dxx-rebirth/similar/main/weapon.cpp
2014-10-12 23:05:46 +00:00

1399 lines
42 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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.
*/
/*
*
* Functions for weapons...
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "game.h"
#include "laser.h"
#include "weapon.h"
#include "player.h"
#include "gauges.h"
#include "dxxerror.h"
#include "sounds.h"
#include "text.h"
#include "powerup.h"
#include "fireball.h"
#include "newdemo.h"
#include "multi.h"
#include "newmenu.h"
#include "gamemine.h"
#include "ai.h"
#include "args.h"
#include "playsave.h"
#include "physfs-serial.h"
#include "compiler-range_for.h"
#include "highest_valid.h"
#include "partial_range.h"
static int POrderList (int num);
static int SOrderList (int num);
// Note, only Vulcan cannon requires ammo.
// NOTE: Now Vulcan and Gauss require ammo. -5/3/95 Yuan
//ubyte Default_primary_ammo_level[MAX_PRIMARY_WEAPONS] = {255, 0, 255, 255, 255};
//ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0};
// Convert primary weapons to indices in Weapon_info array.
#if defined(DXX_BUILD_DESCENT_I)
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, VULCAN_ID, 12, PLASMA_ID, FUSION_ID};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID};
//for each Secondary weapon, which gun it fires out of
const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7};
#elif defined(DXX_BUILD_DESCENT_II)
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
//for each Secondary weapon, which gun it fires out of
const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
#endif
const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0,
#if defined(DXX_BUILD_DESCENT_II)
0, VULCAN_AMMO_MAX, 0, 0, 0
#endif
};
const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5,
#if defined(DXX_BUILD_DESCENT_II)
20, 20, 15, 10, 10
#endif
};
//for each primary weapon, what kind of powerup gives weapon
const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,
#if defined(DXX_BUILD_DESCENT_II)
POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON
#endif
};
//for each Secondary weapon, what kind of powerup gives weapon
const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,
#if defined(DXX_BUILD_DESCENT_II)
POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE
#endif
};
weapon_info_array Weapon_info;
unsigned N_weapon_types;
sbyte Primary_weapon, Secondary_weapon;
// autoselect ordering
#if defined(DXX_BUILD_DESCENT_I)
static const array<ubyte, MAX_PRIMARY_WEAPONS + 1> DefaultPrimaryOrder{{ 4, 3, 2, 1, 0, 255 }};
static const array<ubyte, MAX_SECONDARY_WEAPONS + 1> DefaultSecondaryOrder{{ 4, 3, 1, 0, 255, 2 }};
#elif defined(DXX_BUILD_DESCENT_II)
static const array<ubyte, MAX_PRIMARY_WEAPONS + 1> DefaultPrimaryOrder={{9,8,7,6,5,4,3,2,1,0,255}};
static const array<ubyte, MAX_SECONDARY_WEAPONS + 1> DefaultSecondaryOrder={{9,8,4,3,1,5,0,255,7,6,2}};
//flags whether the last time we use this weapon, it was the 'super' version
ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
const sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
1, 1, 1, 1, 1,
1, 1, 1, 0, 1,
1, 0, 1, 1, 1,
0, 1, 0, 0, 1,
1, 0, 0, 1, 1,
1, 1, 1, 0, 1,
1, 1, 0, 1, 1,
1
};
#endif
// ; (0) Laser Level 1
// ; (1) Laser Level 2
// ; (2) Laser Level 3
// ; (3) Laser Level 4
// ; (4) Unknown Use
// ; (5) Josh Blobs
// ; (6) Unknown Use
// ; (7) Unknown Use
// ; (8) ---------- Concussion Missile ----------
// ; (9) ---------- Flare ----------
// ; (10) ---------- Blue laser that blue guy shoots -----------
// ; (11) ---------- Vulcan Cannon ----------
// ; (12) ---------- Spreadfire Cannon ----------
// ; (13) ---------- Plasma Cannon ----------
// ; (14) ---------- Fusion Cannon ----------
// ; (15) ---------- Homing Missile ----------
// ; (16) ---------- Proximity Bomb ----------
// ; (17) ---------- Smart Missile ----------
// ; (18) ---------- Mega Missile ----------
// ; (19) ---------- Children of the PLAYER'S Smart Missile ----------
// ; (20) ---------- Bad Guy Spreadfire Laser ----------
// ; (21) ---------- SuperMech Homing Missile ----------
// ; (22) ---------- Regular Mech's missile -----------
// ; (23) ---------- Silent Spreadfire Laser ----------
// ; (24) ---------- Red laser that baby spiders shoot -----------
// ; (25) ---------- Green laser that rifleman shoots -----------
// ; (26) ---------- Plasma gun that 'plasguy' fires ------------
// ; (27) ---------- Blobs fired by Red Spiders -----------
// ; (28) ---------- Final Boss's Mega Missile ----------
// ; (29) ---------- Children of the ROBOT'S Smart Missile ----------
// ; (30) Laser Level 5
// ; (31) Laser Level 6
// ; (32) ---------- Super Vulcan Cannon ----------
// ; (33) ---------- Super Spreadfire Cannon ----------
// ; (34) ---------- Super Plasma Cannon ----------
// ; (35) ---------- Super Fusion Cannon ----------
// ------------------------------------------------------------------------------------
// Return:
// Bits set:
// HAS_WEAPON_FLAG
// HAS_ENERGY_FLAG
// HAS_AMMO_FLAG
// See weapon.h for bit values
int player_has_weapon(int weapon_num, int secondary_flag)
{
int return_value = 0;
int weapon_index;
// Hack! If energy goes negative, you can't fire a weapon that doesn't require energy.
