1499 lines
46 KiB
C++
1499 lines
46 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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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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/*
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*
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* Functions for weapons...
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*
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*/
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#include <stdexcept>
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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 "hudmsg.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 "player.h"
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#include "gauges.h"
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#include "dxxerror.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 "object.h"
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#include "segment.h"
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#include "newmenu.h"
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#include "gamemine.h"
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#include "ai.h"
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#include "args.h"
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#include "playsave.h"
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#include "physfs-serial.h"
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#include "compiler-range_for.h"
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#include "highest_valid.h"
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#include "partial_range.h"
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static int POrderList (int num);
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static 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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constexpr tt::integral_constant<uint8_t, 1> has_weapon_result::has_weapon_flag;
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constexpr tt::integral_constant<uint8_t, 2> has_weapon_result::has_energy_flag;
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constexpr tt::integral_constant<uint8_t, 4> has_weapon_result::has_ammo_flag;
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// Convert primary weapons to indices in Weapon_info array.
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#if defined(DXX_BUILD_DESCENT_I)
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const array<ubyte, MAX_PRIMARY_WEAPONS> Primary_weapon_to_weapon_info{{0, VULCAN_ID, 12, PLASMA_ID, FUSION_ID}};
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const array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_weapon_info{{CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID}};
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//for each Secondary weapon, which gun it fires out of
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const array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_gun_num{{4,4,7,7,7}};
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#elif defined(DXX_BUILD_DESCENT_II)
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#include "fvi.h"
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const array<ubyte, MAX_PRIMARY_WEAPONS> Primary_weapon_to_weapon_info{{
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LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID,
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SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID
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}};
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const array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_weapon_info{{
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CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID,
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FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID
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}};
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//for each Secondary weapon, which gun it fires out of
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const array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_gun_num{{4,4,7,7,7,4,4,7,4,7}};
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#endif
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const array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_ammo_max{{20, 10, 10, 5, 5,
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#if defined(DXX_BUILD_DESCENT_II)
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20, 20, 15, 10, 10
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#endif
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}};
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//for each primary weapon, what kind of powerup gives weapon
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const array<powerup_type_t, MAX_PRIMARY_WEAPONS> Primary_weapon_to_powerup{{POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,
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#if defined(DXX_BUILD_DESCENT_II)
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POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON
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#endif
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}};
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//for each Secondary weapon, what kind of powerup gives weapon
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const array<powerup_type_t, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_powerup{{POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,
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#if defined(DXX_BUILD_DESCENT_II)
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POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE
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#endif
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}};
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weapon_info_array Weapon_info;
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unsigned N_weapon_types;
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primary_weapon_index_t Primary_weapon;
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sbyte Secondary_weapon;
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// autoselect ordering
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#if defined(DXX_BUILD_DESCENT_I)
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static const array<ubyte, MAX_PRIMARY_WEAPONS + 1> DefaultPrimaryOrder{{ 4, 3, 2, 1, 0, 255 }};
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static const array<ubyte, MAX_SECONDARY_WEAPONS + 1> DefaultSecondaryOrder{{ 4, 3, 1, 0, 255, 2 }};
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#elif defined(DXX_BUILD_DESCENT_II)
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static const array<ubyte, MAX_PRIMARY_WEAPONS + 1> DefaultPrimaryOrder={{9,8,7,6,5,4,3,2,1,0,255}};
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static const array<ubyte, MAX_SECONDARY_WEAPONS + 1> DefaultSecondaryOrder={{9,8,4,3,1,5,0,255,7,6,2}};
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//flags whether the last time we use this weapon, it was the 'super' version
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array<uint8_t, MAX_PRIMARY_WEAPONS> Primary_last_was_super;
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array<uint8_t, MAX_SECONDARY_WEAPONS> Secondary_last_was_super;
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#endif
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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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has_weapon_result player_has_primary_weapon(int weapon_num)
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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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weapon_index = Primary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].primary_weapon_flags & HAS_PRIMARY_FLAG(weapon_num))
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return_value |= has_weapon_result::has_weapon_flag;
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// Special case: Gauss cannon uses vulcan ammo.
