503 lines
16 KiB
C
503 lines
16 KiB
C
/*
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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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Functions for weapons...
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*
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*/
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#include "game.h"
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#include "weapon.h"
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#include "mono.h"
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#include "player.h"
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#include "gauges.h"
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#include "error.h"
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#include "sounds.h"
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#include "text.h"
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#include "powerup.h"
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#include "newdemo.h"
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#include "multi.h"
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#include "reorder.h"
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// Convert primary weapons to indices in Weapon_info array.
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ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, 11, 12, 13, 14};
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ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {8, 15, 16, 17, 18};
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int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0};
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ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5};
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weapon_info Weapon_info[MAX_WEAPON_TYPES];
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int N_weapon_types=0;
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sbyte Primary_weapon, Secondary_weapon;
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char *Primary_weapon_names_short[MAX_PRIMARY_WEAPONS] = {
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"Laser",
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"Vulcan",
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"Spread",
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"Plasma",
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"Fusion"
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};
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// ------------------------------------------------------------------------------------
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// Return:
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// Bits set:
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// HAS_WEAPON_FLAG
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// HAS_ENERGY_FLAG
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// HAS_AMMO_FLAG
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// See weapon.h for bit values
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int player_has_weapon(int weapon_num, int secondary_flag)
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{
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int return_value = 0;
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int weapon_index;
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// Hack! If energy goes negative, you can't fire a weapon that doesn't require energy.
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// But energy should not go negative (but it does), so find out why it does!
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if (Players[Player_num].energy < 0)
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Players[Player_num].energy = 0;
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if (!secondary_flag) {
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if(weapon_num >= MAX_PRIMARY_WEAPONS)
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{
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switch(weapon_num-MAX_PRIMARY_WEAPONS)
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{
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case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
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return 0;
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break;
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}
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weapon_num = 0;
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}
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weapon_index = Primary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
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return_value |= HAS_WEAPON_FLAG;
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if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[weapon_num])
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return_value |= HAS_AMMO_FLAG;
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//added on 1/21/99 by Victor Rachels... yet another hack
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//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
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if(weapon_num==FUSION_INDEX)
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{
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if(Players[Player_num].energy >= F1_0*2)
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return_value |= HAS_ENERGY_FLAG;
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}
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else
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//end this section addition - VR
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if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
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return_value |= HAS_ENERGY_FLAG;
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} else {
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weapon_index = Secondary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].secondary_weapon_flags & (1 << weapon_num))
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return_value |= HAS_WEAPON_FLAG;
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if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].secondary_ammo[weapon_num])
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return_value |= HAS_AMMO_FLAG;
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if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
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return_value |= HAS_ENERGY_FLAG;
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}
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return return_value;
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}
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// ------------------------------------------------------------------------------------
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// if message flag set, print message saying selected
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void select_weapon(int weapon_num, int secondary_flag, int print_message, int wait_for_rearm)
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{
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char *weapon_name;
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#ifndef SHAREWARE
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if (Newdemo_state==ND_STATE_RECORDING )
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newdemo_record_player_weapon(secondary_flag, weapon_num);
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#endif
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if (!secondary_flag) {
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//added on 10/9/98 by Victor Rachels to add laser cycle
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if (weapon_num >= MAX_PRIMARY_WEAPONS)
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{
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LaserPowSelected=weapon_num;
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weapon_num = 0;
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if(Primary_weapon==0)
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return;
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}
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else if (weapon_num == 0)
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LaserPowSelected=0;
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//end this section addition
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if (Primary_weapon != weapon_num) {
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#ifndef FUSION_KEEPS_CHARGE
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//added 8/6/98 by Victor Rachels to fix fusion charge bug
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Fusion_charge=0;
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//end edit - Victor Rachels
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#endif
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if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI) {
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if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
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}
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#endif
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if (wait_for_rearm)
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Next_laser_fire_time = GameTime + REARM_TIME;
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else
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Next_laser_fire_time = 0;
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Global_laser_firing_count = 0;
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} else {
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if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
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}
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Primary_weapon = weapon_num;
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weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
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} else {
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if (Secondary_weapon != weapon_num) {
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if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI) {
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if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
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}
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#endif
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if (wait_for_rearm)
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Next_missile_fire_time = GameTime + REARM_TIME;
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else
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Next_missile_fire_time = 0;
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Global_missile_firing_count = 0;
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} else {
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if (wait_for_rearm) digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
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}
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Secondary_weapon = weapon_num;
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weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
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}
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if (print_message)
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hud_message(MSGC_WEAPON_SELECT, "%s %s", weapon_name, TXT_SELECTED);
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}
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// ------------------------------------------------------------------------------------
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// Select a weapon, primary or secondary.