// But energy should not go negative (but it does), so find out why it does!
if (Players[Player_num].energy < 0)
Players[Player_num].energy = 0;
if (!secondary_flag) {
#if defined(DXX_BUILD_DESCENT_I)
if(weapon_num >= MAX_PRIMARY_WEAPONS)
{
switch(weapon_num-MAX_PRIMARY_WEAPONS)
{
case 0 : if((Players[Player_num].laser_level != 0)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 1 : if((Players[Player_num].laser_level != 1)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 2 : if((Players[Player_num].laser_level != 2)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 3 : if((Players[Player_num].laser_level != 3)||(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 4 : if((Players[Player_num].laser_level != 0)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 5 : if((Players[Player_num].laser_level != 1)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 6 : if((Players[Player_num].laser_level != 2)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
case 7 : if((Players[Player_num].laser_level != 3)||!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS))
return 0;
break;
}
weapon_num = 0;
}
#endif
weapon_index = Primary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].primary_weapon_flags & HAS_PRIMARY_FLAG(weapon_num))
return_value |= HAS_WEAPON_FLAG;
// Special case: Gauss cannon uses vulcan ammo.
if (weapon_index_uses_vulcan_ammo(weapon_num)) {
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].vulcan_ammo)
return_value |= HAS_AMMO_FLAG;
}
/* Hack to work around check in do_weapon_select */
else
return_value |= HAS_AMMO_FLAG;
#if defined(DXX_BUILD_DESCENT_I)
//added on 1/21/99 by Victor Rachels... yet another hack
//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
if(weapon_num==FUSION_INDEX)
{
if(Players[Player_num].energy >= F1_0*2)
return_value |= HAS_ENERGY_FLAG;
}
#elif defined(DXX_BUILD_DESCENT_II)
if (weapon_num == OMEGA_INDEX) { // Hack: Make sure player has energy to omega
if (Players[Player_num].energy || Omega_charge)
return_value |= HAS_ENERGY_FLAG;
}
#endif
else
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
} else {
weapon_index = Secondary_weapon_to_weapon_info[weapon_num];
if (Players[Player_num].secondary_weapon_flags & HAS_SECONDARY_FLAG(weapon_num))
return_value |= HAS_WEAPON_FLAG;
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].secondary_ammo[weapon_num])
return_value |= HAS_AMMO_FLAG;
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
}
return return_value;
}
void InitWeaponOrdering ()
{
// short routine to setup default weapon priorities for new pilots
PlayerCfg.PrimaryOrder = DefaultPrimaryOrder;
PlayerCfg.SecondaryOrder = DefaultSecondaryOrder;
}
void CyclePrimary ()
{
int cur_order_slot, desired_weapon = Primary_weapon, loop=0;
const int autoselect_order_slot = POrderList(255);
#if defined(DXX_BUILD_DESCENT_II)
// some remapping for SUPER LASER which is not an actual weapon type at all
if (Primary_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
cur_order_slot = POrderList(SUPER_LASER_INDEX);
else
#endif
cur_order_slot = POrderList(Primary_weapon);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
while (loop<(MAX_PRIMARY_WEAPONS+1))
{
loop++;
cur_order_slot++; // next slot
if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary
cur_order_slot = 0;
if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
{
if (use_restricted_autoselect)
{
cur_order_slot = 0; // loop over or ...
}
else
{
continue; // continue?
}
}
desired_weapon = PlayerCfg.PrimaryOrder[cur_order_slot]; // now that is the weapon next to our current one
#if defined(DXX_BUILD_DESCENT_II)
// some remapping for SUPER LASER which is not an actual weapon type at all
if (desired_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
continue;
if (desired_weapon == SUPER_LASER_INDEX)
{
if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
continue;
else
desired_weapon = LASER_INDEX;
}
#endif
// select the weapon if we have it
if (player_has_weapon(desired_weapon, 0) == HAS_ALL)
{
select_weapon(desired_weapon, 0, 1, 1);
return;
}
}
}
void CycleSecondary ()
{
int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0;
const int autoselect_order_slot = SOrderList(255);
const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
while (loop<(MAX_SECONDARY_WEAPONS+1))
{
loop++;
cur_order_slot++; // next slot
if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary
cur_order_slot = 0;
if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
{
if (use_restricted_autoselect)
{
cur_order_slot = 0; // loop over or ...
}
else
{
continue; // continue?
