2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
54 #include "gr.h" // for powerup outline drawing
55 #include "editor\editor.h"
58 int N_powerup_types = 0;
59 powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
61 //process this powerup for this frame
62 void do_powerup_frame(object *obj)
65 vclip_info *vci = &obj->rtype.vclip_info;
66 vclip *vc = &Vclip[vci->vclip_num];
68 fudge = (FrameTime * ((obj-Objects)&3)) >> 4;
70 vci->frametime -= FrameTime+fudge;
72 while (vci->frametime < 0 ) {
74 vci->frametime += vc->frame_time;
81 if (vci->framenum >= vc->num_frames)
84 if (vci->framenum < 0)
85 vci->framenum = vc->num_frames-1;
88 if (obj->lifeleft <= 0) {
89 object_create_explosion(obj->segnum, &obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
91 if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
92 digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, obj-Objects, 0, F1_0);
97 extern fix blob_vertices[];
99 // blob_vertices has 3 vertices in it, 4th must be computed
100 void draw_blob_outline(void)
104 v3x = blob_vertices[4] - blob_vertices[2] + blob_vertices[0];
105 v3y = blob_vertices[5] - blob_vertices[3] + blob_vertices[1];
107 gr_setcolor(BM_XRGB(63, 63, 63));
109 mprintf((0, "[%7.3f %7.3f] [%7.3f %7.3f] [%7.3f %7.3f]\n", f2fl(blob_vertices[0]), f2fl(blob_vertices[1]), f2fl(blob_vertices[2]), f2fl(blob_vertices[3]), f2fl(blob_vertices[4]), f2fl(blob_vertices[5]) ));
111 gr_line(blob_vertices[0], blob_vertices[1], blob_vertices[2], blob_vertices[3]);
112 gr_line(blob_vertices[2], blob_vertices[3], blob_vertices[4], blob_vertices[5]);
113 gr_line(blob_vertices[4], blob_vertices[5], v3x, v3y);
115 gr_line(v3x, v3y, blob_vertices[0], blob_vertices[1]);
119 void draw_powerup(object *obj)
122 blob_vertices[0] = 0x80000;
125 draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
128 if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == obj-Objects))
129 if (blob_vertices[0] != 0x80000)
135 //void mprintf_powerup_info(void)
138 //mprintf((0, "Powerup: %s\n", text));
139 //for (i=0; i<5; i++) {
140 // char has_text[12];
142 // if (Players[Player_num].primary_weapon_flags & (1 << i))
143 // strcpy(has_text,"PRESENT");
145 // strcpy(has_text,"NOPE ");
148 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].primary_ammo[i], Primary_weapon_names[i]));
151 //for (i=0; i<5; i++) {
152 // char has_text[12];
154 // if (Players[Player_num].secondary_weapon_flags & (1 << i))
155 // strcpy(has_text,"PRESENT");
157 // strcpy(has_text,"NOPE ");
159 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].secondary_ammo[i], Secondary_weapon_names[i]));
163 void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...)
168 va_start(args, format );
169 vsprintf(text, format, args);
172 PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
174 HUD_init_message(text);
176 //mprintf_powerup_info();
178 add_points_to_score(score);
183 // Give the megawow powerup!
184 void do_megawow_powerup(int quantity)
188 powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
189 Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
190 Players[Player_num].secondary_weapon_flags = 0xffff;
192 for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
193 Players[Player_num].primary_ammo[i] = VULCAN_AMMO_MAX;
196 Players[Player_num].secondary_ammo[i] = quantity;
198 for (i=3; i<MAX_SECONDARY_WEAPONS; i++)
199 Players[Player_num].secondary_ammo[i] = quantity/5;
201 if (Newdemo_state == ND_STATE_RECORDING)
202 newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
204 Players[Player_num].energy = F1_0*200;
205 Players[Player_num].shields = F1_0*200;
206 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
207 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
209 if (Game_mode & GM_HOARD)
210 Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
213 update_laser_weapon_info();
218 int pick_up_energy(void)
222 if (Players[Player_num].energy < MAX_ENERGY) {
224 boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
225 if (Difficulty_level == 0)
227 Players[Player_num].energy += boost;
228 if (Players[Player_num].energy > MAX_ENERGY)
229 Players[Player_num].energy = MAX_ENERGY;
230 powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].energy));
233 HUD_init_message(TXT_MAXED_OUT,TXT_ENERGY);
238 int pick_up_vulcan_ammo(void)
242 int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
243 if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
244 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
247 max = Primary_ammo_max[VULCAN_INDEX];
248 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
250 HUD_init_message("%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
253 Primary_weapon = pwsave;
258 extern void invalidate_escort_goal(void);
259 extern char GetKeyValue(char);
260 extern void check_to_use_primary(int);
261 extern void multi_send_got_flag (char);
263 int Headlight_active_default=1; //is headlight on when picked up?