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void do_weapon_select(int weapon_num, int secondary_flag)
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{
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//added on 10/9/98 by Victor Rachels to add laser cycle
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int oweapon = weapon_num;
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//end this section addition - Victor Rachels
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int weapon_status = player_has_weapon(weapon_num, secondary_flag);
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char *weapon_name;
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#ifdef SHAREWARE // do special hud msg. for picking registered weapon in shareware version.
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if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
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weapon_name = secondary_flag?SECONDARY_WEAPON_NAMES(weapon_num):PRIMARY_WEAPON_NAMES(weapon_num);
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hud_message(MSGC_GAME_FEEDBACK, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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#endif
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if (!secondary_flag) {
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if (weapon_num >= MAX_PRIMARY_WEAPONS)
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weapon_num = 0;
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weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
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if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
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hud_message(MSGC_GAME_FEEDBACK, "%s %s!", TXT_DONT_HAVE, weapon_name);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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else if ((weapon_status & HAS_AMMO_FLAG) == 0) {
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hud_message(MSGC_GAME_FEEDBACK, "%s %s!", TXT_DONT_HAVE_AMMO, weapon_name);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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}
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else {
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weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
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if (weapon_status != HAS_ALL) {
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hud_message(MSGC_GAME_FEEDBACK, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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}
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weapon_num=oweapon;
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select_weapon(weapon_num, secondary_flag, 1, 1);
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}
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// ----------------------------------------------------------------------------------------
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// Automatically select best available weapon if unable to fire current weapon.
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// Weapon type: 0==primary, 1==secondary
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void auto_select_weapon(int weapon_type) {
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int i;
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int *order = weapon_type ? secondary_order : primary_order;
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int weapon_count = weapon_type ? MAX_SECONDARY_WEAPONS : MAX_PRIMARY_WEAPONS;
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int best_weapon = -1;
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int best_order = 0;
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if (player_has_weapon(
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weapon_type ? Secondary_weapon : Primary_weapon,
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weapon_type) != HAS_ALL)
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{
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if ((weapon_type==0) &&
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(order[VULCAN_INDEX] > 0) &&
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(player_has_weapon(VULCAN_INDEX,0)==HAS_ALL))
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{
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select_weapon(VULCAN_INDEX,0,0,1);
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return;
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}
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for (i = 0; i < weapon_count; i++)
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if ((order[i] > best_order) &&
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(player_has_weapon(i, weapon_type) == HAS_ALL))
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{
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best_weapon = i;
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best_order = order[i];
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}
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if (best_weapon >= 0)
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select_weapon(best_weapon, weapon_type, 1, 1);
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else if (weapon_type == 0) {
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hud_message(MSGC_WEAPON_EMPTY, TXT_NO_PRIMARY);
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select_weapon(0, 0, 0, 1);
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}
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}
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}
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#ifndef RELEASE
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// ----------------------------------------------------------------------------------------
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// Show player which weapons he has, how much ammo...
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// Looks like a debug screen now because it writes to mono screen, but that will change...
