1376 lines
38 KiB
C
1376 lines
38 KiB
C
/* $Id: weapon.c,v 1.6 2002-08-06 05:21:33 btb Exp $ */
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/*
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#ifdef RCS
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static char rcsid[] = "$Id: weapon.c,v 1.6 2002-08-06 05:21:33 btb Exp $";
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "game.h"
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#include "laser.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 "fireball.h"
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#include "newdemo.h"
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#include "multi.h"
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#include "newmenu.h"
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#include "ai.h"
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#include "args.h"
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#if defined (TACTILE)
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#include "tactile.h"
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#endif
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int POrderList (int num);
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int SOrderList (int num);
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// Note, only Vulcan cannon requires ammo.
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// NOTE: Now Vulcan and Gauss require ammo. -5/3/95 Yuan
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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] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
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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};
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//for each Secondary weapon, which gun it fires out of
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ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
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int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
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ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
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//for each primary weapon, what kind of powerup gives weapon
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ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
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//for each Secondary weapon, what kind of powerup gives weapon
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ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
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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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// autoselect ordering
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ubyte PrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
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ubyte SecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
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ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
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ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
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// Cycling weapon key pressed?
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ubyte Cycling=0;
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//allow player to reorder menus?
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extern ubyte MenuReordering;
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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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byte Weapon_is_energy[MAX_WEAPON_TYPES] = {
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1, 1, 1, 1, 1,
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1, 1, 1, 0, 1,
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1, 0, 1, 1, 1,
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0, 1, 0, 0, 1,
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1, 0, 0, 1, 1,
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1, 1, 1, 0, 1,
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1, 1, 0, 1, 1,
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1
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};
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// ; (0) Laser Level 1
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// ; (1) Laser Level 2
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// ; (2) Laser Level 3
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// ; (3) Laser Level 4
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// ; (4) Unknown Use
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// ; (5) Josh Blobs
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// ; (6) Unknown Use
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// ; (7) Unknown Use
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// ; (8) ---------- Concussion Missile ----------
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// ; (9) ---------- Flare ----------
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// ; (10) ---------- Blue laser that blue guy shoots -----------
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// ; (11) ---------- Vulcan Cannon ----------
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// ; (12) ---------- Spreadfire Cannon ----------
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// ; (13) ---------- Plasma Cannon ----------
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// ; (14) ---------- Fusion Cannon ----------
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// ; (15) ---------- Homing Missile ----------
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// ; (16) ---------- Proximity Bomb ----------
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// ; (17) ---------- Smart Missile ----------
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// ; (18) ---------- Mega Missile ----------
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// ; (19) ---------- Children of the PLAYER'S Smart Missile ----------
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// ; (20) ---------- Bad Guy Spreadfire Laser ----------
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// ; (21) ---------- SuperMech Homing Missile ----------
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// ; (22) ---------- Regular Mech's missile -----------
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// ; (23) ---------- Silent Spreadfire Laser ----------
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// ; (24) ---------- Red laser that baby spiders shoot -----------
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// ; (25) ---------- Green laser that rifleman shoots -----------
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// ; (26) ---------- Plasma gun that 'plasguy' fires ------------
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// ; (27) ---------- Blobs fired by Red Spiders -----------
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// ; (28) ---------- Final Boss's Mega Missile ----------
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// ; (29) ---------- Children of the ROBOT'S Smart Missile ----------
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// ; (30) Laser Level 5
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// ; (31) Laser Level 6
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// ; (32) ---------- Super Vulcan Cannon ----------
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// ; (33) ---------- Super Spreadfire Cannon ----------
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// ; (34) ---------- Super Plasma Cannon ----------
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// ; (35) ---------- Super Fusion Cannon ----------
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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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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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// Special case: Gauss cannon uses vulcan ammo.