}
}
desired_weapon = PlayerCfg.SecondaryOrder[cur_order_slot]; // now that is the weapon next to our current one
// select the weapon if we have it
if (player_has_weapon(desired_weapon, 1) == HAS_ALL)
{
select_weapon(desired_weapon, 1, 1, 1);
return;
}
}
}
// ------------------------------------------------------------------------------------
//if message flag set, print message saying selected
void select_weapon(int weapon_num, int secondary_flag, int print_message, int wait_for_rearm)
{
const char *weapon_name;
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_weapon(secondary_flag, weapon_num);
if (!secondary_flag) {
if (Primary_weapon != weapon_num) {
#ifndef FUSION_KEEPS_CHARGE
//added 8/6/98 by Victor Rachels to fix fusion charge bug
Fusion_charge=0;
//end edit - Victor Rachels
#endif
if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 );
if (Game_mode & GM_MULTI) {
if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_PRIMARY, F1_0);
}
if (wait_for_rearm)
Next_laser_fire_time = GameTime64 + REARM_TIME;
else
Next_laser_fire_time = 0;
Global_laser_firing_count = 0;
} else {
#if defined(DXX_BUILD_DESCENT_I)
if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
#endif
}
Primary_weapon = weapon_num;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
#if defined(DXX_BUILD_DESCENT_II)
//save flag for whether was super version
Primary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
#endif
} else {
if (Secondary_weapon != weapon_num) {
if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_SECONDARY, F1_0 );
if (Game_mode & GM_MULTI) {
if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_SECONDARY, F1_0);
}
if (wait_for_rearm)
Next_missile_fire_time = GameTime64 + REARM_TIME;
else
Next_missile_fire_time = 0;
Global_missile_firing_count = 0;
} else {
if (wait_for_rearm)
{
digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
}
}
Secondary_weapon = weapon_num;
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
#if defined(DXX_BUILD_DESCENT_II)
//save flag for whether was super version
Secondary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
#endif
}
if (print_message)
{
#if defined(DXX_BUILD_DESCENT_II)
if (weapon_num == LASER_INDEX && !secondary_flag)
HUD_init_message(HM_DEFAULT, "%s Level %d %s", weapon_name, Players[Player_num].laser_level+1, TXT_SELECTED);
else
#endif
HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED);
}
}
// ------------------------------------------------------------------------------------
// Select a weapon, primary or secondary.
void do_weapon_select(int weapon_num, int secondary_flag)
{
#if defined(DXX_BUILD_DESCENT_I)
//added on 10/9/98 by Victor Rachels to add laser cycle
int oweapon = weapon_num;
//end this section addition - Victor Rachels
int weapon_status = player_has_weapon(weapon_num, secondary_flag);
const char *weapon_name;
// do special hud msg. for picking registered weapon in shareware version.
if (PCSharePig)
if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
weapon_name = secondary_flag?SECONDARY_WEAPON_NAMES(weapon_num):PRIMARY_WEAPON_NAMES(weapon_num);
HUD_init_message(HM_DEFAULT, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
if (!secondary_flag) {
if (weapon_num >= MAX_PRIMARY_WEAPONS)
weapon_num = 0;
weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
if ((weapon_status & HAS_WEAPON_FLAG) == 0) {
HUD_init_message(HM_DEFAULT, "%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_init_message(HM_DEFAULT, "%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_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, weapon_name, TXT_SX);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
}
weapon_num=oweapon;
#elif defined(DXX_BUILD_DESCENT_II)
int weapon_num_save=weapon_num;
int weapon_status,current,has_flag;
ubyte last_was_super;
if (!secondary_flag) {
current = Primary_weapon;
last_was_super = Primary_last_was_super[weapon_num];
has_flag = HAS_WEAPON_FLAG;
}
else {
current = Secondary_weapon;
last_was_super = Secondary_last_was_super[weapon_num];
has_flag = HAS_WEAPON_FLAG+HAS_AMMO_FLAG;
}
if (current == weapon_num || current == weapon_num+SUPER_WEAPON) {
//already have this selected, so toggle to other of normal/super version
weapon_num += weapon_num+SUPER_WEAPON - current;
weapon_status = player_has_weapon(weapon_num, secondary_flag);
}
else {
//go to last-select version of requested missile
if (last_was_super)
weapon_num += SUPER_WEAPON;
weapon_status = player_has_weapon(weapon_num, secondary_flag);
//if don't have last-selected, try other version
if ((weapon_status & has_flag) != has_flag) {
weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
weapon_status = player_has_weapon(weapon_num, secondary_flag);
if ((weapon_status & has_flag) != has_flag)
weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
}
}
//if we don't have the weapon we're switching to, give error & bail
if ((weapon_status & has_flag) != has_flag) {
if (!secondary_flag) {
if (weapon_num==SUPER_LASER_INDEX)
return; //no such thing as super laser, so no error
HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, PRIMARY_WEAPON_NAMES(weapon_num));
}
else
HUD_init_message(HM_DEFAULT, "%s %s%s",TXT_HAVE_NO, SECONDARY_WEAPON_NAMES(weapon_num), TXT_SX);
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
return;
}
//now actually select the weapon
#endif
select_weapon(weapon_num, secondary_flag, 1, 1);
}
// ----------------------------------------------------------------------------------------
// Automatically select next best weapon if unable to fire current weapon.