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void show_weapon_status(void)
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{
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int i;
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for (i=0; i<MAX_PRIMARY_WEAPONS; i++) {
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if (Players[Player_num].primary_weapon_flags & (1 << i))
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mprintf((0, "HAVE"));
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else
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mprintf((0, " "));
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mprintf((0, " Weapon: %20s, charges: %4i\n", PRIMARY_WEAPON_NAMES(i), Players[Player_num].primary_ammo[i]));
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}
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mprintf((0, "\n"));
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for (i=0; i<MAX_SECONDARY_WEAPONS; i++) {
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if (Players[Player_num].secondary_weapon_flags & (1 << i))
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mprintf((0, "HAVE"));
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else
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mprintf((0, " "));
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mprintf((0, " Weapon: %20s, charges: %4i\n", SECONDARY_WEAPON_NAMES(i), Players[Player_num].secondary_ammo[i]));
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}
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mprintf((0, "\n"));
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mprintf((0, "\n"));
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}
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#endif
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// select primary weapon if it has a higher order than the current weapon
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void maybe_select_primary(int weapon_index)
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{
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if (primary_order[weapon_index] > 0)
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{
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if(LaserPowSelected&&Primary_weapon==0)
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{
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if(primary_order[weapon_index] > primary_order[LaserPowSelected])
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select_weapon(weapon_index, 0, 0, 1);
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}
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else if(primary_order[weapon_index] > primary_order[Primary_weapon])
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select_weapon(weapon_index, 0, 0, 1);
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else{
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if((weapon_index==VULCAN_INDEX) &&
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(player_has_weapon(weapon_index,0)==HAS_ALL) &&
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(player_has_weapon(Primary_weapon,0)!=HAS_ALL))
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select_weapon(weapon_index, 0, 0, 1);
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}
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}
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}
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// select secondary weapon if it has a higher order than the current weapon
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void maybe_select_secondary(int weapon_index)
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{
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if ((secondary_order[weapon_index] > 0) &&
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(secondary_order[weapon_index] > secondary_order[Secondary_weapon]))
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select_weapon(weapon_index, 1, 0, 1);
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}
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// ---------------------------------------------------------------------
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// called when one of these weapons is picked up
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// when you pick up a secondary, you always get the weapon & ammo for it
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// Returns true if powerup picked up, else returns false.
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int pick_up_secondary(int weapon_index,int count)
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{
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int num_picked_up;
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if (Players[Player_num].secondary_ammo[weapon_index] >= Secondary_ammo_max[weapon_index]) {
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hud_message(MSGC_PICKUP_TOOMUCH, "%s %d %ss!", TXT_ALREADY_HAVE, Players[Player_num].secondary_ammo[weapon_index],SECONDARY_WEAPON_NAMES(weapon_index));
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return 0;
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}
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Players[Player_num].secondary_weapon_flags |= (1<<weapon_index);
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Players[Player_num].secondary_ammo[weapon_index] += count;
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num_picked_up = count;
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if (Players[Player_num].secondary_ammo[weapon_index] > Secondary_ammo_max[weapon_index]) {
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num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - Secondary_ammo_max[weapon_index]);
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Players[Player_num].secondary_ammo[weapon_index] = Secondary_ammo_max[weapon_index];
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}
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if(Allow_secondary_cycle)
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{
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maybe_select_secondary(weapon_index);
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if ((Players[Player_num].secondary_ammo[Secondary_weapon] == 0) &&
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(secondary_order[weapon_index] > 0))
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select_weapon(weapon_index,1, 0, 1);
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}
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if (count>1) {
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PALETTE_FLASH_ADD(15,15,15);
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hud_message(MSGC_PICKUP_OK, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
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}
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else {
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PALETTE_FLASH_ADD(10,10,10);
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hud_message(MSGC_PICKUP_OK, "%s!",SECONDARY_WEAPON_NAMES(weapon_index));
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}
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return 1;
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}
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//called when a primary weapon is picked up
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//returns true if actually picked up
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int pick_up_primary(int weapon_index)
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{
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ubyte old_flags = Players[Player_num].primary_weapon_flags;
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ubyte flag = 1<<weapon_index;
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if (Players[Player_num].primary_weapon_flags & flag) { //already have
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hud_message(MSGC_PICKUP_ALREADY, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
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return 0;
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}
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Players[Player_num].primary_weapon_flags |= flag;
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if (Allow_primary_cycle)
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{
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if (!(old_flags & flag))
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maybe_select_primary(weapon_index);
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}
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PALETTE_FLASH_ADD(7,14,21);
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hud_message(MSGC_PICKUP_OK, "%s!",PRIMARY_WEAPON_NAMES(weapon_index));
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return 1;
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}
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//called when ammo (for the vulcan cannon) is picked up
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//Return true if ammo picked up, else return false.
