774 lines
27 KiB
C
Executable file
774 lines
27 KiB
C
Executable file
/*
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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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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/weapon.c,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:44:46 $
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*
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* Functions for weapons...
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*
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* $Log: weapon.c,v $
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* Revision 1.1.1.1 2006/03/17 19:44:46 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:04 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.1 1995/03/21 14:38:43 john
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* Ifdef'd out the NETWORK code.
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*
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* Revision 2.0 1995/02/27 11:27:25 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.54 1995/02/15 15:21:48 mike
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* make smart missile select if mega missiles used up.
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*
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*
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* Revision 1.53 1995/02/12 02:12:30 john
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* Fixed bug with state restore making weapon beeps.
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*
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* Revision 1.52 1995/02/09 20:42:15 mike
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* change weapon autoselect, always autoselect smart, mega.
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*
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* Revision 1.51 1995/02/07 20:44:26 mike
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* autoselect mega, smart when you pick them up.
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*
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* Revision 1.50 1995/02/07 13:32:25 rob
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* Added include of multi.h
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*
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* Revision 1.49 1995/02/07 13:21:33 yuan
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* Fixed 2nd typo
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*
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* Revision 1.48 1995/02/07 13:16:39 yuan
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* Fixed typo.
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*
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* Revision 1.47 1995/02/07 12:53:12 rob
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* Added network sound prop. to weapon switch.
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*
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* Revision 1.46 1995/02/06 15:53:17 mike
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* don't autoselect smart or mega missile when you pick it up.
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*
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* Revision 1.45 1995/02/02 21:43:34 mike
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* make autoselection better.
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*
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* Revision 1.44 1995/02/02 16:27:21 mike
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* make concussion missiles trade up.
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*
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* Revision 1.43 1995/02/01 23:34:57 adam
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* messed with weapon change sounds
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*
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* Revision 1.42 1995/02/01 17:12:47 mike
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* Make smart missile, mega missile not auto-select.
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*
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* Revision 1.41 1995/02/01 15:50:54 mike
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* fix bogus weapon selection sound code.
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*
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* Revision 1.40 1995/01/31 16:16:31 mike
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* Separate smart blobs for robot and player.
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*
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* Revision 1.39 1995/01/30 21:12:11 mike
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* Use new weapon selection sounds, different for primary and secondary.
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*
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* Revision 1.38 1995/01/29 13:46:52 mike
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* Don't auto-select fusion cannon when you run out of energy.
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*
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* Revision 1.37 1995/01/20 11:11:13 allender
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* record weapon changes again. (John somehow lost my 1.35 changes).
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*
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* Revision 1.36 1995/01/19 17:00:46 john
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* Made save game work between levels.
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*
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* Revision 1.34 1995/01/09 17:03:48 mike
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* fix autoselection of weapons.
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*
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* Revision 1.33 1995/01/05 15:46:31 john
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* Made weapons not rearm when starting a saved game.
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*
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* Revision 1.32 1995/01/03 12:34:23 mike
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* autoselect next lower weapon if run out of smart or mega missile.
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*
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* Revision 1.31 1994/12/12 21:39:37 matt
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* Changed vulcan ammo: 10K max, 5K w/weapon, 1250 per powerup
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*
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* Revision 1.30 1994/12/09 19:55:04 matt
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* Added weapon name in "not available in shareware" message
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*
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* Revision 1.29 1994/12/06 13:50:24 adam
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* added shareware msg. when choosing 4 top weapons
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*
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* Revision 1.28 1994/12/02 22:07:13 mike
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* if you gots 19 concussion missiles and you runs over 4, say you picks up 1, not 4, we do the math, see?
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*
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* Revision 1.27 1994/12/02 20:06:24 matt
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* Made vulcan ammo print at approx 25 times actual
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*
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* Revision 1.26 1994/12/02 15:05:03 matt
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* Fixed bogus weapon constants and arrays
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*
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* Revision 1.25 1994/12/02 10:50:34 yuan
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* Localization
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*
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* Revision 1.24 1994/11/29 15:48:28 matt
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* selecting weapon now makes sound
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*
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* Revision 1.23 1994/11/28 11:26:58 matt
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* Cleaned up hud message printing for picking up weapons
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*
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* Revision 1.22 1994/11/27 23:13:39 matt
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* Made changes for new mprintf calling convention
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*
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* Revision 1.21 1994/11/12 16:38:34 mike
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* clean up default ammo stuff.
