708 lines
23 KiB
C++
708 lines
23 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 "key.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 "lighting.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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#ifdef EDITOR
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#include "gr.h" // for powerup outline drawing
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#include "editor/editor.h"
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#endif
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#include "playsave.h"
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unsigned N_powerup_types;
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array<powerup_type_info, MAX_POWERUP_TYPES> Powerup_info;
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//process this powerup for this frame
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void do_powerup_frame(const vobjptridx_t obj)
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{
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fix fudge;
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vclip_info *vci = &obj->rtype.vclip_info;
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vclip *vc = &Vclip[vci->vclip_num];
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#if defined(DXX_BUILD_DESCENT_I)
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fudge = 0;
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#elif defined(DXX_BUILD_DESCENT_II)
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long objnum = obj;
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fudge = (FrameTime * (objnum&3)) >> 4;
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#endif
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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_frames)
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vci->framenum=0;
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#if defined(DXX_BUILD_DESCENT_II)
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if (vci->framenum < 0)
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vci->framenum = vc->num_frames-1;
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#endif
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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)
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vci->framenum--;
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else
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vci->framenum = vc->num_frames-1;
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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_frames-1)
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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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if (obj->lifeleft <= 0) {
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object_create_explosion(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);
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}
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}
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void draw_powerup(const vobjptridx_t obj)
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{
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draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
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}
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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(score);
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}
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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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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(int quantity)
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{
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powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
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#if defined(DXX_BUILD_DESCENT_I)
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Players[Player_num].primary_weapon_flags = (HAS_LASER_FLAG | HAS_VULCAN_FLAG | HAS_SPREADFIRE_FLAG | HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
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Players[Player_num].secondary_weapon_flags |= (HAS_CONCUSSION_FLAG | HAS_HOMING_FLAG | HAS_PROXIMITY_BOMB_FLAG | HAS_SMART_FLAG | HAS_MEGA_FLAG);
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#elif defined(DXX_BUILD_DESCENT_II)
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Players[Player_num].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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Players[Player_num].secondary_weapon_flags |= (HAS_CONCUSSION_FLAG | HAS_HOMING_FLAG | HAS_PROXIMITY_BOMB_FLAG | HAS_SMART_FLAG | HAS_MEGA_FLAG) | (HAS_FLASH_FLAG | HAS_GUIDED_FLAG | HAS_SMART_BOMB_FLAG | HAS_MERCURY_FLAG | HAS_EARTHSHAKER_FLAG);
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#endif
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Players[Player_num].vulcan_ammo = VULCAN_AMMO_MAX;
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for (int i=0; i<3; i++)
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Players[Player_num].secondary_ammo[i] = quantity;
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for (int i=3; i<MAX_SECONDARY_WEAPONS; i++)
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Players[Player_num].secondary_ammo[i] = quantity/5;
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
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Players[Player_num].energy = F1_0*200;
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Players[Player_num].shields = F1_0*200;
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Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
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#if defined(DXX_BUILD_DESCENT_I)
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Players[Player_num].laser_level = MAX_LASER_LEVEL;
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#elif defined(DXX_BUILD_DESCENT_II)
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Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
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if (game_mode_hoard())
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
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#endif
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update_laser_weapon_info();
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}
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//#endif
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static int pick_up_energy(void)
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{
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int used=0;
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if (Players[Player_num].energy < MAX_ENERGY) {
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fix boost;
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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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Players[Player_num].energy += boost;
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if (Players[Player_num].energy > MAX_ENERGY)
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Players[Player_num].energy = MAX_ENERGY;
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powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].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_vulcan_ammo(void)
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{
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int used=0,max;
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int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
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if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
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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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max = VULCAN_AMMO_MAX;
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#if defined(DXX_BUILD_DESCENT_II)
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if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
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max *= 2;
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#endif
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HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
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used = 0;
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}
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Primary_weapon = pwsave;
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return used;
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}
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// returns true if powerup consumed
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int do_powerup(const vobjptridx_t obj)
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{
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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_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
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return 0;
