dxx-rebirth/main/weapon.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

1301 lines
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/*
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.
*/
#ifdef RCS
static char rcsid[] = "$Id: weapon.c,v 1.1.1.1 2001-01-19 03:29:59 bradleyb Exp $";
#endif
#include <conf.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "game.h"
#include "laser.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 "fireball.h"
#include "newdemo.h"
#include "multi.h"
#include "newmenu.h"
#include "ai.h"
#include "args.h"
#if defined (TACTILE)
#include "tactile.h"
#endif
int POrderList (int num);
int SOrderList (int num);
// Note, only Vulcan cannon requires ammo.
// NOTE: Now Vulcan and Gauss require ammo. -5/3/95 Yuan
//ubyte Default_primary_ammo_level[MAX_PRIMARY_WEAPONS] = {255, 0, 255, 255, 255};
//ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0};
// Convert primary weapons to indices in Weapon_info array.
ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
//for each Secondary weapon, which gun it fires out of
ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
//for each primary weapon, what kind of powerup gives weapon
ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
//for each Secondary weapon, what kind of powerup gives weapon
ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
weapon_info Weapon_info[MAX_WEAPON_TYPES];
int N_weapon_types=0;
byte Primary_weapon, Secondary_weapon;
// autoselect ordering
ubyte PrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
ubyte SecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
// Cycling weapon key pressed?
ubyte Cycling=0;
//allow player to reorder menus?
extern ubyte MenuReordering;
//char *Primary_weapon_names[MAX_PRIMARY_WEAPONS] = {
// "Laser Cannon",
// "Vulcan Cannon",
// "Spreadfire Cannon",
// "Plasma Cannon",
// "Fusion Cannon"
//};
//char *Secondary_weapon_names[MAX_SECONDARY_WEAPONS] = {
// "Concussion Missile",
// "Homing Missile",
// "Proximity Bomb",
// "Smart Missile",
// "Mega Missile"
//};
//char *Primary_weapon_names_short[MAX_PRIMARY_WEAPONS] = {
// "Laser",
// "Vulcan",
// "Spread",
// "Plasma",
// "Fusion"
//};
//char *Secondary_weapon_names_short[MAX_SECONDARY_WEAPONS] = {
// "Concsn\nMissile",
// "Homing\nMissile",
// "Proxim.\nBomb",
// "Smart\nMissile",
// "Mega\nMissile"
//};
byte Weapon_is_energy[MAX_WEAPON_TYPES] = {
1, 1, 1, 1, 1,
1, 1, 1, 0, 1,
1, 0, 1, 1, 1,
0, 1, 0, 0, 1,
1, 0, 0, 1, 1,
1, 1, 1, 0, 1,
1, 1, 0, 1, 1,
1
};
// ; (0) Laser Level 1
// ; (1) Laser Level 2
// ; (2) Laser Level 3
// ; (3) Laser Level 4
// ; (4) Unknown Use
// ; (5) Josh Blobs
// ; (6) Unknown Use
// ; (7) Unknown Use
// ; (8) ---------- Concussion Missile ----------
// ; (9) ---------- Flare ----------
// ; (10) ---------- Blue laser that blue guy shoots -----------
// ; (11) ---------- Vulcan Cannon ----------
// ; (12) ---------- Spreadfire Cannon ----------
// ; (13) ---------- Plasma Cannon ----------
// ; (14) ---------- Fusion Cannon ----------
// ; (15) ---------- Homing Missile ----------
// ; (16) ---------- Proximity Bomb ----------
// ; (17) ---------- Smart Missile ----------
// ; (18) ---------- Mega Missile ----------
// ; (19) ---------- Children of the PLAYER'S Smart Missile ----------
// ; (20) ---------- Bad Guy Spreadfire Laser ----------
// ; (21) ---------- SuperMech Homing Missile ----------
// ; (22) ---------- Regular Mech's missile -----------
// ; (23) ---------- Silent Spreadfire Laser ----------
// ; (24) ---------- Red laser that baby spiders shoot -----------
// ; (25) ---------- Green laser that rifleman shoots -----------
// ; (26) ---------- Plasma gun that 'plasguy' fires ------------
// ; (27) ---------- Blobs fired by Red Spiders -----------
// ; (28) ---------- Final Boss's Mega Missile ----------
// ; (29) ---------- Children of the ROBOT'S Smart Missile ----------
// ; (30) Laser Level 5
// ; (31) Laser Level 6
// ; (32) ---------- Super Vulcan Cannon ----------
// ; (33) ---------- Super Spreadfire Cannon ----------
// ; (34) ---------- Super Plasma Cannon ----------
// ; (35) ---------- Super Fusion Cannon ----------
// ------------------------------------------------------------------------------------
// 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) {
weapon_index = Primary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
// Special case: Gauss cannon uses vulcan ammo.
