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.
16 * Code for powerup objects.
37 #include "editor/editor.h"
41 int N_powerup_types = 0;
42 powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
44 //process this powerup for this frame
45 void do_powerup_frame(object *obj)
48 vclip_info *vci = &obj->rtype.vclip_info;
49 vclip *vc = &Vclip[vci->vclip_num];
51 fudge = (FrameTime * (OBJECT_NUMBER(obj)&3)) >> 4;
53 vci->frametime -= FrameTime+fudge;
55 while (vci->frametime < 0 ) {
57 vci->frametime += vc->frame_time;
59 if (OBJECT_NUMBER(obj)&1)
64 if (vci->framenum >= vc->num_frames)
67 if (vci->framenum < 0)
68 vci->framenum = vc->num_frames-1;
71 if (obj->lifeleft <= 0) {
72 object_create_explosion(obj->segnum, &obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
74 if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
75 digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, OBJECT_NUMBER(obj), 0, F1_0 );
80 extern fix blob_vertices[];
82 // blob_vertices has 3 vertices in it, 4th must be computed
83 void draw_blob_outline(void)
87 v3x = blob_vertices[4] - blob_vertices[2] + blob_vertices[0];
88 v3y = blob_vertices[5] - blob_vertices[3] + blob_vertices[1];
90 gr_setcolor(BM_XRGB(63, 63, 63));
92 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]) ));
94 gr_line(blob_vertices[0], blob_vertices[1], blob_vertices[2], blob_vertices[3]);
95 gr_line(blob_vertices[2], blob_vertices[3], blob_vertices[4], blob_vertices[5]);
96 gr_line(blob_vertices[4], blob_vertices[5], v3x, v3y);
98 gr_line(v3x, v3y, blob_vertices[0], blob_vertices[1]);
102 void draw_powerup(object *obj)
105 blob_vertices[0] = 0x80000;
108 draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
111 if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == OBJECT_NUMBER(obj)))
112 if (blob_vertices[0] != 0x80000)
118 //void mprintf_powerup_info(void)
121 //mprintf((0, "Powerup: %s\n", text));
122 //for (i=0; i<5; i++) {
123 // char has_text[12];
125 // if (Players[Player_num].primary_weapon_flags & (1 << i))
126 // strcpy(has_text,"PRESENT");
128 // strcpy(has_text,"NOPE ");
131 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].primary_ammo[i], Primary_weapon_names[i]));
134 //for (i=0; i<5; i++) {
135 // char has_text[12];
137 // if (Players[Player_num].secondary_weapon_flags & (1 << i))
138 // strcpy(has_text,"PRESENT");
140 // strcpy(has_text,"NOPE ");
142 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].secondary_ammo[i], Secondary_weapon_names[i]));
146 void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...)
151 va_start(args, format );
152 vsprintf(text, format, args);
155 PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
157 HUD_init_message(text);
159 //mprintf_powerup_info();
161 add_points_to_score(score);
166 // Give the megawow powerup!
167 void do_megawow_powerup(int quantity)
171 powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
172 Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
173 Players[Player_num].secondary_weapon_flags = 0xffff;
175 for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
176 Players[Player_num].primary_ammo[i] = VULCAN_AMMO_MAX;
179 Players[Player_num].secondary_ammo[i] = quantity;
181 for (i=3; i<MAX_SECONDARY_WEAPONS; i++)
182 Players[Player_num].secondary_ammo[i] = quantity/5;
184 if (Newdemo_state == ND_STATE_RECORDING)
185 newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
187 Players[Player_num].energy = F1_0*200;
188 Players[Player_num].shields = F1_0*200;
189 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
190 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
192 if (Game_mode & GM_HOARD)
193 Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
196 update_laser_weapon_info();
201 int pick_up_energy(void)
205 if (Players[Player_num].energy < MAX_ENERGY) {
207 boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
208 if (Difficulty_level == 0)
210 Players[Player_num].energy += boost;
211 if (Players[Player_num].energy > MAX_ENERGY)
212 Players[Player_num].energy = MAX_ENERGY;
213 powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].energy));
216 HUD_init_message(TXT_MAXED_OUT,TXT_ENERGY);
221 int pick_up_vulcan_ammo(void)
225 int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
226 if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
227 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
230 max = Primary_ammo_max[VULCAN_INDEX];
231 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
233 HUD_init_message("%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
236 Primary_weapon = pwsave;
241 extern void invalidate_escort_goal(void);
242 extern void check_to_use_primary(int);
243 extern void multi_send_got_flag (char);
245 cvar_t Headlight_active_default = { "HeadlightActive", "1", 1 }; // is headlight on when picked up?
246 extern int PlayerMessage;
248 // returns true if powerup consumed
249 int do_powerup(object *obj)
252 int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
253 char temp_string[50];
256 if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
259 if (obj->ctype.powerup_info.creation_time > GameTime) //gametime wrapped!
