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| Rev | Author | Line No. | Line |
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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 | * Functions for weapons... |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #include <stdexcept> |
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| 27 | #include <stdlib.h> |
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| 28 | #include <stdio.h> |
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| 29 | #include <string.h> |
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| 30 | #include <type_traits> |
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| 31 | |||
| 32 | #include "hudmsg.h" |
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| 33 | #include "game.h" |
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| 34 | #include "laser.h" |
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| 35 | #include "weapon.h" |
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| 36 | #include "player.h" |
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| 37 | #include "gauges.h" |
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| 38 | #include "dxxerror.h" |
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| 39 | #include "sounds.h" |
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| 40 | #include "text.h" |
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| 41 | #include "powerup.h" |
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| 42 | #include "fireball.h" |
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| 43 | #include "newdemo.h" |
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| 44 | #include "multi.h" |
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| 45 | #include "object.h" |
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| 46 | #include "segment.h" |
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| 47 | #include "newmenu.h" |
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| 48 | #include "gamemine.h" |
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| 49 | #include "ai.h" |
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| 50 | #include "args.h" |
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| 51 | #include "playsave.h" |
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| 52 | #include "physfs-serial.h" |
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| 53 | |||
| 54 | #include "compiler-range_for.h" |
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| 55 | #include "partial_range.h" |
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| 56 | |||
| 57 | static uint_fast32_t POrderList (uint_fast32_t num); |
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| 58 | static uint_fast32_t SOrderList (uint_fast32_t num); |
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| 59 | // Note, only Vulcan cannon requires ammo. |
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| 60 | // NOTE: Now Vulcan and Gauss require ammo. -5/3/95 Yuan |
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| 61 | //ubyte Default_primary_ammo_level[MAX_PRIMARY_WEAPONS] = {255, 0, 255, 255, 255}; |
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| 62 | //ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0}; |
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| 63 | |||
| 64 | constexpr std::integral_constant<uint8_t, 1> has_weapon_result::has_weapon_flag; |
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| 65 | constexpr std::integral_constant<uint8_t, 2> has_weapon_result::has_energy_flag; |
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| 66 | constexpr std::integral_constant<uint8_t, 4> has_weapon_result::has_ammo_flag; |
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| 67 | |||
| 68 | // Convert primary weapons to indices in Weapon_info array. |
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| 69 | #if defined(DXX_BUILD_DESCENT_I) |
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| 70 | namespace dsx { |
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| 71 | const std::array<weapon_id_type, MAX_PRIMARY_WEAPONS> Primary_weapon_to_weapon_info{{ |
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| 72 | weapon_id_type::LASER_ID, weapon_id_type::VULCAN_ID, weapon_id_type::CHEAP_SPREADFIRE_ID, weapon_id_type::PLASMA_ID, weapon_id_type::FUSION_ID |
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| 73 | }}; |
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| 74 | const std::array<weapon_id_type, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_weapon_info{{weapon_id_type::CONCUSSION_ID, weapon_id_type::HOMING_ID, weapon_id_type::PROXIMITY_ID, weapon_id_type::SMART_ID, weapon_id_type::MEGA_ID}}; |
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| 75 | |||
| 76 | //for each Secondary weapon, which gun it fires out of |
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| 77 | const std::array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_gun_num{{4,4,7,7,7}}; |
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| 78 | } |
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| 79 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 80 | #include "fvi.h" |
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| 81 | namespace dsx { |
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| 82 | const std::array<weapon_id_type, MAX_PRIMARY_WEAPONS> Primary_weapon_to_weapon_info{{ |
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| 83 | weapon_id_type::LASER_ID, weapon_id_type::VULCAN_ID, weapon_id_type::SPREADFIRE_ID, weapon_id_type::PLASMA_ID, weapon_id_type::FUSION_ID, |
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| 84 | weapon_id_type::SUPER_LASER_ID, weapon_id_type::GAUSS_ID, weapon_id_type::HELIX_ID, weapon_id_type::PHOENIX_ID, weapon_id_type::OMEGA_ID |
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| 85 | }}; |
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| 86 | const std::array<weapon_id_type, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_weapon_info{{ |
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| 87 | weapon_id_type::CONCUSSION_ID, weapon_id_type::HOMING_ID, weapon_id_type::PROXIMITY_ID, weapon_id_type::SMART_ID, weapon_id_type::MEGA_ID, |
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| 88 | weapon_id_type::FLASH_ID, weapon_id_type::GUIDEDMISS_ID, weapon_id_type::SUPERPROX_ID, weapon_id_type::MERCURY_ID, weapon_id_type::EARTHSHAKER_ID |