if (weapon_num == GAUSS_INDEX) {
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[VULCAN_INDEX])
return_value |= HAS_AMMO_FLAG;
} else
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
if (weapon_num == OMEGA_INDEX) { // Hack: Make sure player has energy to omega
if (Players[Player_num].energy || Omega_charge)
return_value |= HAS_ENERGY_FLAG;
} else
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;
}
void InitWeaponOrdering ()
{
// short routine to setup default weapon priorities for new pilots
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
PrimaryOrder[i]=DefaultPrimaryOrder[i];
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
SecondaryOrder[i]=DefaultSecondaryOrder[i];
}
void CyclePrimary ()
{
mprintf ((0,"Cycling primary!\n"));
Cycling=1;
auto_select_weapon (0);
Cycling=0;
}
void CycleSecondary ()
{
mprintf ((0,"Cycling secondary!\n"));
Cycling=1;
auto_select_weapon (1);
Cycling=0;
}
// ------------------------------------------------------------------------------------
//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;
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_weapon(secondary_flag, weapon_num);
if (!secondary_flag) {
if (Primary_weapon != weapon_num) {
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 {
// Select super version if available.
if (wait_for_rearm)
{
if (!Cycling)
; // -- MK, only plays when can't fire weapon anyway, fixes bug -- digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
else
digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
}
}
Primary_weapon = weapon_num;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
#if defined (TACTILE)
tactile_set_button_jolt();
#endif
//save flag for whether was super version
Primary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
} 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)
{
if (!Cycling)
digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
else
digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
}
}
Secondary_weapon = weapon_num;
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
//save flag for whether was super version
Secondary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
}
if (print_message)
{
if (weapon_num == LASER_INDEX && !secondary_flag)
HUD_init_message("%s Level %d %s", weapon_name, Players[Player_num].laser_level+1, TXT_SELECTED);
else
HUD_init_message("%s %s", weapon_name, TXT_SELECTED);
}
}
//flags whether the last time we use this weapon, it was the 'super' version
ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
// ------------------------------------------------------------------------------------
// Select a weapon, primary or secondary.
void do_weapon_select(int weapon_num, int secondary_flag)
{
int weapon_num_save=weapon_num;
int weapon_status,current,has_flag;
ubyte last_was_super;
if (!secondary_flag) {
current = Primary_weapon;
last_was_super = Primary_last_was_super[weapon_num];
has_flag = HAS_WEAPON_FLAG;
}
else {
current = Secondary_weapon;
last_was_super = Secondary_last_was_super[weapon_num];
has_flag = HAS_WEAPON_FLAG+HAS_AMMO_FLAG;
}
if (current == weapon_num || current == weapon_num+SUPER_WEAPON) {
//already have this selected, so toggle to other of normal/super version
weapon_num += weapon_num+SUPER_WEAPON - current;
weapon_status = player_has_weapon(weapon_num, secondary_flag);
}
else {
//go to last-select version of requested missile
if (last_was_super)
weapon_num += SUPER_WEAPON;
weapon_status = player_has_weapon(weapon_num, secondary_flag);
//if don't have last-selected, try other version
if ((weapon_status & has_flag) != has_flag) {
weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
weapon_status = player_has_weapon(weapon_num, secondary_flag);
if ((weapon_status & has_flag) != has_flag)
weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
}
}
//if we don't have the weapon we're switching to, give error & bail
if ((weapon_status & has_flag) != has_flag) {
if (!secondary_flag) {
if (weapon_num==SUPER_LASER_INDEX)
return; //no such thing as super laser, so no error
HUD_init_message("%s %s!", TXT_DONT_HAVE, PRIMARY_WEAPON_NAMES(weapon_num));
}
else
HUD_init_message("%s %s%s",TXT_HAVE_NO, SECONDARY_WEAPON_NAMES(weapon_num), TXT_SX);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
//now actually select the weapon
select_weapon(weapon_num, secondary_flag, 1, 1);
}
// ----------------------------------------------------------------------------------------
// Automatically select next best weapon if unable to fire current weapon.
