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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/weapon.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:31:10 $
- *
- * Protypes for weapon stuff.
- *
- * $Log: weapon.h $
- * Revision 2.0 1995/02/27 11:31:10 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.44 1995/01/30 17:14:18 mike
- * halve rate of vulcan ammo consumption.
- *
- * Revision 1.43 1995/01/19 17:45:04 mike
- * damage_force removed, that information coming from strength field.
- *
- * Revision 1.42 1995/01/05 15:46:11 john
- * Made weapons not rearm when starting a saved game.
- *
- * Revision 1.41 1995/01/04 12:20:27 john
- * Declearations to work better with game state save.
- *
- *
- * Revision 1.40 1994/12/13 12:54:16 mike
- * fix proximity, homing flags, backwards!
- *
- * Revision 1.39 1994/12/11 16:17:57 mike
- * change default weapon life so shots from ctrlcen on level 6 won't evaporate before they hit you.
- *
- * Revision 1.38 1994/12/09 19:55:26 matt
- * Added weapon name in "not available in shareware" message
- *
- * Revision 1.37 1994/12/07 12:55:27 mike
- * tweak vulcan amounts.
- *
- * Revision 1.36 1994/12/03 19:03:56 matt
- * Fixed vulcan ammo HUD message
- *
- * Revision 1.35 1994/12/02 15:05:02 matt
- * Fixed bogus weapon constants and arrays
- *
- * Revision 1.34 1994/11/29 14:26:05 john
- * Again.
- *
- * Revision 1.33 1994/11/29 14:13:47 adam
- * Changed the byte flash sound to short.
- *
- * Revision 1.32 1994/11/12 16:36:55 mike
- * default ammo stuff.
- *
- * Revision 1.31 1994/10/21 10:55:24 adam
- * upped MAX_WEAPON_TYPES to 30
- *
- * Revision 1.30 1994/10/19 11:16:37 mike
- * Limit ammo amounts.
- *
- * Revision 1.29 1994/10/12 08:05:04 mike
- * Clean up homing/proximity mess.
- *
- * Revision 1.28 1994/10/08 23:37:53 matt
- * Don't pick up weapons you already have; also fixed auto_select bug
- * for seconary weapons
- *
- * Revision 1.27 1994/10/07 23:37:56 matt
- * Made weapons select when pick up better one
- *
- * Revision 1.26 1994/10/07 16:02:17 matt
- * Fixed problem with weapon auto-select
- *
- * Revision 1.25 1994/10/05 17:07:44 matt
- * Made player_has_weapon() public and moved constants to header file
- *
- * Revision 1.24 1994/09/30 21:50:49 mike
- * Add homing_flag and 3 dummy bytes to weapon_info.
- *
- * Revision 1.23 1994/09/30 13:47:41 mike
- * Make speed and strength be difficulty level based.
- *
- * Revision 1.22 1994/09/20 16:10:13 mike
- * Prototype Primary_weapon_names and Secondary_weapon_names.
- *
- * Revision 1.21 1994/09/20 12:17:21 adam
- * upped weapon types
- *
- * Revision 1.20 1994/09/13 16:40:29 mike
- * Define REARM_TIME -- time it takes until you can fire a newly armed weapon.
- *
- * Revision 1.19 1994/09/13 14:43:03 matt
- * Added cockpit weapon displays
- *
- * Revision 1.18 1994/09/11 15:50:34 mike
- * Add matter and bounce to weapon_info.
- *
- * Revision 1.17 1994/09/10 17:32:17 mike
- * Add thrust to weapon_info.
- *
- * Revision 1.16 1994/09/09 20:04:54 mike
- * Add vclips for weapons.
- *
- * Revision 1.15 1994/09/07 15:59:14 mike
- * Add default lifetimes to weapons, destroyable, lifetime, damage_radius, damage_force fields to weapons.
- *
- * Revision 1.14 1994/09/03 15:18:06 mike
- * Add prototype for auto_select_weapon.
- *
- * Revision 1.13 1994/09/02 16:38:33 mike
- * Move data from global arrays to Weapon_info.
- *
- * Revision 1.12 1994/09/02 11:54:59 mike
- * Add a whole slew of constants for the whole slew of new weapons.
- *
- * Revision 1.11 1994/08/23 16:39:15 mike
- * Add light to weapon struct
- *
- */
- #ifndef _WEAPON_H
- #define _WEAPON_H
- #include "inferno.h"
- #include "gr.h"
- #include "game.h"
- #include "piggy.h"
- typedef struct weapon_info {
- byte render_type; // How to draw 0=laser, 1=blob, 2=object
- byte model_num; // Model num if rendertype==2.
- byte model_num_inner; // Model num of inner part if rendertype==2.
- byte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon)
- byte flash_vclip; // What vclip to use for muzzle flash
- short flash_sound; // What sound to play when fired
- byte robot_hit_vclip; // What vclip for impact with robot
- short robot_hit_sound; // What sound for impact with robot
- byte wall_hit_vclip; // What vclip for impact with wall
- short wall_hit_sound; // What sound for impact with wall
- 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.
