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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Protypes for weapon stuff. |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #pragma once |
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| 27 | |||
| 28 | #include <type_traits> |
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| 29 | #include "game.h" |
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| 30 | #include "piggy.h" |
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| 31 | |||
| 32 | #ifdef __cplusplus |
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| 33 | #include "dxxsconf.h" |
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| 34 | #include "dsx-ns.h" |
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| 35 | #include "objnum.h" |
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| 36 | #include "pack.h" |
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| 37 | #include "fwd-valptridx.h" |
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| 38 | #include "fwd-weapon.h" |
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| 39 | |||
| 40 | #ifdef dsx |
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| 41 | #include <array> |
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| 42 | |||
| 43 | namespace dsx { |
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| 44 | |||
| 45 | enum laser_level_t : uint8_t |
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| 46 | { |
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| 47 | LASER_LEVEL_1, |
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| 48 | LASER_LEVEL_2, |
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| 49 | LASER_LEVEL_3, |
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| 50 | LASER_LEVEL_4, |
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| 51 | #if defined(DXX_BUILD_DESCENT_II) |
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| 52 | LASER_LEVEL_5, |
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| 53 | LASER_LEVEL_6, |
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| 54 | #endif |
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| 55 | }; |
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| 56 | |||
| 57 | class stored_laser_level |
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| 58 | { |
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| 59 | laser_level_t m_level; |
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| 60 | public: |
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| 61 | stored_laser_level() = default; |
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| 62 | constexpr stored_laser_level(const laser_level_t l) : |
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| 63 | m_level(l) |
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| 64 | { |
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| 65 | } |
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| 66 | constexpr explicit stored_laser_level(uint8_t i) : |
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| 67 | m_level(static_cast<laser_level_t>(i)) |
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| 68 | { |
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| 69 | } |
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| 70 | operator laser_level_t() const |
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| 71 | { |
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| 72 | return m_level; |
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| 73 | } |
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| 74 | /* Assume no overflow/underflow. |
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| 75 | * This was never checked when it was a simple ubyte. |
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| 76 | */ |
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| 77 | stored_laser_level &operator+=(uint8_t i) |
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| 78 | { |
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| 79 | m_level = static_cast<laser_level_t>(static_cast<uint8_t>(m_level) + i); |
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| 80 | return *this; |
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| 81 | } |
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| 82 | stored_laser_level &operator-=(uint8_t i) |
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| 83 | { |
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| 84 | m_level = static_cast<laser_level_t>(static_cast<uint8_t>(m_level) - i); |
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| 85 | return *this; |
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| 86 | } |
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| 87 | stored_laser_level &operator++() |
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| 88 | { |
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| 89 | return *this += 1; |
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| 90 | } |
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| 91 | stored_laser_level &operator--() |
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| 92 | { |
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| 93 | return *this -= 1; |
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| 94 | } |
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| 95 | }; |
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| 96 | |||
| 97 | struct weapon_info : prohibit_void_ptr<weapon_info> |
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| 98 | { |
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| 99 | sbyte render_type; // How to draw 0=laser, 1=blob, 2=object |
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| 100 | #if defined(DXX_BUILD_DESCENT_I) |
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| 101 | sbyte model_num; // Model num if rendertype==2. |
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| 102 | sbyte model_num_inner; // Model num of inner part if rendertype==2. |
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| 103 | sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon) |
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| 104 | |||
| 105 | sbyte flash_vclip; // What vclip to use for muzzle flash |
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| 106 | short flash_sound; // What sound to play when fired |
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| 107 | sbyte robot_hit_vclip; // What vclip for impact with robot |
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| 108 | short robot_hit_sound; // What sound for impact with robot |
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| 109 | |||
| 110 | sbyte wall_hit_vclip; // What vclip for impact with wall |
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| 111 | short wall_hit_sound; // What sound for impact with wall |
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| 112 | sbyte 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. |
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| 113 | sbyte ammo_usage; // How many units of ammunition it uses. |
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| 114 | |||
| 115 | sbyte weapon_vclip; // Vclip to render for the weapon, itself. |
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| 116 | sbyte destroyable; // If !0, this weapon can be destroyed by another weapon. |
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| 117 | sbyte matter; // Flag: set if this object is matter (as opposed to energy) |
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| 118 | sbyte bounce; // Flag: set if this object bounces off walls |
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| 119 | |||
| 120 | sbyte homing_flag; // Set if this weapon can home in on a target. |
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| 121 | sbyte dum1, dum2, dum3; |
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| 122 | |||
| 123 | fix energy_usage; // How much fuel is consumed to fire this weapon. |
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| 124 | fix fire_wait; // Time until this weapon can be fired again. |
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| 125 | |||
| 126 | bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1. |