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| 89 | }}; |
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| 90 | |||
| 91 | //for each Secondary weapon, which gun it fires out of |
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| 92 | const std::array<ubyte, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_gun_num{{4,4,7,7,7,4,4,7,4,7}}; |
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| 93 | } |
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| 94 | #endif |
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| 95 | |||
| 96 | namespace dsx { |
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| 97 | const std::array<uint8_t, MAX_SECONDARY_WEAPONS> Secondary_ammo_max{{20, 10, 10, 5, 5, |
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| 98 | #if defined(DXX_BUILD_DESCENT_II) |
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| 99 | 20, 20, 15, 10, 10 |
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| 100 | #endif |
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| 101 | }}; |
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| 102 | |||
| 103 | //for each primary weapon, what kind of powerup gives weapon |
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| 104 | const std::array<powerup_type_t, MAX_PRIMARY_WEAPONS> Primary_weapon_to_powerup{{POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON, |
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| 105 | #if defined(DXX_BUILD_DESCENT_II) |
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| 106 | POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON |
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| 107 | #endif |
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| 108 | }}; |
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| 109 | |||
| 110 | //for each Secondary weapon, what kind of powerup gives weapon |
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| 111 | const std::array<powerup_type_t, MAX_SECONDARY_WEAPONS> Secondary_weapon_to_powerup{{POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON, |
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| 112 | #if defined(DXX_BUILD_DESCENT_II) |
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| 113 | POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE |
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| 114 | #endif |
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| 115 | }}; |
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| 116 | |||
| 117 | weapon_info_array Weapon_info; |
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| 118 | } |
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| 119 | namespace dcx { |
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| 120 | unsigned N_weapon_types; |
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| 121 | } |
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| 122 | |||
| 123 | // autoselect ordering |
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| 124 | |||
| 125 | namespace dsx { |
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| 126 | #if defined(DXX_BUILD_DESCENT_I) |
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| 127 | constexpr std::array<uint8_t, MAX_PRIMARY_WEAPONS + 1> DefaultPrimaryOrder{{ 4, 3, 2, 1, 0, 255 }}; |
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| 128 | constexpr std::array<uint8_t, MAX_SECONDARY_WEAPONS + 1> DefaultSecondaryOrder{{ 4, 3, 1, 0, 255, 2 }}; |
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| 129 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 130 | constexpr std::array<uint8_t, MAX_PRIMARY_WEAPONS + 1> DefaultPrimaryOrder={{9,8,7,6,5,4,3,2,1,0,255}}; |
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| 131 | constexpr std::array<uint8_t, MAX_SECONDARY_WEAPONS + 1> DefaultSecondaryOrder={{9,8,4,3,1,5,0,255,7,6,2}}; |
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| 132 | |||
| 133 | //flags whether the last time we use this weapon, it was the 'super' version |
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| 134 | #endif |
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| 135 | |||
| 136 | static unsigned get_mapped_weapon_index(const player_info &player_info, const primary_weapon_index_t weapon_index) |
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| 137 | { |
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| 138 | #if defined(DXX_BUILD_DESCENT_I) |
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| 139 | (void)player_info; |
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| 140 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 141 | if (weapon_index == primary_weapon_index_t::LASER_INDEX && player_info.laser_level > MAX_LASER_LEVEL) |
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| 142 | return primary_weapon_index_t::SUPER_LASER_INDEX; |
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| 143 | #endif |
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| 144 | return weapon_index; |
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| 145 | } |
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| 146 | } |
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| 147 | |||
| 148 | // ; (0) Laser Level 1 |
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| 149 | // ; (1) Laser Level 2 |
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| 150 | // ; (2) Laser Level 3 |
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| 151 | // ; (3) Laser Level 4 |
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| 152 | // ; (4) Unknown Use |
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| 153 | // ; (5) Josh Blobs |
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| 154 | // ; (6) Unknown Use |
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| 155 | // ; (7) Unknown Use |
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| 156 | // ; (8) ---------- Concussion Missile ---------- |
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| 157 | // ; (9) ---------- Flare ---------- |
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| 158 | // ; (10) ---------- Blue laser that blue guy shoots ----------- |
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| 159 | // ; (11) ---------- Vulcan Cannon ---------- |
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| 160 | // ; (12) ---------- Spreadfire Cannon ---------- |
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| 161 | // ; (13) ---------- Plasma Cannon ---------- |