// Weapon type: 0==primary, 1==secondary
void auto_select_weapon(int weapon_type)
{
int r;
int cutpoint;
int looped=0;
if (weapon_type==0) {
r = player_has_weapon(Primary_weapon, 0);
if (r != HAS_ALL) {
int cur_weapon;
int try_again = 1;
cur_weapon = POrderList(Primary_weapon);
cutpoint = POrderList (255);
while (try_again) {
cur_weapon++;
if (cur_weapon>=cutpoint)
{
if (looped)
{
HUD_init_message_literal(HM_DEFAULT, TXT_NO_PRIMARY);
select_weapon(0, 0, 0, 1);
try_again = 0;
continue;
}
cur_weapon=0;
looped=1;
}
if (cur_weapon==MAX_PRIMARY_WEAPONS)
cur_weapon = 0;
// Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
// it looks like it takes 0 to fire, but it doesn't, so never auto-select.
// if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX)
// continue;
if (PlayerCfg.PrimaryOrder[cur_weapon] == Primary_weapon) {
HUD_init_message_literal(HM_DEFAULT, TXT_NO_PRIMARY);
select_weapon(0, 0, 0, 1);
try_again = 0; // Tried all weapons!
} else if (PlayerCfg.PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0) == HAS_ALL) {
select_weapon(PlayerCfg.PrimaryOrder[cur_weapon], 0, 1, 1 );
try_again = 0;
}
}
}
} else {
Assert(weapon_type==1);
r = player_has_weapon(Secondary_weapon, 1);
if (r != HAS_ALL) {
int cur_weapon;
int try_again = 1;
cur_weapon = SOrderList(Secondary_weapon);
cutpoint = SOrderList (255);
while (try_again) {
cur_weapon++;
if (cur_weapon>=cutpoint)
{
if (looped)
{
HUD_init_message_literal(HM_DEFAULT, "No secondary weapons selected!");
try_again = 0;
continue;
}
cur_weapon=0;
looped=1;
}
if (cur_weapon==MAX_SECONDARY_WEAPONS)
cur_weapon = 0;
if (PlayerCfg.SecondaryOrder[cur_weapon] == Secondary_weapon) {
HUD_init_message_literal(HM_DEFAULT, "No secondary weapons available!");
try_again = 0; // Tried all weapons!
} else if (player_has_weapon(PlayerCfg.SecondaryOrder[cur_weapon], 1) == HAS_ALL) {
select_weapon(PlayerCfg.SecondaryOrder[cur_weapon], 1, 1, 1 );
try_again = 0;
}
}
}
}
}
// ---------------------------------------------------------------------
//called when one of these weapons is picked up
//when you pick up a secondary, you always get the weapon & ammo for it
// Returns true if powerup picked up, else returns false.
int pick_up_secondary(int weapon_index,int count)
{
int max;
int num_picked_up;
int cutpoint;
max = Secondary_ammo_max[weapon_index];
#if defined(DXX_BUILD_DESCENT_II)
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
#endif
if (Players[Player_num].secondary_ammo[weapon_index] >= max) {
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %i %ss!", TXT_ALREADY_HAVE, Players[Player_num].secondary_ammo[weapon_index],SECONDARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].secondary_weapon_flags |= (1<<weapon_index);
Players[Player_num].secondary_ammo[weapon_index] += count;
num_picked_up = count;
if (Players[Player_num].secondary_ammo[weapon_index] > max) {
num_picked_up = count - (Players[Player_num].secondary_ammo[weapon_index] - max);
Players[Player_num].secondary_ammo[weapon_index] = max;
}
if (Players[Player_num].secondary_ammo[weapon_index] == count) // only autoselect if player didn't have any
{
cutpoint=SOrderList (255);
if (((Controls.state.fire_secondary && PlayerCfg.NoFireAutoselect)?0:1) && SOrderList (weapon_index) < cutpoint && ((SOrderList (weapon_index) < SOrderList(Secondary_weapon)) || (Players[Player_num].secondary_ammo[Secondary_weapon] == 0)) )
select_weapon(weapon_index,1, 0, 1);
else {
#if defined(DXX_BUILD_DESCENT_II)
//if we don't auto-select this weapon, but it's a proxbomb or smart mine,
//we want to do a mini-auto-selection that applies to the drop bomb key
if (weapon_index_is_player_bomb(weapon_index) &&
!weapon_index_is_player_bomb(Secondary_weapon)) {
int cur;
cur = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX;
if (SOrderList (weapon_index) < SOrderList(cur))
Secondary_last_was_super[PROXIMITY_INDEX] = (weapon_index == SMART_MINE_INDEX);
}
#endif
}
}
//note: flash for all but concussion was 7,14,21
if (num_picked_up>1) {
PALETTE_FLASH_ADD(15,15,15);
HUD_init_message(HM_DEFAULT, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
}
else {
PALETTE_FLASH_ADD(10,10,10);
HUD_init_message(HM_DEFAULT, "%s!",SECONDARY_WEAPON_NAMES(weapon_index));
}
return 1;
}
#define DXX_WEAPON_TEXT_NEVER_AUTOSELECT "--- Never Autoselect below ---"
void ReorderPrimary ()
{
newmenu_item m[MAX_PRIMARY_WEAPONS+1];
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
{