// Weapon type: 0==primary, 1==secondary
void auto_select_weapon(int weapon_type)
{
int r;
int cutpoint;
int looped=0;
if (weapon_type==0) {
r = player_has_weapon(Primary_weapon, 0);
if (r != HAS_ALL || Cycling) {
int cur_weapon;
int try_again = 1;
cur_weapon = POrderList(Primary_weapon);
cutpoint = POrderList (255);
while (try_again) {
cur_weapon++;
if (cur_weapon>=cutpoint)
{
if (looped)
{
if (!Cycling)
{
HUD_init_message(TXT_NO_PRIMARY);
#ifdef TACTILE
if (TactileStick)
ButtonReflexClear(0);
#endif
select_weapon(0, 0, 0, 1);
}
else
select_weapon (Primary_weapon,0,0,1);
try_again = 0;
continue;
}
cur_weapon=0;
looped=1;
}
if (cur_weapon==MAX_PRIMARY_WEAPONS)
cur_weapon = 0;
// Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
// it looks like it takes 0 to fire, but it doesn't, so never auto-select.
// if (PrimaryOrder[cur_weapon] == FUSION_INDEX)
// continue;
if (PrimaryOrder[cur_weapon] == Primary_weapon) {
if (!Cycling)
{
HUD_init_message(TXT_NO_PRIMARY);
#ifdef TACTILE
if (TactileStick)
ButtonReflexClear(0);
#endif
// if (POrderList(0)<POrderList(255))
select_weapon(0, 0, 0, 1);
}
else
select_weapon (Primary_weapon,0,0,1);
try_again = 0; // Tried all weapons!
} else if (PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PrimaryOrder[cur_weapon], 0) == HAS_ALL) {
select_weapon(PrimaryOrder[cur_weapon], 0, 1, 1 );
try_again = 0;
}
}
}
} else {
Assert(weapon_type==1);
r = player_has_weapon(Secondary_weapon, 1);
if (r != HAS_ALL || Cycling) {
int cur_weapon;
int try_again = 1;
cur_weapon = SOrderList(Secondary_weapon);
cutpoint = SOrderList (255);
while (try_again) {
cur_weapon++;
if (cur_weapon>=cutpoint)
{
if (looped)
{
if (!Cycling)
HUD_init_message("No secondary weapons selected!");
else
select_weapon (Secondary_weapon,1,0,1);
try_again = 0;
continue;
}
cur_weapon=0;
looped=1;
}
if (cur_weapon==MAX_SECONDARY_WEAPONS)
cur_weapon = 0;
if (SecondaryOrder[cur_weapon] == Secondary_weapon) {
if (!Cycling)
HUD_init_message("No secondary weapons available!");
else
select_weapon (Secondary_weapon,1,0,1);
try_again = 0; // Tried all weapons!