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| 162 | // ; (14) ---------- Fusion Cannon ---------- |
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| 163 | // ; (15) ---------- Homing Missile ---------- |
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| 164 | // ; (16) ---------- Proximity Bomb ---------- |
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| 165 | // ; (17) ---------- Smart Missile ---------- |
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| 166 | // ; (18) ---------- Mega Missile ---------- |
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| 167 | // ; (19) ---------- Children of the PLAYER'S Smart Missile ---------- |
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| 168 | // ; (20) ---------- Bad Guy Spreadfire Laser ---------- |
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| 169 | // ; (21) ---------- SuperMech Homing Missile ---------- |
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| 170 | // ; (22) ---------- Regular Mech's missile ----------- |
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| 171 | // ; (23) ---------- Silent Spreadfire Laser ---------- |
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| 172 | // ; (24) ---------- Red laser that baby spiders shoot ----------- |
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| 173 | // ; (25) ---------- Green laser that rifleman shoots ----------- |
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| 174 | // ; (26) ---------- Plasma gun that 'plasguy' fires ------------ |
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| 175 | // ; (27) ---------- Blobs fired by Red Spiders ----------- |
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| 176 | // ; (28) ---------- Final Boss's Mega Missile ---------- |
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| 177 | // ; (29) ---------- Children of the ROBOT'S Smart Missile ---------- |
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| 178 | // ; (30) Laser Level 5 |
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| 179 | // ; (31) Laser Level 6 |
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| 180 | // ; (32) ---------- Super Vulcan Cannon ---------- |
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| 181 | // ; (33) ---------- Super Spreadfire Cannon ---------- |
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| 182 | // ; (34) ---------- Super Plasma Cannon ---------- |
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| 183 | // ; (35) ---------- Super Fusion Cannon ---------- |
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| 184 | |||
| 185 | // ------------------------------------------------------------------------------------ |
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| 186 | // Return: |
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| 187 | // Bits set: |
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| 188 | // HAS_WEAPON_FLAG |
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| 189 | // HAS_ENERGY_FLAG |
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| 190 | // HAS_AMMO_FLAG |
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| 191 | // See weapon.h for bit values |
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| 192 | namespace dsx { |
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| 193 | has_weapon_result player_has_primary_weapon(const player_info &player_info, int weapon_num) |
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| 194 | { |
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| 195 | int return_value = 0; |
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| 196 | |||
| 197 | // Hack! If energy goes negative, you can't fire a weapon that doesn't require energy. |
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| 198 | // But energy should not go negative (but it does), so find out why it does! |
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| 199 | auto &energy = player_info.energy; |
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| 200 | |||
| 201 | const auto weapon_index = Primary_weapon_to_weapon_info[weapon_num]; |
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| 202 | |||
| 203 | if (player_info.primary_weapon_flags & HAS_PRIMARY_FLAG(weapon_num)) |
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| 204 | return_value |= has_weapon_result::has_weapon_flag; |
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| 205 | |||
| 206 | // Special case: Gauss cannon uses vulcan ammo. |
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| 207 | if (weapon_index_uses_vulcan_ammo(weapon_num)) { |
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| 208 | if (Weapon_info[weapon_index].ammo_usage <= player_info.vulcan_ammo) |
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| 209 | return_value |= has_weapon_result::has_ammo_flag; |
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| 210 | } |
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| 211 | /* Hack to work around check in do_primary_weapon_select */ |
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| 212 | else |
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| 213 | return_value |= has_weapon_result::has_ammo_flag; |
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| 214 | |||
| 215 | #if defined(DXX_BUILD_DESCENT_I) |
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| 216 | //added on 1/21/99 by Victor Rachels... yet another hack |
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| 217 | //fusion has 0 energy usage, HAS_ENERGY_FLAG was always true |
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| 218 | if(weapon_num == primary_weapon_index_t::FUSION_INDEX) |
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| 219 | { |
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| 220 | if (energy >= F1_0*2) |
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| 221 | return_value |= has_weapon_result::has_energy_flag; |
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| 222 | } |
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| 223 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 224 | if (weapon_num == primary_weapon_index_t::OMEGA_INDEX) { // Hack: Make sure player has energy to omega |
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| 225 | if (energy > 0 || player_info.Omega_charge) |
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| 226 | return_value |= has_weapon_result::has_energy_flag; |
