98f2578293
Avoid reloading it from the global.
771 lines
24 KiB
C++
771 lines
24 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for powerup objects.
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*
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*/
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#include <stdarg.h>
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#include <stdio.h>
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#include <string.h>
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#include "maths.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "3d.h"
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#include "dxxerror.h"
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#include "inferno.h"
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#include "object.h"
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#include "game.h"
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#include "fireball.h"
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#include "powerup.h"
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#include "gauges.h"
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#include "sounds.h"
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#include "player.h"
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#include "physfs-serial.h"
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#include "text.h"
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#include "weapon.h"
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#include "laser.h"
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#include "scores.h"
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#include "multi.h"
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#include "segment.h"
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#include "controls.h"
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#include "kconfig.h"
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#include "newdemo.h"
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#include "escort.h"
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#if DXX_USE_EDITOR
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#include "gr.h" // for powerup outline drawing
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#endif
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#include "hudmsg.h"
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#include "playsave.h"
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#include "d_levelstate.h"
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#include "partial_range.h"
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#include "vclip.h"
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namespace dcx {
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unsigned N_powerup_types;
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}
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namespace dsx {
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d_powerup_info_array Powerup_info;
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//process this powerup for this frame
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void do_powerup_frame(const d_vclip_array &Vclip, const vmobjptridx_t obj)
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{
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vclip_info *vci = &obj->rtype.vclip_info;
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#if defined(DXX_BUILD_DESCENT_I)
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const fix fudge = 0;
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#elif defined(DXX_BUILD_DESCENT_II)
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long objnum = obj;
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const fix fudge = (FrameTime * (objnum&3)) >> 4;
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#endif
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auto &vc = Vclip[vci->vclip_num];
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const auto vc_frame_time = vc.frame_time;
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if (vc_frame_time > 0)
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{
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const auto vc_num_frames1 = vc.num_frames - 1;
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vci->frametime -= FrameTime+fudge;
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while (vci->frametime < 0 ) {
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vci->frametime += vc_frame_time;
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if (vci->framenum > vc_num_frames1)
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vci->framenum=0;
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#if defined(DXX_BUILD_DESCENT_II)
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if (objnum&1)
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{
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if (-- vci->framenum > vc_num_frames1)
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vci->framenum = vc_num_frames1;
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}
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else
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#endif
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{
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if (vci->framenum >= vc_num_frames1)
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vci->framenum=0;
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else
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vci->framenum++;
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}
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}
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}
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if (obj->lifeleft <= 0) {
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object_create_explosion(vmsegptridx(obj->segnum), obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE);
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if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
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digi_link_sound_to_object(Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, obj, 0, F1_0, sound_stack::allow_stacking);
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}
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}
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void draw_powerup(const d_vclip_array &Vclip, grs_canvas &canvas, const object_base &obj)
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{
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auto &vci = obj.rtype.vclip_info;
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draw_object_blob(canvas, obj, Vclip[vci.vclip_num].frames[vci.framenum]);
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}
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namespace {
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static void _powerup_basic_nonhud(int redadd, int greenadd, int blueadd, int score)
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{
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PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
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add_points_to_score(ConsoleObject->ctype.player_info, score, Game_mode);
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}
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#define powerup_basic(A1,A2,A3,A4,F,...) dxx_call_printf_checked(powerup_basic,powerup_basic_str,(A1,A2,A3,A4),(F),##__VA_ARGS__)
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__attribute_format_printf(5, 6)
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void (powerup_basic)(int redadd, int greenadd, int blueadd, int score, const char *format, ...)
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{
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va_list args;
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va_start(args, format );
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HUD_init_message_va(HM_DEFAULT, format, args);
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va_end(args);
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_powerup_basic_nonhud(redadd, greenadd, blueadd, score);
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}
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}
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void powerup_basic_str(int redadd, int greenadd, int blueadd, int score, const char *str)
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{
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HUD_init_message_literal(HM_DEFAULT, str);
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_powerup_basic_nonhud(redadd, greenadd, blueadd, score);
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}
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//#ifndef RELEASE
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// Give the megawow powerup!