} else if (player_has_weapon(SecondaryOrder[cur_weapon], 1) == HAS_ALL) {
select_weapon(SecondaryOrder[cur_weapon], 1, 1, 1 );
try_again = 0;
}
}
}
}
}
#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
// ---------------------------------------------------------------------
//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 max;
int num_picked_up;
int cutpoint;
max = Secondary_ammo_max[weapon_index];
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
if (Players[Player_num].secondary_ammo[weapon_index] >= max) {
HUD_init_message("%s %i %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] > max) {
num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - max);
Players[Player_num].secondary_ammo[weapon_index] = max;
}
cutpoint=SOrderList (255);
if (SOrderList (weapon_index)<cutpoint && ((SOrderList (weapon_index) < SOrderList(Secondary_weapon)) || (Players[Player_num].secondary_ammo[Secondary_weapon] == 0)) )
select_weapon(weapon_index,1, 0, 1);
else {
//if we don't auto-select this weapon, but it's a proxbomb or smart mine,
//we want to do a mini-auto-selection that applies to the drop bomb key
if ((weapon_index == PROXIMITY_INDEX || weapon_index == SMART_MINE_INDEX) &&
!(Secondary_weapon == PROXIMITY_INDEX || Secondary_weapon == SMART_MINE_INDEX)) {
int cur;
cur = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX;
if (SOrderList (weapon_index) < SOrderList(cur))
Secondary_last_was_super[PROXIMITY_INDEX] = (weapon_index == SMART_MINE_INDEX);
}
}
//note: flash for all but concussion was 7,14,21
if (count>1) {
PALETTE_FLASH_ADD(15,15,15);
HUD_init_message("%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
}
else {
PALETTE_FLASH_ADD(10,10,10);
HUD_init_message("%s!",SECONDARY_WEAPON_NAMES(weapon_index));
}
return 1;
}
void ReorderPrimary ()
{
newmenu_item m[MAX_PRIMARY_WEAPONS+1];
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
{
m[i].type=NM_TYPE_MENU;
if (PrimaryOrder[i]==255)
m[i].text="<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Never autoselect <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
else
m[i].text=(char *)PRIMARY_WEAPON_NAMES(PrimaryOrder[i]);
m[i].value=PrimaryOrder[i];
}
MenuReordering=1;
i = newmenu_do("Reorder Primary","Shift+Up/Down arrow to move item", i, m, NULL);
MenuReordering=0;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
PrimaryOrder[i]=m[i].value;
}
void ReorderSecondary ()
{
newmenu_item m[MAX_SECONDARY_WEAPONS+1];
int i;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
{
m[i].type=NM_TYPE_MENU;
if (SecondaryOrder[i]==255)
m[i].text="<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Never autoselect <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
else
m[i].text=(char *)SECONDARY_WEAPON_NAMES(SecondaryOrder[i]);
m[i].value=SecondaryOrder[i];
}
MenuReordering=1;
i = newmenu_do("Reorder Secondary","Shift+Up/Down arrow to move item", i, m, NULL);
MenuReordering=0;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
SecondaryOrder[i]=m[i].value;
}
int POrderList (int num)
{
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
if (PrimaryOrder[i]==num)
{
mprintf ((0,"Primary %d has priority of %d!\n",num,i));
return (i);
}
Error ("Primary Weapon is not in order list!!!");
}
int SOrderList (int num)
{
int i;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
if (SecondaryOrder[i]==num)
{
mprintf ((0,"Secondary %d has priority of %d!\n",num,i));
return (i);
}
mprintf ((0,"Error! Secondary Num=%d\n",num));
Error ("Secondary Weapon is not in order list!!!");
}
//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index)
{
//ushort old_flags = Players[Player_num].primary_weapon_flags;
ushort flag = 1<<weapon_index;
int cutpoint;
int supposed_weapon=Primary_weapon;
if (weapon_index!=LASER_INDEX && Players[Player_num].primary_weapon_flags & flag) { //already have