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*
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* Revision 1.20 1994/11/07 17:41:18 mike
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* messages for when you try to fire a weapon you don't have or don't have ammo for.
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*
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* Revision 1.19 1994/10/21 20:40:05 mike
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* fix double vulcan ammo.
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*
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* Revision 1.18 1994/10/20 09:49:05 mike
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* kill messages no one liked...*sniff* *sniff*
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*
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* Revision 1.17 1994/10/19 11:17:07 mike
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* Limit amount of player ammo.
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*
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* Revision 1.16 1994/10/12 08:04:18 mike
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* Fix proximity/homing confusion.
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*
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* Revision 1.15 1994/10/11 18:27:58 matt
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* Changed auto selection of secondary weapons
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*
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* Revision 1.14 1994/10/08 23:37:54 matt
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* Don't pick up weapons you already have; also fixed auto_select bug
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* for seconary weapons
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*
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* Revision 1.13 1994/10/08 14:55:47 matt
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* Fixed bug that selected vulcan cannon when picked up ammo, even though
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* you didn't have the weapon.
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*
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* Revision 1.12 1994/10/08 12:50:32 matt
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* Fixed bug that let you select weapons you don't have
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*
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* Revision 1.11 1994/10/07 23:37:56 matt
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* Made weapons select when pick up better one
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*
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* Revision 1.10 1994/10/07 16:02:08 matt
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* Fixed problem with weapon auto-select
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*
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* Revision 1.9 1994/10/05 17:00:20 matt
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* Made player_has_weapon() public and moved constants to header file
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*
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* Revision 1.8 1994/09/26 11:27:13 mike
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* Fix auto selection of weapon when you run out of ammo.
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*
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* Revision 1.7 1994/09/13 16:40:45 mike
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* Add rearm delay and missile firing delay.
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*
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* Revision 1.6 1994/09/13 14:43:12 matt
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* Added cockpit weapon displays
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*
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* Revision 1.5 1994/09/03 15:23:06 mike
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* Auto select next weaker weapon when one runs out, clean up code.
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*
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* Revision 1.4 1994/09/02 16:38:19 mike
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* Eliminate a pile of arrays, associate weapon data with Weapon_info.
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*
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* Revision 1.3 1994/09/02 11:57:10 mike
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* Add a bunch of stuff, I forget what.
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*
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* Revision 1.2 1994/06/03 16:26:32 john
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* Initial version.
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*
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* Revision 1.1 1994/06/03 14:40:43 john
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* Initial revision
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*
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*
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*/
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#ifdef RCS
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#pragma off (unreferenced)
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static char rcsid[] = "$Id: weapon.c,v 1.1.1.1 2006/03/17 19:44:46 zicodxx Exp $";
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#pragma on (unreferenced)
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#endif
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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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//#define FUSION_KEEPS_CHARGE
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// Note, only Vulcan cannon requires ammo.