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if (weapon_num == GAUSS_INDEX) {
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if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[VULCAN_INDEX])
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return_value |= HAS_AMMO_FLAG;
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} else
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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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if (weapon_num == OMEGA_INDEX) { // Hack: Make sure player has energy to omega
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if (Players[Player_num].energy || Omega_charge)
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return_value |= HAS_ENERGY_FLAG;
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} else
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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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void InitWeaponOrdering ()
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{
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// short routine to setup default weapon priorities for new pilots
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int i;
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for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
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PrimaryOrder[i]=DefaultPrimaryOrder[i];
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for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
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SecondaryOrder[i]=DefaultSecondaryOrder[i];
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}
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void CyclePrimary ()
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{
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mprintf ((0,"Cycling primary!\n"));
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Cycling=1;
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auto_select_weapon (0);
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Cycling=0;
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}
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void CycleSecondary ()
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{
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mprintf ((0,"Cycling secondary!\n"));
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Cycling=1;
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auto_select_weapon (1);
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Cycling=0;
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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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if (Newdemo_state==ND_STATE_RECORDING )
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newdemo_record_player_weapon(secondary_flag, weapon_num);
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if (!secondary_flag) {
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if (Primary_weapon != weapon_num) {
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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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// Select super version if available.
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if (wait_for_rearm)
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{
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if (!Cycling)
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; // -- MK, only plays when can't fire weapon anyway, fixes bug -- digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
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else
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digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
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}
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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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#if defined (TACTILE)
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tactile_set_button_jolt();
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#endif
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//save flag for whether was super version
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Primary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
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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)
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{
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if (!Cycling)
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digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
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else
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digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
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}
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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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//save flag for whether was super version
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Secondary_last_was_super[weapon_num % SUPER_WEAPON] = (weapon_num >= SUPER_WEAPON);
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}
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if (print_message)
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{
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if (weapon_num == LASER_INDEX && !secondary_flag)
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HUD_init_message("%s Level %d %s", weapon_name, Players[Player_num].laser_level+1, TXT_SELECTED);
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else
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HUD_init_message("%s %s", weapon_name, TXT_SELECTED);
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}
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}
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//flags whether the last time we use this weapon, it was the 'super' version
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ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
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ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
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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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int weapon_num_save=weapon_num;
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int weapon_status,current,has_flag;
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ubyte last_was_super;
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if (!secondary_flag) {
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current = Primary_weapon;
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last_was_super = Primary_last_was_super[weapon_num];
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has_flag = HAS_WEAPON_FLAG;
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}
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else {
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current = Secondary_weapon;
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last_was_super = Secondary_last_was_super[weapon_num];
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has_flag = HAS_WEAPON_FLAG+HAS_AMMO_FLAG;
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}
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if (current == weapon_num || current == weapon_num+SUPER_WEAPON) {
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//already have this selected, so toggle to other of normal/super version
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weapon_num += weapon_num+SUPER_WEAPON - current;
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weapon_status = player_has_weapon(weapon_num, secondary_flag);
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}
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else {
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//go to last-select version of requested missile
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if (last_was_super)
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weapon_num += SUPER_WEAPON;
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weapon_status = player_has_weapon(weapon_num, secondary_flag);
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//if don't have last-selected, try other version
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if ((weapon_status & has_flag) != has_flag) {
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weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
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weapon_status = player_has_weapon(weapon_num, secondary_flag);
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if ((weapon_status & has_flag) != has_flag)
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weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
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}
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}
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//if we don't have the weapon we're switching to, give error & bail
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if ((weapon_status & has_flag) != has_flag) {
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if (!secondary_flag) {
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if (weapon_num==SUPER_LASER_INDEX)
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return; //no such thing as super laser, so no error
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HUD_init_message("%s %s!", TXT_DONT_HAVE, PRIMARY_WEAPON_NAMES(weapon_num));
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}
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else
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HUD_init_message("%s %s%s",TXT_HAVE_NO, SECONDARY_WEAPON_NAMES(weapon_num), TXT_SX);
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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return;
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}
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//now actually select the weapon
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select_weapon(weapon_num, secondary_flag, 1, 1);
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}
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// ----------------------------------------------------------------------------------------
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// Automatically select next best weapon if unable to fire current weapon.