HUD_init_message("%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].primary_weapon_flags |= flag;
cutpoint=POrderList (255);
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
if (POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon))
select_weapon(weapon_index,0,0,1);
PALETTE_FLASH_ADD(7,14,21);
mprintf ((0,"Weapon index: %d\n",weapon_index));
if (weapon_index!=LASER_INDEX)
HUD_init_message("%s!",PRIMARY_WEAPON_NAMES(weapon_index));
return 1;
}
int check_to_use_primary(int weapon_index)
{
ushort old_flags = Players[Player_num].primary_weapon_flags;
ushort flag = 1<<weapon_index;
int cutpoint;
cutpoint=POrderList (255);
if (!(old_flags & flag) && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(Primary_weapon))
{
if (weapon_index==SUPER_LASER_INDEX)
select_weapon(LASER_INDEX,0,0,1);
else
select_weapon(weapon_index,0,0,1);
}
PALETTE_FLASH_ADD(7,14,21);
return 1;
}
//called when ammo (for the vulcan cannon) is picked up
// Returns the amount picked up
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
{
int max,cutpoint,supposed_weapon=Primary_weapon;
int old_ammo=class_flag; //kill warning
Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
max = Primary_ammo_max[weapon_index];
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
if (Players[Player_num].primary_ammo[weapon_index] == max)
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] > max) {
ammo_count += (max - Players[Player_num].primary_ammo[weapon_index]);
Players[Player_num].primary_ammo[weapon_index] = max;
}
cutpoint=POrderList (255);
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
if (Players[Player_num].primary_weapon_flags&(1<<weapon_index) && weapon_index>Primary_weapon && old_ammo==0 &&
POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon))
select_weapon(weapon_index,0,0,1);
return ammo_count; //return amount used
}
#define SMEGA_SHAKE_TIME (F1_0*2)
#define MAX_SMEGA_DETONATES 4
fix Smega_detonate_times[MAX_SMEGA_DETONATES];
// Call this to initialize for a new level.
// Sets all super mega missile detonation times to 0 which means there aren't any.
void init_smega_detonates(void)
{
int i;
for (i=0; i<MAX_SMEGA_DETONATES; i++)
Smega_detonate_times[i] = 0;
}
fix Seismic_tremor_magnitude;
fix Next_seismic_sound_time;
int Seismic_sound_playing = 0;
int Seismic_tremor_volume;
int Seismic_sound = SOUND_SEISMIC_DISTURBANCE_START;
// If a smega missile been detonated, rock the mine!
// This should be called every frame.
// Maybe this should affect all robots, being called when they get their physics done.
void rock_the_mine_frame(void)
{
int i;
for (i=0; i<MAX_SMEGA_DETONATES; i++) {
if (Smega_detonate_times[i] != 0) {
fix delta_time;
delta_time = GameTime - Smega_detonate_times[i];
if (!Seismic_sound_playing) {
digi_play_sample_looping(Seismic_sound, F1_0, -1, -1);
Seismic_sound_playing = 1;
Next_seismic_sound_time = GameTime + d_rand()/2;
}
if (delta_time < SMEGA_SHAKE_TIME) {
// Control center destroyed, rock the player's ship.
int fc, rx, rz;
// -- fc = abs(delta_time - SMEGA_SHAKE_TIME/2);
// Changed 10/23/95 to make decreasing for super mega missile.
fc = (SMEGA_SHAKE_TIME - delta_time)/2;
fc /= SMEGA_SHAKE_TIME/32;
if (fc > 16)
fc = 16;
if (fc == 0)
fc = 1;
Seismic_tremor_volume += fc;
rx = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
rz = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
ConsoleObject->mtype.phys_info.rotvel.x += rx;
ConsoleObject->mtype.phys_info.rotvel.z += rz;
// Shake the buddy!
if (Buddy_objnum != -1) {
Objects[Buddy_objnum].mtype.phys_info.rotvel.x += rx*4;
Objects[Buddy_objnum].mtype.phys_info.rotvel.z += rz*4;
}
// Shake a guided missile!
Seismic_tremor_magnitude += rx;
} else
Smega_detonate_times[i] = 0;
}
}
// Hook in the rumble sound effect here.