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| 227 | } |
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| 228 | #endif |
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| 229 | else |
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| 230 | { |
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| 231 | const auto energy_usage = Weapon_info[weapon_index].energy_usage; |
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| 232 | /* The test for `energy_usage <= 0` should not be needed. |
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| 233 | * However, a Parallax comment suggests that players |
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| 234 | * sometimes get negative energy. Use this test in |
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| 235 | * preference to coercing negative player energy to zero. |
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| 236 | */ |
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| 237 | if (energy_usage <= 0 || energy_usage <= energy) |
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| 238 | return_value |= has_weapon_result::has_energy_flag; |
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| 239 | } |
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| 240 | return return_value; |
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| 241 | } |
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| 242 | |||
| 243 | has_weapon_result player_has_secondary_weapon(const player_info &player_info, const secondary_weapon_index_t weapon_num) |
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| 244 | { |
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| 245 | int return_value = 0; |
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| 246 | const auto secondary_ammo = player_info.secondary_ammo[weapon_num]; |
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| 247 | const auto weapon_index = Secondary_weapon_to_weapon_info[weapon_num]; |
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| 248 | if (secondary_ammo && Weapon_info[weapon_index].ammo_usage <= secondary_ammo) |
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| 249 | return_value = has_weapon_result::has_weapon_flag | has_weapon_result::has_energy_flag | has_weapon_result::has_ammo_flag; |
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| 250 | return return_value; |
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| 251 | } |
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| 252 | |||
| 253 | void InitWeaponOrdering () |
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| 254 | { |
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| 255 | // short routine to setup default weapon priorities for new pilots |
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| 256 | PlayerCfg.PrimaryOrder = DefaultPrimaryOrder; |
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| 257 | PlayerCfg.SecondaryOrder = DefaultSecondaryOrder; |
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| 258 | } |
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| 259 | |||
| 260 | namespace { |
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| 261 | |||
| 262 | class cycle_weapon_state |
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| 263 | { |
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| 264 | public: |
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| 265 | static constexpr std::integral_constant<uint8_t, 255> cycle_never_autoselect_below{}; |
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| 266 | static constexpr char DXX_WEAPON_TEXT_NEVER_AUTOSELECT[] = "--- Never autoselect below ---"; |
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| 267 | __attribute_cold |
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| 268 | __attribute_noreturn |
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| 269 | static void report_runtime_error(const char *); |
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| 270 | }; |
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| 271 | |||
| 272 | class cycle_primary_state : public cycle_weapon_state |
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| 273 | { |
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| 274 | using weapon_index_type = primary_weapon_index_t; |
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| 275 | player_info &pl_info; |
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| 276 | public: |
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| 277 | cycle_primary_state(player_info &p) : |
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| 278 | pl_info(p) |
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| 279 | { |
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| 280 | } |
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| 281 | static constexpr std::integral_constant<uint_fast32_t, MAX_PRIMARY_WEAPONS> max_weapons{}; |
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| 282 | static constexpr char reorder_title[] = "Reorder Primary"; |
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| 283 | static constexpr char error_weapon_list_corrupt[] = "primary weapon list corrupt"; |
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| 284 | static uint_fast32_t get_cycle_position(uint_fast32_t i) |
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| 285 | { |
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| 286 | return POrderList(i); |
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| 287 | } |
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| 288 | static player_config::primary_weapon_order::reference get_weapon_by_order_slot(player_config::primary_weapon_order::size_type cur_order_slot) |
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| 289 | { |
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| 290 | return PlayerCfg.PrimaryOrder[cur_order_slot]; |
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| 291 | } |
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| 292 | bool maybe_select_weapon_by_order_slot(uint_fast32_t cur_order_slot) const |
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| 293 | { |
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| 294 | return maybe_select_weapon_by_type(get_weapon_by_order_slot(cur_order_slot)); |
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| 295 | } |
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| 296 | bool maybe_select_weapon_by_type(const uint_fast32_t desired_weapon_idx) const |
