dxx-rebirth/main/powerup.h

131 lines
3.8 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Powerup header file.
*
*/
#ifndef _POWERUP_H
#define _POWERUP_H
#include "vclip.h"
#include "player.h"
#define POW_EXTRA_LIFE 0
#define POW_ENERGY 1
#define POW_SHIELD_BOOST 2
#define POW_LASER 3
#define POW_KEY_BLUE 4
#define POW_KEY_RED 5
#define POW_KEY_GOLD 6
#define POW_RADAR_ROBOTS 7
#define POW_RADAR_POWERUPS 8
#define POW_FULL_MAP 9
#define POW_MISSILE_1 10
#define POW_MISSILE_4 11
#define POW_QUAD_FIRE 12
//--#define POW_VULCAN_WEAPON 13
//--#define POW_SPREADFIRE_WEAPON 14
//--#define POW_PLASMA_WEAPON 15
//--#define POW_FUSION_WEAPON 16
//--#define POW_PROXIMITY_WEAPON 17
//--#define POW_SMARTBOMB_WEAPON 18
//--#define POW_MEGA_WEAPON 19
//--#define POW_VULCAN_AMMO 20
//--#define POW_HOMING_AMMO_1 21
//--#define POW_HOMING_AMMO_4 22
//--#define POW_CLOAK 23
//--#define POW_TURBO 24
//--#define POW_INVULNERABILITY 25
//--#define POW_HEADLIGHT 26
//--#define POW_MEGAWOW 27
#define POW_VULCAN_WEAPON 13
#define POW_SPREADFIRE_WEAPON 14
#define POW_PLASMA_WEAPON 15
#define POW_FUSION_WEAPON 16
#define POW_PROXIMITY_WEAPON 17
#define POW_HOMING_AMMO_1 18 //21
#define POW_HOMING_AMMO_4 19 //22
#define POW_SMARTBOMB_WEAPON 20 //18
#define POW_MEGA_WEAPON 21 //19
#define POW_VULCAN_AMMO 22 //20
#define POW_CLOAK 23
#define POW_TURBO 24
#define POW_INVULNERABILITY 25
#define POW_HEADLIGHT 26
#define POW_MEGAWOW 27
#define VULCAN_AMMO_MAX (392*2)
#define VULCAN_WEAPON_AMMO_AMOUNT 196
#define VULCAN_AMMO_AMOUNT (49*2)
// What I picked up What it said I picked up
// ---------------- ------------------------
// vulcan ammo 4 homing missiles
// mega missile 1 homing missile
// smart missile vulcan ammo
// 4 homing missiles mega missile
// 1 homing missile smart missile
//
// The rest were correct. I can help you with this whenever you're free.
#define MAX_POWERUP_TYPES 29
#define POWERUP_NAME_LENGTH 16 // Length of a robot or powerup name.
extern char Powerup_names[MAX_POWERUP_TYPES][POWERUP_NAME_LENGTH];
typedef struct powerup_type_info {
int vclip_num;
int hit_sound;
fix size; //3d size of longest dimension
fix light; // amount of light cast by this powerup, set in bitmaps.tbl
} __pack__ powerup_type_info;
extern int N_powerup_types;
extern powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
void draw_powerup(object *obj);
//returns true if powerup consumed
int do_powerup(object *obj);
//process (animate) a powerup for one frame
void do_powerup_frame(object *obj);
// Diminish shields and energy towards max in case they exceeded it.
extern void diminish_towards_max(void);
extern void do_megawow_powerup(int quantity);
extern void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...);
// may this powerup be added to the level?
// returns number of powerups left if true, otherwise 0.
extern int may_create_powerup(int powerup);
/*
* reads n powerup_type_info structs from a CFILE
*/
extern int powerup_type_info_read_n(powerup_type_info *pti, int n, CFILE *fp);
#endif /* _POWERUP_H */