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1 /*
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.
12 */
13
14 #ifndef _WEAPON_H
15 #define _WEAPON_H
16
17 #include "inferno.h"
18 #include "gr.h"
19 #include "game.h"
20 #include "piggy.h"
21
22 //weapon info flags
23 #define WIF_PLACABLE            1               //can be placed by level designer
24
25 typedef struct weapon_info {
26         byte    render_type;                            // How to draw 0=laser, 1=blob, 2=object
27         byte    persistent;                                     //      0 = dies when it hits something, 1 = continues (eg, fusion cannon)
28         short   model_num;                                      // Model num if rendertype==2.
29         short   model_num_inner;                        // Model num of inner part if rendertype==2.
30
31         byte    flash_vclip;                            // What vclip to use for muzzle flash
32         byte    robot_hit_vclip;                        // What vclip for impact with robot
33         short   flash_sound;                            // What sound to play when fired
34
35         byte    wall_hit_vclip;                 // What vclip for impact with wall
36         byte    fire_count;                                     //      Number of bursts fired from EACH GUN per firing.  For weapons which fire from both sides, 3*fire_count shots will be fired.
37         short   robot_hit_sound;                        // What sound for impact with robot
38
39         byte    ammo_usage;                                     //      How many units of ammunition it uses.
40         byte    weapon_vclip;                           //      Vclip to render for the weapon, itself.
41         short   wall_hit_sound;                 // What sound for impact with wall
42
43         byte    destroyable;                            //      If !0, this weapon can be destroyed by another weapon.
44         byte    matter;                                         //      Flag: set if this object is matter (as opposed to energy)
45         byte    bounce;                                         //      1==always bounces, 2=bounces twice 
46         byte    homing_flag;                            //      Set if this weapon can home in on a target.
47
48         ubyte   speedvar;                                       //      allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
49
50         ubyte   flags;                                          // see values above
51
52         byte    flash;                                          //      Flash effect
53         byte    afterburner_size;                       //      Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point.  Player afterburner size = 2.5.
54
55 #ifndef SHAREWARE
56         byte    children;                                       //      ID of weapon to drop if this contains children.  -1 means no children.
57 #endif
58
59         fix     energy_usage;                           //      How much fuel is consumed to fire this weapon.
60         fix     fire_wait;                                      //      Time until this weapon can be fired again.
61
62 #ifndef SHAREWARE
63         fix     multi_damage_scale;             //      Scale damage by this amount when applying to player in multiplayer.  F1_0 means no change.
64 #endif
65
66         bitmap_index bitmap;                            // Pointer to bitmap if rendertype==0 or 1.
67
68         fix     blob_size;                                      // Size of blob if blob type
69         fix     flash_size;                                     // How big to draw the flash
70         fix     impact_size;                            // How big of an impact
71         fix     strength[NDL];                          // How much damage it can inflict
72         fix     speed[NDL];                                     // How fast it can move, difficulty level based.
73         fix     mass;                                                   // How much mass it has
74         fix     drag;                                                   // How much drag it has
75         fix     thrust;                                         //      How much thrust it has
76         fix     po_len_to_width_ratio;  // For polyobjects, the ratio of len/width. (10 maybe?)
77         fix     light;                                          //      Amount of light this weapon casts.
78         fix     lifetime;                                       //      Lifetime in seconds of this weapon.
79         fix     damage_radius;                          //      Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
80 //-- unused--   fix     damage_force;                           //      Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
81 // damage_force was a real mess.  Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength.  Now use 2*strength instead. --MK, 01/19/95
82         bitmap_index    picture;                                // a picture of the weapon for the cockpit
83 #ifndef SHAREWARE
84         bitmap_index    hires_picture;          // a hires picture of the above
85 #endif
86 } __pack__ weapon_info;
87
88 #define REARM_TIME                                      (F1_0)
89
90 #define WEAPON_DEFAULT_LIFETIME (F1_0*12)       //      Lifetime of an object if a bozo forgets to define it.