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// Weapon type: 0==primary, 1==secondary
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void auto_select_weapon(int weapon_type)
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{
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int r;
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int cutpoint;
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int looped=0;
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if (weapon_type==0) {
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r = player_has_weapon(Primary_weapon, 0);
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if (r != HAS_ALL || Cycling) {
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int cur_weapon;
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int try_again = 1;
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cur_weapon = POrderList(Primary_weapon);
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cutpoint = POrderList (255);
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while (try_again) {
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cur_weapon++;
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if (cur_weapon>=cutpoint)
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{
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if (looped)
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{
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if (!Cycling)
|
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{
|
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HUD_init_message(TXT_NO_PRIMARY);
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#ifdef TACTILE
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if (TactileStick)
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ButtonReflexClear(0);
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#endif
|
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select_weapon(0, 0, 0, 1);
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}
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else
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select_weapon (Primary_weapon,0,0,1);
|
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try_again = 0;
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continue;
|
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}
|
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cur_weapon=0;
|
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looped=1;
|
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}
|
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|
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|
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if (cur_weapon==MAX_PRIMARY_WEAPONS)
|
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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 (PrimaryOrder[cur_weapon] == FUSION_INDEX)
|
||
// continue;
|
||
|
||
if (PrimaryOrder[cur_weapon] == Primary_weapon) {
|
||
if (!Cycling)
|
||
{
|
||
HUD_init_message(TXT_NO_PRIMARY);
|
||
#ifdef TACTILE
|
||
if (TactileStick)
|
||
ButtonReflexClear(0);
|
||
#endif
|
||
|
||
// if (POrderList(0)<POrderList(255))
|
||
select_weapon(0, 0, 0, 1);
|
||
}
|
||
else
|
||
select_weapon (Primary_weapon,0,0,1);
|
||
|
||
try_again = 0; // Tried all weapons!
|
||
|
||
} else if (PrimaryOrder[cur_weapon]!=255 && player_has_weapon(PrimaryOrder[cur_weapon], 0) == HAS_ALL) {
|
||
select_weapon(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 || Cycling) {
|
||
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)
|
||
{
|
||
if (!Cycling)
|
||
HUD_init_message("No secondary weapons selected!");
|
||
else
|
||
select_weapon (Secondary_weapon,1,0,1);
|
||
try_again = 0;
|
||
continue;
|
||
}
|
||
cur_weapon=0;
|
||
looped=1;
|
||
}
|
||
|
||
if (cur_weapon==MAX_SECONDARY_WEAPONS)
|
||
cur_weapon = 0;
|
||
|
||
if (SecondaryOrder[cur_weapon] == Secondary_weapon) {
|
||
if (!Cycling)
|
||
HUD_init_message("No secondary weapons available!");
|
||
else
|
||
select_weapon (Secondary_weapon,1,0,1);
|
||
|
||
try_again = 0; // Tried all weapons!
|
||
} else if (player_has_weapon(SecondaryOrder[cur_weapon], 1) == HAS_ALL) {
|
||
select_weapon(SecondaryOrder[cur_weapon], 1, 1, 1 );
|
||
try_again = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
}
|
||
|
||
}
|
||
|
||
#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
|
||
|
||
// ---------------------------------------------------------------------
|
||
//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 (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
|
||
max *= 2;
|
||
|
||
if (Players[Player_num].secondary_ammo[weapon_index] >= max) {
|
||
HUD_init_message("%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;
|
||
}
|
||
|
||
cutpoint=SOrderList (255);
|
||
if (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 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 == PROXIMITY_INDEX || weapon_index == SMART_MINE_INDEX) &&
