dxx-rebirth/main/powerup.h
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

119 lines
3.4 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#ifndef _POWERUP_H
#define _POWERUP_H
#include "vclip.h"
#define POW_EXTRA_LIFE 0
#define POW_ENERGY 1
#define POW_SHIELD_BOOST 2
#define POW_LASER 3
#define POW_KEY_BLUE 4
#define POW_KEY_RED 5
#define POW_KEY_GOLD 6
//#define POW_RADAR_ROBOTS 7
//#define POW_RADAR_POWERUPS 8
#define POW_MISSILE_1 10
#define POW_MISSILE_4 11 //4-pack MUST follow single missile
#define POW_QUAD_FIRE 12
#define POW_VULCAN_WEAPON 13
#define POW_SPREADFIRE_WEAPON 14
#define POW_PLASMA_WEAPON 15
#define POW_FUSION_WEAPON 16
#define POW_PROXIMITY_WEAPON 17
#define POW_SMARTBOMB_WEAPON 20
#define POW_MEGA_WEAPON 21
#define POW_VULCAN_AMMO 22
#define POW_HOMING_AMMO_1 18
#define POW_HOMING_AMMO_4 19 //4-pack MUST follow single missile
#define POW_CLOAK 23
#define POW_TURBO 24
#define POW_INVULNERABILITY 25
#define POW_MEGAWOW 27
#define POW_GAUSS_WEAPON 28
#define POW_HELIX_WEAPON 29
#define POW_PHOENIX_WEAPON 30
#define POW_OMEGA_WEAPON 31
#define POW_SUPER_LASER 32
#define POW_FULL_MAP 33
#define POW_CONVERTER 34
#define POW_AMMO_RACK 35
#define POW_AFTERBURNER 36
#define POW_HEADLIGHT 37
#define POW_SMISSILE1_1 38
#define POW_SMISSILE1_4 39 //4-pack MUST follow single missile
#define POW_GUIDED_MISSILE_1 40
#define POW_GUIDED_MISSILE_4 41 //4-pack MUST follow single missile
#define POW_SMART_MINE 42
#define POW_MERCURY_MISSILE_1 43
#define POW_MERCURY_MISSILE_4 44 //4-pack MUST follow single missile
#define POW_EARTHSHAKER_MISSILE 45
#define POW_FLAG_BLUE 46
#define POW_FLAG_RED 47
#define POW_HOARD_ORB 7 //use unused slot
#define VULCAN_AMMO_MAX (392*4)
#define VULCAN_WEAPON_AMMO_AMOUNT 196
#define VULCAN_AMMO_AMOUNT (49*2)
#define GAUSS_WEAPON_AMMO_AMOUNT 392
#define MAX_POWERUP_TYPES 50
#define POWERUP_NAME_LENGTH 16 // Length of a robot or powerup name.
extern char Powerup_names[MAX_POWERUP_TYPES][POWERUP_NAME_LENGTH];
extern int Headlight_active_default; //is headlight on when picked up?
typedef struct powerup_type_info {
int vclip_num;
int hit_sound;
fix size; //3d size of longest dimension
fix light; // amount of light cast by this powerup, set in bitmaps.tbl
} __pack__ powerup_type_info;
extern int N_powerup_types;
extern powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
void draw_powerup(object *obj);
//returns true if powerup consumed
int do_powerup(object *obj);
//process (animate) a powerup for one frame
void do_powerup_frame(object *obj);
// Diminish shields and energy towards max in case they exceeded it.
extern void diminish_towards_max(void);
extern void do_megawow_powerup(int quantity);
extern void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...);
#endif