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.
62 #include "gr.h" // for powerup outline drawing
63 #include "editor/editor.h"
66 int N_powerup_types = 0;
67 powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
69 //process this powerup for this frame
70 void do_powerup_frame(object *obj)
73 vclip_info *vci = &obj->rtype.vclip_info;
74 vclip *vc = &Vclip[vci->vclip_num];
76 fudge = (FrameTime * (OBJECT_NUMBER(obj)&3)) >> 4;
78 vci->frametime -= FrameTime+fudge;
80 while (vci->frametime < 0 ) {
82 vci->frametime += vc->frame_time;
84 if (OBJECT_NUMBER(obj)&1)
89 if (vci->framenum >= vc->num_frames)
92 if (vci->framenum < 0)
93 vci->framenum = vc->num_frames-1;
96 if (obj->lifeleft <= 0) {
97 object_create_explosion(obj->segnum, &obj->pos, F1_0*7/2, VCLIP_POWERUP_DISAPPEARANCE );
99 if ( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num > -1 )
100 digi_link_sound_to_object( Vclip[VCLIP_POWERUP_DISAPPEARANCE].sound_num, OBJECT_NUMBER(obj), 0, F1_0 );
105 extern fix blob_vertices[];
107 // blob_vertices has 3 vertices in it, 4th must be computed
108 void draw_blob_outline(void)
112 v3x = blob_vertices[4] - blob_vertices[2] + blob_vertices[0];
113 v3y = blob_vertices[5] - blob_vertices[3] + blob_vertices[1];
115 gr_setcolor(BM_XRGB(63, 63, 63));
117 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]) ));
119 gr_line(blob_vertices[0], blob_vertices[1], blob_vertices[2], blob_vertices[3]);
120 gr_line(blob_vertices[2], blob_vertices[3], blob_vertices[4], blob_vertices[5]);
121 gr_line(blob_vertices[4], blob_vertices[5], v3x, v3y);
123 gr_line(v3x, v3y, blob_vertices[0], blob_vertices[1]);
127 void draw_powerup(object *obj)
130 blob_vertices[0] = 0x80000;
133 draw_object_blob(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum] );
136 if ((Function_mode == FMODE_EDITOR) && (Cur_object_index == OBJECT_NUMBER(obj)))
137 if (blob_vertices[0] != 0x80000)
143 //void mprintf_powerup_info(void)
146 //mprintf((0, "Powerup: %s\n", text));
147 //for (i=0; i<5; i++) {
148 // char has_text[12];
150 // if (Players[Player_num].primary_weapon_flags & (1 << i))
151 // strcpy(has_text,"PRESENT");
153 // strcpy(has_text,"NOPE ");
156 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].primary_ammo[i], Primary_weapon_names[i]));
159 //for (i=0; i<5; i++) {
160 // char has_text[12];
162 // if (Players[Player_num].secondary_weapon_flags & (1 << i))
163 // strcpy(has_text,"PRESENT");
165 // strcpy(has_text,"NOPE ");
167 // mprintf((0, "Weapon %i = %s, ammo = %6i, name = %s\n", i, has_text, Players[Player_num].secondary_ammo[i], Secondary_weapon_names[i]));
171 void powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...)
176 va_start(args, format );
177 vsprintf(text, format, args);
180 PALETTE_FLASH_ADD(redadd,greenadd,blueadd);
182 HUD_init_message(text);
184 //mprintf_powerup_info();
186 add_points_to_score(score);
191 // Give the megawow powerup!
