dxx-rebirth/similar/main/powerup.cpp
2016-04-06 03:34:14 +00:00

695 lines
21 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 "key.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 "lighting.h"
#include "controls.h"
#include "kconfig.h"
#include "newdemo.h"
#include "escort.h"
#ifdef EDITOR
#include "gr.h" // for powerup outline drawing
#include "editor/editor.h"
#endif
#include "hudmsg.h"
#include "playsave.h"
unsigned N_powerup_types;
array<powerup_type_info, MAX_POWERUP_TYPES> Powerup_info;
//process this powerup for this frame
void do_powerup_frame(const vobjptridx_t obj)
{
fix fudge;
vclip_info *vci = &obj->rtype.vclip_info;
vclip *vc = &Vclip[vci->vclip_num];
#if defined(DXX_BUILD_DESCENT_I)
fudge = 0;
#elif defined(DXX_BUILD_DESCENT_II)
long objnum = obj;
fudge = (FrameTime * (objnum&3)) >> 4;
#endif
vci->frametime -= FrameTime+fudge;
while (vci->frametime < 0 ) {
vci->frametime += vc->frame_time;
if (vci->framenum >= vc->num_frames)
vci->framenum=0;
#if defined(DXX_BUILD_DESCENT_II)
if (vci->framenum < 0)
vci->framenum = vc->num_frames-1;
#endif
#if defined(DXX_BUILD_DESCENT_II)
if (objnum&1)
{
if (vci->framenum)
vci->framenum--;
else
vci->framenum = vc->num_frames-1;
}
else
#endif
{
if (vci->framenum >= vc->num_frames-1)
vci->framenum=0;
else
vci->framenum++;
}
}
if (obj->lifeleft <= 0) {
object_create_explosion(vsegptridx(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);
}
}
namespace dcx {
void draw_powerup(const object_base &obj)
{
auto &vci = obj.rtype.vclip_info;
draw_object_blob(obj, Vclip[vci.vclip_num].frames[vci.framenum]);
}
}
static void _powerup_basic_nonhud(int redadd, int greenadd, int blueadd, int score)
{
PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
add_points_to_score(score);
}
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(int quantity)
{
powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
auto &player_info = get_local_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
get_local_player_vulcan_ammo() = VULCAN_AMMO_MAX;
auto &secondary_ammo = get_local_player_secondary_ammo();
for (int i=0; i<3; i++)
secondary_ammo[i] = quantity;
for (int i=3; i<MAX_SECONDARY_WEAPONS; i++)
secondary_ammo[i] = quantity/5;
get_local_player_energy() = F1_0*200;
get_local_player_shields() = F1_0*200;
get_local_player_flags() |= PLAYER_FLAGS_QUAD_LASERS;
#if defined(DXX_BUILD_DESCENT_I)
const auto laser_level = MAX_LASER_LEVEL;
#elif defined(DXX_BUILD_DESCENT_II)
if (game_mode_hoard())
secondary_ammo[PROXIMITY_INDEX] = 12;
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;
update_laser_weapon_info();
}
//#endif
namespace dsx {
static int pick_up_energy(void)
{
int used=0;
auto &energy = get_local_player_energy();
if (energy < MAX_ENERGY) {
fix boost;
boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
#if defined(DXX_BUILD_DESCENT_II)
if (Difficulty_level == 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(int weapon_index)
{
const auto used = pick_up_primary(weapon_index);
if (used || (Game_mode & GM_MULTI))
return used;
return pick_up_energy();
}
}
static int pick_up_vulcan_ammo(void)
{
int used=0;
if (pick_up_vulcan_ammo(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(get_local_plrobj(), 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);
invalidate_escort_goal();
return (Game_mode & GM_MULTI) ? 0 : 1;
}
// returns true if powerup consumed
int do_powerup(const vobjptridx_t obj)
{
int used=0;
#if defined(DXX_BUILD_DESCENT_I)
int vulcan_ammo_to_add_with_cannon;
#endif
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_player_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;
fix mydist = vm_vec_normalized_dir(tvec, obj->pos, ConsoleObject->pos);
for (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
{
if (i == Player_num || Players[i].connected != CONNECT_PLAYING)
continue;
const auto &&o = vcobjptr(Players[i].objnum);
if (o->type == OBJ_GHOST)
continue;
if (mydist > vm_vec_normalized_dir(tvec, obj->pos, o->pos))
return 0;
}
}
auto &player_info = get_local_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();
break;
case POW_SHIELD_BOOST:
if (get_local_player_shields() < MAX_SHIELDS) {
fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
#if defined(DXX_BUILD_DESCENT_II)
if (Difficulty_level == 0)
boost += boost/2;
#endif
get_local_player_shields() += boost;
if (get_local_player_shields() > MAX_SHIELDS)
get_local_player_shields() = MAX_SHIELDS;
powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(get_local_player_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 {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(player_info.laser_level, player_info.laser_level + 1);
++ player_info.laser_level;
powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, player_info.laser_level+1);