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if (weapon_index_uses_vulcan_ammo(weapon_num)) {
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if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].vulcan_ammo)
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return_value |= has_weapon_result::has_ammo_flag;
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}
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/* Hack to work around check in do_primary_weapon_select */
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else
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return_value |= has_weapon_result::has_ammo_flag;
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#if defined(DXX_BUILD_DESCENT_I)
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//added on 1/21/99 by Victor Rachels... yet another hack
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//fusion has 0 energy usage, HAS_ENERGY_FLAG was always true
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if(weapon_num==FUSION_INDEX)
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{
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if(Players[Player_num].energy >= F1_0*2)
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return_value |= has_weapon_result::has_energy_flag;
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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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_weapon_result::has_energy_flag;
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}
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#endif
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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_weapon_result::has_energy_flag;
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return return_value;
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}
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has_weapon_result player_has_secondary_weapon(int weapon_num)
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{
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int return_value = 0;
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int weapon_index;
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weapon_index = Secondary_weapon_to_weapon_info[weapon_num];
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if (Players[Player_num].secondary_weapon_flags & HAS_SECONDARY_FLAG(weapon_num))
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return_value |= has_weapon_result::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_weapon_result::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_weapon_result::has_energy_flag;
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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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PlayerCfg.PrimaryOrder = DefaultPrimaryOrder;
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PlayerCfg.SecondaryOrder = DefaultSecondaryOrder;
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}
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void CyclePrimary ()
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{
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int cur_order_slot, desired_weapon = Primary_weapon, loop=0;
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const int autoselect_order_slot = POrderList(255);
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#if defined(DXX_BUILD_DESCENT_II)
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// some remapping for SUPER LASER which is not an actual weapon type at all
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if (Primary_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
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cur_order_slot = POrderList(SUPER_LASER_INDEX);
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else
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#endif
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cur_order_slot = POrderList(Primary_weapon);
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const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
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while (loop<(MAX_PRIMARY_WEAPONS+1))
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{
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loop++;
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cur_order_slot++; // next slot
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if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary
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cur_order_slot = 0;
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if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
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{
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if (use_restricted_autoselect)
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{
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cur_order_slot = 0; // loop over or ...
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}
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else
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{
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continue; // continue?
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}
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}
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desired_weapon = PlayerCfg.PrimaryOrder[cur_order_slot]; // now that is the weapon next to our current one
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#if defined(DXX_BUILD_DESCENT_II)
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// some remapping for SUPER LASER which is not an actual weapon type at all
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if (desired_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
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continue;
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if (desired_weapon == SUPER_LASER_INDEX)
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{
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if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
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continue;
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else
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desired_weapon = LASER_INDEX;
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}
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#endif
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// select the weapon if we have it
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if (player_has_primary_weapon(desired_weapon).has_all())
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{
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const auto weapon_name = PRIMARY_WEAPON_NAMES(desired_weapon);
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select_primary_weapon(weapon_name, desired_weapon, 1);
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return;
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}
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}
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}
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void CycleSecondary ()
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{
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int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0;
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const int autoselect_order_slot = SOrderList(255);
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const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
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while (loop<(MAX_SECONDARY_WEAPONS+1))
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{
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loop++;
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cur_order_slot++; // next slot
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if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary
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cur_order_slot = 0;
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if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
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{
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if (use_restricted_autoselect)
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{
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cur_order_slot = 0; // loop over or ...
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}
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else
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{
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continue; // continue?
