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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/powerup.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:27:35 $
- *
- * Powerup header file.
- *
- * $Log: powerup.h $
- * Revision 2.0 1995/02/27 11:27:35 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.34 1995/02/06 15:52:37 mike
- * add mini megawow powerup for giving reasonable weapons.
- *
- * Revision 1.33 1995/01/30 17:14:11 mike
- * halve rate of vulcan ammo consumption.
- *
- * Revision 1.32 1995/01/15 20:47:56 mike
- * add lighting field to powerups.
- *
- * Revision 1.31 1994/12/12 21:39:58 matt
- * Changed vulcan ammo: 10K max, 5K w/weapon, 1250 per powerup
- *
- * Revision 1.30 1994/12/07 12:55:26 mike
- * tweak vulcan amounts.
- *
- * Revision 1.29 1994/12/02 20:06:46 matt
- * Made vulcan ammo print at approx 25 times actual
- *
- * Revision 1.28 1994/10/26 15:56:27 yuan
- * Made vulcan cannon give 100 ammo if it has less than that.
- *
- * Revision 1.27 1994/10/15 19:07:10 mike
- * Define constants for amount of vulcan ammo per powerup.
- *
- * Revision 1.26 1994/09/26 13:29:38 matt
- * Added extra life each 100,000 points, and show icons on HUD for num lives
- *
- * Revision 1.25 1994/09/22 19:00:25 mike
- * Kill constants ENERGY_BOOST and SHIELD_BOOST: it's now difficulty level dependent.
- *
- * Revision 1.24 1994/09/20 19:46:11 mike
- * Fix powerup number assignments.
- *
- * Revision 1.23 1994/09/02 11:53:34 mike
- * Add the megawow powerup. If you don't know about it, that's because it's a secret.
- *
- * Revision 1.22 1994/09/01 10:41:35 matt
- * Sizes for powerups now specified in bitmaps.tbl; blob bitmaps now plot
- * correctly if width & height of bitmap are different.
- *
- * Revision 1.21 1994/08/31 19:26:14 mike
- * Start adding new pile of powerups.
- *
- * Revision 1.20 1994/08/25 17:56:08 matt
- * Added quad laser powerup
- *
- * Revision 1.19 1994/08/18 15:11:50 mike
- * missile powerups.
- *
- * Revision 1.18 1994/08/09 17:54:33 adam
- * upped no. of powerup types
- *
- * Revision 1.17 1994/08/09 17:53:39 adam
- * *** empty log message ***
- *
- * Revision 1.16 1994/07/27 19:44:16 mike
- * Objects containing objects.
- *
- * Revision 1.15 1994/07/26 18:31:32 mike
- * Move some constants here from eobject.c.
- *
- * Revision 1.14 1994/07/20 17:35:03 yuan
- * Some minor bug fixes and new key gauges...
- *
- * Revision 1.13 1994/07/12 15:53:23 john
- * *** empty log message ***
- *
- * Revision 1.12 1994/07/12 15:30:47 mike
- * Prototype diminish_towards_max.
- *
- * Revision 1.11 1994/07/07 14:59:04 john
- * Made radar powerups.
- *
- *
- * Revision 1.10 1994/07/01 16:35:40 yuan
- * Added key system
- *
- * Revision 1.9 1994/06/29 19:43:33 matt
- * Made powerup animation not happen in render routine
- *
- * Revision 1.8 1994/06/21 18:54:03 matt
- * Added support for powerups that don't get picked up if not needed, but this
- * feature is commented out at the end of do_powerup(), since the physics gave
- * me all sorts of problems, with the player getting stuck on a powerup.
- *
- * Revision 1.7 1994/06/08 18:16:32 john
- * Bunch of new stuff that basically takes constants out of the code
- * and puts them into bitmaps.tbl.
- *
- * Revision 1.6 1994/05/18 13:26:30 yuan
- * *** empty log message ***
- *
- * Revision 1.5 1994/05/17 17:01:48 yuan
- * Added constant for boosts.
- *
- * Revision 1.4 1994/04/06 14:42:50 yuan
- * Adding new powerups.
