dxx-rebirth/main/weapon.h
2006-10-06 14:41:31 +00:00

290 lines
10 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.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/weapon.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:44:46 $
*
* Protypes for weapon stuff.
*
* $Log: weapon.h,v $
* Revision 1.1.1.1 2006/03/17 19:44:46 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:13:23 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:31:10 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.44 1995/01/30 17:14:18 mike
* halve rate of vulcan ammo consumption.
*
* Revision 1.43 1995/01/19 17:45:04 mike
* damage_force removed, that information coming from strength field.
*
* Revision 1.42 1995/01/05 15:46:11 john
* Made weapons not rearm when starting a saved game.
*
* Revision 1.41 1995/01/04 12:20:27 john
* Declearations to work better with game state save.
*
*
* Revision 1.40 1994/12/13 12:54:16 mike
* fix proximity, homing flags, backwards!
*
* Revision 1.39 1994/12/11 16:17:57 mike
* change default weapon life so shots from ctrlcen on level 6 won't evaporate before they hit you.
*
* Revision 1.38 1994/12/09 19:55:26 matt
* Added weapon name in "not available in shareware" message
*
* Revision 1.37 1994/12/07 12:55:27 mike
* tweak vulcan amounts.
*
* Revision 1.36 1994/12/03 19:03:56 matt
* Fixed vulcan ammo HUD message
*
* Revision 1.35 1994/12/02 15:05:02 matt
* Fixed bogus weapon constants and arrays
*
* Revision 1.34 1994/11/29 14:26:05 john
* Again.
*
* Revision 1.33 1994/11/29 14:13:47 adam
* Changed the byte flash sound to short.
*
* Revision 1.32 1994/11/12 16:36:55 mike
* default ammo stuff.
*
* Revision 1.31 1994/10/21 10:55:24 adam
* upped MAX_WEAPON_TYPES to 30
*
* Revision 1.30 1994/10/19 11:16:37 mike
* Limit ammo amounts.
*
* Revision 1.29 1994/10/12 08:05:04 mike
* Clean up homing/proximity mess.
*
* Revision 1.28 1994/10/08 23:37:53 matt
* Don't pick up weapons you already have; also fixed auto_select bug
* for seconary weapons
*
* Revision 1.27 1994/10/07 23:37:56 matt
* Made weapons select when pick up better one
*
* Revision 1.26 1994/10/07 16:02:17 matt
* Fixed problem with weapon auto-select
*
* Revision 1.25 1994/10/05 17:07:44 matt
* Made player_has_weapon() public and moved constants to header file
*
* Revision 1.24 1994/09/30 21:50:49 mike
* Add homing_flag and 3 dummy bytes to weapon_info.
*
* Revision 1.23 1994/09/30 13:47:41 mike
* Make speed and strength be difficulty level based.
*
* Revision 1.22 1994/09/20 16:10:13 mike
* Prototype Primary_weapon_names and Secondary_weapon_names.
*
* Revision 1.21 1994/09/20 12:17:21 adam
* upped weapon types
*
* Revision 1.20 1994/09/13 16:40:29 mike
* Define REARM_TIME -- time it takes until you can fire a newly armed weapon.
*
* Revision 1.19 1994/09/13 14:43:03 matt
* Added cockpit weapon displays
*
* Revision 1.18 1994/09/11 15:50:34 mike
* Add matter and bounce to weapon_info.
*
* Revision 1.17 1994/09/10 17:32:17 mike
* Add thrust to weapon_info.
*
* Revision 1.16 1994/09/09 20:04:54 mike
* Add vclips for weapons.
*
* Revision 1.15 1994/09/07 15:59:14 mike
* Add default lifetimes to weapons, destroyable, lifetime, damage_radius, damage_force fields to weapons.
*
* Revision 1.14 1994/09/03 15:18:06 mike
* Add prototype for auto_select_weapon.
*
* Revision 1.13 1994/09/02 16:38:33 mike
* Move data from global arrays to Weapon_info.
*
* Revision 1.12 1994/09/02 11:54:59 mike
* Add a whole slew of constants for the whole slew of new weapons.
*
* Revision 1.11 1994/08/23 16:39:15 mike
* Add light to weapon struct
*
*/
#ifndef _WEAPON_H
#define _WEAPON_H
#include "inferno.h"
#include "gr.h"
#include "game.h"
#include "piggy.h"
typedef struct weapon_info {
sbyte render_type; // How to draw 0=laser, 1=blob, 2=object
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
} __pack__ weapon_info;
#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 MAX_WEAPON_TYPES 30
#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
#define MAX_PRIMARY_WEAPONS 5
#define MAX_SECONDARY_WEAPONS 5
// Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
#define HAS_LASER_FLAG 0x001
#define HAS_VULCAN_FLAG 0x002
#define HAS_SPREADFIRE_FLAG 0x004
#define HAS_PLASMA_FLAG 0x008
#define HAS_FUSION_FLAG 0x010
#define HAS_CONCUSSION_FLAG 0x001
#define HAS_HOMING_FLAG 0x002
#define HAS_PROXIMITY_FLAG 0x004
#define HAS_SMART_FLAG 0x008
#define HAS_MEGA_FLAG 0x010
#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
#define CONCUSSION_INDEX 0
#define HOMING_INDEX 1
#define PROXIMITY_INDEX 2
#define SMART_INDEX 3
#define MEGA_INDEX 4
#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
extern weapon_info Weapon_info[];
extern int N_weapon_types;
extern void do_weapon_select(int weapon_num, int secondary_flag);
extern void show_weapon_status(void);
extern sbyte Primary_weapon, Secondary_weapon;
extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
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);
extern char *Primary_weapon_names_short[];
extern char *Secondary_weapon_names_short[];
extern char *Primary_weapon_names[];
extern char *Secondary_weapon_names[];
extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_ammo_max[MAX_PRIMARY_WEAPONS];
#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
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);
extern void maybe_select_primary(int weapon_index);
extern void maybe_select_secondary(int weapon_index);
#endif