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}
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}
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desired_weapon = PlayerCfg.SecondaryOrder[cur_order_slot]; // now that is the weapon next to our current one
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// select the weapon if we have it
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if (player_has_secondary_weapon(desired_weapon).has_all())
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{
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const auto weapon_name = SECONDARY_WEAPON_NAMES(desired_weapon);
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select_secondary_weapon(weapon_name, desired_weapon, 1);
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return;
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}
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}
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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_primary_weapon(const char *const weapon_name, const uint_fast32_t weapon_num, const int wait_for_rearm)
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{
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if (Newdemo_state==ND_STATE_RECORDING )
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newdemo_record_player_weapon(0, weapon_num);
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{
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if (Primary_weapon != weapon_num) {
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#ifndef FUSION_KEEPS_CHARGE
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//added 8/6/98 by Victor Rachels to fix fusion charge bug
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Fusion_charge=0;
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//end edit - Victor Rachels
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#endif
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if (wait_for_rearm) digi_play_sample_once( SOUND_GOOD_SELECTION_PRIMARY, F1_0 );
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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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if (wait_for_rearm)
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Next_laser_fire_time = GameTime64 + REARM_TIME;
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else
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Next_laser_fire_time = 0;
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Global_laser_firing_count = 0;
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} else {
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#if defined(DXX_BUILD_DESCENT_I)
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if (wait_for_rearm) digi_play_sample( SOUND_ALREADY_SELECTED, F1_0 );
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#endif
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}
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Primary_weapon = static_cast<primary_weapon_index_t>(weapon_num);
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#if defined(DXX_BUILD_DESCENT_II)
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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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#endif
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}
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if (weapon_name)
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{
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#if defined(DXX_BUILD_DESCENT_II)
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if (weapon_num == LASER_INDEX)
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HUD_init_message(HM_DEFAULT, "%s Level %d %s", weapon_name, Players[Player_num].laser_level+1, TXT_SELECTED);
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else
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#endif
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HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED);
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}
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}
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void select_secondary_weapon(const char *const weapon_name, const uint_fast32_t weapon_num, const int wait_for_rearm)
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{
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if (Newdemo_state==ND_STATE_RECORDING )
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newdemo_record_player_weapon(1, weapon_num);
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{
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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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if (Game_mode & GM_MULTI) {
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if (wait_for_rearm) multi_send_play_sound(SOUND_GOOD_SELECTION_SECONDARY, F1_0);
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}
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if (wait_for_rearm)
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Next_missile_fire_time = GameTime64 + 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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digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 );
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}
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}
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Secondary_weapon = weapon_num;
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#if defined(DXX_BUILD_DESCENT_II)
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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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#endif
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}
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if (weapon_name)
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{
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HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED);
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}
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}
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#if defined(DXX_BUILD_DESCENT_I)
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static bool reject_shareware_weapon_select(const uint_fast32_t weapon_num, const char *const weapon_name)
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{
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// do special hud msg. for picking registered weapon in shareware version.
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if (PCSharePig)
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if (weapon_num >= NUM_SHAREWARE_WEAPONS) {
|
|
HUD_init_message(HM_DEFAULT, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool reject_unusable_primary_weapon_select(const uint_fast32_t weapon_num, const char *const weapon_name)
|
|
{
|
|
const auto weapon_status = player_has_primary_weapon(weapon_num);
|
|
const char *prefix;
|
|
if (!weapon_status.has_weapon())
|
|
prefix = TXT_DONT_HAVE;
|
|
else if (!weapon_status.has_ammo())
|
|
prefix = TXT_DONT_HAVE_AMMO;
|
|
else
|
|
return false;
|
|
HUD_init_message(HM_DEFAULT, "%s %s!", prefix, weapon_name);
|
|
return true;
|
|
}
|
|
|
|
static bool reject_unusable_secondary_weapon_select(const uint_fast32_t weapon_num, const char *const weapon_name)
|
|
{
|
|
const auto weapon_status = player_has_secondary_weapon(weapon_num);
|
|
if (weapon_status.has_all())
|
|
return false;
|
|
HUD_init_message(HM_DEFAULT, "%s %s%s", TXT_HAVE_NO, weapon_name, TXT_SX);
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
// ------------------------------------------------------------------------------------
|
|
// Select a weapon, primary or secondary.