- *
- * Revision 1.3 1994/04/01 14:36:59 yuan
- * John's head is an extra life...
- *
- * Revision 1.2 1994/04/01 11:15:22 yuan
- * Added multiple bitmap functionality to all objects...
- * (hostages, powerups, lasers, etc.)
- * Hostages and powerups are implemented in the object system,
- * just need to finish function call to "affect" player.
- *
- * Revision 1.1 1994/03/31 17:01:43 yuan
- * Initial revision
- *
- *
- */
- #ifndef _POWERUP_H
- #define _POWERUP_H
- #include "vclip.h"
- #define POW_EXTRA_LIFE 0
- #define POW_ENERGY 1
- #define POW_SHIELD_BOOST 2
- #define POW_LASER 3
- #define POW_KEY_BLUE 4
- #define POW_KEY_RED 5
- #define POW_KEY_GOLD 6
- #define POW_RADAR_ROBOTS 7
- #define POW_RADAR_POWERUPS 8
- #define POW_FULL_MAP 9
- #define POW_MISSILE_1 10
- #define POW_MISSILE_4 11
- #define POW_QUAD_FIRE 12
- //--#define POW_VULCAN_WEAPON 13
- //--#define POW_SPREADFIRE_WEAPON 14
- //--#define POW_PLASMA_WEAPON 15
- //--#define POW_FUSION_WEAPON 16
- //--#define POW_PROXIMITY_WEAPON 17
- //--#define POW_SMARTBOMB_WEAPON 18
- //--#define POW_MEGA_WEAPON 19
- //--#define POW_VULCAN_AMMO 20
- //--#define POW_HOMING_AMMO_1 21
- //--#define POW_HOMING_AMMO_4 22
- //--#define POW_CLOAK 23
- //--#define POW_TURBO 24
- //--#define POW_INVULNERABILITY 25
- //--#define POW_HEADLIGHT 26
- //--#define POW_MEGAWOW 27
- #define POW_VULCAN_WEAPON 13
- #define POW_SPREADFIRE_WEAPON 14
- #define POW_PLASMA_WEAPON 15
- #define POW_FUSION_WEAPON 16
- #define POW_PROXIMITY_WEAPON 17
- #define POW_SMARTBOMB_WEAPON 20 //18
- #define POW_MEGA_WEAPON 21 //19
- #define POW_VULCAN_AMMO 22 //20
- #define POW_HOMING_AMMO_1 18 //21
- #define POW_HOMING_AMMO_4 19 //22
- #define POW_CLOAK 23
- #define POW_TURBO 24
- #define POW_INVULNERABILITY 25
- #define POW_HEADLIGHT 26
- #define POW_MEGAWOW 27
- #define VULCAN_AMMO_MAX (392*2)
- #define VULCAN_WEAPON_AMMO_AMOUNT 196
- #define VULCAN_AMMO_AMOUNT (49*2)
- // What I picked up What it said I picked up
- // ---------------- ------------------------
- // vulcan ammo 4 homing missiles
- // mega missile 1 homing missile
- // smart missile vulcan ammo
- // 4 homing missiles mega missile
- // 1 homing missile smart missile
- //
- // The rest were correct. I can help you with this whenever you're free.
- #define MAX_POWERUP_TYPES 29
- #define POWERUP_NAME_LENGTH 16 // Length of a robot or powerup name.
- extern char Powerup_names[MAX_POWERUP_TYPES][POWERUP_NAME_LENGTH];
- typedef struct powerup_type_info {
- int vclip_num;
- int hit_sound;
- fix size; //3d size of longest dimension
- fix light; // amount of light cast by this powerup, set in bitmaps.tbl
- } powerup_type_info;
- extern int N_powerup_types;
- extern powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
- void draw_powerup(object *obj);
- //returns true if powerup consumed
- int do_powerup(object *obj);
- //process (animate) a powerup for one frame
- void do_powerup_frame(object *obj);
- // Diminish shields and energy towards max in case they exceeded it.
- extern void diminish_towards_max(void);
- extern void do_megawow_powerup(int quantity);
- extern powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...);
- #endif
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