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| 297 | { |
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| 298 | weapon_index_type desired_weapon = static_cast<weapon_index_type>(desired_weapon_idx); |
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| 299 | #if defined(DXX_BUILD_DESCENT_II) |
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| 300 | // some remapping for SUPER LASER which is not an actual weapon type at all |
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| 301 | if (desired_weapon == primary_weapon_index_t::LASER_INDEX) |
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| 302 | { |
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| 303 | if (pl_info.laser_level > MAX_LASER_LEVEL) |
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| 304 | return false; |
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| 305 | } |
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| 306 | else if (desired_weapon == primary_weapon_index_t::SUPER_LASER_INDEX) |
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| 307 | { |
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| 308 | if (pl_info.laser_level <= MAX_LASER_LEVEL) |
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| 309 | return false; |
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| 310 | else |
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| 311 | desired_weapon = primary_weapon_index_t::LASER_INDEX; |
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| 312 | } |
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| 313 | #endif |
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| 314 | if (!player_has_primary_weapon(pl_info, desired_weapon).has_all()) |
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| 315 | return false; |
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| 316 | select_primary_weapon(pl_info, PRIMARY_WEAPON_NAMES(desired_weapon), desired_weapon, 1); |
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| 317 | return true; |
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| 318 | } |
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| 319 | void abandon_auto_select() |
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| 320 | { |
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| 321 | HUD_init_message_literal(HM_DEFAULT, TXT_NO_PRIMARY); |
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| 322 | if (pl_info.Primary_weapon == primary_weapon_index_t::LASER_INDEX) |
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| 323 | return; |
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| 324 | select_primary_weapon(pl_info, nullptr, primary_weapon_index_t::LASER_INDEX, 1); |
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| 325 | } |
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| 326 | static const char *get_weapon_name(uint8_t i) |
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| 327 | { |
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| 328 | return i == cycle_never_autoselect_below ? DXX_WEAPON_TEXT_NEVER_AUTOSELECT : PRIMARY_WEAPON_NAMES(i); |
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| 329 | } |
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| 330 | }; |
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| 331 | |||
| 332 | class cycle_secondary_state : public cycle_weapon_state |
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| 333 | { |
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| 334 | using weapon_index_type = secondary_weapon_index_t; |
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| 335 | player_info &pl_info; |
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| 336 | public: |
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| 337 | cycle_secondary_state(player_info &p) : |
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| 338 | pl_info(p) |
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| 339 | { |
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| 340 | } |
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| 341 | static constexpr std::integral_constant<uint_fast32_t, MAX_SECONDARY_WEAPONS> max_weapons{}; |
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| 342 | static constexpr char reorder_title[] = "Reorder Secondary"; |
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| 343 | static constexpr char error_weapon_list_corrupt[] = "secondary weapon list corrupt"; |
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| 344 | static uint_fast32_t get_cycle_position(uint_fast32_t i) |
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| 345 | { |
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| 346 | return SOrderList(i); |
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| 347 | } |
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| 348 | static player_config::secondary_weapon_order::reference get_weapon_by_order_slot(player_config::secondary_weapon_order::size_type cur_order_slot) |
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| 349 | { |
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| 350 | return PlayerCfg.SecondaryOrder[cur_order_slot]; |
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| 351 | } |
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| 352 | bool maybe_select_weapon_by_order_slot(uint_fast32_t cur_order_slot) |
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| 353 | { |
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| 354 | return maybe_select_weapon_by_type(get_weapon_by_order_slot(cur_order_slot)); |
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| 355 | } |
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| 356 | bool maybe_select_weapon_by_type(const uint_fast32_t desired_weapon_idx) |
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| 357 | { |
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| 358 | const weapon_index_type desired_weapon = static_cast<weapon_index_type>(desired_weapon_idx); |
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| 359 | if (!player_has_secondary_weapon(pl_info, desired_weapon).has_all()) |
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| 360 | return false; |
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| 361 | select_secondary_weapon(pl_info, SECONDARY_WEAPON_NAMES(desired_weapon), desired_weapon, 1); |
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| 362 | return true; |
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| 363 | } |