}
extern int Level_shake_frequency, Level_shake_duration;
#ifdef NETWORK
extern void multi_send_seismic (fix,fix);
#endif
#define SEISMIC_DISTURBANCE_DURATION (F1_0*5)
fix Seismic_disturbance_start_time = 0, Seismic_disturbance_end_time;
int Seismic_level=0;
int on_seismic_level(void)
{
return Seismic_level;
}
void init_seismic_disturbances(void)
{
Seismic_disturbance_start_time = 0;
Seismic_disturbance_end_time = 0;
}
// Return true if time to start a seismic disturbance.
int start_seismic_disturbance(void)
{
int rval;
if (Level_shake_duration < 1)
return 0;
rval = (2 * fixmul(d_rand(), Level_shake_frequency)) < FrameTime;
if (rval) {
Seismic_disturbance_start_time = GameTime;
Seismic_disturbance_end_time = GameTime + Level_shake_duration;
if (!Seismic_sound_playing) {
digi_play_sample_looping(Seismic_sound, F1_0, -1, -1);
Seismic_sound_playing = 1;
Next_seismic_sound_time = GameTime + d_rand()/2;
}
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_seismic (Seismic_disturbance_start_time,Seismic_disturbance_end_time);
#endif
}
return rval;
}
void seismic_disturbance_frame(void)
{
if (Level_shake_frequency) {
if (((Seismic_disturbance_start_time < GameTime) && (Seismic_disturbance_end_time > GameTime)) || start_seismic_disturbance()) {
fix delta_time;
int fc, rx, rz;
delta_time = GameTime - Seismic_disturbance_start_time;
fc = abs(delta_time - (Seismic_disturbance_end_time - Seismic_disturbance_start_time)/2);
fc /= F1_0/16;
if (fc > 16)
fc = 16;
if (fc == 0)
fc = 1;
Seismic_tremor_volume += fc;
rx = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
rz = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
ConsoleObject->mtype.phys_info.rotvel.x += rx;
ConsoleObject->mtype.phys_info.rotvel.z += rz;
// Shake the buddy!
if (Buddy_objnum != -1) {
Objects[Buddy_objnum].mtype.phys_info.rotvel.x += rx*4;
Objects[Buddy_objnum].mtype.phys_info.rotvel.z += rz*4;
}
// Shake a guided missile!
Seismic_tremor_magnitude += rx;
}
}
}
// Call this when a smega detonates to start the process of rocking the mine.
void smega_rock_stuff(void)
{
int i;
for (i=0; i<MAX_SMEGA_DETONATES; i++) {
if (Smega_detonate_times[i] + SMEGA_SHAKE_TIME < GameTime)
Smega_detonate_times[i] = 0;
}
for (i=0; i<MAX_SMEGA_DETONATES; i++) {
if (Smega_detonate_times[i] == 0) {
Smega_detonate_times[i] = GameTime;
break;
}
}
}
int Super_mines_yes = 1;
// Call this once/frame to process all super mines in the level.
void process_super_mines_frame(void)
{
int i, j;
int start, add;
// If we don't know of there being any super mines in the level, just
// check every 8th object each frame.
if (Super_mines_yes == 0) {
start = FrameCount & 7;
add = 8;
} else {
start = 0;
add = 1;
}
Super_mines_yes = 0;
for (i=start; i<=Highest_object_index; i+=add) {
if ((Objects[i].type == OBJ_WEAPON) && (Objects[i].id == SUPERPROX_ID)) {
int parent_num;
parent_num = Objects[i].ctype.laser_info.parent_num;
Super_mines_yes = 1;
if (Objects[i].lifeleft + F1_0*2 < Weapon_info[SUPERPROX_ID].lifetime) {
vms_vector *bombpos;
bombpos = &Objects[i].pos;
for (j=0; j<=Highest_object_index; j++) {
if ((Objects[j].type == OBJ_PLAYER) || (Objects[j].type == OBJ_ROBOT)) {
fix dist;
dist = vm_vec_dist_quick(bombpos, &Objects[j].pos);
if (j != parent_num)
if (dist - Objects[j].size < F1_0*20)
{
if (Objects[i].segnum == Objects[j].segnum)
Objects[i].lifeleft = 1;
else {
// Object which is close enough to detonate smart mine is not in same segment as smart mine.