|
|
void do_primary_weapon_select(uint_fast32_t weapon_num)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
//added on 10/9/98 by Victor Rachels to add laser cycle
|
|
//end this section addition - Victor Rachels
|
|
const auto weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
|
|
if (reject_shareware_weapon_select(weapon_num, weapon_name) || reject_unusable_primary_weapon_select(weapon_num, weapon_name))
|
|
{
|
|
digi_play_sample(SOUND_BAD_SELECTION, F1_0);
|
|
return;
|
|
}
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
int current,has_flag;
|
|
ubyte last_was_super;
|
|
has_weapon_result weapon_status;
|
|
|
|
{
|
|
current = Primary_weapon;
|
|
last_was_super = Primary_last_was_super[weapon_num];
|
|
has_flag = weapon_status.has_weapon_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_primary_weapon(weapon_num);
|
|
}
|
|
else {
|
|
const auto weapon_num_save = weapon_num;
|
|
|
|
//go to last-select version of requested missile
|
|
|
|
if (last_was_super)
|
|
weapon_num += SUPER_WEAPON;
|
|
|
|
weapon_status = player_has_primary_weapon(weapon_num);
|
|
|
|
//if don't have last-selected, try other version
|
|
|
|
if ((weapon_status.flags() & has_flag) != has_flag) {
|
|
weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
|
|
weapon_status = player_has_primary_weapon(weapon_num);
|
|
if ((weapon_status.flags() & 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
|
|
const auto weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
|
|
if ((weapon_status.flags() & has_flag) != has_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, weapon_name);
|
|
}
|
|
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
|
|
return;
|
|
}
|
|
|
|
//now actually select the weapon
|
|
#endif
|
|
select_primary_weapon(weapon_name, weapon_num, 1);
|
|
}
|
|
|
|
void do_secondary_weapon_select(uint_fast32_t weapon_num)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
//added on 10/9/98 by Victor Rachels to add laser cycle
|
|
//end this section addition - Victor Rachels
|
|
// do special hud msg. for picking registered weapon in shareware version.
|
|
const auto weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
|
|
if (reject_shareware_weapon_select(weapon_num, weapon_name) || reject_unusable_secondary_weapon_select(weapon_num, weapon_name))
|
|
{
|
|
digi_play_sample(SOUND_BAD_SELECTION, F1_0);
|
|
return;
|
|
}
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
int current,has_flag;
|
|
ubyte last_was_super;
|
|
has_weapon_result weapon_status;
|
|
|
|
{
|
|
current = Secondary_weapon;
|
|
last_was_super = Secondary_last_was_super[weapon_num];
|
|
has_flag = weapon_status.has_weapon_flag | weapon_status.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_secondary_weapon(weapon_num);
|
|
}
|
|
else {
|
|
const auto weapon_num_save = weapon_num;
|
|
|
|
//go to last-select version of requested missile
|
|
|
|
if (last_was_super)
|
|
weapon_num += SUPER_WEAPON;
|
|
|
|
weapon_status = player_has_secondary_weapon(weapon_num);
|
|
|
|
//if don't have last-selected, try other version
|
|
|
|
if ((weapon_status.flags() & has_flag) != has_flag) {
|
|
weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num;
|
|
weapon_status = player_has_secondary_weapon(weapon_num);
|
|
if ((weapon_status.flags() & 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
|
|
const auto weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
|
|
if ((weapon_status.flags() & has_flag) != has_flag) {
|
|
HUD_init_message(HM_DEFAULT, "%s %s%s", TXT_HAVE_NO, weapon_name, TXT_SX);
|
|
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
|
|
return;
|
|
}
|
|
|
|
//now actually select the weapon
|
|
#endif
|
|
select_secondary_weapon(weapon_name, weapon_num, 1);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
// Automatically select next best weapon if unable to fire current weapon.
|
|
// Weapon type: 0==primary, 1==secondary
|
|
void auto_select_primary_weapon()
|
|
{
|
|
int looped=0;
|
|
|
|
{
|
|
if (!player_has_primary_weapon(Primary_weapon).has_all())
|
|
{
|
|
int try_again = 1;
|
|
auto cur_weapon = POrderList(Primary_weapon);
|
|
const auto cutpoint = POrderList (255);
|
|
while (try_again) {
|
|
cur_weapon++;
|
|
|
|
if (cur_weapon>=cutpoint)
|
|
{
|
|
if (looped)
|
|
{
|
|
HUD_init_message_literal(HM_DEFAULT, TXT_NO_PRIMARY);
|
|
select_primary_weapon(nullptr, 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_primary_weapon(nullptr, 0, 1);
|
|
try_again = 0; // Tried all weapons!
