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.
39 #include "gr.h" // for powerup outline drawing
40 #include "editor/editor.h"
44 int N_powerup_types = 0;
45 powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
47 //process this powerup for this frame
48 void do_powerup_frame(object *obj)
51 vclip_info *vci = &obj->rtype.vclip_info;
52 vclip *vc = &Vclip[vci->vclip_num];
54 fudge = (FrameTime * (OBJECT_NUMBER(obj)&3)) >> 4;
56 vci->frametime -= FrameTime+fudge;
58 while (vci->frametime < 0 ) {
60 vci->frametime += vc->frame_time;
62 if (OBJECT_NUMBER(obj)&1)
67 if (vci->framenum >= vc->num_frames)
70 if (vci->framenum < 0)
71 vci->framenum = vc->num_frames-1;
74 if (obj->lifeleft <= 0) {
75 object_create_explosion(obj->segnum, &obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
77 if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
78 digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, OBJECT_NUMBER(obj), 0, F1_0 );
83 extern fix blob_vertices[];
85 // blob_vertices has 3 vertices in it, 4th must be computed
86 void draw_blob_outline(void)
90 v3x = blob_vertices[4] - blob_vertices[2] + blob_vertices[0];
91 v3y = blob_vertices[5] - blob_vertices[3] + blob_vertices[1];
93 gr_setcolor(BM_XRGB(63, 63, 63));
95 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]) ));
97 gr_line(blob_vertices[0], blob_vertices[1], blob_vertices[2], blob_vertices[3]);
98 gr_line(blob_vertices[2], blob_vertices[3], blob_vertices[4], blob_vertices[5]);
99 gr_line(blob_vertices[4], blob_vertices[5], v3x, v3y);
101 gr_line(v3x, v3y, blob_vertices[0], blob_vertices[1]);
105 void draw_powerup(object *obj)
108 blob_vertices[0] = 0x80000;
111 draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
114 if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == OBJECT_NUMBER(obj)))
115 if (blob_vertices[0] != 0x80000)
121 //void mprintf_powerup_info(void)
124 //mprintf((0, "Powerup: %s\n", text));
125 //for (i=0; i<5; i++) {
126 // char has_text[12];
128 // if (Players[Player_num].primary_weapon_flags & (1 << i))
129 // strcpy(has_text,"PRESENT");
131 // strcpy(has_text,"NOPE ");
134 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].primary_ammo[i], Primary_weapon_names[i]));
137 //for (i=0; i<5; i++) {
138 // char has_text[12];
140 // if (Players[Player_num].secondary_weapon_flags & (1 << i))
141 // strcpy(has_text,"PRESENT");
143 // strcpy(has_text,"NOPE ");
145 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].secondary_ammo[i], Secondary_weapon_names[i]));
149 void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...)
154 va_start(args, format );
155 vsprintf(text, format, args);
158 PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
160 HUD_init_message(text);
162 //mprintf_powerup_info();
164 add_points_to_score(score);
169 // Give the megawow powerup!
170 void do_megawow_powerup(int quantity)
174 powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
175 Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
176 Players[Player_num].secondary_weapon_flags = 0xffff;
178 for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
179 Players[Player_num].primary_ammo[i] = VULCAN_AMMO_MAX;
182 Players[Player_num].secondary_ammo[i] = quantity;
184 for (i=3; i<MAX_SECONDARY_WEAPONS; i++)
185 Players[Player_num].secondary_ammo[i] = quantity/5;
187 if (Newdemo_state == ND_STATE_RECORDING)
188 newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
190 Players[Player_num].energy = F1_0*200;
191 Players[Player_num].shields = F1_0*200;
192 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
193 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
195 if (Game_mode & GM_HOARD)
196 Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
199 update_laser_weapon_info();
204 int pick_up_energy(void)
208 if (Players[Player_num].energy < MAX_ENERGY) {
210 boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
211 if (Difficulty_level == 0)
213 Players[Player_num].energy += boost;
214 if (Players[Player_num].energy > MAX_ENERGY)
215 Players[Player_num].energy = MAX_ENERGY;
216 powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].energy));
219 HUD_init_message(TXT_MAXED_OUT,TXT_ENERGY);
224 int pick_up_vulcan_ammo(void)
228 int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
229 if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
230 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
233 max = Primary_ammo_max[VULCAN_INDEX];
234 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
236 HUD_init_message("%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
239 Primary_weapon = pwsave;
244 extern void invalidate_escort_goal(void);
245 extern void check_to_use_primary(int);
246 extern void multi_send_got_flag (char);
248 cvar_t Headlight_active_default = { "HeadlightActive", "1", 1 }; // is headlight on when picked up?
249 extern int PlayerMessage;
251 // returns true if powerup consumed
252 int do_powerup(object *obj)
255 int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
256 char temp_string[50];
259 if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
262 if (obj->ctype.powerup_info.creation_time > GameTime) //gametime wrapped!