ubyte order = PlayerCfg.PrimaryOrder[i];
nm_set_item_menu(&m[i], (order==255) ? DXX_WEAPON_TEXT_NEVER_AUTOSELECT : PRIMARY_WEAPON_NAMES(order));
m[i].value=order;
}
i = newmenu_doreorder("Reorder Primary","Shift+Up/Down arrow to move item", i, m, NULL, NULL);
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
PlayerCfg.PrimaryOrder[i]=m[i].value;
}
void ReorderSecondary ()
{
newmenu_item m[MAX_SECONDARY_WEAPONS+1];
int i;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
{
ubyte order = PlayerCfg.SecondaryOrder[i];
nm_set_item_menu(&m[i], (order==255) ? DXX_WEAPON_TEXT_NEVER_AUTOSELECT : SECONDARY_WEAPON_NAMES(order));
m[i].value=order;
}
i = newmenu_doreorder("Reorder Secondary","Shift+Up/Down arrow to move item", i, m, NULL, NULL);
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
PlayerCfg.SecondaryOrder[i]=m[i].value;
}
int POrderList (int num)
{
int i;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
if (PlayerCfg.PrimaryOrder[i]==num)
{
return (i);
}
throw std::runtime_error("primary weapon list corrupt");
}
int SOrderList (int num)
{
int i;
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
if (PlayerCfg.SecondaryOrder[i]==num)
{
return (i);
}
throw std::runtime_error("secondary weapon list corrupt");
}
//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index)
{
//ushort old_flags = Players[Player_num].primary_weapon_flags;
ushort flag = HAS_PRIMARY_FLAG(weapon_index);
int cutpoint, supposed_weapon=Primary_weapon;
if (weapon_index!=LASER_INDEX && Players[Player_num].primary_weapon_flags & flag) { //already have
HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
return 0;
}
Players[Player_num].primary_weapon_flags |= flag;
cutpoint=POrderList (255);
#if defined(DXX_BUILD_DESCENT_II)
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
#endif
if (((Controls.state.fire_primary && PlayerCfg.NoFireAutoselect)?0:1) && POrderList(weapon_index) < cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon))
select_weapon(weapon_index,0,0,1);
PALETTE_FLASH_ADD(7,14,21);
if (weapon_index!=LASER_INDEX)
HUD_init_message(HM_DEFAULT, "%s!",PRIMARY_WEAPON_NAMES(weapon_index));
return 1;
}
#if defined(DXX_BUILD_DESCENT_II)
void check_to_use_primary(int weapon_index)
{
ushort old_flags = Players[Player_num].primary_weapon_flags;
ushort flag = HAS_PRIMARY_FLAG(weapon_index);
int cutpoint;
cutpoint=POrderList (255);
if (!(old_flags & flag) && POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(Primary_weapon))
{
if (weapon_index==SUPER_LASER_INDEX)
select_weapon(LASER_INDEX,0,0,1);
else
select_weapon(weapon_index,0,0,1);
}
PALETTE_FLASH_ADD(7,14,21);
}
#endif
//called when ammo (for the vulcan cannon) is picked up
// Returns the amount picked up
int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
{
int max,cutpoint,supposed_weapon=Primary_weapon;
int old_ammo=class_flag; //kill warning
Assert(class_flag==CLASS_PRIMARY && weapon_index==VULCAN_INDEX);
max = Primary_ammo_max[weapon_index];
#if defined(DXX_BUILD_DESCENT_II)
if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
max *= 2;
#endif
if (Players[Player_num].vulcan_ammo == max)
return 0;
old_ammo = Players[Player_num].vulcan_ammo;
Players[Player_num].vulcan_ammo += ammo_count;
if (Players[Player_num].vulcan_ammo > max) {
ammo_count += (max - Players[Player_num].vulcan_ammo);
Players[Player_num].vulcan_ammo = max;
}
cutpoint=POrderList (255);
#if defined(DXX_BUILD_DESCENT_II)
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
#endif
if (((Controls.state.fire_primary && PlayerCfg.NoFireAutoselect)?0:1) && Players[Player_num].primary_weapon_flags&HAS_PRIMARY_FLAG(weapon_index) && weapon_index>Primary_weapon && old_ammo==0 &&
POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon))
select_weapon(weapon_index,0,0,1);
return ammo_count; //return amount used
}
#if defined(DXX_BUILD_DESCENT_II)
#define SMEGA_SHAKE_TIME (F1_0*2)
#define MAX_SMEGA_DETONATES 4
fix64 Smega_detonate_times[MAX_SMEGA_DETONATES];
// Call this to initialize for a new level.
// Sets all super mega missile detonation times to 0 which means there aren't any.
void init_smega_detonates(void)
{
int i;
for (i=0; i<MAX_SMEGA_DETONATES; i++)
Smega_detonate_times[i] = 0;
}
fix Seismic_tremor_magnitude;
fix64 Next_seismic_sound_time;
int Seismic_sound_playing = 0;
int Seismic_tremor_volume;
int Seismic_sound = SOUND_SEISMIC_DISTURBANCE_START;
// If a smega missile been detonated, rock the mine!
// This should be called every frame.