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#if defined(DXX_BUILD_DESCENT_II)
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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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#endif
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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 (uint_fast32_t i = 0; i < MAX_PLAYERS; i++)
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{
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if (i == Player_num || Players[i].connected != CONNECT_PLAYING)
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continue;
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if (Objects[Players[i].objnum].type == OBJ_GHOST || Players[i].shields < 0)
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continue;
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if (mydist > vm_vec_normalized_dir(tvec, obj->pos, Objects[Players[i].objnum].pos))
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return 0;
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}
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}
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int id=get_powerup_id(obj);
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switch (get_powerup_id(obj)) {
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case POW_EXTRA_LIFE:
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Players[Player_num].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();
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break;
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case POW_SHIELD_BOOST:
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if (Players[Player_num].shields < MAX_SHIELDS) {
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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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Players[Player_num].shields += boost;
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if (Players[Player_num].shields > MAX_SHIELDS)
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Players[Player_num].shields = MAX_SHIELDS;
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powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
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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_SHIELD);
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break;
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case POW_LASER:
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if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
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#if defined(DXX_BUILD_DESCENT_I)
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Players[Player_num].laser_level = MAX_LASER_LEVEL;
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#endif
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HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, TXT_MAXED_OUT,TXT_LASER);
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} else {
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
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Players[Player_num].laser_level++;
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powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
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update_laser_weapon_info();
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pick_up_primary (LASER_INDEX);
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used=1;
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}
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_MISSILE_1:
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used=pick_up_secondary(CONCUSSION_INDEX,1);
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break;
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case POW_MISSILE_4:
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used=pick_up_secondary(CONCUSSION_INDEX,4);
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break;
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case POW_KEY_BLUE:
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if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
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break;
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multi_send_play_sound(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
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digi_play_sample( Powerup_info[get_powerup_id(obj)].hit_sound, F1_0 );
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Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
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powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
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if (Game_mode & GM_MULTI)
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used=0;
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else
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used=1;
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invalidate_escort_goal();
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break;
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case POW_KEY_RED:
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if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
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break;
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multi_send_play_sound(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
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digi_play_sample( Powerup_info[get_powerup_id(obj)].hit_sound, F1_0 );
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Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
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powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
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if (Game_mode & GM_MULTI)
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used=0;
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else
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used=1;
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invalidate_escort_goal();
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break;
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case POW_KEY_GOLD:
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if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
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break;
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multi_send_play_sound(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
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digi_play_sample( Powerup_info[get_powerup_id(obj)].hit_sound, F1_0 );
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Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
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powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
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if (Game_mode & GM_MULTI)
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used=0;
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else
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used=1;
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invalidate_escort_goal();
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break;
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case POW_QUAD_FIRE:
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if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
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Players[Player_num].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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used=1;
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} else
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HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
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if (!used && !(Game_mode & GM_MULTI) )
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used = pick_up_energy();
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break;
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case POW_VULCAN_WEAPON:
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#if defined(DXX_BUILD_DESCENT_I)
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if ((used = pick_up_primary(VULCAN_INDEX)) != 0) {
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vulcan_ammo_to_add_with_cannon = obj->ctype.powerup_info.count;
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if (vulcan_ammo_to_add_with_cannon < VULCAN_WEAPON_AMMO_AMOUNT) vulcan_ammo_to_add_with_cannon = VULCAN_WEAPON_AMMO_AMOUNT;
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pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, vulcan_ammo_to_add_with_cannon);
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}
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//added/edited 8/3/98 by Victor Rachels to fix vulcan multi bug
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//check if multi, if so, pick up ammo w/o using, set ammo left. else, normal
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//killed 8/27/98 by Victor Rachels to fix vulcan ammo multiplying. new way
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// is by spewing the current held ammo when dead.
