dxx-rebirth/main/powerup.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

702 lines
20 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.
*/
#include <conf.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include "fix.h"
#include "vecmat.h"
#include "gr.h"
#include "3d.h"
#include "mono.h"
#include "error.h"
#include "inferno.h"
#include "object.h"
#include "game.h"
#include "key.h"
#include "fireball.h"
#include "powerup.h"
#include "gauges.h"
#include "sounds.h"
#include "player.h"
#include "wall.h"
#include "text.h"
#include "weapon.h"
#include "laser.h"
#include "scores.h"
#include "multi.h"
#include "lighting.h"
#include "controls.h"
#include "kconfig.h"
#include "newdemo.h"
#include "ai.h"
#ifdef EDITOR
#include "gr.h" // for powerup outline drawing
#include "editor\editor.h"
#endif
int N_powerup_types = 0;
powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
//process this powerup for this frame
void do_powerup_frame(object *obj)
{
fix fudge;
vclip_info *vci = &obj->rtype.vclip_info;
vclip *vc = &Vclip[vci->vclip_num];
fudge = (FrameTime * ((obj-Objects)&3)) >> 4;
vci->frametime -= FrameTime+fudge;
while (vci->frametime < 0 ) {
vci->frametime += vc->frame_time;
if ((obj-Objects)&1)
vci->framenum--;
else
vci->framenum++;
if (vci->framenum >= vc->num_frames)
vci->framenum=0;
if (vci->framenum < 0)
vci->framenum = vc->num_frames-1;
}
if (obj->lifeleft <= 0) {
object_create_explosion(obj->segnum, &obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, obj-Objects, 0, F1_0);
}
}
#ifdef EDITOR
extern fix blob_vertices[];
// blob_vertices has 3 vertices in it, 4th must be computed
void draw_blob_outline(void)
{
fix v3x, v3y;
v3x = blob_vertices[4] - blob_vertices[2] + blob_vertices[0];
v3y = blob_vertices[5] - blob_vertices[3] + blob_vertices[1];
gr_setcolor(BM_XRGB(63, 63, 63));
mprintf((0, "[%7.3f %7.3f] [%7.3f %7.3f] [%7.3f %7.3f]\n", f2fl(blob_vertices[0]), f2fl(blob_vertices[1]), f2fl(blob_vertices[2]), f2fl(blob_vertices[3]), f2fl(blob_vertices[4]), f2fl(blob_vertices[5]) ));
gr_line(blob_vertices[0], blob_vertices[1], blob_vertices[2], blob_vertices[3]);
gr_line(blob_vertices[2], blob_vertices[3], blob_vertices[4], blob_vertices[5]);
gr_line(blob_vertices[4], blob_vertices[5], v3x, v3y);
gr_line(v3x, v3y, blob_vertices[0], blob_vertices[1]);
}
#endif
void draw_powerup(object *obj)
{
#ifdef EDITOR
blob_vertices[0] = 0x80000;
#endif
draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
#ifdef EDITOR
if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == obj-Objects))
if (blob_vertices[0] != 0x80000)
draw_blob_outline();
#endif
}
//void mprintf_powerup_info(void)
//{
// int i;
//mprintf((0, "Powerup: %s\n", text));
//for (i=0; i<5; i++) {
// char has_text[12];
//
// if (Players[Player_num].primary_weapon_flags & (1 << i))
// strcpy(has_text,"PRESENT");
// else
// strcpy(has_text,"NOPE ");
// has_text[8] = 0;
//
// mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].primary_ammo[i], Primary_weapon_names[i]));
//}
//
//for (i=0; i<5; i++) {
// char has_text[12];
//
// if (Players[Player_num].secondary_weapon_flags & (1 << i))
// strcpy(has_text,"PRESENT");
// else
// strcpy(has_text,"NOPE ");
//
// mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].secondary_ammo[i], Secondary_weapon_names[i]));
//}
//}
void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...)
{
char text[120];
va_list args;
va_start(args, format );
vsprintf(text, format, args);
va_end(args);
PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
HUD_init_message(text);
//mprintf_powerup_info();
add_points_to_score(score);
}
//#ifndef RELEASE
// Give the megawow powerup!