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| 364 | static void abandon_auto_select() |
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| 365 | { |
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| 366 | HUD_init_message_literal(HM_DEFAULT, "No secondary weapons available!"); |
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| 367 | } |
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| 368 | static const char *get_weapon_name(uint8_t i) |
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| 369 | { |
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| 370 | return i == cycle_never_autoselect_below ? DXX_WEAPON_TEXT_NEVER_AUTOSELECT : SECONDARY_WEAPON_NAMES(i); |
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| 371 | } |
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| 372 | }; |
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| 373 | |||
| 374 | constexpr std::integral_constant<uint8_t, 255> cycle_weapon_state::cycle_never_autoselect_below; |
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| 375 | constexpr char cycle_weapon_state::DXX_WEAPON_TEXT_NEVER_AUTOSELECT[]; |
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| 376 | constexpr std::integral_constant<uint_fast32_t, MAX_PRIMARY_WEAPONS> cycle_primary_state::max_weapons; |
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| 377 | constexpr char cycle_primary_state::reorder_title[]; |
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| 378 | constexpr char cycle_primary_state::error_weapon_list_corrupt[]; |
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| 379 | constexpr std::integral_constant<uint_fast32_t, MAX_SECONDARY_WEAPONS> cycle_secondary_state::max_weapons; |
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| 380 | constexpr char cycle_secondary_state::reorder_title[]; |
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| 381 | constexpr char cycle_secondary_state::error_weapon_list_corrupt[]; |
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| 382 | |||
| 383 | void cycle_weapon_state::report_runtime_error(const char *const p) |
||
| 384 | { |
||
| 385 | throw std::runtime_error(p); |
||
| 386 | } |
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| 387 | |||
| 388 | template <typename T> |
||
| 389 | void CycleWeapon(T t, const uint_fast32_t effective_weapon) |
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| 390 | { |
||
| 391 | auto cur_order_slot = t.get_cycle_position(effective_weapon); |
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| 392 | const auto autoselect_order_slot = t.get_cycle_position(t.cycle_never_autoselect_below); |
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| 393 | const auto use_restricted_autoselect = |
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| 394 | (cur_order_slot < autoselect_order_slot) && |
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| 395 | (1 < autoselect_order_slot) && |
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| 396 | PlayerCfg.CycleAutoselectOnly; |
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| 397 | for (uint_fast32_t loop = t.max_weapons + 1; loop--;) |
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| 398 | { |
||
| 399 | cur_order_slot++; // next slot |
||
| 400 | if (cur_order_slot >= t.max_weapons + 1) // loop if necessary |
||
| 401 | cur_order_slot = 0; |
||
| 402 | if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons? |
||
| 403 | { |
||
| 404 | if (use_restricted_autoselect) |
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| 405 | { |
||
| 406 | cur_order_slot = 0; // loop over or ... |
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| 407 | } |
||
| 408 | else |
||
| 409 | { |
||
| 410 | continue; // continue? |
||
| 411 | } |
||
| 412 | } |
||
| 413 | if (t.maybe_select_weapon_by_order_slot(cur_order_slot)) // now that is the weapon next to our current one |
||
| 414 | // select the weapon if we have it |
||
| 415 | return; |
||
| 416 | } |
||
| 417 | } |
||
| 418 | |||
| 419 | } |
||
| 420 | |||
| 421 | void CyclePrimary(player_info &player_info) |
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| 422 | { |
||
| 423 | CycleWeapon(cycle_primary_state(player_info), get_mapped_weapon_index(player_info, player_info.Primary_weapon)); |
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| 424 | } |
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| 425 | |||
| 426 | void CycleSecondary(player_info &player_info) |
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| 427 | { |
||
| 428 | CycleWeapon(cycle_secondary_state(player_info), player_info.Secondary_weapon); |
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| 429 | } |
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| 430 | |||
| 431 | #if defined(DXX_BUILD_DESCENT_II) |
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| 432 | static inline void set_weapon_last_was_super(uint8_t &last, const uint8_t mask, const bool is_super) |
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| 433 | { |
||
| 434 | if (is_super) |
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| 435 | last |= mask; |
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| 436 | else |
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| 437 | last &= ~mask; |
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| 438 | } |
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| 439 | |||
| 440 | static inline void set_weapon_last_was_super(uint8_t &last, const uint_fast32_t weapon_num) |
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| 441 | { |
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| 442 | const bool is_super = weapon_num >= SUPER_WEAPON; |
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| 443 | set_weapon_last_was_super(last, 1 << (is_super ? weapon_num - SUPER_WEAPON : weapon_num), is_super); |
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| 444 | } |
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| 445 | #endif |
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| 446 | |||
| 447 | void set_primary_weapon(player_info &player_info, const uint_fast32_t weapon_num) |
||
| 448 | { |
||
| 449 | if (Newdemo_state == ND_STATE_RECORDING) |
||
| 450 | newdemo_record_player_weapon(0, weapon_num); |
||
| 451 | player_info.Fusion_charge=0; |
||
| 452 | player_info.Next_laser_fire_time = 0; |
||
| 453 | player_info.Primary_weapon = static_cast<primary_weapon_index_t>(weapon_num); |
||