|
||
!(Secondary_weapon == PROXIMITY_INDEX || Secondary_weapon == SMART_MINE_INDEX)) {
|
||
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);
|
||
}
|
||
}
|
||
|
||
//note: flash for all but concussion was 7,14,21
|
||
if (count>1) {
|
||
PALETTE_FLASH_ADD(15,15,15);
|
||
HUD_init_message("%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
|
||
}
|
||
else {
|
||
PALETTE_FLASH_ADD(10,10,10);
|
||
HUD_init_message("%s!",SECONDARY_WEAPON_NAMES(weapon_index));
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
void ReorderPrimary ()
|
||
{
|
||
newmenu_item m[MAX_PRIMARY_WEAPONS+1];
|
||
int i;
|
||
|
||
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
|
||
{
|
||
m[i].type=NM_TYPE_MENU;
|
||
if (PrimaryOrder[i]==255)
|
||
m[i].text="<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Never autoselect <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
|
||
else
|
||
m[i].text=(char *)PRIMARY_WEAPON_NAMES(PrimaryOrder[i]);
|
||
m[i].value=PrimaryOrder[i];
|
||
}
|
||
MenuReordering=1;
|
||
i = newmenu_do("Reorder Primary","Shift+Up/Down arrow to move item", i, m, NULL);
|
||
MenuReordering=0;
|
||
|
||
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
|
||
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++)
|
||
{
|
||
m[i].type=NM_TYPE_MENU;
|
||
if (SecondaryOrder[i]==255)
|
||
m[i].text="<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Never autoselect <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
|
||
else
|
||
m[i].text=(char *)SECONDARY_WEAPON_NAMES(SecondaryOrder[i]);
|
||
m[i].value=SecondaryOrder[i];
|
||
}
|
||
MenuReordering=1;
|
||
i = newmenu_do("Reorder Secondary","Shift+Up/Down arrow to move item", i, m, NULL);
|
||
MenuReordering=0;
|
||
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
|
||
SecondaryOrder[i]=m[i].value;
|
||
}
|
||
|
||
int POrderList (int num)
|
||
{
|
||
int i;
|
||
|
||
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
|
||
if (PrimaryOrder[i]==num)
|
||
{
|
||
mprintf ((0,"Primary %d has priority of %d!\n",num,i));
|
||
return (i);
|
||
}
|
||
Error ("Primary Weapon is not in order list!!!");
|
||
}
|
||
|
||
int SOrderList (int num)
|
||
{
|
||
int i;
|
||
|
||
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
|
||
if (SecondaryOrder[i]==num)
|
||
{
|
||
mprintf ((0,"Secondary %d has priority of %d!\n",num,i));
|
||
return (i);
|
||
}
|
||
mprintf ((0,"Error! Secondary Num=%d\n",num));
|
||
Error ("Secondary Weapon is not in order list!!!");
|
||
}
|
||
|
||
|
||
//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 = 1<<weapon_index;
|
||
int cutpoint;
|
||
int supposed_weapon=Primary_weapon;
|
||
|
||
if (weapon_index!=LASER_INDEX && Players[Player_num].primary_weapon_flags & flag) { //already have
|
||
HUD_init_message("%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index));
|
||
return 0;
|
||
}
|
||
|
||
Players[Player_num].primary_weapon_flags |= flag;
|
||
|
||
cutpoint=POrderList (255);
|
||
|
||
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
|
||
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
|
||
|
||
|
||
if (POrderList(weapon_index)<cutpoint && POrderList(weapon_index)<POrderList(supposed_weapon))
|
||
select_weapon(weapon_index,0,0,1);
|
||
|
||
PALETTE_FLASH_ADD(7,14,21);
|
||
mprintf ((0,"Weapon index: %d\n",weapon_index));
|
||
|
||
if (weapon_index!=LASER_INDEX)
|
||
HUD_init_message("%s!",PRIMARY_WEAPON_NAMES(weapon_index));
|
||
|
||
return 1;
|
||
}
|
||
int check_to_use_primary(int weapon_index)
|
||
{
|
||
ushort old_flags = Players[Player_num].primary_weapon_flags;
|
||
ushort flag = 1<<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);
|
||
|
||
return 1;
|
||
}
|
||
|
||
|
||
|
||
//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 (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
|
||
max *= 2;
|
||
|
||
if (Players[Player_num].primary_ammo[weapon_index] == max)
|
||
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] > max) {
|
||
ammo_count += (max - Players[Player_num].primary_ammo[weapon_index]);
|
||
Players[Player_num].primary_ammo[weapon_index] = max;
|
||
}
|
||
cutpoint=POrderList (255);
|
||
|
||
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
|
||
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
|
||
|
||
|
||
if (Players[Player_num].primary_weapon_flags&(1<<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
|
||
}
|
||
|
||
#define SMEGA_SHAKE_TIME (F1_0*2)
|
||
#define MAX_SMEGA_DETONATES 4
|
||
fix 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;
|
||
fix 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;
|
||
delta_time = GameTime - 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 = GameTime + 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;
|
||
|
||
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 != -1) {
|
||
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.