// Maybe this should affect all robots, being called when they get their physics done.
void rock_the_mine_frame(void)
{
int i;
for (i=0; i<MAX_SMEGA_DETONATES; i++) {
if (Smega_detonate_times[i] != 0) {
fix delta_time = GameTime64 - Smega_detonate_times[i];
if (!Seismic_sound_playing) {
digi_play_sample_looping(Seismic_sound, F1_0, -1, -1);
Seismic_sound_playing = 1;
Next_seismic_sound_time = GameTime64 + d_rand()/2;
}
if (delta_time < SMEGA_SHAKE_TIME) {
// Control center destroyed, rock the player's ship.
int fc, rx, rz;
// -- fc = abs(delta_time - SMEGA_SHAKE_TIME/2);
// Changed 10/23/95 to make decreasing for super mega missile.
fc = (SMEGA_SHAKE_TIME - delta_time)/2;
fc /= SMEGA_SHAKE_TIME/32;
if (fc > 16)
fc = 16;
if (fc == 0)
fc = 1;
Seismic_tremor_volume += fc;
if (d_tick_step)
{
rx = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
rz = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
ConsoleObject->mtype.phys_info.rotvel.x += rx;
ConsoleObject->mtype.phys_info.rotvel.z += rz;
// Shake the buddy!
if (Buddy_objnum != object_none) {
Objects[Buddy_objnum].mtype.phys_info.rotvel.x += rx*4;
Objects[Buddy_objnum].mtype.phys_info.rotvel.z += rz*4;
}
// Shake a guided missile!
Seismic_tremor_magnitude += rx;
}
} else
Smega_detonate_times[i] = 0;
}
}
// Hook in the rumble sound effect here.
}
#define SEISMIC_DISTURBANCE_DURATION (F1_0*5)
fix64 Seismic_disturbance_start_time = 0, Seismic_disturbance_end_time;
int Seismic_level=0;
void init_seismic_disturbances(void)
{
Seismic_disturbance_start_time = 0;
Seismic_disturbance_end_time = 0;
}
// Return true if time to start a seismic disturbance.
static int start_seismic_disturbance(void)
{
int rval;
if (Level_shake_duration < 1)
return 0;
rval = (2 * fixmul(d_rand(), Level_shake_frequency)) < FrameTime;
if (rval) {
Seismic_disturbance_start_time = GameTime64;
Seismic_disturbance_end_time = GameTime64 + Level_shake_duration;
if (!Seismic_sound_playing) {
digi_play_sample_looping(Seismic_sound, F1_0, -1, -1);
Seismic_sound_playing = 1;
Next_seismic_sound_time = GameTime64 + d_rand()/2;
}
if (Game_mode & GM_MULTI)
multi_send_seismic (Seismic_disturbance_start_time,Seismic_disturbance_end_time);
}
return rval;
}
static void seismic_disturbance_frame(void)
{
if (Level_shake_frequency) {
if (((Seismic_disturbance_start_time < GameTime64) && (Seismic_disturbance_end_time > GameTime64)) || start_seismic_disturbance()) {
fix delta_time;
int fc, rx, rz;
delta_time = GameTime64 - Seismic_disturbance_start_time;
fc = abs(delta_time - (Seismic_disturbance_end_time - Seismic_disturbance_start_time)/2);
fc /= F1_0/16;
if (fc > 16)
fc = 16;
if (fc == 0)
fc = 1;
Seismic_tremor_volume += fc;
if (d_tick_step)
{
rx = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
rz = fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
ConsoleObject->mtype.phys_info.rotvel.x += rx;
ConsoleObject->mtype.phys_info.rotvel.z += rz;
// Shake the buddy!
if (Buddy_objnum != object_none) {
Objects[Buddy_objnum].mtype.phys_info.rotvel.x += rx*4;
Objects[Buddy_objnum].mtype.phys_info.rotvel.z += rz*4;
}
// Shake a guided missile!
Seismic_tremor_magnitude += rx;
}
}
}
}
// Call this when a smega detonates to start the process of rocking the mine.
void smega_rock_stuff(void)
{
fix64 *least = &Smega_detonate_times[0];
range_for (auto &i, Smega_detonate_times)
{
if (i + SMEGA_SHAKE_TIME < GameTime64)
i = 0;
if (*least > i)
least = &i;
}
*least = GameTime64;
}
int Super_mines_yes = 1;
// Call this once/frame to process all super mines in the level.
void process_super_mines_frame(void)
{
int i;
int start, add;
// If we don't know of there being any super mines in the level, just
// check every 8th object each frame.
if (Super_mines_yes == 0) {
start = d_tick_count & 7;
add = 8;
} else {
start = 0;
add = 1;
}
Super_mines_yes = 0;
for (i=start; i<=Highest_object_index; i+=add) {
if ((Objects[i].type == OBJ_WEAPON) && (get_powerup_id(&Objects[i]) == SUPERPROX_ID)) {
int parent_num;
parent_num = Objects[i].ctype.laser_info.parent_num;
Super_mines_yes = 1;
if (Objects[i].lifeleft + F1_0*2 < Weapon_info[SUPERPROX_ID].lifetime) {
vms_vector *bombpos;
bombpos = &Objects[i].pos;
range_for (auto j, highest_valid(Objects))
{
if ((Objects[j].type == OBJ_PLAYER) || (Objects[j].type == OBJ_ROBOT)) {
if (j == parent_num)
continue;
fix dist;
dist = vm_vec_dist_quick(*bombpos, Objects[j].pos);
if (dist - Objects[j].size < F1_0*20)
{
if (Objects[i].segnum == Objects[j].segnum)
Objects[i].lifeleft = 1;
else {
// Object which is close enough to detonate smart mine is not in same segment as smart mine.