void do_megawow_powerup(int quantity)
{
int i;
powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
Players[Player_num].secondary_weapon_flags = 0xffff;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = VULCAN_AMMO_MAX;
for (i=0; i<3; i++)
Players[Player_num].secondary_ammo[i] = quantity;
for (i=3; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = quantity/5;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = F1_0*200;
Players[Player_num].shields = F1_0*200;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
if (Game_mode & GM_HOARD)
Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
update_laser_weapon_info();
}
//#endif
int pick_up_energy(void)
{
int used=0;
if (Players[Player_num].energy < MAX_ENERGY) {
fix boost;
boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
if (Difficulty_level == 0)
boost += boost/2;
Players[Player_num].energy += boost;
if (Players[Player_num].energy > MAX_ENERGY)
Players[Player_num].energy = MAX_ENERGY;
powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].energy));
used=1;
} else
HUD_init_message(TXT_MAXED_OUT,TXT_ENERGY);
return used;
}
int pick_up_vulcan_ammo(void)
{
int used=0,max;
int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
used = 1;
} else {
max = Primary_ammo_max[VULCAN_INDEX];
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
HUD_init_message("%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
used = 0;
}
Primary_weapon = pwsave;
return used;
}
extern void invalidate_escort_goal(void);
extern char GetKeyValue(char);
extern void check_to_use_primary(int);
extern void multi_send_got_flag (char);
int Headlight_active_default=1; //is headlight on when picked up?
extern int PlayerMessage;
// returns true if powerup consumed
int do_powerup(object *obj)
{
int used=0;
int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
char temp_string[50];
int id=obj->id;
if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
return 0;
if (obj->ctype.powerup_info.creation_time > GameTime) //gametime wrapped!
obj->ctype.powerup_info.creation_time = 0; //allow player to pick up
if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime<obj->ctype.powerup_info.creation_time+i2f(2))
return 0; //not enough time elapsed
PlayerMessage=0; // Prevent messages from going to HUD if -PlayerMessages switch is set
switch (obj->id) {
case POW_EXTRA_LIFE:
Players[Player_num].lives++;
powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
used=1;
break;
case POW_ENERGY:
used = pick_up_energy();
break;
case POW_SHIELD_BOOST:
if (Players[Player_num].shields < MAX_SHIELDS) {
fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
if (Difficulty_level == 0)
boost += boost/2;
Players[Player_num].shields += boost;
if (Players[Player_num].shields > MAX_SHIELDS)
Players[Player_num].shields = MAX_SHIELDS;
powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
used=1;
} else
HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
break;
case POW_LASER:
if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
//Players[Player_num].laser_level = MAX_LASER_LEVEL;
HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
} else {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
Players[Player_num].laser_level++;
powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
update_laser_weapon_info();
pick_up_primary (LASER_INDEX);
used=1;
}
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_MISSILE_1:
used=pick_up_secondary(CONCUSSION_INDEX,1);
break;
case POW_MISSILE_4:
used=pick_up_secondary(CONCUSSION_INDEX,4);
break;
case POW_KEY_BLUE:
if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
break;
#ifdef NETWORK
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
if (Game_mode & GM_MULTI)
used=0;
else
used=1;
invalidate_escort_goal();
break;
case POW_KEY_RED:
if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
break;
#ifdef NETWORK
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
if (Game_mode & GM_MULTI)
used=0;
else
used=1;
invalidate_escort_goal();
break;
case POW_KEY_GOLD:
if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
break;
#ifdef NETWORK
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
if (Game_mode & GM_MULTI)
used=0;
else
used=1;
invalidate_escort_goal();
break;
case POW_QUAD_FIRE:
if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
update_laser_weapon_info();
used=1;
} else
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_VULCAN_WEAPON:
case POW_GAUSS_WEAPON: {
int ammo = obj->ctype.powerup_info.count;
used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
//didn't get the weapon (because we already have it), but
//maybe snag some of the ammo. if single-player, grab all the ammo
//and remove the powerup. If multi-player take ammo in excess of
//the amount in a powerup, and leave the rest.