263 obj->ctype.powerup_info.creation_time = 0; //allow player to pick up
265 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))
266 return 0; //not enough time elapsed
268 PlayerMessage=0; // Prevent messages from going to HUD if -PlayerMessages switch is set
272 Players[Player_num].lives++;
273 powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
277 used = pick_up_energy();
279 case POW_SHIELD_BOOST:
280 if (Players[Player_num].shields < MAX_SHIELDS) {
281 fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
282 if (Difficulty_level == 0)
284 Players[Player_num].shields += boost;
285 if (Players[Player_num].shields > MAX_SHIELDS)
286 Players[Player_num].shields = MAX_SHIELDS;
287 powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
290 HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
293 if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
294 //Players[Player_num].laser_level = MAX_LASER_LEVEL;
295 HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
297 if (Newdemo_state == ND_STATE_RECORDING)
298 newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
299 Players[Player_num].laser_level++;
300 powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
301 update_laser_weapon_info();
302 pick_up_primary (LASER_INDEX);
305 if (!used && !(Game_mode & GM_MULTI) )
306 used = pick_up_energy();
309 used=pick_up_secondary(CONCUSSION_INDEX,1);
312 used=pick_up_secondary(CONCUSSION_INDEX,4);
316 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
319 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
321 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
322 Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
323 powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
324 if (Game_mode & GM_MULTI)
328 invalidate_escort_goal();
331 if (Players[Player_num].flags & PLAYER_FLAGS_RED_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_RED_KEY;
338 powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
339 if (Game_mode & GM_MULTI)
343 invalidate_escort_goal();
346 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_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_GOLD_KEY;
353 powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
354 if (Game_mode & GM_MULTI)
358 invalidate_escort_goal();
361 if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
362 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
363 powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
364 update_laser_weapon_info();
367 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
368 if (!used && !(Game_mode & GM_MULTI) )
369 used = pick_up_energy();
372 case POW_VULCAN_WEAPON:
373 case POW_GAUSS_WEAPON: {
374 int ammo = obj->ctype.powerup_info.count;
376 used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
378 //didn't get the weapon (because we already have it), but
379 //maybe snag some of the ammo. if single-player, grab all the ammo
380 //and remove the powerup. If multi-player take ammo in excess of
381 //the amount in a powerup, and leave the rest.
383 if ((Game_mode & GM_MULTI) )
384 ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
388 ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
389 obj->ctype.powerup_info.count -= ammo_used;
390 if (!used && ammo_used) {
391 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
393 id = POW_VULCAN_AMMO; //set new id for making sound at end of this function
394 if (obj->ctype.powerup_info.count == 0)
395 used = 1; //say used if all ammo taken
402 case POW_SPREADFIRE_WEAPON:
403 used = pick_up_primary(SPREADFIRE_INDEX);
404 if (!used && !(Game_mode & GM_MULTI) )
405 used = pick_up_energy();
407 case POW_PLASMA_WEAPON:
408 used = pick_up_primary(PLASMA_INDEX);
409 if (!used && !(Game_mode & GM_MULTI) )
410 used = pick_up_energy();
412 case POW_FUSION_WEAPON:
413 used = pick_up_primary(FUSION_INDEX);
414 if (!used && !(Game_mode & GM_MULTI) )
415 used = pick_up_energy();
418 case POW_HELIX_WEAPON:
419 used = pick_up_primary(HELIX_INDEX);
420 if (!used && !(Game_mode & GM_MULTI) )
421 used = pick_up_energy();
424 case POW_PHOENIX_WEAPON:
425 used = pick_up_primary(PHOENIX_INDEX);
426 if (!used && !(Game_mode & GM_MULTI) )
427 used = pick_up_energy();
430 case POW_OMEGA_WEAPON:
431 used = pick_up_primary(OMEGA_INDEX);
433 Omega_charge = obj->ctype.powerup_info.count;
434 if (!used && !(Game_mode & GM_MULTI) )
435 used = pick_up_energy();
438 case POW_PROXIMITY_WEAPON:
439 used=pick_up_secondary(PROXIMITY_INDEX,4);
441 case POW_SMARTBOMB_WEAPON:
442 used=pick_up_secondary(SMART_INDEX,1);
444 case POW_MEGA_WEAPON:
445 used=pick_up_secondary(MEGA_INDEX,1);
447 case POW_SMISSILE1_1:
448 used=pick_up_secondary(SMISSILE1_INDEX,1);
450 case POW_SMISSILE1_4:
451 used=pick_up_secondary(SMISSILE1_INDEX,4);
453 case POW_GUIDED_MISSILE_1:
454 used=pick_up_secondary(GUIDED_INDEX,1);
456 case POW_GUIDED_MISSILE_4:
457 used=pick_up_secondary(GUIDED_INDEX,4);
460 used=pick_up_secondary(SMART_MINE_INDEX,4);
462 case POW_MERCURY_MISSILE_1:
463 used=pick_up_secondary(SMISSILE4_INDEX,1);
465 case POW_MERCURY_MISSILE_4:
466 used=pick_up_secondary(SMISSILE4_INDEX,4);
468 case POW_EARTHSHAKER_MISSILE:
469 used=pick_up_secondary(SMISSILE5_INDEX,1);
471 case POW_VULCAN_AMMO:
472 used = pick_up_vulcan_ammo();
474 case POW_HOMING_AMMO_1:
475 used=pick_up_secondary(HOMING_INDEX,1);
477 case POW_HOMING_AMMO_4:
478 used=pick_up_secondary(HOMING_INDEX,4);