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| 127 | |||
| 128 | fix blob_size; // Size of blob if blob type |
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| 129 | fix flash_size; // How big to draw the flash |
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| 130 | fix impact_size; // How big of an impact |
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| 131 | std::array<fix, NDL> strength; // How much damage it can inflict |
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| 132 | std::array<fix, NDL> speed; // How fast it can move, difficulty level based. |
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| 133 | fix mass; // How much mass it has |
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| 134 | fix drag; // How much drag it has |
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| 135 | fix thrust; // How much thrust it has |
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| 136 | fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?) |
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| 137 | fix light; // Amount of light this weapon casts. |
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| 138 | fix lifetime; // Lifetime in seconds of this weapon. |
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| 139 | fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit |
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| 140 | //-- 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 |
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| 141 | // 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 |
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| 142 | bitmap_index picture; // a picture of the weapon for the cockpit |
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| 143 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 144 | sbyte persistent; // 0 = dies when it hits something, 1 = continues (eg, fusion cannon) |
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| 145 | short model_num; // Model num if rendertype==2. |
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| 146 | short model_num_inner; // Model num of inner part if rendertype==2. |
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| 147 | |||
| 148 | sbyte flash_vclip; // What vclip to use for muzzle flash |
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| 149 | sbyte robot_hit_vclip; // What vclip for impact with robot |
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| 150 | short flash_sound; // What sound to play when fired |
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| 151 | |||
| 152 | sbyte wall_hit_vclip; // What vclip for impact with wall |
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| 153 | sbyte 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. |
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| 154 | short robot_hit_sound; // What sound for impact with robot |
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| 155 | |||
| 156 | sbyte ammo_usage; // How many units of ammunition it uses. |
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| 157 | sbyte weapon_vclip; // Vclip to render for the weapon, itself. |
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| 158 | short wall_hit_sound; // What sound for impact with wall |
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| 159 | |||
| 160 | sbyte destroyable; // If !0, this weapon can be destroyed by another weapon. |
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| 161 | sbyte matter; // Flag: set if this object is matter (as opposed to energy) |
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| 162 | sbyte bounce; // 1==always bounces, 2=bounces twice |
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| 163 | sbyte homing_flag; // Set if this weapon can home in on a target. |
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| 164 | |||
| 165 | ubyte speedvar; // allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100 |
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| 166 | |||
| 167 | ubyte flags; // see values above |
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| 168 | |||
| 169 | sbyte flash; // Flash effect |
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| 170 | sbyte afterburner_size; // Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point. Player afterburner size = 2.5. |
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| 171 | |||
| 172 | /* not present in shareware datafiles */ |
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| 173 | weapon_id_type children; // ID of weapon to drop if this contains children. -1 means no children. |
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| 174 | |||
| 175 | fix energy_usage; // How much fuel is consumed to fire this weapon. |
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| 176 | fix fire_wait; // Time until this weapon can be fired again. |
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| 177 | |||
| 178 | /* not present in shareware datafiles */ |
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| 179 | fix multi_damage_scale; // Scale damage by this amount when applying to player in multiplayer. F1_0 means no change. |
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| 180 | |||
| 181 | bitmap_index bitmap; // Pointer to bitmap if rendertype==0 or 1. |
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| 182 | |||
| 183 | fix blob_size; // Size of blob if blob type |
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| 184 | fix flash_size; // How big to draw the flash |
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| 185 | fix impact_size; // How big of an impact |
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| 186 | std::array<fix, NDL> strength; // How much damage it can inflict |
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| 187 | std::array<fix, NDL> speed; // How fast it can move, difficulty level based. |
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| 188 | fix mass; // How much mass it has |
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| 189 | fix drag; // How much drag it has |
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| 190 | fix thrust; // How much thrust it has |
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| 191 | fix po_len_to_width_ratio; // For polyobjects, the ratio of len/width. (10 maybe?) |
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| 192 | fix light; // Amount of light this weapon casts. |
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| 193 | fix lifetime; // Lifetime in seconds of this weapon. |
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| 194 | fix damage_radius; // Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit |
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| 195 | //-- 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 |
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| 196 | // 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 |
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| 197 | bitmap_index picture; // a picture of the weapon for the cockpit |
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| 198 | /* not present in shareware datafiles */ |
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| 199 | bitmap_index hires_picture; // a hires picture of the above |
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| 200 | #endif |
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| 201 | }; |
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| 202 | |||
| 203 | enum primary_weapon_index_t : uint8_t |
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| 204 | { |
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| 205 | LASER_INDEX = 0, |
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| 206 | VULCAN_INDEX = 1, |
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| 207 | SPREADFIRE_INDEX = 2, |
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| 208 | PLASMA_INDEX = 3, |
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| 209 | FUSION_INDEX = 4, |
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| 210 | #if defined(DXX_BUILD_DESCENT_II) |
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| 211 | SUPER_LASER_INDEX = 5, |