if (! used)
if ((Game_mode & GM_MULTI) )
ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
if (ammo > 0) {
int ammo_used;
ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
obj->ctype.powerup_info.count -= ammo_used;
if (!used && ammo_used) {
powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
special_used = 1;
id = POW_VULCAN_AMMO; //set new id for making sound at end of this function
if (obj->ctype.powerup_info.count == 0)
used = 1; //say used if all ammo taken
}
}
break;
}
case POW_SPREADFIRE_WEAPON:
used = pick_up_primary(SPREADFIRE_INDEX);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_PLASMA_WEAPON:
used = pick_up_primary(PLASMA_INDEX);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_FUSION_WEAPON:
used = pick_up_primary(FUSION_INDEX);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_HELIX_WEAPON:
used = pick_up_primary(HELIX_INDEX);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_PHOENIX_WEAPON:
used = pick_up_primary(PHOENIX_INDEX);
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_OMEGA_WEAPON:
used = pick_up_primary(OMEGA_INDEX);
if (used)
Omega_charge = obj->ctype.powerup_info.count;
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_PROXIMITY_WEAPON:
used=pick_up_secondary(PROXIMITY_INDEX,4);
break;
case POW_SMARTBOMB_WEAPON:
used=pick_up_secondary(SMART_INDEX,1);
break;
case POW_MEGA_WEAPON:
used=pick_up_secondary(MEGA_INDEX,1);
break;
case POW_SMISSILE1_1:
used=pick_up_secondary(SMISSILE1_INDEX,1);
break;
case POW_SMISSILE1_4:
used=pick_up_secondary(SMISSILE1_INDEX,4);
break;
case POW_GUIDED_MISSILE_1:
used=pick_up_secondary(GUIDED_INDEX,1);
break;
case POW_GUIDED_MISSILE_4:
used=pick_up_secondary(GUIDED_INDEX,4);
break;
case POW_SMART_MINE:
used=pick_up_secondary(SMART_MINE_INDEX,4);
break;
case POW_MERCURY_MISSILE_1:
used=pick_up_secondary(SMISSILE4_INDEX,1);
break;
case POW_MERCURY_MISSILE_4:
used=pick_up_secondary(SMISSILE4_INDEX,4);
break;
case POW_EARTHSHAKER_MISSILE:
used=pick_up_secondary(SMISSILE5_INDEX,1);
break;
case POW_VULCAN_AMMO:
used = pick_up_vulcan_ammo();
break;
case POW_HOMING_AMMO_1:
used=pick_up_secondary(HOMING_INDEX,1);
break;
case POW_HOMING_AMMO_4:
used=pick_up_secondary(HOMING_INDEX,4);
break;
case POW_CLOAK:
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
break;
} else {
Players[Player_num].cloak_time = GameTime; // Not! changed by awareness events (like player fires laser).
Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
ai_do_cloak_stuff();
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_cloak();
#endif
powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
used = 1;
break;
}
case POW_INVULNERABILITY:
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
break;
} else {
Players[Player_num].invulnerable_time = GameTime;
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
used = 1;
break;
}
#ifndef RELEASE
case POW_MEGAWOW:
do_megawow_powerup(50);
used = 1;
break;
#endif
case POW_FULL_MAP:
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
} else {
Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
powerup_basic(15, 0, 15, 0, "FULL MAP!");
used=1;
}
break;
case POW_CONVERTER:
if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Converter");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
} else {
Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
// DPH: anyone know what the hell this is supposed to do? it's always true =)
/* if ((GetKeyValue(54))<255)
{*/
sprintf (temp_string,"Energy->Shield converter! (Press %c to use)",key_to_ascii(GetKeyValue(54)));
powerup_basic(15, 0, 15, 0, temp_string);
/* }
else
powerup_basic(15, 0, 15, 0, "Energy -> shield converter!"); */
used=1;
}
break;
case POW_SUPER_LASER:
if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
HUD_init_message("SUPER LASER MAXED OUT!");
} else {
int old_level=Players[Player_num].laser_level;
if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].laser_level++;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
update_laser_weapon_info();
if (Primary_weapon!=LASER_INDEX)
check_to_use_primary (SUPER_LASER_INDEX);
used=1;
}
if (!used && !(Game_mode & GM_MULTI) )
used = pick_up_energy();
break;
case POW_AMMO_RACK:
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
}
else {
Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
#ifdef NETWORK
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
powerup_basic(15, 0, 15, 0, "AMMO RACK!");
used=1;
}
break;
case POW_AFTERBURNER:
if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
}
else {
Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
#ifdef NETWORK
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
Afterburner_charge = f1_0;
used=1;
}
break;
case POW_HEADLIGHT:
if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
if (!(Game_mode & GM_MULTI) )
used = pick_up_energy();
}
else {
char msg[100];
Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
#ifdef NETWORK
multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
sprintf(msg,"HEADLIGHT BOOST! (Headlight is %s)",Headlight_active_default?"ON":"OFF");
powerup_basic(15, 0, 15, 0, msg );
if (Headlight_active_default)
Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
used=1;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_flags (Player_num);
#endif
}
break;
#ifdef NETWORK
case POW_FLAG_BLUE:
if (Game_mode & GM_CAPTURE)
if (get_team(Player_num) == TEAM_RED) {
powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_flag (Player_num);
}
break;
case POW_HOARD_ORB:
if (Game_mode & GM_HOARD)
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
powerup_basic(15, 0, 15, 0, "Orb!!!");
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_orb (Player_num);
}
break;
case POW_FLAG_RED:
if (Game_mode & GM_CAPTURE)
if (get_team(Player_num) == TEAM_BLUE) {
powerup_basic(15, 0, 15, 0, "RED FLAG!");
Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
used=1;
multi_send_got_flag (Player_num);
}
break;
#endif
// case POW_HOARD_ORB:
default:
break;
}
//always say used, until physics problem (getting stuck on unused powerup)
//is solved. Note also the break statements above that are commented out
//!! used=1;
if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) {
#ifdef NETWORK
if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
#endif
digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
detect_escort_goal_accomplished(obj-Objects);
}
PlayerMessage=1;
return used;
}