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//ubyte Default_primary_ammo_level[MAX_PRIMARY_WEAPONS] = {255, 0, 255, 255, 255};
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//ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0};
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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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byte Primary_weapon, Secondary_weapon;
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//char *Primary_weapon_names[MAX_PRIMARY_WEAPONS] = {
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// "Laser Cannon",
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// "Vulcan Cannon",
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// "Spreadfire Cannon",
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// "Plasma Cannon",
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// "Fusion Cannon"
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//};
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//char *Secondary_weapon_names[MAX_SECONDARY_WEAPONS] = {
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// "Concussion Missile",
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// "Homing Missile",
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// "Proximity Bomb",
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// "Smart Missile",
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// "Mega Missile"
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//};
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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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//char *Secondary_weapon_names_short[MAX_SECONDARY_WEAPONS] = {
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// "Concsn\nMissile",
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// "Homing\nMissile",
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// "Proxim.\nBomb",
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// "Smart\nMissile",
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// "Mega\nMissile"
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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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//added on 2/8/99 by Victor Rachels to add allweapon hud info
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gauge_update_hud_mode=1;
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//end this section additon - VR
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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) {
|
|
|
|
//added on 10/9/98 by Victor Rachels to add laser cycle
|
|
if (weapon_num >= MAX_PRIMARY_WEAPONS)
|
|
// switch(weapon_num-MAX_PRIMARY_WEAPONS)
|
|
// {
|
|
// case 0 :
|
|
weapon_num = 0;
|
|
// break;
|
|
// }
|
|
//end this section addition - Victor Rachels
|
|
|
|
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
|
|
if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
|
|
hud_message(MSGC_GAME_FEEDBACK, "%s %s!", TXT_DONT_HAVE, weapon_name);
|
|
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
|
|
return;
|
|
}
|
|
else if ((weapon_status & HAS_AMMO_FLAG) == 0) {
|
|
hud_message(MSGC_GAME_FEEDBACK, "%s %s!", TXT_DONT_HAVE_AMMO, weapon_name);
|
|
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
|
|
if (weapon_status != HAS_ALL) {
|
|
hud_message(MSGC_GAME_FEEDBACK, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
|
|
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
|
|
return;
|
|
}
|
|
}
|
|
|
|
//added on 10/9/98 by Victor Rachels to add laser cycle
|
|
weapon_num=oweapon;
|
|
//end this section addition - Victor Rachels
|
|
|
|
select_weapon(weapon_num, secondary_flag, 1, 1);
|
|
}
|
|
|
|
//added/killed on 10/8/98 by Victor Rachels to remove #if 0
|
|
//-killed- // original non-customizable version
|
|
//-killed- // ----------------------------------------------------------------------------------------
|
|
//-killed- // Automatically select next best weapon if unable to fire current weapon.
|
|
//-killed- // Weapon type: 0==primary, 1==secondary
|
|
//-killed- void auto_select_weapon(int weapon_type)
|
|
//-killed- {
|
|
//-killed- int r;
|
|
//-killed-
|
|
//-killed- if (weapon_type==0) {
|
|
//-killed- r = player_has_weapon(Primary_weapon, 0);
|
|
//-killed- if (r != HAS_ALL) {
|
|
//-killed- int cur_weapon;
|
|
//-killed- int try_again = 1;
|
|
//-killed-
|
|
//-killed- cur_weapon = Primary_weapon;
|
|
//-killed-
|
|
//-killed- while (try_again) {
|
|
//-killed- cur_weapon--;
|
|
//-killed- if (cur_weapon < 0)
|
|
//-killed- cur_weapon = MAX_PRIMARY_WEAPONS-1;
|
|
//-killed-
|
|
//-killed- // Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
|
|
//-killed- // it looks like it takes 0 to fire, but it doesn't, so never auto-select.
|
|
//-killed- if (cur_weapon == FUSION_INDEX)
|
|
//-killed- continue;
|
|
//-killed-
|
|
//-killed- if (cur_weapon == Primary_weapon) {
|
|
//-killed- hud_message(MSGC_WEAPON_EMPTY, TXT_NO_PRIMARY);
|
|
//-killed- try_again = 0; // Tried all weapons!
|
|
//-killed- select_weapon(0, 0, 0, 1);
|
|
//-killed- } else if (player_has_weapon(cur_weapon, 0) == HAS_ALL) {
|
|
//-killed- select_weapon(cur_weapon, 0, 1, 1 );
|
|
//-killed- try_again = 0;
|
|
//-killed- }
|
|
//-killed- }
|
|
//-killed- }
|
|
//-killed-
|
|
//-killed- } else {
|
|
//-killed-
|
|
//-killed- Assert(weapon_type==1);
|
|
//-killed-
|
|
//-killed- if (Secondary_weapon != PROXIMITY_INDEX) {
|
|
//-killed- if (!(player_has_weapon(Secondary_weapon, 1) == HAS_ALL)) {
|
|
//-killed- if (Secondary_weapon > SMART_INDEX)
|
|
//-killed- if (player_has_weapon(SMART_INDEX, 1) == HAS_ALL) {
|
|
//-killed- select_weapon(SMART_INDEX, 1, 1, 1);
|
|
//-killed- goto weapon_selected;
|
|
//-killed- }
|
|
//-killed- if (player_has_weapon(HOMING_INDEX, 1) == HAS_ALL)
|
|
//-killed- select_weapon(HOMING_INDEX, 1, 1, 1);
|
|
//-killed- else if (player_has_weapon(CONCUSSION_INDEX, 1) == HAS_ALL)
|
|
//-killed- select_weapon(CONCUSSION_INDEX, 1, 1, 1);
|
|
//-killed- weapon_selected: ;
|
|
//-killed- }
|
|
//-killed- }
|
|
//-killed- }
|
|
//-killed-
|
|
//-killed- }
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Automatically select best available weapon if unable to fire current weapon.