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| 212 | GAUSS_INDEX = 6, |
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| 213 | HELIX_INDEX = 7, |
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| 214 | PHOENIX_INDEX = 8, |
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| 215 | OMEGA_INDEX = 9, |
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| 216 | #endif |
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| 217 | }; |
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| 218 | |||
| 219 | enum secondary_weapon_index_t : uint8_t |
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| 220 | { |
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| 221 | CONCUSSION_INDEX = 0, |
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| 222 | HOMING_INDEX = 1, |
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| 223 | PROXIMITY_INDEX = 2, |
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| 224 | SMART_INDEX = 3, |
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| 225 | MEGA_INDEX = 4, |
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| 226 | #if defined(DXX_BUILD_DESCENT_II) |
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| 227 | SMISSILE1_INDEX = 5, |
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| 228 | GUIDED_INDEX = 6, |
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| 229 | SMART_MINE_INDEX = 7, |
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| 230 | SMISSILE4_INDEX = 8, |
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| 231 | SMISSILE5_INDEX = 9, |
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| 232 | #endif |
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| 233 | }; |
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| 234 | |||
| 235 | struct player_info; |
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| 236 | void delayed_autoselect(player_info &); |
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| 237 | |||
| 238 | } |
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| 239 | |||
| 240 | class has_weapon_result |
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| 241 | { |
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| 242 | uint8_t m_result; |
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| 243 | public: |
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| 244 | static constexpr auto has_weapon_flag = std::integral_constant<uint8_t, 1>{}; |
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| 245 | static constexpr auto has_energy_flag = std::integral_constant<uint8_t, 2>{}; |
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| 246 | static constexpr auto has_ammo_flag = std::integral_constant<uint8_t, 4>{}; |
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| 247 | has_weapon_result() = default; |
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| 248 | constexpr has_weapon_result(uint8_t r) : m_result(r) |
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| 249 | { |
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| 250 | } |
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| 251 | uint8_t has_weapon() const |
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| 252 | { |
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| 253 | return m_result & has_weapon_flag; |
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| 254 | } |
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| 255 | uint8_t has_energy() const |
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| 256 | { |
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| 257 | return m_result & has_energy_flag; |
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| 258 | } |
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| 259 | uint8_t has_ammo() const |
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| 260 | { |
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| 261 | return m_result & has_ammo_flag; |
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| 262 | } |
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| 263 | uint8_t flags() const |
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| 264 | { |
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| 265 | return m_result; |
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| 266 | } |
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| 267 | bool has_all() const |
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| 268 | { |
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| 269 | return m_result == (has_weapon_flag | has_energy_flag | has_ammo_flag); |
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| 270 | } |
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| 271 | }; |
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| 272 | |||
| 273 | namespace dsx { |
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| 274 | //return which bomb will be dropped next time the bomb key is pressed |
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| 275 | #if defined(DXX_BUILD_DESCENT_I) |
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| 276 | |||
| 277 | static constexpr int which_bomb() |
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| 278 | { |
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| 279 | return PROXIMITY_INDEX; |
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| 280 | } |
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| 281 | |||
| 282 | static constexpr int weapon_index_uses_vulcan_ammo(const unsigned id) |
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| 283 | { |
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| 284 | return id == primary_weapon_index_t::VULCAN_INDEX; |
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| 285 | } |
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| 286 | |||
| 287 | static constexpr int weapon_index_is_player_bomb(const unsigned id) |
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| 288 | { |
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| 289 | return id == PROXIMITY_INDEX; |
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| 290 | } |
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| 291 | |||
| 292 | //multiply ammo by this before displaying |
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| 293 | static constexpr unsigned vulcan_ammo_scale(const unsigned v) |
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| 294 | { |
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| 295 | return (v * 0xcc180u) >> 16; |
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| 296 | } |
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| 297 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 298 | int which_bomb(void); |
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| 299 | |||
| 300 | static constexpr int weapon_index_uses_vulcan_ammo(const unsigned id) |
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| 301 | { |
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| 302 | return id == primary_weapon_index_t::VULCAN_INDEX || id == primary_weapon_index_t::GAUSS_INDEX; |
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| 303 | } |
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| 304 | |||
| 305 | static constexpr int weapon_index_is_player_bomb(const unsigned id) |
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| 306 | { |
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| 307 | return id == PROXIMITY_INDEX || id == SMART_MINE_INDEX; |
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| 308 | } |
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| 309 | |||
| 310 | //multiply ammo by this before displaying |
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| 311 | static constexpr unsigned vulcan_ammo_scale(const unsigned v) |
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| 312 | { |
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| 313 | return (v * 0xcc163u) >> 16; |
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| 314 | } |
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| 315 | #endif |
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| 316 | } |
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| 317 | #endif |
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| 318 | |||
| 319 | #endif |