131 lines
3.8 KiB
C
131 lines
3.8 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Powerup header file.
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*
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*/
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#ifndef _POWERUP_H
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#define _POWERUP_H
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#include "vclip.h"
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#include "player.h"
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#define POW_EXTRA_LIFE 0
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#define POW_ENERGY 1
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#define POW_SHIELD_BOOST 2
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#define POW_LASER 3
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#define POW_KEY_BLUE 4
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#define POW_KEY_RED 5
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#define POW_KEY_GOLD 6
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#define POW_RADAR_ROBOTS 7
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#define POW_RADAR_POWERUPS 8
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#define POW_FULL_MAP 9
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#define POW_MISSILE_1 10
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#define POW_MISSILE_4 11
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#define POW_QUAD_FIRE 12
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//--#define POW_VULCAN_WEAPON 13
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//--#define POW_SPREADFIRE_WEAPON 14
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//--#define POW_PLASMA_WEAPON 15
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//--#define POW_FUSION_WEAPON 16
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//--#define POW_PROXIMITY_WEAPON 17
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//--#define POW_SMARTBOMB_WEAPON 18
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//--#define POW_MEGA_WEAPON 19
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//--#define POW_VULCAN_AMMO 20
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//--#define POW_HOMING_AMMO_1 21
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//--#define POW_HOMING_AMMO_4 22
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//--#define POW_CLOAK 23
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//--#define POW_TURBO 24
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//--#define POW_INVULNERABILITY 25
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//--#define POW_HEADLIGHT 26
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//--#define POW_MEGAWOW 27
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#define POW_VULCAN_WEAPON 13
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#define POW_SPREADFIRE_WEAPON 14
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#define POW_PLASMA_WEAPON 15
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#define POW_FUSION_WEAPON 16
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#define POW_PROXIMITY_WEAPON 17
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#define POW_HOMING_AMMO_1 18 //21
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#define POW_HOMING_AMMO_4 19 //22
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#define POW_SMARTBOMB_WEAPON 20 //18
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#define POW_MEGA_WEAPON 21 //19
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#define POW_VULCAN_AMMO 22 //20
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#define POW_CLOAK 23
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#define POW_TURBO 24
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#define POW_INVULNERABILITY 25
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#define POW_HEADLIGHT 26
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#define POW_MEGAWOW 27
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#define VULCAN_AMMO_MAX (392*2)
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#define VULCAN_WEAPON_AMMO_AMOUNT 196
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#define VULCAN_AMMO_AMOUNT (49*2)
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// What I picked up What it said I picked up
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// ---------------- ------------------------
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// vulcan ammo 4 homing missiles
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// mega missile 1 homing missile
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// smart missile vulcan ammo
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// 4 homing missiles mega missile
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// 1 homing missile smart missile
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//
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// The rest were correct. I can help you with this whenever you're free.
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#define MAX_POWERUP_TYPES 29
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#define POWERUP_NAME_LENGTH 16 // Length of a robot or powerup name.
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extern char Powerup_names[MAX_POWERUP_TYPES][POWERUP_NAME_LENGTH];
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typedef struct powerup_type_info {
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int vclip_num;
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int hit_sound;
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fix size; //3d size of longest dimension
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fix light; // amount of light cast by this powerup, set in bitmaps.tbl
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} __pack__ powerup_type_info;
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extern int N_powerup_types;
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extern powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
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void draw_powerup(object *obj);
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//returns true if powerup consumed
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int do_powerup(object *obj);
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//process (animate) a powerup for one frame
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void do_powerup_frame(object *obj);
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// Diminish shields and energy towards max in case they exceeded it.
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extern void diminish_towards_max(void);
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extern void do_megawow_powerup(int quantity);
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extern void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...);
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// may this powerup be added to the level?
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// returns number of powerups left if true, otherwise 0.
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extern int may_create_powerup(int powerup);
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/*
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* reads n powerup_type_info structs from a PHYSFS_file
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*/
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extern int powerup_type_info_read_n(powerup_type_info *pti, int n, PHYSFS_file *fp);
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#endif /* _POWERUP_H */
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