// Need to do a more expensive check to make sure there isn't an obstruction.
if (((d_tick_count ^ (i+j)) % 4) == 0) {
fvi_query fq;
fvi_info hit_data;
int fate;
fq.startseg = Objects[i].segnum;
fq.p0 = &Objects[i].pos;
fq.p1 = &Objects[j].pos;
fq.rad = 0;
fq.thisobjnum = i;
fq.ignore_obj_list = NULL;
fq.flags = 0;
fate = find_vector_intersection(&fq, &hit_data);
if (fate != HIT_WALL)
Objects[i].lifeleft = 1;
}
}
}
}
}
}
}
}
}
#define SPIT_SPEED 20
//this function is for when the player intentionally drops a powerup
//this function is based on drop_powerup()
objnum_t spit_powerup(object *spitter, int id,int seed)
{
vms_vector new_velocity, new_pos;
d_srand(seed);
vm_vec_scale_add(new_velocity,spitter->mtype.phys_info.velocity,spitter->orient.fvec,i2f(SPIT_SPEED));
new_velocity.x += (d_rand() - 16384) * SPIT_SPEED * 2;
new_velocity.y += (d_rand() - 16384) * SPIT_SPEED * 2;
new_velocity.z += (d_rand() - 16384) * SPIT_SPEED * 2;
// Give keys zero velocity so they can be tracked better in multi
if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
vm_vec_zero(new_velocity);
//there's a piece of code which lets the player pick up a powerup if
//the distance between him and the powerup is less than 2 time their
//combined radii. So we need to create powerups pretty far out from
//the player.
vm_vec_scale_add(new_pos,spitter->pos,spitter->orient.fvec,spitter->size);
if (Game_mode & GM_MULTI)
{
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
{
return object_none;
}
}
auto obj = obj_create( OBJ_POWERUP, id, spitter->segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
if (obj == object_none ) {
Int3();
return obj;
}
obj->mtype.phys_info.velocity = new_velocity;
obj->mtype.phys_info.drag = 512; //1024;
obj->mtype.phys_info.mass = F1_0;
obj->mtype.phys_info.flags = PF_BOUNCE;
obj->rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(obj)].vclip_num;
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
obj->rtype.vclip_info.framenum = 0;
if (spitter == ConsoleObject)
obj->ctype.powerup_info.flags |= PF_SPAT_BY_PLAYER;
switch (get_powerup_id(obj)) {
case POW_MISSILE_1:
case POW_MISSILE_4:
case POW_SHIELD_BOOST:
case POW_ENERGY:
obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
if (Game_mode & GM_MULTI)
obj->lifeleft /= 2;
break;
default:
//if (Game_mode & GM_MULTI)
// obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
break;
}
return obj;
}
void DropCurrentWeapon ()
{
int ammo=0,seed;
if (num_objects >= MAX_USED_OBJECTS)
return;
if (Primary_weapon==0)
{
HUD_init_message_literal(HM_DEFAULT, "You cannot drop your base weapon!");
return;
}
HUD_init_message(HM_DEFAULT, "%s dropped!",PRIMARY_WEAPON_NAMES(Primary_weapon));
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
seed = d_rand();
objnum_t objnum = spit_powerup(ConsoleObject,Primary_weapon_to_powerup[Primary_weapon],seed);
if (objnum == object_none)
return;
if (weapon_index_uses_vulcan_ammo(Primary_weapon)) {
//if it's one of these, drop some ammo with the weapon
ammo = Players[Player_num].vulcan_ammo;
if ((Players[Player_num].primary_weapon_flags & HAS_VULCAN_FLAG) && (Players[Player_num].primary_weapon_flags & HAS_GAUSS_FLAG))
ammo /= 2; //if both vulcan & gauss, drop half
Players[Player_num].vulcan_ammo -= ammo;
if (objnum!=object_none)
Objects[objnum].ctype.powerup_info.count = ammo;
}
if (Primary_weapon == OMEGA_INDEX) {
//dropped weapon has current energy
if (objnum!=object_none)
Objects[objnum].ctype.powerup_info.count = Omega_charge;
}
if ((Game_mode & GM_MULTI) && objnum!=object_none)
multi_send_drop_weapon(objnum,seed);
Players[Player_num].primary_weapon_flags &= (~HAS_PRIMARY_FLAG(Primary_weapon));
auto_select_weapon (0);
}
void DropSecondaryWeapon ()
{
int seed;
ubyte weapon_drop_id=-1;
ushort sub_ammo=0;
if (num_objects >= MAX_USED_OBJECTS)
return;
if (Players[Player_num].secondary_ammo[Secondary_weapon] ==0)
{
HUD_init_message_literal(HM_DEFAULT, "No secondary weapon to drop!");
return;
}
weapon_drop_id = Secondary_weapon_to_powerup[Secondary_weapon];
// see if we drop single or 4-pack
switch (Secondary_weapon_to_powerup[Secondary_weapon])
{
case POW_MISSILE_1:
case POW_HOMING_AMMO_1:
case POW_SMISSILE1_1:
case POW_GUIDED_MISSILE_1:
case POW_MERCURY_MISSILE_1:
if (Players[Player_num].secondary_ammo[Secondary_weapon]<4)
{
sub_ammo = 1;
}
else
{
sub_ammo = 4;
weapon_drop_id++; //4-pack always is next index
}
break;
case POW_PROXIMITY_WEAPON:
case POW_SMART_MINE:
if (Players[Player_num].secondary_ammo[Secondary_weapon]<4)
{
HUD_init_message_literal(HM_DEFAULT, "You need at least 4 to drop!");
return;
}
else
{
sub_ammo = 4;
}
break;
case POW_SMARTBOMB_WEAPON:
case POW_MEGA_WEAPON:
case POW_EARTHSHAKER_MISSILE:
sub_ammo = 1;
break;
}
HUD_init_message(HM_DEFAULT, "%s dropped!",SECONDARY_WEAPON_NAMES(Secondary_weapon));
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
seed = d_rand();
objnum_t objnum = spit_powerup(ConsoleObject,weapon_drop_id,seed);
if (objnum == object_none)
return;
if ((Game_mode & GM_MULTI) && objnum!=object_none)
multi_send_drop_weapon(objnum,seed);
Players[Player_num].secondary_ammo[Secondary_weapon]-=sub_ammo;
if (Players[Player_num].secondary_ammo[Secondary_weapon]==0)
{
Players[Player_num].secondary_weapon_flags &= (~(1<<Secondary_weapon));
auto_select_weapon (1);
}
}
// ---------------------------------------------------------------------------------------
// Do seismic disturbance stuff including the looping sounds with changing volume.