| 454 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 455 | //save flag for whether was super version |
||
| 456 | auto &Primary_last_was_super = player_info.Primary_last_was_super; |
||
| 457 | set_weapon_last_was_super(Primary_last_was_super, weapon_num); |
||
| 458 | #endif |
||
| 459 | } |
||
| 460 | |||
| 461 | // ------------------------------------------------------------------------------------ |
||
| 462 | //if message flag set, print message saying selected |
||
| 463 | void select_primary_weapon(player_info &player_info, const char *const weapon_name, const uint_fast32_t weapon_num, const int wait_for_rearm) |
||
| 464 | { |
||
| 465 | if (Newdemo_state==ND_STATE_RECORDING ) |
||
| 466 | newdemo_record_player_weapon(0, weapon_num); |
||
| 467 | |||
| 468 | { |
||
| 469 | auto &Primary_weapon = player_info.Primary_weapon; |
||
| 470 | if (Primary_weapon != weapon_num) { |
||
| 471 | Primary_weapon = static_cast<primary_weapon_index_t>(weapon_num); |
||
| 472 | #ifndef FUSION_KEEPS_CHARGE |
||
| 473 | //added 8/6/98 by Victor Rachels to fix fusion charge bug |
||
| 474 | player_info.Fusion_charge=0; |
||
| 475 | //end edit - Victor Rachels |
||
| 476 | #endif |
||
| 477 | auto &Next_laser_fire_time = player_info.Next_laser_fire_time; |
||
| 478 | if (wait_for_rearm) |
||
| 479 | { |
||
| 480 | multi_digi_play_sample_once(SOUND_GOOD_SELECTION_PRIMARY, F1_0); |
||
| 481 | Next_laser_fire_time = GameTime64 + REARM_TIME; |
||
| 482 | } |
||
| 483 | else |
||
| 484 | Next_laser_fire_time = 0; |
||
| 485 | } |
||
| 486 | else |
||
| 487 | { |
||
| 488 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 489 | if (wait_for_rearm) |
||
| 490 | /* |
||
| 491 | * In Descent 1, requesting a weapon that is already |
||
| 492 | * armed is pointless, so play a warning sound. |
||
| 493 | * |
||
| 494 | * In Descent 2, the player may be trying to toggle |
||
| 495 | * between the base and super forms of a weapon, so do |
||
| 496 | * not generate a warning sound in that case. |
||
| 497 | */ |
||
| 498 | digi_play_sample(SOUND_ALREADY_SELECTED, F1_0); |
||
| 499 | #endif |
||
| 500 | } |
||
| 501 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 502 | //save flag for whether was super version |
||
| 503 | set_weapon_last_was_super(player_info.Primary_last_was_super, weapon_num); |
||
| 504 | #endif |
||
| 505 | } |
||
| 506 | if (weapon_name) |
||
| 507 | { |
||
| 508 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 509 | if (weapon_num == primary_weapon_index_t::LASER_INDEX) |
||
| 510 | HUD_init_message(HM_DEFAULT, "%s Level %d %s", weapon_name, player_info.laser_level+1, TXT_SELECTED); |
||
| 511 | else |
||
| 512 | #endif |
||
| 513 | HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED); |
||
| 514 | } |
||
| 515 | |||
| 516 | } |
||
| 517 | |||
| 518 | void set_secondary_weapon_to_concussion(player_info &player_info) |
||
| 519 | { |
||
| 520 | const uint_fast32_t weapon_num = 0; |
||
| 521 | if (Newdemo_state == ND_STATE_RECORDING) |
||
| 522 | newdemo_record_player_weapon(1, weapon_num); |
||
| 523 | |||
| 524 | player_info.Next_missile_fire_time = 0; |
||
| 525 | Global_missile_firing_count = 0; |
||
| 526 | player_info.Secondary_weapon = static_cast<secondary_weapon_index_t>(weapon_num); |
||
| 527 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 528 | //save flag for whether was super version |
||
| 529 | set_weapon_last_was_super(player_info.Secondary_last_was_super, weapon_num); |
||
| 530 | #endif |
||
| 531 | } |
||
| 532 | |||
| 533 | void select_secondary_weapon(player_info &player_info, const char *const weapon_name, const uint_fast32_t weapon_num, const int wait_for_rearm) |
||
| 534 | { |
||
| 535 | if (Newdemo_state==ND_STATE_RECORDING ) |
||
| 536 | newdemo_record_player_weapon(1, weapon_num); |
||
| 537 | |||
| 538 | { |
||
| 539 | auto &Secondary_weapon = player_info.Secondary_weapon; |
||
| 540 | if (Secondary_weapon != weapon_num) { |
||
| 541 | auto &Next_missile_fire_time = player_info.Next_missile_fire_time; |
||
| 542 | if (wait_for_rearm) |
||
| 543 | { |
||
| 544 | multi_digi_play_sample_once(SOUND_GOOD_SELECTION_SECONDARY, F1_0); |
||
| 545 | Next_missile_fire_time = GameTime64 + REARM_TIME; |
||
| 546 | } |
||
| 547 | else |
||
| 548 | Next_missile_fire_time = 0; |
||
| 549 | Global_missile_firing_count = 0; |
||
| 550 | } else { |
||
| 551 | if (wait_for_rearm) |
||
| 552 | { |
||
| 553 | digi_play_sample_once( SOUND_ALREADY_SELECTED, F1_0 ); |
||
| 554 | } |
||
| 555 | |||
| 556 | } |
||
| 557 | Secondary_weapon = static_cast<secondary_weapon_index_t>(weapon_num); |
||
| 558 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 559 | //save flag for whether was super version |
||
| 560 | set_weapon_last_was_super(player_info.Secondary_last_was_super, weapon_num); |
||
| 561 | #endif |
||
| 562 | } |
||
| 563 | if (weapon_name) |
||
| 564 | { |
||
| 565 | HUD_init_message(HM_DEFAULT, "%s %s", weapon_name, TXT_SELECTED); |
||
| 566 | } |
||
| 567 | } |
||
| 568 | } |
||
| 569 | |||
| 570 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 571 | static bool reject_shareware_weapon_select(const uint_fast32_t weapon_num, const char *const weapon_name) |
||
| 572 | { |
||
| 573 | // do special hud msg. for picking registered weapon in shareware version. |
||
| 574 | if (PCSharePig) |
||
| 575 | if (weapon_num >= NUM_SHAREWARE_WEAPONS) { |
||
| 576 | HUD_init_message(HM_DEFAULT, "%s %s!", weapon_name,TXT_NOT_IN_SHAREWARE); |
||
| 577 | return true; |
||
| 578 | } |
||
| 579 | return false; |
||
| 580 | } |
||
| 581 | |||
| 582 | static bool reject_unusable_primary_weapon_select(const player_info &player_info, const uint_fast32_t weapon_num, const char *const weapon_name) |
||
| 583 | { |
||
| 584 | const auto weapon_status = player_has_primary_weapon(player_info, weapon_num); |
||
| 585 | const char *prefix; |
||
| 586 | if (!weapon_status.has_weapon()) |
||
| 587 | prefix = TXT_DONT_HAVE; |
||
| 588 | else if (!weapon_status.has_ammo()) |
||
| 589 | prefix = TXT_DONT_HAVE_AMMO; |
||
| 590 | else |
||
| 591 | return false; |
||
| 592 | HUD_init_message(HM_DEFAULT, "%s %s!", prefix, weapon_name); |
||
| 593 | return true; |
||
| 594 | } |
||
| 595 | |||
| 596 | static bool reject_unusable_secondary_weapon_select(const player_info &player_info, const secondary_weapon_index_t weapon_num, const char *const weapon_name) |
||
| 597 | { |
||
| 598 | const auto weapon_status = player_has_secondary_weapon(player_info, weapon_num); |
||
| 599 | if (weapon_status.has_all()) |
||
| 600 | return false; |