264 extern int PlayerMessage;
266 // returns true if powerup consumed
267 int do_powerup(object *obj)
270 int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
271 char temp_string[50];
274 if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
277 if (obj->ctype.powerup_info.creation_time > GameTime) //gametime wrapped!
278 obj->ctype.powerup_info.creation_time = 0; //allow player to pick up
280 if ((obj->ctype.powerup_info.flags & PF_SPAT_BY_PLAYER) && obj->ctype.powerup_info.creation_time>0 && GameTime<obj->ctype.powerup_info.creation_time+i2f(2))
281 return 0; //not enough time elapsed
283 PlayerMessage=0; // Prevent messages from going to HUD if -PlayerMessages switch is set
287 Players[Player_num].lives++;
288 powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
292 used = pick_up_energy();
294 case POW_SHIELD_BOOST:
295 if (Players[Player_num].shields < MAX_SHIELDS) {
296 fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
297 if (Difficulty_level == 0)
299 Players[Player_num].shields += boost;
300 if (Players[Player_num].shields > MAX_SHIELDS)
301 Players[Player_num].shields = MAX_SHIELDS;
302 powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
305 HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
308 if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
309 //Players[Player_num].laser_level = MAX_LASER_LEVEL;
310 HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
312 if (Newdemo_state == ND_STATE_RECORDING)
313 newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
314 Players[Player_num].laser_level++;
315 powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
316 update_laser_weapon_info();
317 pick_up_primary (LASER_INDEX);
320 if (!used && !(Game_mode & GM_MULTI) )
321 used = pick_up_energy();
324 used=pick_up_secondary(CONCUSSION_INDEX,1);
327 used=pick_up_secondary(CONCUSSION_INDEX,4);
331 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
334 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
336 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
337 Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
338 powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
339 if (Game_mode & GM_MULTI)
343 invalidate_escort_goal();
346 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
349 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
351 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
352 Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
353 powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
354 if (Game_mode & GM_MULTI)
358 invalidate_escort_goal();
361 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
364 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
366 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
367 Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
368 powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
369 if (Game_mode & GM_MULTI)
373 invalidate_escort_goal();
376 if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
377 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
378 powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
379 update_laser_weapon_info();
382 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
383 if (!used && !(Game_mode & GM_MULTI) )
384 used = pick_up_energy();
387 case POW_VULCAN_WEAPON:
388 case POW_GAUSS_WEAPON: {
389 int ammo = obj->ctype.powerup_info.count;
391 used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
393 //didn't get the weapon (because we already have it), but
394 //maybe snag some of the ammo. if single-player, grab all the ammo
395 //and remove the powerup. If multi-player take ammo in excess of
396 //the amount in a powerup, and leave the rest.
398 if ((Game_mode & GM_MULTI) )
399 ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
403 ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
404 obj->ctype.powerup_info.count -= ammo_used;
405 if (!used && ammo_used) {
406 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
408 id = POW_VULCAN_AMMO; //set new id for making sound at end of this function
409 if (obj->ctype.powerup_info.count == 0)
410 used = 1; //say used if all ammo taken
417 case POW_SPREADFIRE_WEAPON:
418 used = pick_up_primary(SPREADFIRE_INDEX);
419 if (!used && !(Game_mode & GM_MULTI) )
420 used = pick_up_energy();
422 case POW_PLASMA_WEAPON:
423 used = pick_up_primary(PLASMA_INDEX);
424 if (!used && !(Game_mode & GM_MULTI) )
425 used = pick_up_energy();
427 case POW_FUSION_WEAPON:
428 used = pick_up_primary(FUSION_INDEX);
429 if (!used && !(Game_mode & GM_MULTI) )
430 used = pick_up_energy();
433 case POW_HELIX_WEAPON:
434 used = pick_up_primary(HELIX_INDEX);
435 if (!used && !(Game_mode & GM_MULTI) )
436 used = pick_up_energy();
439 case POW_PHOENIX_WEAPON:
440 used = pick_up_primary(PHOENIX_INDEX);
441 if (!used && !(Game_mode & GM_MULTI) )
442 used = pick_up_energy();
445 case POW_OMEGA_WEAPON:
446 used = pick_up_primary(OMEGA_INDEX);
448 Omega_charge = obj->ctype.powerup_info.count;
449 if (!used && !(Game_mode & GM_MULTI) )
450 used = pick_up_energy();
453 case POW_PROXIMITY_WEAPON:
454 used=pick_up_secondary(PROXIMITY_INDEX,4);
456 case POW_SMARTBOMB_WEAPON:
457 used=pick_up_secondary(SMART_INDEX,1);
459 case POW_MEGA_WEAPON:
460 used=pick_up_secondary(MEGA_INDEX,1);
462 case POW_SMISSILE1_1:
463 used=pick_up_secondary(SMISSILE1_INDEX,1);
465 case POW_SMISSILE1_4:
466 used=pick_up_secondary(SMISSILE1_INDEX,4);
468 case POW_GUIDED_MISSILE_1:
469 used=pick_up_secondary(GUIDED_INDEX,1);
471 case POW_GUIDED_MISSILE_4:
472 used=pick_up_secondary(GUIDED_INDEX,4);
475 used=pick_up_secondary(SMART_MINE_INDEX,4);
477 case POW_MERCURY_MISSILE_1:
478 used=pick_up_secondary(SMISSILE4_INDEX,1);
480 case POW_MERCURY_MISSILE_4:
481 used=pick_up_secondary(SMISSILE4_INDEX,4);
483 case POW_EARTHSHAKER_MISSILE:
484 used=pick_up_secondary(SMISSILE5_INDEX,1);
486 case POW_VULCAN_AMMO:
487 used = pick_up_vulcan_ammo();
489 case POW_HOMING_AMMO_1:
490 used=pick_up_secondary(HOMING_INDEX,1);
492 case POW_HOMING_AMMO_4:
493 used=pick_up_secondary(HOMING_INDEX,4);