|
||
}
|
||
|
||
extern int Level_shake_frequency, Level_shake_duration;
|
||
#ifdef NETWORK
|
||
extern void multi_send_seismic (fix,fix);
|
||
#endif
|
||
|
||
#define SEISMIC_DISTURBANCE_DURATION (F1_0*5)
|
||
fix Seismic_disturbance_start_time = 0, Seismic_disturbance_end_time;
|
||
|
||
int Seismic_level=0;
|
||
|
||
int on_seismic_level(void)
|
||
{
|
||
return Seismic_level;
|
||
}
|
||
|
||
void init_seismic_disturbances(void)
|
||
{
|
||
Seismic_disturbance_start_time = 0;
|
||
Seismic_disturbance_end_time = 0;
|
||
}
|
||
|
||
// Return true if time to start a seismic disturbance.
|
||
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 = GameTime;
|
||
Seismic_disturbance_end_time = GameTime + 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 = GameTime + d_rand()/2;
|
||
}
|
||
|
||
#ifdef NETWORK
|
||
if (Game_mode & GM_MULTI)
|
||
multi_send_seismic (Seismic_disturbance_start_time,Seismic_disturbance_end_time);
|
||
#endif
|
||
}
|
||
|
||
return rval;
|
||
}
|
||
|
||
void seismic_disturbance_frame(void)
|
||
{
|
||
if (Level_shake_frequency) {
|
||
if (((Seismic_disturbance_start_time < GameTime) && (Seismic_disturbance_end_time > GameTime)) || start_seismic_disturbance()) {
|
||
fix delta_time;
|
||
int fc, rx, rz;
|
||
|
||
delta_time = GameTime - 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;
|
||
|
||
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 != -1) {
|
||
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)
|
||
{
|
||
int i;
|
||
|
||
for (i=0; i<MAX_SMEGA_DETONATES; i++) {
|
||
if (Smega_detonate_times[i] + SMEGA_SHAKE_TIME < GameTime)
|
||
Smega_detonate_times[i] = 0;
|
||
}
|
||
|
||
for (i=0; i<MAX_SMEGA_DETONATES; i++) {
|
||
if (Smega_detonate_times[i] == 0) {
|
||
Smega_detonate_times[i] = GameTime;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
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, j;
|
||
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 = FrameCount & 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) && (Objects[i].id == 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;
|
||
|
||
for (j=0; j<=Highest_object_index; j++) {
|
||
if ((Objects[j].type == OBJ_PLAYER) || (Objects[j].type == OBJ_ROBOT)) {
|
||
fix dist;
|
||
|
||
dist = vm_vec_dist_quick(bombpos, &Objects[j].pos);
|
||
|
||
if (j != parent_num)
|
||
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 (((FrameCount ^ (i+j)) % 4) == 0) {
|
||
fvi_query fq;
|
||
fvi_info hit_data;
|
||
int fate;
|
||
|
||
mprintf((0, "Expensive proxmine collision check. Frame %i\n", FrameCount));
|
||
|
||
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()
|
||
int spit_powerup(object *spitter, int id,int seed)
|
||
{
|
||
int objnum;
|
||
object *obj;
|
||
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);
|
||
|
||
#ifdef NETWORK
|
||
if (Game_mode & GM_MULTI)
|
||
{
|
||
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
|
||
{
|
||
mprintf( (0, "WEAPON:Not enough slots to drop all powerups!\n" ));
|
||
return (-1);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
objnum = obj_create( OBJ_POWERUP, id, spitter->segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
|
||
|
||
if (objnum < 0 ) {
|
||
mprintf((1, "Can't create object in object_create_egg. Aborting.\n"));