|
|
|
|
}
|
|
else if (PlayerCfg.PrimaryOrder[cur_weapon]!=255 && player_has_primary_weapon(PlayerCfg.PrimaryOrder[cur_weapon]).has_all())
|
|
{
|
|
const auto weapon_num = PlayerCfg.PrimaryOrder[cur_weapon];
|
|
const auto weapon_name = PRIMARY_WEAPON_NAMES(weapon_num);
|
|
select_primary_weapon(weapon_name, weapon_num, 1);
|
|
try_again = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void auto_select_secondary_weapon()
|
|
{
|
|
int looped=0;
|
|
if (!player_has_secondary_weapon(Secondary_weapon).has_all())
|
|
{
|
|
int try_again = 1;
|
|
auto cur_weapon = SOrderList(Secondary_weapon);
|
|
const auto 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_secondary_weapon(PlayerCfg.SecondaryOrder[cur_weapon]).has_all())
|
|
{
|
|
const auto weapon_num = PlayerCfg.SecondaryOrder[cur_weapon];
|
|
const auto weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
|
|
select_secondary_weapon(weapon_name, weapon_num, 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 num_picked_up;
|
|
int cutpoint;
|
|
const auto max = PLAYER_MAX_AMMO(Players[Player_num], Secondary_ammo_max[weapon_index]);
|
|
|
|
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_secondary_weapon(nullptr, weapon_index, 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;
|
|
}
|
|
newmenu_doreorder("Reorder Primary","Shift+Up/Down arrow to move item", i, m);
|
|
|
|
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;
|
|
}
|
|
newmenu_doreorder("Reorder Secondary","Shift+Up/Down arrow to move item", i, m);
|
|
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_primary_weapon(nullptr, weapon_index, 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_super_laser()
|
|
{
|
|
if (!(Players[Player_num].primary_weapon_flags & HAS_SUPER_LASER_FLAG))
|
|
{
|
|
const auto weapon_index = primary_weapon_index_t::SUPER_LASER_INDEX;
|
|
const auto pwi = POrderList(weapon_index);
|
|
if (pwi < POrderList(255) &&
|
|
pwi < POrderList(Primary_weapon))
|
|
{
|
|
select_primary_weapon(nullptr, LASER_INDEX, 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_vulcan_ammo(uint_fast32_t ammo_count, const bool change_weapon)
|
|
{
|
|
auto &plr = Players[Player_num];
|
|
const auto max = PLAYER_MAX_AMMO(plr, VULCAN_AMMO_MAX);
|
|
|
|
if (plr.vulcan_ammo >= max)
|
|
return 0;
|
|
|
|
const auto old_ammo = plr.vulcan_ammo;
|
|
|
|
plr.vulcan_ammo += ammo_count;
|
|
|
|
if (plr.vulcan_ammo > max) {
|
|
ammo_count += (max - plr.vulcan_ammo);
|
|
plr.vulcan_ammo = max;
|
|
}
|
|
if (!change_weapon ||
|
|
!(plr.primary_weapon_flags & HAS_VULCAN_FLAG) ||
|
|
old_ammo ||
|
|
(Controls.state.fire_primary && PlayerCfg.NoFireAutoselect))
|
|
return ammo_count;
|
|
const auto cutpoint = POrderList(255);
|
|
const auto primary_weapon = Primary_weapon;
|
|
const auto supposed_weapon =
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
primary_weapon == primary_weapon_index_t::LASER_INDEX && plr.laser_level >= LASER_LEVEL_5
|
|
? SUPER_LASER_INDEX // allotment for stupid way of doing super laser
|
|
:
|
|
#endif
|
|
primary_weapon;
|
|
const auto weapon_index = primary_weapon_index_t::VULCAN_INDEX;
|
|
const auto powi = POrderList(weapon_index);
|
|
if (powi < cutpoint &&
|
|
powi < POrderList(supposed_weapon))
|
|
select_primary_weapon(nullptr, weapon_index, 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
|
|
static array<fix64, MAX_SMEGA_DETONATES> Smega_detonate_times;
|
|
|
|
// 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)
|
|
{
|
|
Smega_detonate_times.fill(0);
|
|
}
|
|
|
|
fix Seismic_tremor_magnitude;
|
|
int Seismic_tremor_volume;
|
|
static fix64 Next_seismic_sound_time;
|
|
static bool Seismic_sound_playing;
|
|
|
|
const int Seismic_sound = SOUND_SEISMIC_DISTURBANCE_START;
|
|
|
|
static void start_seismic_sound()
|
|
{
|
|
if (Seismic_sound_playing)
|
|
return;
|
|
Seismic_sound_playing = true;
|
|
Next_seismic_sound_time = GameTime64 + d_rand()/2;
|
|
digi_play_sample_looping(Seismic_sound, F1_0, -1, -1);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
range_for (auto &i, Smega_detonate_times)
|
|
{
|
|
if (i != 0) {
|
|
fix delta_time = GameTime64 - i;
|
|
start_seismic_sound();
|
|
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
|
|
i = 0;
|
|
}
|
|
}
|
|
|
|
// Hook in the rumble sound effect here.