496 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
497 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
500 Players[Player_num].cloak_time = GameTime; // Not! changed by awareness events (like player fires laser).
501 Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
504 if (Game_mode & GM_MULTI)
507 powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
511 case POW_INVULNERABILITY:
512 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
513 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
516 Players[Player_num].invulnerable_time = GameTime;
517 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
518 powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
524 do_megawow_powerup(50);
530 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
531 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
532 if (!(Game_mode & GM_MULTI) )
533 used = pick_up_energy();
535 Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
536 powerup_basic(15, 0, 15, 0, "FULL MAP!");
542 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
543 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Converter");
544 if (!(Game_mode & GM_MULTI) )
545 used = pick_up_energy();
547 Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
548 // DPH: anyone know what the hell this is supposed to do? it's always true =)
549 /* if ((GetKeyValue(54))<255)
551 sprintf (temp_string,"Energy->Shield converter! (Press %c to use)",key_to_ascii(GetKeyValue(54)));
552 powerup_basic(15, 0, 15, 0, temp_string);
555 powerup_basic(15, 0, 15, 0, "Energy -> shield converter!"); */
562 case POW_SUPER_LASER:
563 if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
564 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
565 HUD_init_message("SUPER LASER MAXED OUT!");
567 int old_level=Players[Player_num].laser_level;
569 if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
570 Players[Player_num].laser_level = MAX_LASER_LEVEL;
571 Players[Player_num].laser_level++;
572 if (Newdemo_state == ND_STATE_RECORDING)
573 newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
574 powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
575 update_laser_weapon_info();
576 if (Primary_weapon!=LASER_INDEX)
577 check_to_use_primary (SUPER_LASER_INDEX);
580 if (!used && !(Game_mode & GM_MULTI) )
581 used = pick_up_energy();
585 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
586 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
587 if (!(Game_mode & GM_MULTI) )
588 used = pick_up_energy();
591 Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
593 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
595 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
596 powerup_basic(15, 0, 15, 0, "AMMO RACK!");
601 case POW_AFTERBURNER:
602 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
603 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
604 if (!(Game_mode & GM_MULTI) )
605 used = pick_up_energy();
608 Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
610 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
612 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
613 powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
614 Afterburner_charge = f1_0;
620 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
621 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
622 if (!(Game_mode & GM_MULTI) )
623 used = pick_up_energy();
627 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
629 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
631 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
632 sprintf(msg,"HEADLIGHT BOOST! (Headlight is %s)",Headlight_active_default?"ON":"OFF");
633 powerup_basic(15, 0, 15, 0, msg );
634 if (Headlight_active_default)
635 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
638 if (Game_mode & GM_MULTI)
639 multi_send_flags (Player_num);
646 if (Game_mode & GM_CAPTURE)
647 if (get_team(Player_num) == TEAM_RED) {
648 powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
649 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
651 multi_send_got_flag (Player_num);
656 if (Game_mode & GM_HOARD)
657 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
658 powerup_basic(15, 0, 15, 0, "Orb!!!");
659 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
660 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
662 multi_send_got_orb (Player_num);
667 if (Game_mode & GM_CAPTURE)
668 if (get_team(Player_num) == TEAM_BLUE) {
669 powerup_basic(15, 0, 15, 0, "RED FLAG!");
670 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
672 multi_send_got_flag (Player_num);
677 // case POW_HOARD_ORB:
684 //always say used, until physics problem (getting stuck on unused powerup)
685 //is solved. Note also the break statements above that are commented out
688 if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) {
690 if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
691 multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
693 digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
694 detect_escort_goal_accomplished(obj-Objects);