- byte ammo_usage; // How many units of ammunition it uses.
- byte weapon_vclip; // Vclip to render for the weapon, itself.
- byte destroyable; // If !0, this weapon can be destroyed by another weapon.
- byte matter; // Flag: set if this object is matter (as opposed to energy)
- byte bounce; // Flag: set if this object bounces off walls
- byte homing_flag; // Set if this weapon can home in on a target.
- byte dum1, dum2, dum3;
- fix energy_usage; // How much fuel is consumed to fire this weapon.
- fix fire_wait; // Time until this weapon can be fired again.
- bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1.
- fix blob_size; // Size of blob if blob type
- fix flash_size; // How big to draw the flash
- fix impact_size; // How big of an impact
- fix strength[NDL]; // How much damage it can inflict
- fix speed[NDL]; // How fast it can move, difficulty level based.
- fix mass; // How much mass it has
- fix drag; // How much drag it has
- fix thrust; // How much thrust it has
- fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?)
- fix light; // Amount of light this weapon casts.
- fix lifetime; // Lifetime in seconds of this weapon.
- fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
- //-- 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
- // 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
- bitmap_index picture; // a picture of the weapon for the cockpit
- } weapon_info;
- #define REARM_TIME (F1_0)
- #define WEAPON_DEFAULT_LIFETIME (F1_0*12) // Lifetime of an object if a bozo forgets to define it.
- #define WEAPON_TYPE_WEAK_LASER 0
- #define WEAPON_TYPE_STRONG_LASER 1
- #define WEAPON_TYPE_CANNON_BALL 2
- #define WEAPON_TYPE_MISSILE 3
- #define MAX_WEAPON_TYPES 30
- #define WEAPON_RENDER_NONE -1
- #define WEAPON_RENDER_LASER 0
- #define WEAPON_RENDER_BLOB 1
- #define WEAPON_RENDER_POLYMODEL 2
- #define WEAPON_RENDER_VCLIP 3
- #define MAX_PRIMARY_WEAPONS 5
- #define MAX_SECONDARY_WEAPONS 5
- // Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
- #define HAS_LASER_FLAG 0x001
- #define HAS_VULCAN_FLAG 0x002
- #define HAS_SPREADFIRE_FLAG 0x004
- #define HAS_PLASMA_FLAG 0x008
- #define HAS_FUSION_FLAG 0x010
- #define HAS_CONCUSSION_FLAG 0x001
- #define HAS_HOMING_FLAG 0x002
- #define HAS_PROXIMITY_FLAG 0x004
- #define HAS_SMART_FLAG 0x008
- #define HAS_MEGA_FLAG 0x010
- #define CLASS_PRIMARY 0
- #define CLASS_SECONDARY 1
- #define LASER_INDEX 0
- #define VULCAN_INDEX 1
- #define SPREADFIRE_INDEX 2
- #define PLASMA_INDEX 3
- #define FUSION_INDEX 4
- #define CONCUSSION_INDEX 0
- #define HOMING_INDEX 1
- #define PROXIMITY_INDEX 2
- #define SMART_INDEX 3
- #define MEGA_INDEX 4
- #define NUM_SHAREWARE_WEAPONS 3 //in shareware, old get first 3 of each
- #define VULCAN_AMMO_SCALE (0x198300/2) //multiply ammo by this before displaying
- extern weapon_info Weapon_info[];
- extern int N_weapon_types;
- extern void do_weapon_select(int weapon_num, int secondary_flag);
- extern void show_weapon_status(void);
- extern byte Primary_weapon, Secondary_weapon;
- extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
- extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
- extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
- extern select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
- extern char *Primary_weapon_names_short[];
- extern char *Secondary_weapon_names_short[];
- extern char *Primary_weapon_names[];
- extern char *Secondary_weapon_names[];
- extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
- extern ubyte Secondary_ammo_max[MAX_PRIMARY_WEAPONS];
- #define HAS_WEAPON_FLAG 1
- #define HAS_ENERGY_FLAG 2
- #define HAS_AMMO_FLAG 4
- #define HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)
- // ------------------------------------------------------------------------------------
- // Return:
- // Bits set:
- // HAS_WEAPON_FLAG
- // HAS_ENERGY_FLAG
- // HAS_AMMO_FLAG
- extern int player_has_weapon(int weapon_num, int secondary_flag);
- //called when one of these weapons is picked up
- //when you pick up a secondary, you always get the weapon & ammo for it
- pick_up_secondary(int weapon_index,int count);
- //called when a primary weapon is picked up
- //returns true if actually picked up
- int pick_up_primary(int weapon_index);
- //called when ammo (for the vulcan cannon) is picked up
- pick_up_ammo(int class_flag,int weapon_index,int ammo_count);
- #endif
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