192 void do_megawow_powerup(int quantity)
196 powerup_basic(30, 0, 30, 1, "MEGA-WOWIE-ZOWIE!");
197 Players[Player_num].primary_weapon_flags = 0xffff ^ HAS_FLAG(SUPER_LASER_INDEX); //no super laser
198 Players[Player_num].secondary_weapon_flags = 0xffff;
200 for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
201 Players[Player_num].primary_ammo[i] = VULCAN_AMMO_MAX;
204 Players[Player_num].secondary_ammo[i] = quantity;
206 for (i=3; i<MAX_SECONDARY_WEAPONS; i++)
207 Players[Player_num].secondary_ammo[i] = quantity/5;
209 if (Newdemo_state == ND_STATE_RECORDING)
210 newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
212 Players[Player_num].energy = F1_0*200;
213 Players[Player_num].shields = F1_0*200;
214 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
215 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
217 if (Game_mode & GM_HOARD)
218 Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
221 update_laser_weapon_info();
226 int pick_up_energy(void)
230 if (Players[Player_num].energy < MAX_ENERGY) {
232 boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
233 if (Difficulty_level == 0)
235 Players[Player_num].energy += boost;
236 if (Players[Player_num].energy > MAX_ENERGY)
237 Players[Player_num].energy = MAX_ENERGY;
238 powerup_basic(15,15,7, ENERGY_SCORE, "%s %s %d",TXT_ENERGY,TXT_BOOSTED_TO,f2ir(Players[Player_num].energy));
241 HUD_init_message(TXT_MAXED_OUT,TXT_ENERGY);
246 int pick_up_vulcan_ammo(void)
250 int pwsave = Primary_weapon; // Ugh, save selected primary weapon around the picking up of the ammo. I apologize for this code. Matthew A. Toschlog
251 if (pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, VULCAN_AMMO_AMOUNT)) {
252 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
255 max = Primary_ammo_max[VULCAN_INDEX];
256 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK)
258 HUD_init_message("%s %d %s!",TXT_ALREADY_HAVE,f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) max),TXT_VULCAN_ROUNDS);
261 Primary_weapon = pwsave;
266 extern void invalidate_escort_goal(void);
267 extern char GetKeyValue(char);
268 extern void check_to_use_primary(int);
269 extern void multi_send_got_flag (char);
271 int Headlight_active_default=1; //is headlight on when picked up?
272 extern int PlayerMessage;
274 // returns true if powerup consumed
275 int do_powerup(object *obj)
278 int special_used=0; //for when hitting vulcan cannon gets vulcan ammo
279 char temp_string[50];
282 if ((Player_is_dead) || (ConsoleObject->type == OBJ_GHOST) || (Players[Player_num].shields < 0))
285 if (obj->ctype.powerup_info.creation_time > GameTime) //gametime wrapped!
286 obj->ctype.powerup_info.creation_time = 0; //allow player to pick up
288 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))
289 return 0; //not enough time elapsed
291 PlayerMessage=0; // Prevent messages from going to HUD if -PlayerMessages switch is set
295 Players[Player_num].lives++;
296 powerup_basic(15, 15, 15, 0, TXT_EXTRA_LIFE);
300 used = pick_up_energy();
302 case POW_SHIELD_BOOST:
303 if (Players[Player_num].shields < MAX_SHIELDS) {
304 fix boost = 3*F1_0 + 3*F1_0*(NDL - Difficulty_level);
305 if (Difficulty_level == 0)
307 Players[Player_num].shields += boost;
308 if (Players[Player_num].shields > MAX_SHIELDS)
309 Players[Player_num].shields = MAX_SHIELDS;
310 powerup_basic(0, 0, 15, SHIELD_SCORE, "%s %s %d",TXT_SHIELD,TXT_BOOSTED_TO,f2ir(Players[Player_num].shields));
313 HUD_init_message(TXT_MAXED_OUT,TXT_SHIELD);
316 if (Players[Player_num].laser_level >= MAX_LASER_LEVEL) {