|
|
// Weapon type: 0==primary, 1==secondary
|
|
void auto_select_weapon(int weapon_type) {
|
|
int i;
|
|
int *order = weapon_type ? secondary_order : primary_order;
|
|
int weapon_count = weapon_type ? MAX_SECONDARY_WEAPONS : MAX_PRIMARY_WEAPONS;
|
|
int best_weapon = -1;
|
|
int best_order = 0;
|
|
|
|
if (player_has_weapon(
|
|
weapon_type ? Secondary_weapon : Primary_weapon,
|
|
weapon_type) != HAS_ALL)
|
|
{
|
|
//added on 1/21/99 by Victor Rachels for noenergy vulcan select
|
|
if ((weapon_type==0) &&
|
|
(order[VULCAN_INDEX] > 0) &&
|
|
(player_has_weapon(VULCAN_INDEX,0)==HAS_ALL))
|
|
{
|
|
select_weapon(VULCAN_INDEX,0,0,1);
|
|
return;
|
|
}
|
|
//end this section addition - VR
|
|
|
|
for (i = 0; i < weapon_count; i++)
|
|
if ((order[i] > best_order) &&
|
|
(player_has_weapon(i, weapon_type) == HAS_ALL))
|
|
{
|
|
best_weapon = i;
|
|
best_order = order[i];
|
|
}
|
|
if (best_weapon >= 0)
|
|
select_weapon(best_weapon, weapon_type, 1, 1);
|
|
else if (weapon_type == 0) {
|
|
hud_message(MSGC_WEAPON_EMPTY, TXT_NO_PRIMARY);
|
|
select_weapon(0, 0, 0, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#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
|
|
|
|
// select primary weapon if it has a higher order than the current weapon
|
|
void maybe_select_primary(int weapon_index)
|
|
{
|
|
if (primary_order[weapon_index] > 0)
|
|
{
|
|
if(LaserPowSelected&&Primary_weapon==0)
|
|
{
|
|
if(primary_order[weapon_index] > primary_order[LaserPowSelected])
|
|
select_weapon(weapon_index, 0, 0, 1);
|
|
}
|
|
else if(primary_order[weapon_index] > primary_order[Primary_weapon])
|
|
select_weapon(weapon_index, 0, 0, 1);
|
|
else{
|
|
// nm_messagebox(NULL,1,TXT_OK,"murp %i==1,%i=prim,%i==7,%i!=7",weapon_index,Primary_weapon,player_has_weapon(weapon_index,0),player_has_weapon(Primary_weapon,0));
|
|
if((weapon_index==VULCAN_INDEX) &&
|
|
(player_has_weapon(weapon_index,0)==HAS_ALL) &&
|
|
(player_has_weapon(Primary_weapon,0)!=HAS_ALL))
|
|
select_weapon(weapon_index, 0, 0, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// select secondary weapon if it has a higher order than the current weapon
|
|
void maybe_select_secondary(int weapon_index)
|
|
{
|
|
if ((secondary_order[weapon_index] > 0) &&
|
|
(secondary_order[weapon_index] > secondary_order[Secondary_weapon]))
|
|
select_weapon(weapon_index, 1, 0, 1);
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------
|
|
//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 num_picked_up;
|
|
|
|
if (Players[Player_num].secondary_ammo[weapon_index] >= Secondary_ammo_max[weapon_index]) {
|
|
hud_message(MSGC_PICKUP_TOOMUCH, "%s %d %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] > Secondary_ammo_max[weapon_index]) {
|
|
num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - Secondary_ammo_max[weapon_index]);
|
|
Players[Player_num].secondary_ammo[weapon_index] = Secondary_ammo_max[weapon_index];
|
|
}
|
|
|
|
//added on 9/14/98 by Victor Rachels to make weapon cycle toggle