update_laser_weapon_info();
pick_up_primary (primary_weapon_index_t::LASER_INDEX);
used=1;
}
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_MISSILE_1:
used=pick_up_secondary(CONCUSSION_INDEX,1);
break;
case POW_MISSILE_4:
used=pick_up_secondary(CONCUSSION_INDEX,4);
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:
if (!(get_local_player_flags() & PLAYER_FLAGS_QUAD_LASERS)) {
get_local_player_flags() |= PLAYER_FLAGS_QUAD_LASERS;
powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
update_laser_weapon_info();
used=1;
} else
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_VULCAN_WEAPON:
#if defined(DXX_BUILD_DESCENT_I)
if ((used = pick_up_primary(primary_weapon_index_t::VULCAN_INDEX)) != 0) {
vulcan_ammo_to_add_with_cannon = obj->ctype.powerup_info.count;
if (vulcan_ammo_to_add_with_cannon < VULCAN_WEAPON_AMMO_AMOUNT) vulcan_ammo_to_add_with_cannon = VULCAN_WEAPON_AMMO_AMOUNT;
pick_up_vulcan_ammo(vulcan_ammo_to_add_with_cannon);
}
//added/edited 8/3/98 by Victor Rachels to fix vulcan multi bug
//check if multi, if so, pick up ammo w/o using, set ammo left. else, normal
//killed 8/27/98 by Victor Rachels to fix vulcan ammo multiplying. new way
// is by spewing the current held ammo when dead.
//-killed if (!used && (Game_mode & GM_MULTI))
//-killed {
//-killed int tempcount;
//-killed tempcount=Players[Player_num].primary_ammo[VULCAN_INDEX];
//-killed if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, obj->ctype.powerup_info.count))
//-killed obj->ctype.powerup_info.count -= Players[Player_num].primary_ammo[VULCAN_INDEX]-tempcount;
//-killed }
//end kill - Victor Rachels
if (!used && !(Game_mode & GM_MULTI) )
//end addition/edit - Victor Rachels
used = pick_up_vulcan_ammo();
break;
#elif defined(DXX_BUILD_DESCENT_II)
case POW_GAUSS_WEAPON: {
int ammo = obj->ctype.powerup_info.count;
used = pick_up_primary((get_powerup_id(obj) == POW_VULCAN_WEAPON)
? primary_weapon_index_t::VULCAN_INDEX
: primary_weapon_index_t::GAUSS_INDEX
);
//didn't get the weapon (because we already have it), but
//maybe snag some of the ammo. if single-player, grab all the ammo
//and remove the powerup. If multi-player take ammo in excess of
//the amount in a powerup, and leave the rest.
if (! used)
if ((Game_mode & GM_MULTI) )
ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
if (ammo > 0) {
int ammo_used;
ammo_used = pick_up_vulcan_ammo(ammo);
obj->ctype.powerup_info.count -= ammo_used;
if (!used && ammo_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 (obj->ctype.powerup_info.count == 0)
used = 1; //say used if all ammo taken
}
}
break;
}
#endif
case POW_SPREADFIRE_WEAPON:
used = pick_up_primary_or_energy(primary_weapon_index_t::SPREADFIRE_INDEX);
break;
case POW_PLASMA_WEAPON:
used = pick_up_primary_or_energy(primary_weapon_index_t::PLASMA_INDEX);
break;
case POW_FUSION_WEAPON:
used = pick_up_primary_or_energy(primary_weapon_index_t::FUSION_INDEX);
break;
#if defined(DXX_BUILD_DESCENT_II)
case POW_HELIX_WEAPON:
used = pick_up_primary_or_energy(primary_weapon_index_t::HELIX_INDEX);
break;
case POW_PHOENIX_WEAPON:
used = pick_up_primary_or_energy(primary_weapon_index_t::PHOENIX_INDEX);
break;
case POW_OMEGA_WEAPON:
used = pick_up_primary(primary_weapon_index_t::OMEGA_INDEX);
if (used)
Omega_charge = obj->ctype.powerup_info.count;
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
#endif
case POW_PROXIMITY_WEAPON:
used=pick_up_secondary(PROXIMITY_INDEX,4);
break;
case POW_SMARTBOMB_WEAPON:
used=pick_up_secondary(SMART_INDEX,1);
break;
case POW_MEGA_WEAPON:
used=pick_up_secondary(MEGA_INDEX,1);
break;
#if defined(DXX_BUILD_DESCENT_II)
case POW_SMISSILE1_1:
used=pick_up_secondary(SMISSILE1_INDEX,1);
break;
case POW_SMISSILE1_4:
used=pick_up_secondary(SMISSILE1_INDEX,4);
break;
case POW_GUIDED_MISSILE_1:
used=pick_up_secondary(GUIDED_INDEX,1);
break;
case POW_GUIDED_MISSILE_4:
used=pick_up_secondary(GUIDED_INDEX,4);
break;
case POW_SMART_MINE:
used=pick_up_secondary(SMART_MINE_INDEX,4);
break;
case POW_MERCURY_MISSILE_1:
used=pick_up_secondary(SMISSILE4_INDEX,1);
break;
case POW_MERCURY_MISSILE_4:
used=pick_up_secondary(SMISSILE4_INDEX,4);
break;
case POW_EARTHSHAKER_MISSILE:
used=pick_up_secondary(SMISSILE5_INDEX,1);
break;
#endif
case POW_VULCAN_AMMO:
used = pick_up_vulcan_ammo();
#if defined(DXX_BUILD_DESCENT_I)
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_vulcan_ammo();
#endif
break;
case POW_HOMING_AMMO_1:
used=pick_up_secondary(HOMING_INDEX,1);
break;
case POW_HOMING_AMMO_4:
used=pick_up_secondary(HOMING_INDEX,4);
break;
case POW_CLOAK:
if (get_local_player_flags() & PLAYER_FLAGS_CLOAKED) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
break;
} else {
get_local_player_cloak_time() = GameTime64; // Not! changed by awareness events (like player fires laser).