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//-killed if (!used && (Game_mode & GM_MULTI))
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//-killed {
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//-killed int tempcount;
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//-killed tempcount=Players[Player_num].primary_ammo[VULCAN_INDEX];
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//-killed if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, obj->ctype.powerup_info.count))
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//-killed obj->ctype.powerup_info.count -= Players[Player_num].primary_ammo[VULCAN_INDEX]-tempcount;
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//-killed }
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//end kill - Victor Rachels
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if (!used && !(Game_mode & GM_MULTI) )
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//end addition/edit - Victor Rachels
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used = pick_up_vulcan_ammo();
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break;
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#elif defined(DXX_BUILD_DESCENT_II)
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case POW_GAUSS_WEAPON: {
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int ammo = obj->ctype.powerup_info.count;
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used = pick_up_primary((get_powerup_id(obj)==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
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//didn't get the weapon (because we already have it), but
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//maybe snag some of the ammo. if single-player, grab all the ammo
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//and remove the powerup. If multi-player take ammo in excess of
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//the amount in a powerup, and leave the rest.
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if (! used)
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if ((Game_mode & GM_MULTI) )
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ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
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if (ammo > 0) {
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int ammo_used;
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ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
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obj->ctype.powerup_info.count -= ammo_used;
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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
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
case POW_SPREADFIRE_WEAPON:
|
|
used = pick_up_primary(SPREADFIRE_INDEX);
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
case POW_PLASMA_WEAPON:
|
|
used = pick_up_primary(PLASMA_INDEX);
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
case POW_FUSION_WEAPON:
|
|
used = pick_up_primary(FUSION_INDEX);
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_HELIX_WEAPON:
|
|
used = pick_up_primary(HELIX_INDEX);
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
|
|
case POW_PHOENIX_WEAPON:
|
|
used = pick_up_primary(PHOENIX_INDEX);
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
|
|
case POW_OMEGA_WEAPON:
|
|
used = pick_up_primary(OMEGA_INDEX);
|
|
if (used)
|
|
Omega_charge = obj->ctype.powerup_info.count;
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
#endif
|
|
|
|
case POW_PROXIMITY_WEAPON:
|
|
used=pick_up_secondary(PROXIMITY_INDEX,4);
|
|
break;
|
|
case POW_SMARTBOMB_WEAPON:
|
|
used=pick_up_secondary(SMART_INDEX,1);
|
|
break;
|
|
case POW_MEGA_WEAPON:
|
|
used=pick_up_secondary(MEGA_INDEX,1);
|
|
break;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_SMISSILE1_1:
|
|
used=pick_up_secondary(SMISSILE1_INDEX,1);
|
|
break;
|
|
case POW_SMISSILE1_4:
|
|
used=pick_up_secondary(SMISSILE1_INDEX,4);
|
|
break;
|
|
case POW_GUIDED_MISSILE_1:
|
|
used=pick_up_secondary(GUIDED_INDEX,1);
|
|
break;
|
|
case POW_GUIDED_MISSILE_4:
|
|
used=pick_up_secondary(GUIDED_INDEX,4);
|
|
break;
|
|
case POW_SMART_MINE:
|
|
used=pick_up_secondary(SMART_MINE_INDEX,4);
|
|
break;
|
|
case POW_MERCURY_MISSILE_1:
|
|
used=pick_up_secondary(SMISSILE4_INDEX,1);
|
|
break;
|
|
case POW_MERCURY_MISSILE_4:
|
|
used=pick_up_secondary(SMISSILE4_INDEX,4);
|
|
break;
|
|
case POW_EARTHSHAKER_MISSILE:
|
|
used=pick_up_secondary(SMISSILE5_INDEX,1);
|
|
break;
|
|
#endif
|
|
case POW_VULCAN_AMMO:
|
|
used = pick_up_vulcan_ammo();
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_vulcan_ammo();
|
|
#endif
|
|
break;
|
|
case POW_HOMING_AMMO_1:
|
|
used=pick_up_secondary(HOMING_INDEX,1);
|
|
break;
|
|
case POW_HOMING_AMMO_4:
|
|
used=pick_up_secondary(HOMING_INDEX,4);
|
|
break;
|
|
case POW_CLOAK:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
|
|
break;
|
|
} else {
|
|
Players[Player_num].cloak_time = GameTime64; // Not! changed by awareness events (like player fires laser).
