser_level;
++ player_info.laser_level;
const auto level_after_powerup = player_info.laser_level;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(level_before_powerup, level_after_powerup);
powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %u", TXT_LASER, TXT_BOOSTED_TO, static_cast<unsigned>(level_after_powerup) + 1);
pick_up_primary(player_info, primary_weapon_index_t::LASER_INDEX);
used=1;
}
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy(player_info);
break;
case POW_MISSILE_1:
used = pick_up_secondary(player_info, CONCUSSION_INDEX, 1, Controls);
break;
case POW_MISSILE_4:
used = pick_up_secondary(player_info, CONCUSSION_INDEX, 4, Controls);
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:
used = player_hit_powerup<PLAYER_FLAGS_QUAD_LASERS>(player_info, TXT_QUAD_LASERS, player_hit_quadlaser_powerup());
break;
case POW_VULCAN_WEAPON:
#if defined(DXX_BUILD_DESCENT_II)
case POW_GAUSS_WEAPON:
#endif
{
used = pick_up_primary(player_info,
#if defined(DXX_BUILD_DESCENT_II)
(id == POW_GAUSS_WEAPON)
? primary_weapon_index_t::GAUSS_INDEX
:
#endif
primary_weapon_index_t::VULCAN_INDEX
);
if (const auto ammo_used = pick_up_vulcan_ammo(player_info, obj->ctype.powerup_info.count))
{
/* Even if the cannon is made empty, leave `used` set to
* false, so that the cannon can remain in the mine.
*/
obj->ctype.powerup_info.count -= ammo_used;
if (!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 (Game_mode & GM_MULTI)
multi_send_vulcan_weapon_ammo_adjust(obj); // let other players know how much ammo we took.
}
}
break;
}
case POW_SPREADFIRE_WEAPON:
used = pick_up_primary_or_energy(player_info, primary_weapon_index_t::SPREADFIRE_INDEX);
break;
case POW_PLASMA_WEAPON:
used = pick_up_primary_or_energy(player_info, primary_weapon_index_t::PLASMA_INDEX);
break;
case POW_FUSION_WEAPON:
used = pick_up_primary_or_energy(player_info, primary_weapon_index_t::FUSION_INDEX);
break;
#if defined(DXX_BUILD_DESCENT_II)
case POW_HELIX_WEAPON:
used = pick_up_primary_or_energy(player_info, primary_weapon_index_t::HELIX_INDEX);
break;
case POW_PHOENIX_WEAPON:
used = pick_up_primary_or_energy(player_info, primary_weapon_index_t::PHOENIX_INDEX);
break;
case POW_OMEGA_WEAPON:
used = pick_up_primary(player_info, primary_weapon_index_t::OMEGA_INDEX);
if (used)
player_info.Omega_charge = obj->ctype.powerup_info.count;
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy(player_info);
break;
#endif
case POW_PROXIMITY_WEAPON:
used = pick_up_secondary(player_info, PROXIMITY_INDEX, 4, Controls);
break;
case POW_SMARTBOMB_WEAPON:
used = pick_up_secondary(player_info, SMART_INDEX, 1, Controls);
break;
case POW_MEGA_WEAPON:
used = pick_up_secondary(player_info, MEGA_INDEX, 1, Controls);
break;
#if defined(DXX_BUILD_DESCENT_II)
case POW_SMISSILE1_1:
used = pick_up_secondary(player_info, SMISSILE1_INDEX, 1, Controls);
break;
case POW_SMISSILE1_4:
used = pick_up_secondary(player_info, SMISSILE1_INDEX, 4, Controls);
break;
case POW_GUIDED_MISSILE_1:
used = pick_up_secondary(player_info, GUIDED_INDEX, 1, Controls);
break;
case POW_GUIDED_MISSILE_4:
used = pick_up_secondary(player_info, GUIDED_INDEX, 4, Controls);
break;
case POW_SMART_MINE:
used = pick_up_secondary(player_info, SMART_MINE_INDEX, 4, Controls);
break;
case POW_MERCURY_MISSILE_1:
used = pick_up_secondary(player_info, SMISSILE4_INDEX, 1, Controls);
break;
case POW_MERCURY_MISSILE_4:
used = pick_up_secondary(player_info, SMISSILE4_INDEX, 4, Controls);
break;
case POW_EARTHSHAKER_MISSILE:
used = pick_up_secondary(player_info, SMISSILE5_INDEX, 1, Controls);
break;
#endif
case POW_VULCAN_AMMO:
used = pick_up_vulcan_ammo(player_info);
break;
case POW_HOMING_AMMO_1:
used = pick_up_secondary(player_info, HOMING_INDEX, 1, Controls);
break;
case POW_HOMING_AMMO_4:
used = pick_up_secondary(player_info, HOMING_INDEX, 4, Controls);
break;
case POW_CLOAK:
if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
break;
} else {
player_info.cloak_time = GameTime64; // Not! changed by awareness events (like player fires laser).
player_info.powerup_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:
{
auto &pl_flags = player_info.powerup_flags;
if (pl_flags & PLAYER_FLAGS_INVULNERABLE) {
if (!player_info.FakingInvul)
{
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
break;
}
}
player_info.FakingInvul = 0;
pl_flags |= PLAYER_FLAGS_INVULNERABLE;
player_info.invulnerable_time = GameTime64;
powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
used = 1;
break;
}
#ifndef RELEASE
case POW_MEGAWOW:
do_megawow_powerup(plrobj, 50);
used = 1;
break;
#endif
#if defined(DXX_BUILD_DESCENT_II)
case POW_FULL_MAP:
used = player_hit_powerup<PLAYER_FLAGS_MAP_ALL>(player_info, "the FULL MAP", player_hit_silent_rb_powerup("FULL MAP!"));
break;
case POW_CONVERTER:
used = player_hit_powerup<PLAYER_FLAGS_CONVERTER>(player_info, "the Converter", player_hit_silent_rb_powerup("Energy -> shield converter!"));
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 %u", static_cast<unsigned>(player_info.laser_level) + 1);
if (player_info.Primary_weapon != primary_weapon_index_t::LASER_INDEX)
check_to_use_primary_super_laser(player_info);
used=1;
}
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy(player_info);
break;
case POW_AMMO_RACK:
used = player_hit_powerup<PLAYER_FLAGS_AMMO_RACK>(player_info, "the Ammo rack", player_hit_basic_sound_powerup<15, 0, 15, POW_AMMO_RACK>("AMMO RACK!"));
break;
case POW_AFTERBURNER:
used = player_hit_powerup<PLAYER_FLAGS_AFTERBURNER>(player_info, "the Afterburner", player_hit_afterburner_powerup("AFTERBURNER!"));
break;
case POW_HEADLIGHT:
used = player_hit_powerup<PLAYER_FLAGS_HEADLIGHT>(player_info, "the Headlight boost", player_hit_headlight_powerup());
break;
case POW_FLAG_BLUE:
used = player_hit_flag_powerup<TEAM_RED>(player_info, "BLUE FLAG!");
break;
case POW_HOARD_ORB:
if (game_mode_hoard())
{
auto &proximity = player_info.hoard.orbs;
if (proximity < player_info.max_hoard_orbs)
{
++ proximity;
powerup_basic(15, 0, 15, 0, "Orb!!!");
player_info.powerup_flags |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_orb (Player_num);
}
}
break;
case POW_FLAG_RED:
used = player_hit_flag_powerup<TEAM_BLUE>(player_info, "RED FLAG!");
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);
namespace dcx {
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);
}
}