dxx-rebirth/main/weapon.c

451 lines
14 KiB
C
Executable file

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Functions for weapons...
*
*/
#include "game.h"
#include "weapon.h"
#include "mono.h"
#include "player.h"
#include "gauges.h"
#include "error.h"
#include "sounds.h"
#include "text.h"
#include "powerup.h"
#include "newdemo.h"
#include "multi.h"
#include "reorder.h"
// Convert primary weapons to indices in Weapon_info array.
ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, 11, 12, 13, 14};
ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {8, 15, 16, 17, 18};
int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0};
ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5};
weapon_info Weapon_info[MAX_WEAPON_TYPES];
int N_weapon_types=0;
sbyte Primary_weapon, Secondary_weapon;
char *Primary_weapon_names_short[MAX_PRIMARY_WEAPONS] = {
"Laser",
"Vulcan",
"Spread",
"Plasma",
"Fusion"
};
// ------------------------------------------------------------------------------------
// Return:
// Bits set:
// HAS_WEAPON_FLAG
// HAS_ENERGY_FLAG
// HAS_AMMO_FLAG
// See weapon.h for bit values
int player_has_weapon(int weapon_num, int secondary_flag)
{
int return_value = 0;
int weapon_index;
// Hack! If energy goes negative, you can't fire a weapon that doesn't require energy.
// But energy should not go negative (but it does), so find out why it does!
if (Players[Player_num].energy < 0)
Players[Player_num].energy = 0;
if (!secondary_flag) {
if(weapon_num >= MAX_PRIMARY_WEAPONS)
{
switch(weapon_num-MAX_PRIMARY_WEAPONS)
{
case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
}
weapon_num = 0;
}
weapon_index = Primary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
//added on 1/21/99 by Victor Rachels... yet another hack
//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
if(weapon_num==FUSION_INDEX)
{
if(Players[Player_num].energy >= F1_0*2)
return_value |= HAS_ENERGY_FLAG;
}
else
//end this section addition - VR
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
} else {
weapon_index = Secondary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].secondary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].secondary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
}
return return_value;
}
// ------------------------------------------------------------------------------------
// if message flag set, print message saying selected
void select_weapon(int weapon_num, int secondary_flag, int print_message, int wait_for_rearm)
{
char *weapon_name;
#ifndef SHAREWARE
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_weapon(secondary_flag, weapon_num);
#endif
if (!secondary_flag) {
//added on 10/9/98 by Victor Rachels to add laser cycle
if (weapon_num >= MAX_PRIMARY_WEAPONS)
{
LaserPowSelected=weapon_num;
weapon_num = 0;
if(Primary_weapon==0)
return;
}
else if (weapon_num == 0)
LaserPowSelected=0;
//end this section addition
if (Primary_weapon != weapon_num) {
#ifndef FUSION_KEEPS_CHARGE
//added 8/6/98 by Victor Rachels to fix fusion charge bug
Fusion_charge=0;
//end edit - Victor Rachels
#endif
if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
}
#endif
if (wait_for_rearm)
Next_laser_fire_time = GameTime + REARM_TIME;
else
Next_laser_fire_time = 0;
Global_laser_firing_count = 0;
} else {
if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
}
Primary_weapon = weapon_num;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
} else {
if (Secondary_weapon != weapon_num) {
if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI) {
if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
}
#endif
if (wait_for_rearm)
Next_missile_fire_time = GameTime + REARM_TIME;
else
Next_missile_fire_time = 0;
Global_missile_firing_count = 0;
} else {
if (wait_for_rearm) digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
}
Secondary_weapon = weapon_num;
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
}
if (print_message)
hud_message(MSGC_WEAPON_SELECT, "%s %s", weapon_name, TXT_SELECTED);
}
// ------------------------------------------------------------------------------------
// Select a weapon, primary or secondary.