481 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
482 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
485 Players[Player_num].cloak_time = GameTime; // Not! changed by awareness events (like player fires laser).
486 Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
489 if (Game_mode & GM_MULTI)
492 powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
496 case POW_INVULNERABILITY:
497 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
498 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
501 Players[Player_num].invulnerable_time = GameTime;
502 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
503 powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
509 do_megawow_powerup(50);
515 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
516 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
517 if (!(Game_mode & GM_MULTI) )
518 used = pick_up_energy();
520 Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
521 powerup_basic(15, 0, 15, 0, "FULL MAP!");
527 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
528 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Converter");
529 if (!(Game_mode & GM_MULTI) )
530 used = pick_up_energy();
534 Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
535 if ((key = key_find_binding("+nrgshield"))) {
536 sprintf(temp_string, "Energy->Shield converter! (Press %s to use)", key_text[key]);
537 powerup_basic(15, 0, 15, 0, temp_string);
539 powerup_basic(15, 0, 15, 0, "Energy -> shield converter!");
545 case POW_SUPER_LASER:
546 if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
547 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
548 HUD_init_message("SUPER LASER MAXED OUT!");
550 int old_level=Players[Player_num].laser_level;
552 if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
553 Players[Player_num].laser_level = MAX_LASER_LEVEL;
554 Players[Player_num].laser_level++;
555 if (Newdemo_state == ND_STATE_RECORDING)
556 newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
557 powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
558 update_laser_weapon_info();
559 if (Primary_weapon!=LASER_INDEX)
560 check_to_use_primary (SUPER_LASER_INDEX);
563 if (!used && !(Game_mode & GM_MULTI) )
564 used = pick_up_energy();
568 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
569 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
570 if (!(Game_mode & GM_MULTI) )
571 used = pick_up_energy();
574 Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
576 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
578 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
579 powerup_basic(15, 0, 15, 0, "AMMO RACK!");
584 case POW_AFTERBURNER:
585 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
586 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
587 if (!(Game_mode & GM_MULTI) )
588 used = pick_up_energy();
591 Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
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, 15, 15, 0, "AFTERBURNER!");
597 Afterburner_charge = f1_0;
603 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
604 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
605 if (!(Game_mode & GM_MULTI) )
606 used = pick_up_energy();
610 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
612 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
614 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
615 sprintf(msg, "HEADLIGHT BOOST! (Headlight is %s)", Headlight_active_default.intval?"ON":"OFF");
616 powerup_basic(15, 0, 15, 0, msg );
617 if (Headlight_active_default.intval)
618 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
621 if (Game_mode & GM_MULTI)
622 multi_send_flags (Player_num);
629 if (Game_mode & GM_CAPTURE)
630 if (get_team(Player_num) == TEAM_RED) {
631 powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
632 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
634 multi_send_got_flag (Player_num);
639 if (Game_mode & GM_HOARD)
640 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
641 powerup_basic(15, 0, 15, 0, "Orb!!!");
642 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
643 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
645 multi_send_got_orb (Player_num);
650 if (Game_mode & GM_CAPTURE)
651 if (get_team(Player_num) == TEAM_BLUE) {
652 powerup_basic(15, 0, 15, 0, "RED FLAG!");
653 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
655 multi_send_got_flag (Player_num);
660 // case POW_HOARD_ORB:
667 //always say used, until physics problem (getting stuck on unused powerup)
668 //is solved. Note also the break statements above that are commented out
671 if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) {
673 if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
674 multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
676 digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
677 detect_escort_goal_accomplished(OBJECT_NUMBER(obj));
688 * reads n powerup_type_info structs from a CFILE
690 extern int powerup_type_info_read_n(powerup_type_info *pti, int n, CFILE *fp)
694 for (i = 0; i < n; i++) {
695 pti[i].vclip_num = cfile_read_int(fp);
696 pti[i].hit_sound = cfile_read_int(fp);
697 pti[i].size = cfile_read_fix(fp);
698 pti[i].light = cfile_read_fix(fp);