void do_seismic_stuff(void)
{
int stv_save;
stv_save = Seismic_tremor_volume;
Seismic_tremor_magnitude = 0;
Seismic_tremor_volume = 0;
rock_the_mine_frame();
seismic_disturbance_frame();
if (stv_save != 0) {
if (Seismic_tremor_volume == 0) {
digi_stop_looping_sound();
Seismic_sound_playing = 0;
}
if ((GameTime64 > Next_seismic_sound_time) && Seismic_tremor_volume) {
int volume;
volume = Seismic_tremor_volume * 2048;
if (volume > F1_0)
volume = F1_0;
digi_change_looping_volume(volume);
Next_seismic_sound_time = GameTime64 + d_rand()/4 + 8192;
}
}
}
#endif
DEFINE_BITMAP_SERIAL_UDT();
#if defined(DXX_BUILD_DESCENT_I)
DEFINE_SERIAL_UDT_TO_MESSAGE(weapon_info, w, (w.render_type, w.model_num, w.model_num_inner, w.persistent, w.flash_vclip, w.flash_sound, w.robot_hit_vclip, w.robot_hit_sound, w.wall_hit_vclip, w.wall_hit_sound, w.fire_count, w.ammo_usage, w.weapon_vclip, w.destroyable, w.matter, w.bounce, w.homing_flag, w.dum1, w.dum2, w.dum3, w.energy_usage, w.fire_wait, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture));
#elif defined(DXX_BUILD_DESCENT_II)
namespace {
struct v2_weapon_info : weapon_info {};
}
template <typename Accessor>
void postprocess_udt(Accessor &, v2_weapon_info &w)
{
w.children = -1;
w.multi_damage_scale = F1_0;
w.hires_picture = w.picture;
}
DEFINE_SERIAL_UDT_TO_MESSAGE(v2_weapon_info, w, (w.render_type, w.persistent, w.model_num, w.model_num_inner, w.flash_vclip, w.robot_hit_vclip, w.flash_sound, w.wall_hit_vclip, w.fire_count, w.robot_hit_sound, w.ammo_usage, w.weapon_vclip, w.wall_hit_sound, w.destroyable, w.matter, w.bounce, w.homing_flag, w.speedvar, w.flags, w.flash, w.afterburner_size, w.energy_usage, w.fire_wait, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture));
DEFINE_SERIAL_UDT_TO_MESSAGE(weapon_info, w, (w.render_type, w.persistent, w.model_num, w.model_num_inner, w.flash_vclip, w.robot_hit_vclip, w.flash_sound, w.wall_hit_vclip, w.fire_count, w.robot_hit_sound, w.ammo_usage, w.weapon_vclip, w.wall_hit_sound, w.destroyable, w.matter, w.bounce, w.homing_flag, w.speedvar, w.flags, w.flash, w.afterburner_size, w.children, w.energy_usage, w.fire_wait, w.multi_damage_scale, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture, w.hires_picture));
#endif
void weapon_info_write(PHYSFS_File *fp, const weapon_info &w)
{
PHYSFSX_serialize_write(fp, w);
}
/*
* reads n weapon_info structs from a PHYSFS_file
*/
void weapon_info_read_n(weapon_info_array &wi, std::size_t count, PHYSFS_File *fp, int file_version, std::size_t offset)
{
auto r = partial_range(wi, offset, count);
#if defined(DXX_BUILD_DESCENT_II)
if (file_version < 3)
{
range_for (auto &w, r)
PHYSFSX_serialize_read(fp, static_cast<v2_weapon_info &>(w));
/* Set the type of children correctly when using old
* datafiles. In earlier descent versions this was simply
* hard-coded in create_smart_children().
*/
wi[SMART_ID].children = PLAYER_SMART_HOMING_ID;
wi[SUPERPROX_ID].children = SMART_MINE_HOMING_ID;
return;
}
#endif
range_for (auto &w, r)
{
PHYSFSX_serialize_read(fp, w);
}
}