dxx-rebirth/common/main/weapon.h

308 lines
13 KiB
C

/*
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.
*/
/*
*
* Protypes for weapon stuff.
*
*/
#ifndef _WEAPON_H
#define _WEAPON_H
#include "inferno.h"
#include "gr.h"
#include "game.h"
#include "piggy.h"
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
typedef struct weapon_info {
sbyte render_type; // How to draw 0=laser, 1=blob, 2=object
#if defined(DXX_BUILD_DESCENT_I)
sbyte model_num; // Model num if rendertype==2.
sbyte model_num_inner; // Model num of inner part if rendertype==2.
sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
sbyte flash_vclip; // What vclip to use for muzzle flash
short flash_sound; // What sound to play when fired
sbyte robot_hit_vclip; // What vclip for impact with robot
short robot_hit_sound; // What sound for impact with robot
sbyte wall_hit_vclip; // What vclip for impact with wall
short wall_hit_sound; // What sound for impact with wall
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.
sbyte ammo_usage; // How many units of ammunition it uses.
sbyte weapon_vclip; // Vclip to render for the weapon, itself.
sbyte destroyable; // If !0, this weapon can be destroyed by another weapon.
sbyte matter; // Flag: set if this object is matter (as opposed to energy)
sbyte bounce; // Flag: set if this object bounces off walls
sbyte homing_flag; // Set if this weapon can home in on a target.
sbyte dum1, dum2, dum3;
fix energy_usage; // How much fuel is consumed to fire this weapon.
fix fire_wait; // Time until this weapon can be fired again.
bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
fix blob_size; // Size of blob if blob type
fix flash_size; // How big to draw the flash
fix impact_size; // How big of an impact
fix strength[NDL]; // How much damage it can inflict
fix speed[NDL]; // How fast it can move, difficulty level based.
fix mass; // How much mass it has
fix drag; // How much drag it has
fix thrust; // How much thrust it has
fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
fix light; // Amount of light this weapon casts.
fix lifetime; // Lifetime in seconds of this weapon.
fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
//-- 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
// 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
bitmap_index picture; // a picture of the weapon for the cockpit
#elif defined(DXX_BUILD_DESCENT_II)
sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
short model_num; // Model num if rendertype==2.
short model_num_inner; // Model num of inner part if rendertype==2.
sbyte flash_vclip; // What vclip to use for muzzle flash
sbyte robot_hit_vclip; // What vclip for impact with robot
short flash_sound; // What sound to play when fired
sbyte wall_hit_vclip; // What vclip for impact with wall
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.
short robot_hit_sound; // What sound for impact with robot
sbyte ammo_usage; // How many units of ammunition it uses.
sbyte weapon_vclip; // Vclip to render for the weapon, itself.
short wall_hit_sound; // What sound for impact with wall
sbyte destroyable; // If !0, this weapon can be destroyed by another weapon.
sbyte matter; // Flag: set if this object is matter (as opposed to energy)
sbyte bounce; // 1==always bounces, 2=bounces twice
sbyte homing_flag; // Set if this weapon can home in on a target.
ubyte speedvar; // allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
ubyte flags; // see values above
sbyte flash; // Flash effect
sbyte afterburner_size; // Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5.
/* not present in shareware datafiles */
sbyte children; // ID of weapon to drop if this contains children. -1 means no children.
fix energy_usage; // How much fuel is consumed to fire this weapon.
fix fire_wait; // Time until this weapon can be fired again.
/* not present in shareware datafiles */
fix multi_damage_scale; // Scale damage by this amount when applying to player in multiplayer. F1_0 means no change.
bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
fix blob_size; // Size of blob if blob type
fix flash_size; // How big to draw the flash
fix impact_size; // How big of an impact
fix strength[NDL]; // How much damage it can inflict
fix speed[NDL]; // How fast it can move, difficulty level based.
fix mass; // How much mass it has
fix drag; // How much drag it has
fix thrust; // How much thrust it has
fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
fix light; // Amount of light this weapon casts.
fix lifetime; // Lifetime in seconds of this weapon.
fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
//-- 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
// 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
bitmap_index picture; // a picture of the weapon for the cockpit
/* not present in shareware datafiles */
bitmap_index hires_picture; // a hires picture of the above
#endif
} __pack__ weapon_info;
#endif
#define REARM_TIME (F1_0)
#define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
#define WEAPON_TYPE_WEAK_LASER 0
#define WEAPON_TYPE_STRONG_LASER 1
#define WEAPON_TYPE_CANNON_BALL 2
#define WEAPON_TYPE_MISSILE 3
#define WEAPON_RENDER_NONE -1
#define WEAPON_RENDER_LASER 0
#define WEAPON_RENDER_BLOB 1
#define WEAPON_RENDER_POLYMODEL 2
#define WEAPON_RENDER_VCLIP 3
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_WEAPON_TYPES 30
#define MAX_PRIMARY_WEAPONS 5
#define MAX_SECONDARY_WEAPONS 5
#elif defined(DXX_BUILD_DESCENT_II)
// weapon info flags
#define WIF_PLACABLE 1 // can be placed by level designer
#define MAX_WEAPON_TYPES 70
#define MAX_PRIMARY_WEAPONS 10
#define MAX_SECONDARY_WEAPONS 10
#endif
extern const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
//for each primary weapon, what kind of powerup gives weapon
extern const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS];
//for each Secondary weapon, what kind of powerup gives weapon
extern const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
extern const int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
/*
* reads n weapon_info structs from a PHYSFS_file
*/
extern weapon_info Weapon_info[MAX_WEAPON_TYPES];
extern int weapon_info_read_n(weapon_info *wi, int n, PHYSFS_file *fp, int file_version);
#endif
//given a weapon index, return the flag value
#define HAS_FLAG(index) (1<<(index))
// Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
#define HAS_LASER_FLAG HAS_FLAG(LASER_INDEX)
#define HAS_VULCAN_FLAG HAS_FLAG(VULCAN_INDEX)
#define HAS_PLASMA_FLAG HAS_FLAG(PLASMA_INDEX)
#define HAS_FUSION_FLAG HAS_FLAG(FUSION_INDEX)
#define HAS_CONCUSSION_FLAG HAS_FLAG(CONCUSSION_INDEX)
#define HAS_SMART_FLAG HAS_FLAG(SMART_INDEX)
#define HAS_MEGA_FLAG HAS_FLAG(MEGA_INDEX)
#define CLASS_PRIMARY 0
#define CLASS_SECONDARY 1
#define LASER_INDEX 0
#define VULCAN_INDEX 1
#define SPREADFIRE_INDEX 2
#define PLASMA_INDEX 3
#define FUSION_INDEX 4
#if defined(DXX_BUILD_DESCENT_II)
#define SUPER_LASER_INDEX 5
#define GAUSS_INDEX 6
#define HELIX_INDEX 7
#define PHOENIX_INDEX 8
#define OMEGA_INDEX 9
#endif
#define CONCUSSION_INDEX 0
#define HOMING_INDEX 1
#define PROXIMITY_INDEX 2
#define SMART_INDEX 3
#define MEGA_INDEX 4
#if defined(DXX_BUILD_DESCENT_I)
#define NUM_SHAREWARE_WEAPONS 3 //in shareware, old get first 3 of each
#define VULCAN_AMMO_SCALE (0x198300/2) //multiply ammo by this before displaying
#elif defined(DXX_BUILD_DESCENT_II)
#define SMISSILE1_INDEX 5
#define GUIDED_INDEX 6
#define SMART_MINE_INDEX 7
#define SMISSILE4_INDEX 8
#define SMISSILE5_INDEX 9
#define SUPER_WEAPON 5
#define VULCAN_AMMO_SCALE 0xcc163 //(0x198300/2) //multiply ammo by this before displaying
#define NUM_SMART_CHILDREN 6 // Number of smart children created by default.
#endif
extern int N_weapon_types;
extern void do_weapon_select(int weapon_num, int secondary_flag);
extern sbyte Primary_weapon, Secondary_weapon;
extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
//for each Secondary weapon, which gun it fires out of
extern const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
#endif
#if defined(DXX_BUILD_DESCENT_II)
//flags whether the last time we use this weapon, it was the 'super' version
extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
extern const char *const Primary_weapon_names_short[];
extern const char *const Secondary_weapon_names_short[];
extern const char *const Primary_weapon_names[];
extern const char *const Secondary_weapon_names[];
extern const sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
#endif
#define HAS_WEAPON_FLAG 1
#define HAS_ENERGY_FLAG 2
#define HAS_AMMO_FLAG 4
#define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
//-----------------------------------------------------------------------------
// Return:
// Bits set:
// HAS_WEAPON_FLAG
// HAS_ENERGY_FLAG
// HAS_AMMO_FLAG
// HAS_SUPER_FLAG
extern int player_has_weapon(int weapon_num, int secondary_flag);
//called when one of these weapons is picked up
//when you pick up a secondary, you always get the weapon & ammo for it
int pick_up_secondary(int weapon_index,int count);
//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index);
//called when ammo (for the vulcan cannon) is picked up
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
#if defined(DXX_BUILD_DESCENT_II)
extern int attempt_to_steal_item(struct object *objp, int player_num);
//this function is for when the player intentionally drops a powerup
extern int spit_powerup(struct object *spitter, int id, int seed);
#define SMEGA_ID 40
extern void rock_the_mine_frame(void);
extern void smega_rock_stuff(void);
extern void init_smega_detonates(void);
#endif
//return which bomb will be dropped next time the bomb key is pressed
#if defined(DXX_BUILD_DESCENT_I)
static inline int which_bomb(void)
{
return PROXIMITY_INDEX;
}
#elif defined(DXX_BUILD_DESCENT_II)
int which_bomb(void);
#endif
#endif