|
||
Int3();
|
||
return objnum;
|
||
}
|
||
|
||
obj = &Objects[objnum];
|
||
|
||
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[obj->id].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 (obj->id) {
|
||
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 objnum;
|
||
}
|
||
|
||
void DropCurrentWeapon ()
|
||
{
|
||
int objnum,ammo=0,seed;
|
||
|
||
if (Primary_weapon==0)
|
||
{
|
||
HUD_init_message("You cannot drop your base weapon!");
|
||
return;
|
||
}
|
||
|
||
HUD_init_message("%s dropped!",PRIMARY_WEAPON_NAMES(Primary_weapon));
|
||
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
||
|
||
seed = d_rand();
|
||
|
||
objnum = spit_powerup(ConsoleObject,Primary_weapon_to_powerup[Primary_weapon],seed);
|
||
|
||
if (objnum<0)
|
||
return;
|
||
|
||
if (Primary_weapon == VULCAN_INDEX || Primary_weapon == GAUSS_INDEX) {
|
||
|
||
//if it's one of these, drop some ammo with the weapon
|
||
|
||
ammo = Players[Player_num].primary_ammo[VULCAN_INDEX];
|
||
|
||
if ((Players[Player_num].primary_weapon_flags & HAS_FLAG(VULCAN_INDEX)) && (Players[Player_num].primary_weapon_flags & HAS_FLAG(GAUSS_INDEX)))
|
||
ammo /= 2; //if both vulcan & gauss, drop half
|
||
|
||
Players[Player_num].primary_ammo[VULCAN_INDEX] -= ammo;
|
||
|
||
if (objnum!=-1)
|
||
Objects[objnum].ctype.powerup_info.count = ammo;
|
||
}
|
||
|
||
if (Primary_weapon == OMEGA_INDEX) {
|
||
|
||
//dropped weapon has current energy
|
||
|
||
if (objnum!=-1)
|
||
Objects[objnum].ctype.powerup_info.count = Omega_charge;
|
||
}
|
||
|
||
#ifdef NETWORK
|
||
if ((Game_mode & GM_MULTI) && objnum>-1)
|
||
multi_send_drop_weapon(objnum,seed);
|
||
#endif
|
||
|
||
Players[Player_num].primary_weapon_flags &= (~(1<<Primary_weapon));
|
||
auto_select_weapon (0);
|
||
}
|
||
|
||
|
||
void DropSecondaryWeapon ()
|
||
{
|
||
int objnum,seed;
|
||
|
||
if (Players[Player_num].secondary_ammo[Secondary_weapon] ==0)
|
||
{
|
||
HUD_init_message("No secondary weapon to drop!");
|
||
return;
|
||
}
|
||
|
||
if ((Secondary_weapon_to_powerup[Secondary_weapon]==POW_PROXIMITY_WEAPON ||
|
||
Secondary_weapon_to_powerup[Secondary_weapon]==POW_SMART_MINE) &&
|
||
Players[Player_num].secondary_ammo[Secondary_weapon]<4)
|
||
{
|
||
HUD_init_message("You need at least 4 to drop!");
|
||
return;
|
||
}
|
||
|
||
HUD_init_message("%s dropped!",SECONDARY_WEAPON_NAMES(Secondary_weapon));
|
||
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
||
|
||
seed = d_rand();
|
||
|
||
objnum = spit_powerup(ConsoleObject,Secondary_weapon_to_powerup[Secondary_weapon],seed);
|
||
|
||
if (objnum<0)
|
||
return;
|
||
|
||
|
||
#ifdef NETWORK
|
||
if ((Game_mode & GM_MULTI) && objnum>-1)
|
||
multi_send_drop_weapon(objnum,seed);
|
||
#endif
|
||
|
||
if (Secondary_weapon_to_powerup[Secondary_weapon]==POW_PROXIMITY_WEAPON ||
|
||
Secondary_weapon_to_powerup[Secondary_weapon]==POW_SMART_MINE)
|
||
Players[Player_num].secondary_ammo[Secondary_weapon]-=4;
|
||
else
|
||
Players[Player_num].secondary_ammo[Secondary_weapon]--;
|
||
|
||
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 ((GameTime > 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 = GameTime + d_rand()/4 + 8192;
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
int tactile_fire_duration[]={120,80,150,250,150,200,100,180,280,100};