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int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
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{
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int old_ammo=class_flag; //kill warning
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Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
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if (Players[Player_num].primary_ammo[weapon_index] == Primary_ammo_max[weapon_index])
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return 0;
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old_ammo = Players[Player_num].primary_ammo[weapon_index];
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Players[Player_num].primary_ammo[weapon_index] += ammo_count;
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if (Players[Player_num].primary_ammo[weapon_index] > Primary_ammo_max[weapon_index])
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Players[Player_num].primary_ammo[weapon_index] = Primary_ammo_max[weapon_index];
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if (Players[Player_num].primary_weapon_flags&(1<<weapon_index) && old_ammo==0)
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if(Allow_primary_cycle) //since this function is vulcan only anyway
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maybe_select_primary(weapon_index);
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return 1;
|
|
}
|
|
|
|
/*
|
|
* reads n weapon_info structs from a CFILE
|
|
*/
|
|
int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
wi[i].render_type = cfile_read_byte(fp);
|
|
wi[i].model_num = cfile_read_byte(fp);
|
|
wi[i].model_num_inner = cfile_read_byte(fp);
|
|
wi[i].persistent = cfile_read_byte(fp);
|
|
wi[i].flash_vclip = cfile_read_byte(fp);
|
|
wi[i].flash_sound = cfile_read_short(fp);
|
|
wi[i].robot_hit_vclip = cfile_read_byte(fp);
|
|
wi[i].robot_hit_sound = cfile_read_short(fp);
|
|
wi[i].wall_hit_vclip = cfile_read_byte(fp);
|
|
wi[i].wall_hit_sound = cfile_read_short(fp);
|
|
wi[i].fire_count = cfile_read_byte(fp);
|
|
wi[i].ammo_usage = cfile_read_byte(fp);
|
|
wi[i].weapon_vclip = cfile_read_byte(fp);
|
|
wi[i].destroyable = cfile_read_byte(fp);
|
|
wi[i].matter = cfile_read_byte(fp);
|
|
wi[i].bounce = cfile_read_byte(fp);
|
|
wi[i].homing_flag = cfile_read_byte(fp);
|
|
wi[i].dum1 = cfile_read_byte(fp);
|
|
wi[i].dum2 = cfile_read_byte(fp);
|
|
wi[i].dum3 = cfile_read_byte(fp);
|
|
wi[i].energy_usage = cfile_read_fix(fp);
|
|
wi[i].fire_wait = cfile_read_fix(fp);
|
|
wi[i].bitmap.index = cfile_read_short(fp); // bitmap_index = short
|
|
wi[i].blob_size = cfile_read_fix(fp);
|
|
wi[i].flash_size = cfile_read_fix(fp);
|
|
wi[i].impact_size = cfile_read_fix(fp);
|
|
for (j = 0; j < NDL; j++)
|
|
wi[i].strength[j] = cfile_read_fix(fp);
|
|
for (j = 0; j < NDL; j++)
|
|
wi[i].speed[j] = cfile_read_fix(fp);
|
|
wi[i].mass = cfile_read_fix(fp);
|
|
wi[i].drag = cfile_read_fix(fp);
|
|
wi[i].thrust = cfile_read_fix(fp);
|
|
|
|
wi[i].po_len_to_width_ratio = cfile_read_fix(fp);
|
|
wi[i].light = cfile_read_fix(fp);
|
|
wi[i].lifetime = cfile_read_fix(fp);
|
|
wi[i].damage_radius = cfile_read_fix(fp);
|
|
wi[i].picture.index = cfile_read_short(fp); // bitmap_index is a short
|
|
}
|
|
return i;
|
|
}
|
|
|