// Need to do a more expensive check to make sure there isn't an obstruction.
if (((FrameCount ^ (i+j)) % 4) == 0) {
fvi_query fq;
fvi_info hit_data;
int fate;
mprintf((0, "Expensive proxmine collision check. Frame %i\n", FrameCount));
fq.startseg = Objects[i].segnum;
fq.p0 = &Objects[i].pos;
fq.p1 = &Objects[j].pos;
fq.rad = 0;
fq.thisobjnum = i;
fq.ignore_obj_list = NULL;
fq.flags = 0;
fate = find_vector_intersection(&fq, &hit_data);
if (fate != HIT_WALL)
Objects[i].lifeleft = 1;
}
}
}
}
}
}
}
}
}
#define SPIT_SPEED 20
//this function is for when the player intentionally drops a powerup
//this function is based on drop_powerup()
int spit_powerup(object *spitter, int id,int seed)
{
int objnum;
object *obj;
vms_vector new_velocity, new_pos;
d_srand(seed);
vm_vec_scale_add(&new_velocity,&spitter->mtype.phys_info.velocity,&spitter->orient.fvec,i2f(SPIT_SPEED));
new_velocity.x += (d_rand() - 16384) * SPIT_SPEED * 2;
new_velocity.y += (d_rand() - 16384) * SPIT_SPEED * 2;
new_velocity.z += (d_rand() - 16384) * SPIT_SPEED * 2;
// Give keys zero velocity so they can be tracked better in multi
if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
vm_vec_zero(&new_velocity);
//there's a piece of code which lets the player pick up a powerup if
//the distance between him and the powerup is less than 2 time their
//combined radii. So we need to create powerups pretty far out from
//the player.
vm_vec_scale_add(&new_pos,&spitter->pos,&spitter->orient.fvec,spitter->size);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
{
mprintf( (0, "WEAPON:Not enough slots to drop all powerups!\n" ));
return (-1);
}
}
#endif
objnum = obj_create( OBJ_POWERUP, id, spitter->segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
if (objnum < 0 ) {
mprintf((1, "Can't create object in object_create_egg. Aborting.\n"));
Int3();
return objnum;
}
obj = &Objects[objnum];
obj->mtype.phys_info.velocity = new_velocity;
obj->mtype.phys_info.drag = 512; //1024;
obj->mtype.phys_info.mass = F1_0;
obj->mtype.phys_info.flags = PF_BOUNCE;
obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
obj->rtype.vclip_info.framenum = 0;
if (spitter == ConsoleObject)
obj->ctype.powerup_info.flags |= PF_SPAT_BY_PLAYER;
switch (obj->id) {
case POW_MISSILE_1:
case POW_MISSILE_4:
case POW_SHIELD_BOOST:
case POW_ENERGY:
obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
if (Game_mode & GM_MULTI)
obj->lifeleft /= 2;
break;
default:
//if (Game_mode & GM_MULTI)
// obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
break;
}
return objnum;
}
void DropCurrentWeapon ()
{
int objnum,ammo=0,seed;
if (Primary_weapon==0)
{
HUD_init_message("You cannot drop your base weapon!");
return;
}
HUD_init_message("%s dropped!",PRIMARY_WEAPON_NAMES(Primary_weapon));
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
seed = d_rand();
objnum = spit_powerup(ConsoleObject,Primary_weapon_to_powerup[Primary_weapon],seed);
if (objnum<0)
return;
if (Primary_weapon == VULCAN_INDEX || Primary_weapon == GAUSS_INDEX) {
//if it's one of these, drop some ammo with the weapon
ammo = Players[Player_num].primary_ammo[VULCAN_INDEX];
if ((Players[Player_num].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[Player_num].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