317 //Players[Player_num].laser_level = MAX_LASER_LEVEL;
318 HUD_init_message(TXT_MAXED_OUT,TXT_LASER);
320 if (Newdemo_state == ND_STATE_RECORDING)
321 newdemo_record_laser_level(Players[Player_num].laser_level, Players[Player_num].laser_level + 1);
322 Players[Player_num].laser_level++;
323 powerup_basic(10, 0, 10, LASER_SCORE, "%s %s %d",TXT_LASER,TXT_BOOSTED_TO, Players[Player_num].laser_level+1);
324 update_laser_weapon_info();
325 pick_up_primary (LASER_INDEX);
328 if (!used && !(Game_mode & GM_MULTI) )
329 used = pick_up_energy();
332 used=pick_up_secondary(CONCUSSION_INDEX,1);
335 used=pick_up_secondary(CONCUSSION_INDEX,4);
339 if (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY)
342 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
344 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
345 Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY;
346 powerup_basic(0, 0, 15, KEY_SCORE, "%s %s",TXT_BLUE,TXT_ACCESS_GRANTED);
347 if (Game_mode & GM_MULTI)
351 invalidate_escort_goal();
354 if (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY)
357 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
359 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
360 Players[Player_num].flags |= PLAYER_FLAGS_RED_KEY;
361 powerup_basic(15, 0, 0, KEY_SCORE, "%s %s",TXT_RED,TXT_ACCESS_GRANTED);
362 if (Game_mode & GM_MULTI)
366 invalidate_escort_goal();
369 if (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY)
372 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
374 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
375 Players[Player_num].flags |= PLAYER_FLAGS_GOLD_KEY;
376 powerup_basic(15, 15, 7, KEY_SCORE, "%s %s",TXT_YELLOW,TXT_ACCESS_GRANTED);
377 if (Game_mode & GM_MULTI)
381 invalidate_escort_goal();
384 if (!(Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)) {
385 Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
386 powerup_basic(15, 15, 7, QUAD_FIRE_SCORE, "%s!",TXT_QUAD_LASERS);
387 update_laser_weapon_info();
390 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,TXT_QUAD_LASERS);
391 if (!used && !(Game_mode & GM_MULTI) )
392 used = pick_up_energy();
395 case POW_VULCAN_WEAPON:
396 case POW_GAUSS_WEAPON: {
397 int ammo = obj->ctype.powerup_info.count;
399 used = pick_up_primary((obj->id==POW_VULCAN_WEAPON)?VULCAN_INDEX:GAUSS_INDEX);
401 //didn't get the weapon (because we already have it), but
402 //maybe snag some of the ammo. if single-player, grab all the ammo
403 //and remove the powerup. If multi-player take ammo in excess of
404 //the amount in a powerup, and leave the rest.
406 if ((Game_mode & GM_MULTI) )
407 ammo -= VULCAN_AMMO_AMOUNT; //don't let take all ammo
411 ammo_used = pick_up_ammo(CLASS_PRIMARY, VULCAN_INDEX, ammo);
412 obj->ctype.powerup_info.count -= ammo_used;
413 if (!used && ammo_used) {
414 powerup_basic(7, 14, 21, VULCAN_AMMO_SCORE, "%s!", TXT_VULCAN_AMMO);
416 id = POW_VULCAN_AMMO; //set new id for making sound at end of this function
417 if (obj->ctype.powerup_info.count == 0)
418 used = 1; //say used if all ammo taken
425 case POW_SPREADFIRE_WEAPON:
426 used = pick_up_primary(SPREADFIRE_INDEX);
427 if (!used && !(Game_mode & GM_MULTI) )
428 used = pick_up_energy();
430 case POW_PLASMA_WEAPON:
431 used = pick_up_primary(PLASMA_INDEX);
432 if (!used && !(Game_mode & GM_MULTI) )
433 used = pick_up_energy();
435 case POW_FUSION_WEAPON:
436 used = pick_up_primary(FUSION_INDEX);
437 if (!used && !(Game_mode & GM_MULTI) )
438 used = pick_up_energy();
441 case POW_HELIX_WEAPON:
442 used = pick_up_primary(HELIX_INDEX);
443 if (!used && !(Game_mode & GM_MULTI) )
444 used = pick_up_energy();
447 case POW_PHOENIX_WEAPON:
448 used = pick_up_primary(PHOENIX_INDEX);
449 if (!used && !(Game_mode & GM_MULTI) )
450 used = pick_up_energy();
453 case POW_OMEGA_WEAPON:
454 used = pick_up_primary(OMEGA_INDEX);
456 Omega_charge = obj->ctype.powerup_info.count;
457 if (!used && !(Game_mode & GM_MULTI) )
458 used = pick_up_energy();
461 case POW_PROXIMITY_WEAPON:
462 used=pick_up_secondary(PROXIMITY_INDEX,4);
464 case POW_SMARTBOMB_WEAPON:
465 used=pick_up_secondary(SMART_INDEX,1);
467 case POW_MEGA_WEAPON:
468 used=pick_up_secondary(MEGA_INDEX,1);
470 case POW_SMISSILE1_1:
471 used=pick_up_secondary(SMISSILE1_INDEX,1);
473 case POW_SMISSILE1_4:
474 used=pick_up_secondary(SMISSILE1_INDEX,4);
476 case POW_GUIDED_MISSILE_1:
477 used=pick_up_secondary(GUIDED_INDEX,1);
479 case POW_GUIDED_MISSILE_4:
480 used=pick_up_secondary(GUIDED_INDEX,4);
483 used=pick_up_secondary(SMART_MINE_INDEX,4);
485 case POW_MERCURY_MISSILE_1:
486 used=pick_up_secondary(SMISSILE4_INDEX,1);
488 case POW_MERCURY_MISSILE_4:
489 used=pick_up_secondary(SMISSILE4_INDEX,4);
491 case POW_EARTHSHAKER_MISSILE:
492 used=pick_up_secondary(SMISSILE5_INDEX,1);
494 case POW_VULCAN_AMMO:
495 used = pick_up_vulcan_ammo();
497 case POW_HOMING_AMMO_1:
498 used=pick_up_secondary(HOMING_INDEX,1);
500 case POW_HOMING_AMMO_4:
501 used=pick_up_secondary(HOMING_INDEX,4);
504 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
505 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_CLOAKED);
508 Players[Player_num].cloak_time = GameTime; // Not! changed by awareness events (like player fires laser).
509 Players[Player_num].flags |= PLAYER_FLAGS_CLOAKED;
512 if (Game_mode & GM_MULTI)
515 powerup_basic(-10,-10,-10, CLOAK_SCORE, "%s!",TXT_CLOAKING_DEVICE);
519 case POW_INVULNERABILITY:
520 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
521 HUD_init_message("%s %s!",TXT_ALREADY_ARE,TXT_INVULNERABLE);
524 Players[Player_num].invulnerable_time = GameTime;
525 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
526 powerup_basic(7, 14, 21, INVULNERABILITY_SCORE, "%s!",TXT_INVULNERABILITY);
532 do_megawow_powerup(50);
538 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) {
539 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the FULL MAP");
540 if (!(Game_mode & GM_MULTI) )
541 used = pick_up_energy();
543 Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL;
544 powerup_basic(15, 0, 15, 0, "FULL MAP!");
550 if (Players[Player_num].flags & PLAYER_FLAGS_CONVERTER) {
551 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Converter");
552 if (!(Game_mode & GM_MULTI) )
553 used = pick_up_energy();
555 Players[Player_num].flags |= PLAYER_FLAGS_CONVERTER;
556 // DPH: anyone know what the hell this is supposed to do? it's always true =)
557 /* if ((GetKeyValue(54))<255)
559 sprintf (temp_string,"Energy->Shield converter! (Press %c to use)",key_to_ascii(GetKeyValue(54)));
560 powerup_basic(15, 0, 15, 0, temp_string);
563 powerup_basic(15, 0, 15, 0, "Energy -> shield converter!"); */
570 case POW_SUPER_LASER:
571 if (Players[Player_num].laser_level >= MAX_SUPER_LASER_LEVEL) {
572 Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
573 HUD_init_message("SUPER LASER MAXED OUT!");
575 int old_level=Players[Player_num].laser_level;
577 if (Players[Player_num].laser_level <= MAX_LASER_LEVEL)
578 Players[Player_num].laser_level = MAX_LASER_LEVEL;
579 Players[Player_num].laser_level++;
580 if (Newdemo_state == ND_STATE_RECORDING)