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void do_megawow_powerup(object &plrobj, const int quantity)
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{
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powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
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auto &player_info = plrobj.ctype.player_info;
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#if defined(DXX_BUILD_DESCENT_I)
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player_info.primary_weapon_flags = (HAS_LASER_FLAG | HAS_VULCAN_FLAG | HAS_SPREADFIRE_FLAG | HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
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#elif defined(DXX_BUILD_DESCENT_II)
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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);
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#endif
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player_info.vulcan_ammo = VULCAN_AMMO_MAX;
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auto &secondary_ammo = player_info.secondary_ammo;
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range_for (auto &i, partial_range(secondary_ammo, 3u))
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i = quantity;
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range_for (auto &i, partial_range(secondary_ammo, 3u, secondary_ammo.size()))
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i = quantity/5;
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player_info.energy = F1_0*200;
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plrobj.shields = F1_0*200;
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player_info.powerup_flags |= PLAYER_FLAGS_QUAD_LASERS;
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#if defined(DXX_BUILD_DESCENT_I)
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const auto laser_level = MAX_LASER_LEVEL;
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#elif defined(DXX_BUILD_DESCENT_II)
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player_info.Omega_charge = MAX_OMEGA_CHARGE;
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if (game_mode_hoard())
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player_info.hoard.orbs = player_info.max_hoard_orbs;
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const auto laser_level = MAX_SUPER_LASER_LEVEL;
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#endif
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_laser_level(player_info.laser_level, laser_level);
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player_info.laser_level = laser_level;
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}
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//#endif
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namespace {
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static int pick_up_energy(player_info &player_info)
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{
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int used=0;
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auto &energy = player_info.energy;
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if (energy < MAX_ENERGY) {
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fix boost;
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const auto Difficulty_level = GameUniqueState.Difficulty_level;
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boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
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#if defined(DXX_BUILD_DESCENT_II)
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if (Difficulty_level == 0)
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boost += boost/2;
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#endif
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energy += boost;
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if (energy > MAX_ENERGY)
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energy = MAX_ENERGY;
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powerup_basic(15, 15, 7, ENERGY_SCORE, "%s %s %d", TXT_ENERGY, TXT_BOOSTED_TO, f2ir(energy));
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used=1;
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} else
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HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_ENERGY);
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return used;
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}
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static int pick_up_primary_or_energy(player_info &player_info, const primary_weapon_index_t weapon_index)
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{
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const auto used = pick_up_primary(player_info, weapon_index);
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if (used || (Game_mode & GM_MULTI))
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return used;
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return pick_up_energy(player_info);
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}
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static int pick_up_vulcan_ammo(player_info &player_info)
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{
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int used=0;
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if (pick_up_vulcan_ammo(player_info, VULCAN_AMMO_AMOUNT, false)) {
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powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
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used = 1;
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} else {
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const auto max = PLAYER_MAX_AMMO(player_info.powerup_flags, VULCAN_AMMO_MAX);
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HUD_init_message(HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL, "%s %d %s!", TXT_ALREADY_HAVE, vulcan_ammo_scale(max), TXT_VULCAN_ROUNDS);
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used = 0;
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}
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return used;
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}
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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)
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{
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if (player_flags & key_flag)
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return 0;
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player_flags |= key_flag;
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powerup_basic(r, g, b, KEY_SCORE, "%s %s", key_name, TXT_ACCESS_GRANTED);
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multi_digi_play_sample(Powerup_info[id].hit_sound, F1_0);
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#if defined(DXX_BUILD_DESCENT_II)
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auto &BuddyState = LevelUniqueObjectState.BuddyState;
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invalidate_escort_goal(BuddyState);
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#endif
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return (Game_mode & GM_MULTI) ? 0 : 1;
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}
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// returns true if powerup consumed
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#if defined(DXX_BUILD_DESCENT_II)
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template <int r, int g, int b>
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struct player_hit_basic_silent_powerup
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{
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const char *const desc_pickup;
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player_hit_basic_silent_powerup(const char *const p) :
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desc_pickup(p)
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{
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}
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void report() const
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{
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powerup_basic_str(r, g, b, 0, desc_pickup);
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}
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template <PLAYER_FLAG player_flag>
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void pickup(player_flags &powerup_flags) const
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{
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powerup_flags |= player_flag;
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report();
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}
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};
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template <int r, int g, int b, powerup_type_t id>
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struct player_hit_basic_sound_powerup : player_hit_basic_silent_powerup<r, g, b>
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{
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using base_type = player_hit_basic_silent_powerup<r, g, b>;
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DXX_INHERIT_CONSTRUCTORS(player_hit_basic_sound_powerup, base_type);
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template <PLAYER_FLAG player_flag>
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void pickup(player_flags &powerup_flags) const
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{
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multi_digi_play_sample(Powerup_info[id].hit_sound, F1_0);
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base_type::template pickup<player_flag>(powerup_flags);
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}
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};
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using player_hit_silent_rb_powerup = player_hit_basic_silent_powerup<15, 0, 15>;
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struct player_hit_afterburner_powerup : player_hit_basic_sound_powerup<15, 15, 15, POW_AFTERBURNER>
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{
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using base_type = player_hit_basic_sound_powerup<15, 15, 15, POW_AFTERBURNER>;
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DXX_INHERIT_CONSTRUCTORS(player_hit_afterburner_powerup, base_type);
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template <PLAYER_FLAG player_flag>
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void pickup(player_flags &powerup_flags) const
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{
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Afterburner_charge = f1_0;
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base_type::template pickup<player_flag>(powerup_flags);
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}
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};
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struct player_hit_headlight_powerup
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{
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/* Template parameter unused, but required for signature
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* compatibility with the other player_hit_* structures.