260 obj->ctype.powerup_info.creation_time = 0; //allow player to pick up
262 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))
263 return 0; //not enough time elapsed
265 PlayerMessage=0; // Prevent messages from going to HUD if -PlayerMessages switch is set
269 Players[Player_num].lives++;
270 powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
274 used = pick_up_energy();
276 case POW_SHIELD_BOOST:
277 if (Players[Player_num].shields < MAX_SHIELDS) {
278 fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
279 if (Difficulty_level == 0)
281 Players[Player_num].shields += boost;
282 if (Players[Player_num].shields > MAX_SHIELDS)
283 Players[Player_num].shields = MAX_SHIELDS;
284 powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
287 HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
290 if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
291 //Players[Player_num].laser_level = MAX_LASER_LEVEL;
292 HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
294 if (Newdemo_state == ND_STATE_RECORDING)
295 newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
296 Players[Player_num].laser_level++;
297 powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
298 update_laser_weapon_info();
299 pick_up_primary (LASER_INDEX);
302 if (!used && !(Game_mode & GM_MULTI) )
303 used = pick_up_energy();
306 used=pick_up_secondary(CONCUSSION_INDEX,1);
309 used=pick_up_secondary(CONCUSSION_INDEX,4);
313 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
316 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
318 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
319 Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
320 powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
321 if (Game_mode & GM_MULTI)
325 invalidate_escort_goal();
328 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
331 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
333 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
334 Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
335 powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
336 if (Game_mode & GM_MULTI)
340 invalidate_escort_goal();
343 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
346 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
348 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
349 Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
350 powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
351 if (Game_mode & GM_MULTI)
355 invalidate_escort_goal();
358 if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
359 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
360 powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
361 update_laser_weapon_info();
364 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
365 if (!used && !(Game_mode & GM_MULTI) )
366 used = pick_up_energy();
369 case POW_VULCAN_WEAPON:
370 case POW_GAUSS_WEAPON: {
371 int ammo = obj->ctype.powerup_info.count;
373 used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
375 //didn't get the weapon (because we already have it), but
376 //maybe snag some of the ammo. if single-player, grab all the ammo
377 //and remove the powerup. If multi-player take ammo in excess of
378 //the amount in a powerup, and leave the rest.
380 if ((Game_mode & GM_MULTI) )
381 ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
385 ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
386 obj->ctype.powerup_info.count -= ammo_used;
387 if (!used && ammo_used) {
388 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
390 id = POW_VULCAN_AMMO; //set new id for making sound at end of this function
391 if (obj->ctype.powerup_info.count == 0)
392 used = 1; //say used if all ammo taken
399 case POW_SPREADFIRE_WEAPON:
400 used = pick_up_primary(SPREADFIRE_INDEX);
401 if (!used && !(Game_mode & GM_MULTI) )
402 used = pick_up_energy();
404 case POW_PLASMA_WEAPON:
405 used = pick_up_primary(PLASMA_INDEX);
406 if (!used && !(Game_mode & GM_MULTI) )
407 used = pick_up_energy();
409 case POW_FUSION_WEAPON:
410 used = pick_up_primary(FUSION_INDEX);
411 if (!used && !(Game_mode & GM_MULTI) )
412 used = pick_up_energy();
415 case POW_HELIX_WEAPON:
416 used = pick_up_primary(HELIX_INDEX);
417 if (!used && !(Game_mode & GM_MULTI) )
418 used = pick_up_energy();
421 case POW_PHOENIX_WEAPON:
422 used = pick_up_primary(PHOENIX_INDEX);
423 if (!used && !(Game_mode & GM_MULTI) )
424 used = pick_up_energy();
427 case POW_OMEGA_WEAPON:
428 used = pick_up_primary(OMEGA_INDEX);
430 Omega_charge = obj->ctype.powerup_info.count;
431 if (!used && !(Game_mode & GM_MULTI) )
432 used = pick_up_energy();
435 case POW_PROXIMITY_WEAPON:
436 used=pick_up_secondary(PROXIMITY_INDEX,4);
438 case POW_SMARTBOMB_WEAPON:
439 used=pick_up_secondary(SMART_INDEX,1);
441 case POW_MEGA_WEAPON:
442 used=pick_up_secondary(MEGA_INDEX,1);
444 case POW_SMISSILE1_1:
445 used=pick_up_secondary(SMISSILE1_INDEX,1);
447 case POW_SMISSILE1_4:
448 used=pick_up_secondary(SMISSILE1_INDEX,4);
450 case POW_GUIDED_MISSILE_1:
451 used=pick_up_secondary(GUIDED_INDEX,1);
453 case POW_GUIDED_MISSILE_4:
454 used=pick_up_secondary(GUIDED_INDEX,4);
457 used=pick_up_secondary(SMART_MINE_INDEX,4);
459 case POW_MERCURY_MISSILE_1:
460 used=pick_up_secondary(SMISSILE4_INDEX,1);
462 case POW_MERCURY_MISSILE_4:
463 used=pick_up_secondary(SMISSILE4_INDEX,4);
465 case POW_EARTHSHAKER_MISSILE:
466 used=pick_up_secondary(SMISSILE5_INDEX,1);
468 case POW_VULCAN_AMMO:
469 used = pick_up_vulcan_ammo();
471 case POW_HOMING_AMMO_1:
472 used=pick_up_secondary(HOMING_INDEX,1);
474 case POW_HOMING_AMMO_4:
475 used=pick_up_secondary(HOMING_INDEX,4);