91
92 #define WEAPON_TYPE_WEAK_LASER  0
93 #define WEAPON_TYPE_STRONG_LASER        1
94 #define WEAPON_TYPE_CANNON_BALL 2
95 #define WEAPON_TYPE_MISSILE             3
96
97 #define MAX_WEAPON_TYPES                        70
98
99 #define WEAPON_RENDER_NONE                      -1
100 #define WEAPON_RENDER_LASER             0
101 #define WEAPON_RENDER_BLOB                      1
102 #define WEAPON_RENDER_POLYMODEL 2
103 #define WEAPON_RENDER_VCLIP             3
104
105 #define MAX_PRIMARY_WEAPONS             10
106 #define MAX_SECONDARY_WEAPONS   10
107
108 //given a weapon index, return the flag value
109 #define  HAS_FLAG(index)  (1<<(index))
110
111 //      Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
112 #define HAS_LASER_FLAG                          HAS_FLAG(LASER_INDEX)
113 #define HAS_VULCAN_FLAG                 HAS_FLAG(VULCAN_INDEX)
114 #define HAS_SPREADFIRE_FLAG             HAS_FLAG(SPREADFIRE_INDEX)
115 #define HAS_PLASMA_FLAG                 HAS_FLAG(PLASMA_INDEX)
116 #define HAS_FUSION_FLAG                 HAS_FLAG(FUSION_INDEX)
117
118 #define HAS_CONCUSSION_FLAG             HAS_FLAG(CONCUSSION_INDEX)
119 #define HAS_HOMING_FLAG                 HAS_FLAG(HOMING_INDEX)
120 #define HAS_PROXIMITY_FLAG              HAS_FLAG(PROXIMITY_INDEX)
121 #define HAS_SMART_FLAG                          HAS_FLAG(SMART_INDEX)
122 #define HAS_MEGA_FLAG                           HAS_FLAG(MEGA_INDEX)
123
124 #define CLASS_PRIMARY                           0
125 #define CLASS_SECONDARY                 1
126
127 #define LASER_INDEX                                     0
128 #define VULCAN_INDEX                            1
129 #define SPREADFIRE_INDEX                        2
130 #define PLASMA_INDEX                            3
131 #define FUSION_INDEX                            4
132 #define SUPER_LASER_INDEX                       5
133 #define GAUSS_INDEX                                     6
134 #define HELIX_INDEX                                     7
135 #define PHOENIX_INDEX                           8
136 #define OMEGA_INDEX                                     9
137
138 #define CONCUSSION_INDEX                        0
139 #define HOMING_INDEX                            1
140 #define PROXIMITY_INDEX                 2
141 #define SMART_INDEX                                     3
142 #define MEGA_INDEX                                      4
143 #define SMISSILE1_INDEX                 5
144 #define GUIDED_INDEX                            6
145 #define SMART_MINE_INDEX                        7
146 #define SMISSILE4_INDEX                 8
147 #define SMISSILE5_INDEX                 9
148
149 #define SUPER_WEAPON                            5
150
151 #define VULCAN_AMMO_SCALE               0xcc163 //(0x198300/2)          //multiply ammo by this before displaying
152
153 #define NUM_SMART_CHILDREN      6               //      Number of smart children created by default.
154
155 extern weapon_info Weapon_info[];
156 extern int N_weapon_types;
157 extern void do_weapon_select(int weapon_num, int secondary_flag);
158 extern void show_weapon_status(void);
159
160 extern byte     Primary_weapon, Secondary_weapon;
161
162 extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
163 extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
164
165 //for each Secondary weapon, which gun it fires out of
166 extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
167
168 //for each primary weapon, what kind of powerup gives weapon
169 extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
170
171 //for each Secondary weapon, what kind of powerup gives weapon
172 extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
173
174 //flags whether the last time we use this weapon, it was the 'super' version
175 extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
176 extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
177
178 extern void auto_select_weapon(int weapon_type);                //parm is primary or secondary
179 extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
180
181 extern char     *Primary_weapon_names_short[];
182 extern char     *Secondary_weapon_names_short[];
183 extern char     *Primary_weapon_names[];
184 extern char     *Secondary_weapon_names[];
185 extern int      Primary_ammo_max[MAX_PRIMARY_WEAPONS];
186 extern ubyte    Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
187 extern byte     Weapon_is_energy[MAX_WEAPON_TYPES];
188
189 #define HAS_WEAPON_FLAG 1
190 #define HAS_ENERGY_FLAG 2
191 #define HAS_AMMO_FLAG           4
192 #define  HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
193
194 //      ------------------------------------------------------------------------------------
195 //      Return:
196 // Bits set:
197 //              HAS_WEAPON_FLAG
198 //              HAS_ENERGY_FLAG
199 //              HAS_AMMO_FLAG   
200 //              HAS_SUPER_FLAG
201 extern int player_has_weapon(int weapon_num, int secondary_flag);
202
203 //called when one of these weapons is picked up
204 //when you pick up a secondary, you always get the weapon & ammo for it
205 int pick_up_secondary(int weapon_index,int count);
206
207 //called when a primary weapon is picked up
208 //returns true if actually picked up
209 int pick_up_primary(int weapon_index);
210
211 //called when ammo (for the vulcan cannon) is picked up
212 int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
213
214 extern int attempt_to_steal_item(object *objp, int player_num);
215
216 //this function is for when the player intentionally drops a powerup
217 extern int spit_powerup(object *spitter, int id, int seed);
218
219 #define SMEGA_ID        40
220
221 extern void rock_the_mine_frame(void);
222 extern void smega_rock_stuff(void);
223 extern void init_smega_detonates(void);
224 extern void tactile_set_button_jolt (void);
225
226 #endif