581 newdemo_record_laser_level(old_level, Players[Player_num].laser_level);
582 powerup_basic(10, 0, 10, LASER_SCORE, "Super Boost to Laser level %d",Players[Player_num].laser_level+1);
583 update_laser_weapon_info();
584 if (Primary_weapon!=LASER_INDEX)
585 check_to_use_primary (SUPER_LASER_INDEX);
588 if (!used && !(Game_mode & GM_MULTI) )
589 used = pick_up_energy();
593 if (Players[Player_num].flags & PLAYER_FLAGS_AMMO_RACK) {
594 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Ammo rack");
595 if (!(Game_mode & GM_MULTI) )
596 used = pick_up_energy();
599 Players[Player_num].flags |= PLAYER_FLAGS_AMMO_RACK;
601 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
603 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
604 powerup_basic(15, 0, 15, 0, "AMMO RACK!");
609 case POW_AFTERBURNER:
610 if (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER) {
611 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Afterburner");
612 if (!(Game_mode & GM_MULTI) )
613 used = pick_up_energy();
616 Players[Player_num].flags |= PLAYER_FLAGS_AFTERBURNER;
618 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
620 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
621 powerup_basic(15, 15, 15, 0, "AFTERBURNER!");
622 Afterburner_charge = f1_0;
628 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) {
629 HUD_init_message("%s %s!",TXT_ALREADY_HAVE,"the Headlight boost");
630 if (!(Game_mode & GM_MULTI) )
631 used = pick_up_energy();
635 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT;
637 multi_send_play_sound(Powerup_info[obj->id].hit_sound, F1_0);
639 digi_play_sample( Powerup_info[obj->id].hit_sound, F1_0 );
640 sprintf(msg,"HEADLIGHT BOOST! (Headlight is %s)",Headlight_active_default?"ON":"OFF");
641 powerup_basic(15, 0, 15, 0, msg );
642 if (Headlight_active_default)
643 Players[Player_num].flags |= PLAYER_FLAGS_HEADLIGHT_ON;
646 if (Game_mode & GM_MULTI)
647 multi_send_flags (Player_num);
654 if (Game_mode & GM_CAPTURE)
655 if (get_team(Player_num) == TEAM_RED) {
656 powerup_basic(15, 0, 15, 0, "BLUE FLAG!");
657 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
659 multi_send_got_flag (Player_num);
664 if (Game_mode & GM_HOARD)
665 if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
666 powerup_basic(15, 0, 15, 0, "Orb!!!");
667 Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
668 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
670 multi_send_got_orb (Player_num);
675 if (Game_mode & GM_CAPTURE)
676 if (get_team(Player_num) == TEAM_BLUE) {
677 powerup_basic(15, 0, 15, 0, "RED FLAG!");
678 Players[Player_num].flags |= PLAYER_FLAGS_FLAG;
680 multi_send_got_flag (Player_num);
685 // case POW_HOARD_ORB:
692 //always say used, until physics problem (getting stuck on unused powerup)
693 //is solved. Note also the break statements above that are commented out
696 if ((used || special_used) && Powerup_info[id].hit_sound > -1 ) {
698 if (Game_mode & GM_MULTI) // Added by Rob, take this out if it turns out to be not good for net games!
699 multi_send_play_sound(Powerup_info[id].hit_sound, F1_0);
701 digi_play_sample( Powerup_info[id].hit_sound, F1_0 );
702 detect_escort_goal_accomplished(OBJECT_NUMBER(obj));
713 * reads n powerup_type_info structs from a CFILE
715 extern int powerup_type_info_read_n(powerup_type_info *pti, int n, CFILE *fp)
719 for (i = 0; i < n; i++) {
720 pti[i].vclip_num = cfile_read_int(fp);
721 pti[i].hit_sound = cfile_read_int(fp);
722 pti[i].size = cfile_read_fix(fp);
723 pti[i].light = cfile_read_fix(fp);