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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
24 #define WIF_PLACABLE 1 //can be placed by level designer
26 typedef struct weapon_info {
27 byte render_type; // How to draw 0=laser, 1=blob, 2=object
28 byte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
29 short model_num; // Model num if rendertype==2.
30 short model_num_inner; // Model num of inner part if rendertype==2.
32 byte flash_vclip; // What vclip to use for muzzle flash
33 byte robot_hit_vclip; // What vclip for impact with robot
34 short flash_sound; // What sound to play when fired
36 byte wall_hit_vclip; // What vclip for impact with wall
37 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.
38 short robot_hit_sound; // What sound for impact with robot
40 byte ammo_usage; // How many units of ammunition it uses.
41 byte weapon_vclip; // Vclip to render for the weapon, itself.
42 short wall_hit_sound; // What sound for impact with wall
44 byte destroyable; // If !0, this weapon can be destroyed by another weapon.
45 byte matter; // Flag: set if this object is matter (as opposed to energy)
46 byte bounce; // 1==always bounces, 2=bounces twice
47 byte homing_flag; // Set if this weapon can home in on a target.
49 ubyte speedvar; // allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100
51 ubyte flags; // see values above
53 byte flash; // Flash effect
54 byte afterburner_size; // Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5.
57 byte children; // ID of weapon to drop if this contains children. -1 means no children.
60 fix energy_usage; // How much fuel is consumed to fire this weapon.
61 fix fire_wait; // Time until this weapon can be fired again.
64 fix multi_damage_scale; // Scale damage by this amount when applying to player in multiplayer. F1_0 means no change.
67 bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
69 fix blob_size; // Size of blob if blob type
70 fix flash_size; // How big to draw the flash
71 fix impact_size; // How big of an impact
72 fix strength[NDL]; // How much damage it can inflict
73 fix speed[NDL]; // How fast it can move, difficulty level based.
74 fix mass; // How much mass it has
75 fix drag; // How much drag it has
76 fix thrust; // How much thrust it has
77 fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
78 fix light; // Amount of light this weapon casts.
79 fix lifetime; // Lifetime in seconds of this weapon.
80 fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
81 //-- 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
82 // 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
83 bitmap_index picture; // a picture of the weapon for the cockpit
85 bitmap_index hires_picture; // a hires picture of the above
89 #define REARM_TIME (F1_0)
91 #define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
93 #define WEAPON_TYPE_WEAK_LASER 0
94 #define WEAPON_TYPE_STRONG_LASER 1
95 #define WEAPON_TYPE_CANNON_BALL 2
96 #define WEAPON_TYPE_MISSILE 3
98 #define MAX_WEAPON_TYPES 70
100 #define WEAPON_RENDER_NONE -1
101 #define WEAPON_RENDER_LASER 0
102 #define WEAPON_RENDER_BLOB 1
103 #define WEAPON_RENDER_POLYMODEL 2
104 #define WEAPON_RENDER_VCLIP 3
106 #define MAX_PRIMARY_WEAPONS 10
107 #define MAX_SECONDARY_WEAPONS 10
109 //given a weapon index, return the flag value
110 #define HAS_FLAG(index) (1<<(index))
112 // Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
113 #define HAS_LASER_FLAG HAS_FLAG(LASER_INDEX)
114 #define HAS_VULCAN_FLAG HAS_FLAG(VULCAN_INDEX)
115 #define HAS_SPREADFIRE_FLAG HAS_FLAG(SPREADFIRE_INDEX)
116 #define HAS_PLASMA_FLAG HAS_FLAG(PLASMA_INDEX)
117 #define HAS_FUSION_FLAG HAS_FLAG(FUSION_INDEX)
119 #define HAS_CONCUSSION_FLAG HAS_FLAG(CONCUSSION_INDEX)
120 #define HAS_HOMING_FLAG HAS_FLAG(HOMING_INDEX)
121 #define HAS_PROXIMITY_FLAG HAS_FLAG(PROXIMITY_INDEX)
122 #define HAS_SMART_FLAG HAS_FLAG(SMART_INDEX)
123 #define HAS_MEGA_FLAG HAS_FLAG(MEGA_INDEX)
125 #define CLASS_PRIMARY 0
126 #define CLASS_SECONDARY 1
128 #define LASER_INDEX 0
129 #define VULCAN_INDEX 1
130 #define SPREADFIRE_INDEX 2
131 #define PLASMA_INDEX 3
132 #define FUSION_INDEX 4
133 #define SUPER_LASER_INDEX 5
134 #define GAUSS_INDEX 6
135 #define HELIX_INDEX 7
136 #define PHOENIX_INDEX 8
137 #define OMEGA_INDEX 9
139 #define CONCUSSION_INDEX 0
140 #define HOMING_INDEX 1
141 #define PROXIMITY_INDEX 2
142 #define SMART_INDEX 3
144 #define SMISSILE1_INDEX 5
145 #define GUIDED_INDEX 6
146 #define SMART_MINE_INDEX 7
147 #define SMISSILE4_INDEX 8
148 #define SMISSILE5_INDEX 9
150 #define SUPER_WEAPON 5
152 #define VULCAN_AMMO_SCALE 0xcc163 //(0x198300/2) //multiply ammo by this before displaying
154 #define NUM_SMART_CHILDREN 6 // Number of smart children created by default.
156 extern weapon_info Weapon_info[];
157 extern int N_weapon_types;
158 extern void do_weapon_select(int weapon_num, int secondary_flag);
159 extern void show_weapon_status(void);
161 extern byte Primary_weapon, Secondary_weapon;
163 extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
164 extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
166 //for each Secondary weapon, which gun it fires out of
167 extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
169 //for each primary weapon, what kind of powerup gives weapon
170 extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
172 //for each Secondary weapon, what kind of powerup gives weapon
173 extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
175 //flags whether the last time we use this weapon, it was the 'super' version
176 extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
177 extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
179 extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
180 extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
182 extern char *Primary_weapon_names_short[];
183 extern char *Secondary_weapon_names_short[];
184 extern char *Primary_weapon_names[];
185 extern char *Secondary_weapon_names[];
186 extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
187 extern ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
188 extern byte Weapon_is_energy[MAX_WEAPON_TYPES];
190 #define HAS_WEAPON_FLAG 1
191 #define HAS_ENERGY_FLAG 2
192 #define HAS_AMMO_FLAG 4
193 #define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
195 // ------------------------------------------------------------------------------------
202 extern int player_has_weapon(int weapon_num, int secondary_flag);
204 //called when one of these weapons is picked up
205 //when you pick up a secondary, you always get the weapon & ammo for it
206 int pick_up_secondary(int weapon_index,int count);
208 //called when a primary weapon is picked up
209 //returns true if actually picked up
210 int pick_up_primary(int weapon_index);
212 //called when ammo (for the vulcan cannon) is picked up
213 int pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
215 extern int attempt_to_steal_item(object *objp, int player_num);
217 //this function is for when the player intentionally drops a powerup
218 extern int spit_powerup(object *spitter, int id, int seed);
222 extern void rock_the_mine_frame(void);
223 extern void smega_rock_stuff(void);
224 extern void init_smega_detonates(void);
225 extern void tactile_set_button_jolt (void);
228 * reads a weapon_info structure from a CFILE
230 extern void weapon_info_read(weapon_info *wi, CFILE *fp);