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*/
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template <PLAYER_FLAG>
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void pickup(player_flags &powerup_flags) const
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{
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process(powerup_flags);
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}
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void process(player_flags &powerup_flags) const
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{
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const auto active = PlayerCfg.HeadlightActiveDefault;
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powerup_flags |= active
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? PLAYER_FLAG::HEADLIGHT_PRESENT_AND_ON
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: PLAYER_FLAG::HEADLIGHT;
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powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is O%s)", active ? "N" : "FF");
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multi_digi_play_sample(Powerup_info[POW_HEADLIGHT].hit_sound, F1_0);
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if (active && (Game_mode & GM_MULTI))
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multi_send_flags (Player_num);
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}
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};
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template <unsigned TEAM>
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static int player_hit_flag_powerup(player_info &player_info, const char *const desc)
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{
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if (!game_mode_capture_flag())
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return 0;
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const auto pnum = Player_num;
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if (get_team(pnum) == TEAM)
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{
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player_info.powerup_flags |= PLAYER_FLAGS_FLAG;
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powerup_basic_str(15, 0, 15, 0, desc);
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multi_send_got_flag(pnum);
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return 1;
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}
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return 0;
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}
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#endif
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struct player_hit_quadlaser_powerup
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{
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/* Template parameter unused, but required for signature
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* compatibility with the other player_hit_* structures.
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*/
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template <PLAYER_FLAG>
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void pickup(player_flags &powerup_flags) const
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{
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process(powerup_flags);
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}
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void process(player_flags &powerup_flags) const
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{
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powerup_flags |= PLAYER_FLAGS_QUAD_LASERS;
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powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!", TXT_QUAD_LASERS);
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update_laser_weapon_info();
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}
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};
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static int player_has_powerup(player_info &player_info, const char *const desc_have)
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{
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HUD_init_message(HM_DEFAULT | HM_REDUNDANT | HM_MAYDUPL, "%s %s!", TXT_ALREADY_HAVE, desc_have);
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return (Game_mode & GM_MULTI) ? 0 : pick_up_energy(player_info);
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}
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template <PLAYER_FLAG player_flag, typename F>
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static int player_hit_powerup(player_info &player_info, const char *const desc_have, const F &&pickup)
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{
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auto &powerup_flags = player_info.powerup_flags;
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return (powerup_flags & player_flag)
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? player_has_powerup(player_info, desc_have)
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: (pickup.template pickup<player_flag>(powerup_flags), 1);
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}
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}
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int do_powerup(const vmobjptridx_t obj)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vcobjptr = Objects.vcptr;
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auto &vmobjptr = Objects.vmptr;
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int used=0;
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#if defined(DXX_BUILD_DESCENT_I)
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int vulcan_ammo_to_add_with_cannon;
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#endif
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int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
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if (Player_dead_state != player_dead_state::no ||
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ConsoleObject->type == OBJ_GHOST ||
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get_local_plrobj().shields < 0)
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return 0;
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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))
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return 0; //not enough time elapsed
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if (Game_mode & GM_MULTI)
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{
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/*
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* 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!
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* The solution: Let us check if someone else is closer to a powerup and if so, do not collect it.
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* NOTE: Player positions computed by 'shortpos' and PING can still cause a small margin of error.
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*/
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vms_vector tvec;
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fix mydist = vm_vec_normalized_dir(tvec, obj->pos, ConsoleObject->pos);
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for (unsigned i = 0; i < MAX_PLAYERS; ++i)
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{
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if (i == Player_num)
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continue;
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auto &plr = *vcplayerptr(i);
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if (plr.connected != CONNECT_PLAYING)
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continue;
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auto &o = *vcobjptr(plr.objnum);
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if (o.type == OBJ_GHOST)
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continue;
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if (mydist > vm_vec_normalized_dir(tvec, obj->pos, o.pos))
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return 0;
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}
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}
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auto &plrobj = get_local_plrobj();
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auto &player_info = plrobj.ctype.player_info;
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auto id = get_powerup_id(obj);
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switch (id)
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{
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case POW_EXTRA_LIFE:
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get_local_player().lives++;
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powerup_basic_str(15, 15, 15, 0, TXT_EXTRA_LIFE);
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used=1;
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break;
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case POW_ENERGY:
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used = pick_up_energy(player_info);
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break;
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case POW_SHIELD_BOOST:
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{
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auto &shields = plrobj.shields;
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if (shields < MAX_SHIELDS) {
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const auto Difficulty_level = GameUniqueState.Difficulty_level;
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fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
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#if defined(DXX_BUILD_DESCENT_II)
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if (Difficulty_level == 0)
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boost += boost/2;
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#endif
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shields += boost;
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if (shields > MAX_SHIELDS)
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shields = MAX_SHIELDS;
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powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d", TXT_SHIELD, TXT_BOOSTED_TO, f2ir(shields));
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used=1;
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} 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_I)
|
|
if ((used = pick_up_primary(player_info, 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(player_info, 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(player_info);
|
|
break;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
case POW_GAUSS_WEAPON: {
|
|
int ammo = obj->ctype.powerup_info.count;
|
|
|
|
used = pick_up_primary(player_info, (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(player_info, 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
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_vulcan_weapon_ammo_adjust(obj); // let other players know how much ammo we took.
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_vulcan_ammo(player_info);
|
|
#endif
|
|
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);
|
|
}
|
|
|
|
}
|