|
|
}
|
|
|
|
fix64 Seismic_disturbance_end_time;
|
|
void init_seismic_disturbances(void)
|
|
{
|
|
Seismic_disturbance_end_time = 0;
|
|
}
|
|
|
|
// Return true if time to start a seismic disturbance.
|
|
static bool seismic_disturbance_active()
|
|
{
|
|
if (Level_shake_duration < 1)
|
|
return false;
|
|
|
|
if (Seismic_disturbance_end_time && Seismic_disturbance_end_time < GameTime64)
|
|
return true;
|
|
|
|
const fix level_shake_duration = Level_shake_duration;
|
|
bool rval;
|
|
rval = (2 * fixmul(d_rand(), Level_shake_frequency)) < FrameTime;
|
|
|
|
if (rval) {
|
|
Seismic_disturbance_end_time = GameTime64 + level_shake_duration;
|
|
start_seismic_sound();
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_seismic(level_shake_duration);
|
|
}
|
|
return rval;
|
|
}
|
|
|
|
static void seismic_disturbance_frame(void)
|
|
{
|
|
if (Level_shake_frequency) {
|
|
if (seismic_disturbance_active()) {
|
|
int fc, rx, rz;
|
|
fix delta_time = static_cast<fix>(GameTime64 - Seismic_disturbance_end_time);
|
|
fc = abs(delta_time - Level_shake_duration / 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;
|
|
}
|
|
|
|
static int Super_mines_yes = 1;
|
|
|
|
static bool immediate_detonate_smart_mine(const vcobjptridx_t smart_mine, const vcobjptridx_t target)
|
|
{
|
|
if (smart_mine->segnum == target->segnum)
|
|
return true;
|
|
// 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 (likely((d_tick_count ^ (static_cast<vcobjptridx_t::integral_type>(smart_mine) + static_cast<vcobjptridx_t::integral_type>(target))) % 4))
|
|
// Maybe next frame
|
|
return false;
|
|
fvi_query fq{};
|
|
fvi_info hit_data;
|
|
fq.startseg = smart_mine->segnum;
|
|
fq.p0 = &smart_mine->pos;
|
|
fq.p1 = &target->pos;
|
|
fq.thisobjnum = smart_mine;
|
|
auto fate = find_vector_intersection(fq, hit_data);
|
|
return fate != HIT_WALL;
|
|
}
|
|
|
|
// 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) {
|
|
const auto io = vobjptridx(i);
|
|
if (likely(io->type != OBJ_WEAPON || get_weapon_id(io) != SUPERPROX_ID))
|
|
continue;
|
|
Super_mines_yes = 1;
|
|
if (unlikely(io->lifeleft + F1_0*2 >= Weapon_info[SUPERPROX_ID].lifetime))
|
|
continue;
|
|
const auto parent_num = io->ctype.laser_info.parent_num;
|
|
const auto &bombpos = io->pos;
|
|
range_for (const auto j, highest_valid(Objects))
|
|
{
|
|
if (unlikely(j == parent_num))
|
|
continue;
|
|
const auto jo = vobjptridx(j);
|
|
if (jo->type != OBJ_PLAYER && jo->type != OBJ_ROBOT)
|
|
continue;
|
|
const auto dist_squared = vm_vec_dist2(bombpos, jo->pos);
|
|
const vm_distance distance_threshold{F1_0 * 20};
|
|
const auto distance_threshold_squared = distance_threshold * distance_threshold;
|
|
if (likely(distance_threshold_squared < dist_squared))
|
|
/* Cheap check, some false negatives */
|
|
continue;
|
|
const fix64 j_size = jo->size;
|
|
const fix64 j_size_squared = j_size * j_size;
|
|
if (dist_squared - j_size_squared >= distance_threshold_squared)
|
|
/* Accurate check */
|
|
continue;
|
|
if (immediate_detonate_smart_mine(io, jo))
|
|
io->lifeleft = 1;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#define SPIT_SPEED 20
|
|
|
|
//this function is for when the player intentionally drops a powerup
|
|
//this function is based on drop_powerup()
|
|
objptridx_t spit_powerup(const vobjptr_t spitter, int id,int seed)
|
|
{
|
|
d_srand(seed);
|
|
|
|
auto new_velocity = vm_vec_scale_add(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.