|
||
int tactile_fire_repeat[]={260,90,160,160,160,210,110,191,291,111};
|
||
|
||
void tactile_set_button_jolt ()
|
||
{
|
||
#ifdef TACTILE
|
||
|
||
FILE *infile;
|
||
int t,i;
|
||
static int stickmag=-1;
|
||
int dur,rep;
|
||
|
||
dur=tactile_fire_duration[Primary_weapon];
|
||
rep=tactile_fire_repeat[Primary_weapon];
|
||
|
||
if (TactileStick)
|
||
{
|
||
if (stickmag==-1)
|
||
{
|
||
if (t=FindArg("-stickmag"))
|
||
stickmag=atoi (Args[t+1]);
|
||
else
|
||
stickmag=50;
|
||
|
||
infile=(FILE *)fopen ("stick.val","rt");
|
||
if (infile!=NULL)
|
||
{
|
||
for (i=0;i<10;i++)
|
||
{
|
||
fscanf (infile,"%d %d\n",&tactile_fire_duration[i],&tactile_fire_repeat[i]);
|
||
mprintf ((0,"scan value[%d]=%d\n",i,tactile_fire_duration[i]));
|
||
}
|
||
fclose (infile);
|
||
}
|
||
}
|
||
ButtonReflexJolt (0,stickmag,0,dur,rep);
|
||
}
|
||
#endif
|
||
}
|
||
|
||
/*
|
||
* reads n weapon_info structs from a CFILE
|
||
*/
|
||
extern int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp, int file_version)
|
||
{
|
||
int i, j;
|
||
|
||
for (i = 0; i < n; i++) {
|
||
wi[i].render_type = cfile_read_byte(fp);
|
||
wi[i].persistent = cfile_read_byte(fp);
|
||
wi[i].model_num = cfile_read_short(fp);
|
||
wi[i].model_num_inner = cfile_read_short(fp);
|
||
|
||
wi[i].flash_vclip = cfile_read_byte(fp);
|
||
wi[i].robot_hit_vclip = cfile_read_byte(fp);
|
||
wi[i].flash_sound = cfile_read_short(fp);
|
||
|
||
wi[i].wall_hit_vclip = cfile_read_byte(fp);
|
||
wi[i].fire_count = cfile_read_byte(fp);
|
||
wi[i].robot_hit_sound = cfile_read_short(fp);
|
||
|
||
wi[i].ammo_usage = cfile_read_byte(fp);
|
||
wi[i].weapon_vclip = cfile_read_byte(fp);
|
||
wi[i].wall_hit_sound = cfile_read_short(fp);
|
||
|
||
wi[i].destroyable = cfile_read_byte(fp);
|
||
wi[i].matter = cfile_read_byte(fp);
|
||
wi[i].bounce = cfile_read_byte(fp);
|
||
wi[i].homing_flag = cfile_read_byte(fp);
|
||
|
||
wi[i].speedvar = cfile_read_byte(fp);
|
||
wi[i].flags = cfile_read_byte(fp);
|
||
wi[i].flash = cfile_read_byte(fp);
|
||
wi[i].afterburner_size = cfile_read_byte(fp);
|
||
|
||
if (file_version >= 3)
|
||
wi[i].children = cfile_read_byte(fp);
|
||
else
|
||
wi[i].children = -1;
|
||
|
||
wi[i].energy_usage = cfile_read_fix(fp);
|
||
wi[i].fire_wait = cfile_read_fix(fp);
|
||
|
||
if (file_version >= 3)
|
||
wi[i].multi_damage_scale = cfile_read_fix(fp);
|
||
else
|
||
wi[i].multi_damage_scale = F1_0;
|
||
|
||
bitmap_index_read(&wi[i].bitmap, fp);
|
||
|
||
wi[i].blob_size = cfile_read_fix(fp);
|
||
wi[i].flash_size = cfile_read_fix(fp);
|
||
wi[i].impact_size = cfile_read_fix(fp);
|
||
for (j = 0; j < NDL; j++)
|
||
wi[i].strength[j] = cfile_read_fix(fp);
|
||
for (j = 0; j < NDL; j++)
|
||
wi[i].speed[j] = cfile_read_fix(fp);
|
||
wi[i].mass = cfile_read_fix(fp);
|
||
wi[i].drag = cfile_read_fix(fp);
|
||
wi[i].thrust = cfile_read_fix(fp);
|
||
wi[i].po_len_to_width_ratio = cfile_read_fix(fp);
|
||
wi[i].light = cfile_read_fix(fp);
|
||
wi[i].lifetime = cfile_read_fix(fp);
|
||
wi[i].damage_radius = cfile_read_fix(fp);
|
||
bitmap_index_read(&wi[i].picture, fp);
|
||
if (file_version >= 3)
|
||
bitmap_index_read(&wi[i].hires_picture, fp);
|
||
else
|
||
wi[i].hires_picture.index = wi[i].picture.index;
|
||
}
|
||
return i;
|
||
}
|