478 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
479 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
482 Players[Player_num].cloak_time = GameTime; // Not! changed by awareness events (like player fires laser).
483 Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
486 if (Game_mode & GM_MULTI)
489 powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
493 case POW_INVULNERABILITY:
494 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
495 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
498 Players[Player_num].invulnerable_time = GameTime;
499 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
500 powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
506 do_megawow_powerup(50);
512 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
513 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
514 if (!(Game_mode & GM_MULTI) )
515 used = pick_up_energy();
517 Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
518 powerup_basic(15, 0, 15, 0, "FULL MAP!");
524 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
525 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Converter");
526 if (!(Game_mode & GM_MULTI) )
527 used = pick_up_energy();
531 Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
532 if ((key = key_find_binding("+nrgshield"))) {
533 sprintf(temp_string, "Energy->Shield converter! (Press %s to use)", key_text[key]);
534 powerup_basic(15, 0, 15, 0, temp_string);
536 powerup_basic(15, 0, 15, 0, "Energy -> shield converter!");
542 case POW_SUPER_LASER:
543 if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
544 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
545 HUD_init_message("SUPER LASER MAXED OUT!");
547 int old_level=Players[Player_num].laser_level;
549 if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
550 Players[Player_num].laser_level = MAX_LASER_LEVEL;
551 Players[Player_num].laser_level++;
552 if (Newdemo_state == ND_STATE_RECORDING)
553 newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
554 powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
555 update_laser_weapon_info();
556 if (Primary_weapon!=LASER_INDEX)
557 check_to_use_primary (SUPER_LASER_INDEX);
560 if (!used && !(Game_mode & GM_MULTI) )
561 used = pick_up_energy();
565 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
566 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
567 if (!(Game_mode & GM_MULTI) )
568 used = pick_up_energy();
571 Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
573 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
575 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
576 powerup_basic(15, 0, 15, 0, "AMMO RACK!");
581 case POW_AFTERBURNER:
582 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
583 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
584 if (!(Game_mode & GM_MULTI) )
585 used = pick_up_energy();
588 Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
590 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
592 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
593 powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
594 Afterburner_charge = f1_0;
600 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
601 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
602 if (!(Game_mode & GM_MULTI) )
603 used = pick_up_energy();
607 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
609 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
611 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
612 sprintf(msg, "HEADLIGHT BOOST! (Headlight is %s)", Headlight_active_default.intval?"ON":"OFF");
613 powerup_basic(15, 0, 15, 0, msg );
614 if (Headlight_active_default.intval)
615 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
618 if (Game_mode & GM_MULTI)
619 multi_send_flags (Player_num);
626 if (Game_mode & GM_CAPTURE)
627 if (get_team(Player_num) == TEAM_RED) {
628 powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
629 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
631 multi_send_got_flag (Player_num);
636 if (Game_mode & GM_HOARD)
637 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
638 powerup_basic(15, 0, 15, 0, "Orb!!!");
639 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
640 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
642 multi_send_got_orb (Player_num);
647 if (Game_mode & GM_CAPTURE)
648 if (get_team(Player_num) == TEAM_BLUE) {
649 powerup_basic(15, 0, 15, 0, "RED FLAG!");
650 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
652 multi_send_got_flag (Player_num);
657 // case POW_HOARD_ORB:
664 //always say used, until physics problem (getting stuck on unused powerup)
665 //is solved. Note also the break statements above that are commented out
668 if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) {
670 if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
671 multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
673 digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
674 detect_escort_goal_accomplished(OBJECT_NUMBER(obj));
685 * reads n powerup_type_info structs from a CFILE
687 extern int powerup_type_info_read_n(powerup_type_info *pti, int n, CFILE *fp)
691 for (i = 0; i < n; i++) {
692 pti[i].vclip_num = cfile_read_int(fp);
693 pti[i].hit_sound = cfile_read_int(fp);
694 pti[i].size = cfile_read_fix(fp);
695 pti[i].light = cfile_read_fix(fp);