void do_weapon_select(int weapon_num, int secondary_flag)
{
//added on 10/9/98 by Victor Rachels to add laser cycle
int oweapon = weapon_num;
//end this section addition - Victor Rachels
int weapon_status = player_has_weapon(weapon_num, secondary_flag);
char *weapon_name;
#ifdef SHAREWARE // do special hud msg. for picking registered weapon in shareware version.
if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
weapon_name = secondary_flag?SECONDARY_WEAPON_NAMES(weapon_num):PRIMARY_WEAPON_NAMES(weapon_num);
hud_message(MSGC_GAME_FEEDBACK, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
#endif
if (!secondary_flag) {
if (weapon_num >= MAX_PRIMARY_WEAPONS)
weapon_num = 0;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
hud_message(MSGC_GAME_FEEDBACK, "%s %s!", TXT_DONT_HAVE, weapon_name);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
else if ((weapon_status & HAS_AMMO_FLAG) == 0) {
hud_message(MSGC_GAME_FEEDBACK, "%s %s!", TXT_DONT_HAVE_AMMO, weapon_name);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
else {
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
if (weapon_status != HAS_ALL) {
hud_message(MSGC_GAME_FEEDBACK, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
weapon_num=oweapon;
select_weapon(weapon_num, secondary_flag, 1, 1);
}
// ----------------------------------------------------------------------------------------
// Automatically select best available weapon if unable to fire current weapon.
// Weapon type: 0==primary, 1==secondary
void auto_select_weapon(int weapon_type) {
int i;
int *order = weapon_type ? secondary_order : primary_order;
int weapon_count = weapon_type ? MAX_SECONDARY_WEAPONS : MAX_PRIMARY_WEAPONS;
int best_weapon = -1;
int best_order = 0;
if (player_has_weapon(
weapon_type ? Secondary_weapon : Primary_weapon,
weapon_type) != HAS_ALL)
{
if ((weapon_type==0) &&
(order[VULCAN_INDEX] > 0) &&
(player_has_weapon(VULCAN_INDEX,0)==HAS_ALL))
{
select_weapon(VULCAN_INDEX,0,0,1);
return;
}
for (i = 0; i < weapon_count; i++)
if ((order[i] > best_order) &&
(player_has_weapon(i, weapon_type) == HAS_ALL))
{
best_weapon = i;
best_order = order[i];
}
if (best_weapon >= 0)
select_weapon(best_weapon, weapon_type, 1, 1);
else if (weapon_type == 0) {
hud_message(MSGC_WEAPON_EMPTY, TXT_NO_PRIMARY);
select_weapon(0, 0, 0, 1);
}
}
}
#ifndef RELEASE
// ----------------------------------------------------------------------------------------
// Show player which weapons he has, how much ammo...
// Looks like a debug screen now because it writes to mono screen, but that will change...
void show_weapon_status(void)
{
int i;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
if (Players[Player_num].primary_weapon_flags & (1 << i))
mprintf((0, "HAVE"));
else
mprintf((0, " "));
mprintf((0, " Weapon: %20s, charges: %4i\n", PRIMARY_WEAPON_NAMES(i), Players[Player_num].primary_ammo[i]));
}
mprintf((0, "\n"));
for (i=0; i<MAX_SECONDARY_WEAPONS; i++) {
if (Players[Player_num].secondary_weapon_flags & (1 << i))
mprintf((0, "HAVE"));
else
mprintf((0, " "));
mprintf((0, " Weapon: %20s, charges: %4i\n", SECONDARY_WEAPON_NAMES(i), Players[Player_num].secondary_ammo[i]));
}
mprintf((0, "\n"));
mprintf((0, "\n"));
}
#endif
// select primary weapon if it has a higher order than the current weapon
void maybe_select_primary(int weapon_index)
{
if (primary_order[weapon_index] > 0)
{
if(LaserPowSelected&&Primary_weapon==0)
{
if(primary_order[weapon_index] > primary_order[LaserPowSelected])
select_weapon(weapon_index, 0, 0, 1);
}
else if(primary_order[weapon_index] > primary_order[Primary_weapon])
select_weapon(weapon_index, 0, 0, 1);
else{
if((weapon_index==VULCAN_INDEX) &&
(player_has_weapon(weapon_index,0)==HAS_ALL) &&
(player_has_weapon(Primary_weapon,0)!=HAS_ALL))
select_weapon(weapon_index, 0, 0, 1);
}
}
}
// select secondary weapon if it has a higher order than the current weapon
void maybe_select_secondary(int weapon_index)
{
if ((secondary_order[weapon_index] > 0) &&
(secondary_order[weapon_index] > secondary_order[Secondary_weapon]))
select_weapon(weapon_index, 1, 0, 1);
}
// ---------------------------------------------------------------------
// called when one of these weapons is picked up
// when you pick up a secondary, you always get the weapon & ammo for it
// Returns true if powerup picked up, else returns false.