get_local_player_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:
if (get_local_player_flags() & PLAYER_FLAGS_INVULNERABLE) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
break;
} else {
get_local_player_invulnerable_time() = GameTime64;
get_local_player_flags() |= PLAYER_FLAGS_INVULNERABLE;
powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
used = 1;
break;
}
#ifndef RELEASE
case POW_MEGAWOW:
do_megawow_powerup(50);
used = 1;
break;
#endif
#if defined(DXX_BUILD_DESCENT_II)
case POW_FULL_MAP:
if (get_local_player_flags() & PLAYER_FLAGS_MAP_ALL) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
} else {
get_local_player_flags() |= PLAYER_FLAGS_MAP_ALL;
powerup_basic(15, 0, 15, 0, "FULL MAP!");
used=1;
}
break;
case POW_CONVERTER:
if (get_local_player_flags() & PLAYER_FLAGS_CONVERTER) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Converter");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
} else {
get_local_player_flags() |= PLAYER_FLAGS_CONVERTER;
powerup_basic(15, 0, 15, 0, "Energy -> shield converter!");
used=1;
}
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 %d", player_info.laser_level + 1);
update_laser_weapon_info();
if (Primary_weapon!=primary_weapon_index_t::LASER_INDEX)
check_to_use_primary_super_laser();
used=1;
}
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_AMMO_RACK:
if (get_local_player_flags() & PLAYER_FLAGS_AMMO_RACK) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
}
else {
get_local_player_flags() |= PLAYER_FLAGS_AMMO_RACK;
multi_digi_play_sample(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
powerup_basic(15, 0, 15, 0, "AMMO RACK!");
used=1;
}
break;
case POW_AFTERBURNER:
if (get_local_player_flags() & PLAYER_FLAGS_AFTERBURNER) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
}
else {
get_local_player_flags() |= PLAYER_FLAGS_AFTERBURNER;
multi_digi_play_sample(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
Afterburner_charge = f1_0;
used=1;
}
break;
case POW_HEADLIGHT:
if (get_local_player_flags() & PLAYER_FLAGS_HEADLIGHT) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
}
else {
get_local_player_flags() |= PLAYER_FLAGS_HEADLIGHT;
multi_digi_play_sample(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is %s)",PlayerCfg.HeadlightActiveDefault?"ON":"OFF");
if (PlayerCfg.HeadlightActiveDefault)
get_local_player_flags() |= PLAYER_FLAGS_HEADLIGHT_ON;
used=1;
if (Game_mode & GM_MULTI)
multi_send_flags (Player_num);
}
break;
case POW_FLAG_BLUE:
if (game_mode_capture_flag())
if (get_team(Player_num) == TEAM_RED) {
powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
get_local_player_flags() |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_flag (Player_num);
}
break;
case POW_HOARD_ORB:
if (game_mode_hoard())
{
auto &proximity = get_local_player_secondary_ammo()[PROXIMITY_INDEX];
if (proximity < 12) {
++ proximity;
powerup_basic(15, 0, 15, 0, "Orb!!!");
get_local_player_flags() |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_orb (Player_num);
}
}
break;
case POW_FLAG_RED:
if (game_mode_capture_flag())
if (get_team(Player_num) == TEAM_BLUE) {
powerup_basic(15, 0, 15, 0, "RED FLAG!");
get_local_player_flags() |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_flag (Player_num);
}
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);
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);
}