ammo /= 2; //if both vulcan & gauss, drop half
Players[Player_num].primary_ammo[VULCAN_INDEX] -= ammo;
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = ammo;
}
if (Primary_weapon == OMEGA_INDEX) {
//dropped weapon has current energy
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = Omega_charge;
}
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && objnum>-1)
multi_send_drop_weapon(objnum,seed);
#endif
Players[Player_num].primary_weapon_flags &= (~(1<<Primary_weapon));
auto_select_weapon (0);
}
void DropSecondaryWeapon ()
{
int objnum,seed;
if (Players[Player_num].secondary_ammo[Secondary_weapon] ==0)
{
HUD_init_message("No secondary weapon to drop!");
return;
}
if ((Secondary_weapon_to_powerup[Secondary_weapon]==POW_PROXIMITY_WEAPON ||
Secondary_weapon_to_powerup[Secondary_weapon]==POW_SMART_MINE) &&
Players[Player_num].secondary_ammo[Secondary_weapon]<4)
{
HUD_init_message("You need at least 4 to drop!");
return;
}
HUD_init_message("%s dropped!",SECONDARY_WEAPON_NAMES(Secondary_weapon));
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
seed = d_rand();
objnum = spit_powerup(ConsoleObject,Secondary_weapon_to_powerup[Secondary_weapon],seed);
if (objnum<0)
return;
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && objnum>-1)
multi_send_drop_weapon(objnum,seed);
#endif
if (Secondary_weapon_to_powerup[Secondary_weapon]==POW_PROXIMITY_WEAPON ||
Secondary_weapon_to_powerup[Secondary_weapon]==POW_SMART_MINE)
Players[Player_num].secondary_ammo[Secondary_weapon]-=4;
else
Players[Player_num].secondary_ammo[Secondary_weapon]--;
if (Players[Player_num].secondary_ammo[Secondary_weapon]==0)
{
Players[Player_num].secondary_weapon_flags &= (~(1<<Secondary_weapon));
auto_select_weapon (1);
}
}
// ---------------------------------------------------------------------------------------
// Do seismic disturbance stuff including the looping sounds with changing volume.
void do_seismic_stuff(void)
{
int stv_save;
stv_save = Seismic_tremor_volume;
Seismic_tremor_magnitude = 0;
Seismic_tremor_volume = 0;
rock_the_mine_frame();
seismic_disturbance_frame();
if (stv_save != 0) {
if (Seismic_tremor_volume == 0) {
digi_stop_looping_sound();
Seismic_sound_playing = 0;
}
if ((GameTime > Next_seismic_sound_time) && Seismic_tremor_volume) {
int volume;
volume = Seismic_tremor_volume * 2048;
if (volume > F1_0)
volume = F1_0;
digi_change_looping_volume(volume);
Next_seismic_sound_time = GameTime + d_rand()/4 + 8192;
}
}
}
int tactile_fire_duration[]={120,80,150,250,150,200,100,180,280,100};
int tactile_fire_repeat[]={260,90,160,160,160,210,110,191,291,111};
void tactile_set_button_jolt ()
{
#ifdef TACTILE
FILE *infile;
int t,i;
static int stickmag=-1;
int dur,rep;
dur=tactile_fire_duration[Primary_weapon];
rep=tactile_fire_repeat[Primary_weapon];
if (TactileStick)
{
if (stickmag==-1)
{
if (t=FindArg("-stickmag"))
stickmag=atoi (Args[t+1]);
else
stickmag=50;
infile=(FILE *)fopen ("stick.val","rt");
if (infile!=NULL)
{
for (i=0;i<10;i++)
{
fscanf (infile,"%d %d\n",&tactile_fire_duration[i],&tactile_fire_repeat[i]);
mprintf ((0,"scan value[%d]=%d\n",i,tactile_fire_duration[i]));
}
fclose (infile);
}
}
ButtonReflexJolt (0,stickmag,0,dur,rep);
}
#endif
}