int pick_up_secondary(int weapon_index,int count)
{
int num_picked_up;
if (Players[Player_num].secondary_ammo[weapon_index] >= Secondary_ammo_max[weapon_index]) {
hud_message(MSGC_PICKUP_TOOMUCH, "%s %d %ss!", TXT_ALREADY_HAVE, Players[Player_num].secondary_ammo[weapon_index],SECONDARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].secondary_weapon_flags |= (1<<weapon_index);
Players[Player_num].secondary_ammo[weapon_index] += count;
num_picked_up = count;
if (Players[Player_num].secondary_ammo[weapon_index] > Secondary_ammo_max[weapon_index]) {
num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - Secondary_ammo_max[weapon_index]);
Players[Player_num].secondary_ammo[weapon_index] = Secondary_ammo_max[weapon_index];
}
if(Allow_secondary_cycle)
{
maybe_select_secondary(weapon_index);
if ((Players[Player_num].secondary_ammo[Secondary_weapon] == 0) &&
(secondary_order[weapon_index] > 0))
select_weapon(weapon_index,1, 0, 1);
}
if (count>1) {
PALETTE_FLASH_ADD(15,15,15);
hud_message(MSGC_PICKUP_OK, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
}
else {
PALETTE_FLASH_ADD(10,10,10);
hud_message(MSGC_PICKUP_OK, "%s!",SECONDARY_WEAPON_NAMES(weapon_index));
}
return 1;
}
//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index)
{
ubyte old_flags = Players[Player_num].primary_weapon_flags;
ubyte flag = 1<<weapon_index;
if (Players[Player_num].primary_weapon_flags & flag) { //already have
hud_message(MSGC_PICKUP_ALREADY, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].primary_weapon_flags |= flag;
if (Allow_primary_cycle)
{
if (!(old_flags & flag))
maybe_select_primary(weapon_index);
}
PALETTE_FLASH_ADD(7,14,21);
hud_message(MSGC_PICKUP_OK, "%s!",PRIMARY_WEAPON_NAMES(weapon_index));
return 1;
}
//called when ammo (for the vulcan cannon) is picked up
//Return true if ammo picked up, else return false.
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
{
int old_ammo=class_flag; //kill warning
Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
if (Players[Player_num].primary_ammo[weapon_index] == Primary_ammo_max[weapon_index])
return 0;
old_ammo = Players[Player_num].primary_ammo[weapon_index];
Players[Player_num].primary_ammo[weapon_index] += ammo_count;
if (Players[Player_num].primary_ammo[weapon_index] > Primary_ammo_max[weapon_index])
Players[Player_num].primary_ammo[weapon_index] = Primary_ammo_max[weapon_index];
if (Players[Player_num].primary_weapon_flags&(1<<weapon_index) && old_ammo==0)
if(Allow_primary_cycle) //since this function is vulcan only anyway
maybe_select_primary(weapon_index);
return 1;
}