|
|
|
|
const auto new_pos = vm_vec_scale_add(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 ()
|
|
{
|
|
if (num_objects >= MAX_USED_OBJECTS)
|
|
return;
|
|
|
|
auto &plr = Players[Player_num];
|
|
powerup_type_t drop_type;
|
|
const auto Primary_weapon = ::Primary_weapon;
|
|
const auto GrantedItems = (Game_mode & GM_MULTI) ? Netgame.SpawnGrantedItems : 0;
|
|
auto weapon_name = PRIMARY_WEAPON_NAMES(Primary_weapon);
|
|
if (Primary_weapon==0)
|
|
{
|
|
if ((plr.flags & PLAYER_FLAGS_QUAD_LASERS) && !GrantedItems.has_quad_laser())
|
|
{
|
|
/* Sorry, no message. Need to fall through in case player
|
|
* wanted to drop a laser powerup.
|
|
*/
|
|
drop_type = POW_QUAD_FIRE;
|
|
weapon_name = TXT_QUAD_LASERS;
|
|
}
|
|
else if (plr.laser_level == LASER_LEVEL_1)
|
|
{
|
|
HUD_init_message_literal(HM_DEFAULT, "You cannot drop your base weapon!");
|
|
return;
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
else if (plr.laser_level > MAX_LASER_LEVEL)
|
|
{
|
|
/* Disallow dropping any super lasers until someone requests
|
|
* it.
|
|
*/
|
|
HUD_init_message_literal(HM_DEFAULT, "You cannot drop super lasers!");
|
|
return;
|
|
}
|
|
#endif
|
|
else if (plr.laser_level <= map_granted_flags_to_laser_level(GrantedItems))
|
|
{
|
|
HUD_init_message_literal(HM_DEFAULT, "You cannot drop granted lasers!");
|
|
return;
|
|
}
|
|
else
|
|
drop_type = POW_LASER;
|
|
}
|
|
else
|
|
{
|
|
if (HAS_PRIMARY_FLAG(Primary_weapon) & map_granted_flags_to_primary_weapon_flags(GrantedItems))
|
|
{
|
|
HUD_init_message(HM_DEFAULT, "You cannot drop granted %s!", weapon_name);
|
|
return;
|
|
}
|
|
drop_type = Primary_weapon_to_powerup[Primary_weapon];
|
|
}
|
|
|
|
const auto seed = d_rand();
|
|
const auto objnum = spit_powerup(ConsoleObject, drop_type, seed);
|
|
if (objnum == object_none)
|
|
{
|
|
HUD_init_message(HM_DEFAULT, "Failed to drop %s!", weapon_name);
|
|
return;
|
|
}
|
|
|
|
HUD_init_message(HM_DEFAULT, "%s dropped!", weapon_name);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
#endif
|
|
|
|
if (weapon_index_uses_vulcan_ammo(Primary_weapon)) {
|
|
|
|
//if it's one of these, drop some ammo with the weapon
|
|
auto ammo = plr.vulcan_ammo;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if ((plr.primary_weapon_flags & HAS_VULCAN_FLAG) && (plr.primary_weapon_flags & HAS_GAUSS_FLAG))
|
|
ammo /= 2; //if both vulcan & gauss, drop half
|
|
#endif
|
|
|
|
plr.vulcan_ammo -= ammo;
|
|
|
|
objnum->ctype.powerup_info.count = ammo;
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (Primary_weapon == OMEGA_INDEX) {
|
|
|
|
//dropped weapon has current energy
|
|
|
|
objnum->ctype.powerup_info.count = Omega_charge;
|
|
}
|
|
#endif
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_drop_weapon(objnum,seed);
|
|
|
|
if (Primary_weapon == LASER_INDEX)
|
|
{
|
|
if (drop_type == POW_QUAD_FIRE)
|
|