|
|
Players[Player_num].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:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
|
|
break;
|
|
} else {
|
|
Players[Player_num].invulnerable_time = GameTime64;
|
|
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
|
|
powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
|
|
used = 1;
|
|
break;
|
|
}
|
|
#ifndef RELEASE
|
|
case POW_MEGAWOW:
|
|
do_megawow_powerup(50);
|
|
used = 1;
|
|
break;
|
|
#endif
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_FULL_MAP:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
} else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
|
|
powerup_basic(15, 0, 15, 0, "FULL MAP!");
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_CONVERTER:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Converter");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
} else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
|
|
powerup_basic(15, 0, 15, 0, "Energy -> shield converter!");
|
|
|
|
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_SUPER_LASER:
|
|
if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
|
|
Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
|
|
HUD_init_message_literal(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "SUPER LASER MAXED OUT!");
|
|
} else {
|
|
int old_level=Players[Player_num].laser_level;
|
|
|
|
if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
|
|
Players[Player_num].laser_level = MAX_LASER_LEVEL;
|
|
Players[Player_num].laser_level++;
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
|
|
powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
|
|
update_laser_weapon_info();
|
|
if (Primary_weapon!=LASER_INDEX)
|
|
check_to_use_primary (SUPER_LASER_INDEX);
|
|
used=1;
|
|
}
|
|
if (!used && !(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
break;
|
|
|
|
case POW_AMMO_RACK:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
}
|
|
else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
|
|
multi_send_play_sound(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
|
|
digi_play_sample( Powerup_info[get_powerup_id(obj)].hit_sound, F1_0 );
|
|
powerup_basic(15, 0, 15, 0, "AMMO RACK!");
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_AFTERBURNER:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
}
|
|
else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
|
|
multi_send_play_sound(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
|
|
digi_play_sample( Powerup_info[get_powerup_id(obj)].hit_sound, F1_0 );
|
|
powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
|
|
Afterburner_charge = f1_0;
|
|
used=1;
|
|
}
|
|
break;
|
|
|
|
case POW_HEADLIGHT:
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
|
|
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
|
|
if (!(Game_mode & GM_MULTI) )
|
|
used = pick_up_energy();
|
|
}
|
|
else {
|
|
Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
|
|
multi_send_play_sound(Powerup_info[get_powerup_id(obj)].hit_sound, F1_0);
|
|
digi_play_sample( Powerup_info[get_powerup_id(obj)].hit_sound, F1_0 );
|
|
powerup_basic(15, 0, 15, 0, "HEADLIGHT BOOST! (Headlight is %s)",PlayerCfg.HeadlightActiveDefault?"ON":"OFF");
|
|
if (PlayerCfg.HeadlightActiveDefault)
|
|
Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
|
|
used=1;
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_flags (Player_num);
|
|
}
|
|
break;
|
|
|
|
case POW_FLAG_BLUE:
|
|
if (game_mode_capture_flag())
|
|
if (get_team(Player_num) == TEAM_RED) {
|
|
powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
|
|
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
|
|
used=1;
|
|
multi_send_got_flag (Player_num);
|
|
}
|
|
break;
|
|
|
|
case POW_HOARD_ORB:
|
|
if (game_mode_hoard())
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
|
|
powerup_basic(15, 0, 15, 0, "Orb!!!");
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
|
|
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
|
|
used=1;
|
|
multi_send_got_orb (Player_num);
|
|
}
|
|
break;
|
|
|
|
case POW_FLAG_RED:
|
|
if (game_mode_capture_flag())
|
|
if (get_team(Player_num) == TEAM_BLUE) {
|
|
powerup_basic(15, 0, 15, 0, "RED FLAG!");
|
|
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
|
|
used=1;
|
|
multi_send_got_flag (Player_num);
|
|
}
|
|
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 ) {
|
|
if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
|
|
multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
|
|
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);
|
|
|
|
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);
|
|
}
|