|
|
if(Allow_secondary_cycle)
|
|
{
|
|
//end this section addition - Victor Rachels (with '}' at below)
|
|
|
|
//if you pick up a missile with a higher order than the current,
|
|
//then select it
|
|
maybe_select_secondary(weapon_index);
|
|
//if you pick up a missile and you're out of ammo, and it may be
|
|
//autoselected, then select it
|
|
if ((Players[Player_num].secondary_ammo[Secondary_weapon] == 0) &&
|
|
(secondary_order[weapon_index] > 0))
|
|
select_weapon(weapon_index,1, 0, 1);
|
|
}
|
|
|
|
//note: flash for all but concussion was 7,14,21
|
|
if (count>1) {
|
|
PALETTE_FLASH_ADD(15,15,15);
|
|
hud_message(MSGC_PICKUP_OK, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
|
|
}
|
|
else {
|
|
PALETTE_FLASH_ADD(10,10,10);
|
|
hud_message(MSGC_PICKUP_OK, "%s!",SECONDARY_WEAPON_NAMES(weapon_index));
|
|
}
|
|
|
|
//added on 2/8/99 by Victor Rachels to add allweapon hud info
|
|
gauge_update_hud_mode=1;
|
|
//end this section additon - VR
|
|
return 1;
|
|
}
|
|
|
|
//called when a primary weapon is picked up
|
|
//returns true if actually picked up
|
|
int pick_up_primary(int weapon_index)
|
|
{
|
|
ubyte old_flags = Players[Player_num].primary_weapon_flags;
|
|
ubyte flag = 1<<weapon_index;
|
|
|
|
if (Players[Player_num].primary_weapon_flags & flag) { //already have
|
|
hud_message(MSGC_PICKUP_ALREADY, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
|
|
return 0;
|
|
}
|
|
|
|
Players[Player_num].primary_weapon_flags |= flag;
|
|
|
|
//added on 9/14/98 by Victor Rachels for weapon cycle toggle
|
|
if (Allow_primary_cycle)
|
|
{
|
|
//end this section addition - Victor Rachels
|
|
if (!(old_flags & flag))
|
|
maybe_select_primary(weapon_index);
|
|
}
|
|
|
|
|
|
PALETTE_FLASH_ADD(7,14,21);
|
|
hud_message(MSGC_PICKUP_OK, "%s!",PRIMARY_WEAPON_NAMES(weapon_index));
|
|
|
|
|
|
//added on 2/8/99 by Victor Rachels to add allweapon hud info
|
|
gauge_update_hud_mode=1;
|
|
//end this section additon - VR
|
|
return 1;
|
|
}
|
|
|
|
//called when ammo (for the vulcan cannon) is picked up
|
|
// Return true if ammo picked up, else return false.
|
|
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
|
|
{
|
|
int old_ammo=class_flag; //kill warning
|
|
|
|
Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
|
|
|
|
if (Players[Player_num].primary_ammo[weapon_index] == Primary_ammo_max[weapon_index])
|
|
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] > Primary_ammo_max[weapon_index])
|
|
Players[Player_num].primary_ammo[weapon_index] = Primary_ammo_max[weapon_index];
|
|
|
|
if (Players[Player_num].primary_weapon_flags&(1<<weapon_index) && old_ammo==0)
|
|
//added on 11/01/98 by Victor Rachels - fix primary autoselect
|
|
if(Allow_primary_cycle) //since this function is vulcan only anyway
|
|
//end this section addition
|
|
maybe_select_primary(weapon_index);
|
|
|
|
//added on 2/8/99 by Victor Rachels to add allweapon hud info
|
|
gauge_update_hud_mode=1;
|
|
//end this section additon - VR
|
|
return 1;
|
|
}
|