plr.flags &= ~PLAYER_FLAGS_QUAD_LASERS;
|
|
else
|
|
-- plr.laser_level;
|
|
}
|
|
else
|
|
plr.primary_weapon_flags &= ~HAS_PRIMARY_FLAG(Primary_weapon);
|
|
auto_select_primary_weapon();
|
|
}
|
|
|
|
void DropSecondaryWeapon ()
|
|
{
|
|
int seed;
|
|
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;
|
|
}
|
|
|
|
auto weapon_drop_id = Secondary_weapon_to_powerup[Secondary_weapon];
|
|
|
|
// see if we drop single or 4-pack
|
|
switch (weapon_drop_id)
|
|
{
|
|
case POW_MISSILE_1:
|
|
case POW_HOMING_AMMO_1:
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_SMISSILE1_1:
|
|
case POW_GUIDED_MISSILE_1:
|
|
case POW_MERCURY_MISSILE_1:
|
|
#endif
|
|
if (Players[Player_num].secondary_ammo[Secondary_weapon] % 4)
|
|
{
|
|
sub_ammo = 1;
|
|
}
|
|
else
|
|
{
|
|
sub_ammo = 4;
|
|
//4-pack always is next index
|
|
weapon_drop_id = static_cast<powerup_type_t>(1 + static_cast<uint_fast32_t>(weapon_drop_id));
|
|
}
|
|
break;
|
|
case POW_PROXIMITY_WEAPON:
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_SMART_MINE:
|
|
#endif
|
|
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:
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_EARTHSHAKER_MISSILE:
|
|
#endif
|
|
sub_ammo = 1;
|
|
break;
|
|
case POW_EXTRA_LIFE:
|
|
case POW_ENERGY:
|
|
case POW_SHIELD_BOOST:
|
|
case POW_LASER:
|
|
case POW_KEY_BLUE:
|
|
case POW_KEY_RED:
|
|
case POW_KEY_GOLD:
|
|
case POW_MISSILE_4:
|
|
case POW_QUAD_FIRE:
|
|
case POW_VULCAN_WEAPON:
|
|
case POW_SPREADFIRE_WEAPON:
|
|
case POW_PLASMA_WEAPON:
|
|
case POW_FUSION_WEAPON:
|
|
case POW_HOMING_AMMO_4:
|
|
case POW_VULCAN_AMMO:
|
|
case POW_CLOAK:
|
|
case POW_TURBO:
|
|
case POW_INVULNERABILITY:
|
|
case POW_MEGAWOW:
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case POW_GAUSS_WEAPON:
|
|
case POW_HELIX_WEAPON:
|
|
case POW_PHOENIX_WEAPON:
|
|
case POW_OMEGA_WEAPON:
|
|
case POW_SUPER_LASER:
|
|
case POW_FULL_MAP:
|
|
case POW_CONVERTER:
|
|
case POW_AMMO_RACK:
|
|
case POW_AFTERBURNER:
|
|
case POW_HEADLIGHT:
|
|
case POW_SMISSILE1_4:
|
|
case POW_GUIDED_MISSILE_4:
|
|
case POW_MERCURY_MISSILE_4:
|
|
case POW_FLAG_BLUE:
|
|
case POW_FLAG_RED:
|
|
case POW_HOARD_ORB:
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
HUD_init_message(HM_DEFAULT, "%s dropped!",SECONDARY_WEAPON_NAMES(Secondary_weapon));
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
|
|
#endif
|
|
|
|
seed = d_rand();
|
|
|
|
auto 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_secondary_weapon();
|
|
}
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// ---------------------------------------------------------------------------------------
|
|
// 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 = false;
|
|
}
|
|
|
|
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_I)
|
|
(void)file_version;
|
|
#elif 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);
|
|
}
|
|
}
|