176 lines
6.6 KiB
C
176 lines
6.6 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Protypes for weapon stuff.
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*
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*/
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#ifndef _WEAPON_H
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#define _WEAPON_H
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#include "inferno.h"
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#include "gr.h"
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#include "game.h"
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#include "piggy.h"
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typedef struct weapon_info {
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sbyte render_type; // How to draw 0=laser, 1=blob, 2=object
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sbyte model_num; // Model num if rendertype==2.
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sbyte model_num_inner; // Model num of inner part if rendertype==2.
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sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
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sbyte flash_vclip; // What vclip to use for muzzle flash
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short flash_sound; // What sound to play when fired
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sbyte robot_hit_vclip; // What vclip for impact with robot
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short robot_hit_sound; // What sound for impact with robot
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sbyte wall_hit_vclip; // What vclip for impact with wall
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short wall_hit_sound; // What sound for impact with wall
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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.
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sbyte ammo_usage; // How many units of ammunition it uses.
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sbyte weapon_vclip; // Vclip to render for the weapon, itself.
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sbyte destroyable; // If !0, this weapon can be destroyed by another weapon.
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sbyte matter; // Flag: set if this object is matter (as opposed to energy)
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sbyte bounce; // Flag: set if this object bounces off walls
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sbyte homing_flag; // Set if this weapon can home in on a target.
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sbyte dum1, dum2, dum3;
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fix energy_usage; // How much fuel is consumed to fire this weapon.
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fix fire_wait; // Time until this weapon can be fired again.
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bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
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fix blob_size; // Size of blob if blob type
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fix flash_size; // How big to draw the flash
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fix impact_size; // How big of an impact
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fix strength[NDL]; // How much damage it can inflict
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fix speed[NDL]; // How fast it can move, difficulty level based.
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fix mass; // How much mass it has
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fix drag; // How much drag it has
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fix thrust; // How much thrust it has
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fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
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fix light; // Amount of light this weapon casts.
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fix lifetime; // Lifetime in seconds of this weapon.
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fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
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//-- 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
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// 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
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bitmap_index picture; // a picture of the weapon for the cockpit
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} __pack__ weapon_info;
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#define REARM_TIME (F1_0)
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#define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
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#define WEAPON_TYPE_WEAK_LASER 0
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#define WEAPON_TYPE_STRONG_LASER 1
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#define WEAPON_TYPE_CANNON_BALL 2
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#define WEAPON_TYPE_MISSILE 3
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#define MAX_WEAPON_TYPES 30
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#define WEAPON_RENDER_NONE -1
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#define WEAPON_RENDER_LASER 0
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#define WEAPON_RENDER_BLOB 1
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#define WEAPON_RENDER_POLYMODEL 2
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#define WEAPON_RENDER_VCLIP 3
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#define MAX_PRIMARY_WEAPONS 5
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#define MAX_SECONDARY_WEAPONS 5
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// Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
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#define HAS_LASER_FLAG 0x001
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#define HAS_VULCAN_FLAG 0x002
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#define HAS_SPREADFIRE_FLAG 0x004
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#define HAS_PLASMA_FLAG 0x008
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#define HAS_FUSION_FLAG 0x010
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#define HAS_CONCUSSION_FLAG 0x001
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#define HAS_HOMING_FLAG 0x002
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#define HAS_PROXIMITY_FLAG 0x004
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#define HAS_SMART_FLAG 0x008
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#define HAS_MEGA_FLAG 0x010
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#define CLASS_PRIMARY 0
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#define CLASS_SECONDARY 1
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#define LASER_INDEX 0
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#define VULCAN_INDEX 1
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#define SPREADFIRE_INDEX 2
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#define PLASMA_INDEX 3
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#define FUSION_INDEX 4
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#define CONCUSSION_INDEX 0
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#define HOMING_INDEX 1
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#define PROXIMITY_INDEX 2
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#define SMART_INDEX 3
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#define MEGA_INDEX 4
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#define NUM_SHAREWARE_WEAPONS 3 //in shareware, old get first 3 of each
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#define VULCAN_AMMO_SCALE (0x198300/2) //multiply ammo by this before displaying
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extern weapon_info Weapon_info[];
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extern int N_weapon_types;
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extern void do_weapon_select(int weapon_num, int secondary_flag);
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extern sbyte Primary_weapon, Secondary_weapon;
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extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
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extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
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extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
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extern char *Primary_weapon_names_short[];
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extern char *Secondary_weapon_names_short[];
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extern char *Primary_weapon_names[];
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extern char *Secondary_weapon_names[];
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extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_ammo_max[MAX_PRIMARY_WEAPONS];
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#define HAS_WEAPON_FLAG 1
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#define HAS_ENERGY_FLAG 2
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#define HAS_AMMO_FLAG 4
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#define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
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// ------------------------------------------------------------------------------------
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// Return:
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// Bits set:
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// HAS_WEAPON_FLAG
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// HAS_ENERGY_FLAG
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// HAS_AMMO_FLAG
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extern int player_has_weapon(int weapon_num, int secondary_flag);
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//called when one of these weapons is picked up
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//when you pick up a secondary, you always get the weapon & ammo for it
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int pick_up_secondary(int weapon_index,int count);
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//called when a primary weapon is picked up
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//returns true if actually picked up
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int pick_up_primary(int weapon_index);
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//called when ammo (for the vulcan cannon) is picked up
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int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
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extern void maybe_select_primary(int weapon_index);
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extern void maybe_select_secondary(int weapon_index);
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/*
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* reads n weapon_info structs from a CFILE
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*/
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extern int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp);
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#endif
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