||
| 601 | HUD_init_message(HM_DEFAULT, "%s %s%s", TXT_HAVE_NO, weapon_name, TXT_SX); |
||
| 602 | return true; |
||
| 603 | } |
||
| 604 | #endif |
||
| 605 | |||
| 606 | // ------------------------------------------------------------------------------------ |
||
| 607 | // Select a weapon, primary or secondary. |
||
| 608 | namespace dsx { |
||
| 609 | void do_primary_weapon_select(player_info &player_info, uint_fast32_t weapon_num) |
||
| 610 | { |
||
| 611 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 612 | //added on 10/9/98 by Victor Rachels to add laser cycle |
||
| 613 | //end this section addition - Victor Rachels |
||
| 614 | const auto weapon_name = PRIMARY_WEAPON_NAMES(weapon_num); |
||
| 615 | if (reject_shareware_weapon_select(weapon_num, weapon_name) || reject_unusable_primary_weapon_select(player_info, weapon_num, weapon_name)) |
||
| 616 | { |
||
| 617 | digi_play_sample(SOUND_BAD_SELECTION, F1_0); |
||
| 618 | return; |
||
| 619 | } |
||
| 620 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 621 | has_weapon_result weapon_status; |
||
| 622 | |||
| 623 | auto &Primary_weapon = player_info.Primary_weapon; |
||
| 624 | const auto current = Primary_weapon.get_active(); |
||
| 625 | const auto last_was_super = player_info.Primary_last_was_super & (1 << weapon_num); |
||
| 626 | const auto has_flag = weapon_status.has_weapon_flag; |
||
| 627 | |||
| 628 | if (current == weapon_num || current == weapon_num+SUPER_WEAPON) { |
||
| 629 | |||
| 630 | //already have this selected, so toggle to other of normal/super version |
||
| 631 | |||
| 632 | weapon_num += weapon_num+SUPER_WEAPON - current; |
||
| 633 | weapon_status = player_has_primary_weapon(player_info, weapon_num); |
||
| 634 | } |
||
| 635 | else { |
||
| 636 | const auto weapon_num_save = weapon_num; |
||
| 637 | |||
| 638 | //go to last-select version of requested missile |
||
| 639 | |||
| 640 | if (last_was_super) |
||
| 641 | weapon_num += SUPER_WEAPON; |
||
| 642 | |||
| 643 | weapon_status = player_has_primary_weapon(player_info, weapon_num); |
||
| 644 | |||
| 645 | //if don't have last-selected, try other version |
||
| 646 | |||
| 647 | if ((weapon_status.flags() & has_flag) != has_flag) { |
||
| 648 | weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num; |
||
| 649 | weapon_status = player_has_primary_weapon(player_info, weapon_num); |
||
| 650 | if ((weapon_status.flags() & has_flag) != has_flag) |
||
| 651 | weapon_num = 2*weapon_num_save+SUPER_WEAPON - weapon_num; |
||
| 652 | } |
||
| 653 | } |
||
| 654 | |||
| 655 | //if we don't have the weapon we're switching to, give error & bail |
||
| 656 | const auto weapon_name = PRIMARY_WEAPON_NAMES(weapon_num); |
||
| 657 | if ((weapon_status.flags() & has_flag) != has_flag) { |
||
| 658 | { |
||
| 659 | if (weapon_num == primary_weapon_index_t::SUPER_LASER_INDEX) |
||
| 660 | return; //no such thing as super laser, so no error |
||
| 661 | HUD_init_message(HM_DEFAULT, "%s %s!", TXT_DONT_HAVE, weapon_name); |
||
| 662 | } |
||
| 663 | digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); |
||
| 664 | return; |
||
| 665 | } |
||
| 666 | |||
| 667 | //now actually select the weapon |
||
| 668 | #endif |
||
| 669 | select_primary_weapon(player_info, weapon_name, weapon_num, 1); |
||
| 670 | } |
||
| 671 | |||
| 672 | void do_secondary_weapon_select(player_info &player_info, secondary_weapon_index_t weapon_num) |
||
| 673 | { |
||
| 674 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 675 | //added on 10/9/98 by Victor Rachels to add laser cycle |
||
| 676 | //end this section addition - Victor Rachels |
||
| 677 | // do special hud msg. for picking registered weapon in shareware version. |
||
| 678 | const auto weapon_name = SECONDARY_WEAPON_NAMES(weapon_num); |
||
| 679 | if (reject_shareware_weapon_select(weapon_num, weapon_name) || reject_unusable_secondary_weapon_select(player_info, weapon_num, weapon_name)) |
||
| 680 | { |
||
| 681 | digi_play_sample(SOUND_BAD_SELECTION, F1_0); |
||
| 682 | return; |
||
| 683 | } |
||
| 684 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 685 | has_weapon_result weapon_status; |
||
| 686 | |||
| 687 | const auto current = player_info.Secondary_weapon.get_active(); |
||
| 688 | const auto last_was_super = player_info.Secondary_last_was_super & (1 << weapon_num); |
||
| 689 | const auto has_flag = weapon_status.has_weapon_flag | weapon_status.has_ammo_flag; |
||
| 690 | |||
| 691 | if (current == weapon_num || current == weapon_num+SUPER_WEAPON) { |
||
| 692 | |||
| 693 | //already have this selected, so toggle to other of normal/super version |
||
| 694 | |||
| 695 | weapon_num = static_cast<secondary_weapon_index_t>((static_cast<unsigned>(weapon_num) * 2) + SUPER_WEAPON - current); |
||
| 696 | weapon_status = player_has_secondary_weapon(player_info, weapon_num); |
||
| 697 | } |
||
| 698 | else { |
||
| 699 | const auto weapon_num_save = weapon_num; |
||
| 700 | |||
| 701 | //go to last-select version of requested missile |
||
| 702 | |||
| 703 | if (last_was_super) |
||
| 704 | weapon_num = static_cast<secondary_weapon_index_t>(static_cast<unsigned>(weapon_num) + SUPER_WEAPON); |
||
| 705 | |||
| 706 | weapon_status = player_has_secondary_weapon(player_info, weapon_num); |
||
| 707 | |||
| 708 | //if don't have last-selected, try other version |
||
| 709 | |||
| 710 | if ((weapon_status.flags() & has_flag) != has_flag) { |
||
| 711 | weapon_num = static_cast<secondary_weapon_index_t>((static_cast<unsigned>(weapon_num_save) * 2) + SUPER_WEAPON - static_cast<unsigned>(weapon_num)); |
||
| 712 | weapon_status = player_has_secondary_weapon(player_info, weapon_num); |
||
| 713 | if ((weapon_status.flags() & has_flag) != has_flag) |
||
| 714 | weapon_num = static_cast<secondary_weapon_index_t>((static_cast<unsigned>(weapon_num_save) * 2) + SUPER_WEAPON - static_cast<unsigned>(weapon_num)); |
||
| 715 | } |
||
| 716 | } |
||
| 717 | |||
| 718 | //if we don't have the weapon we're switching to, give error & bail |
||
| 719 | const auto weapon_name = SECONDARY_WEAPON_NAMES(weapon_num); |
||
| 720 | if ((weapon_status.flags() & has_flag) != has_flag) { |
||
| 721 | HUD_init_message(HM_DEFAULT, "%s %s%s", TXT_HAVE_NO, weapon_name, TXT_SX); |
||
| 722 | digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); |
||
| 723 | return; |
||
| 724 | } |
||
| 725 | |||
| 726 | //now actually select the weapon |
||
| 727 | #endif |
||
| 728 | select_secondary_weapon(player_info, weapon_name, weapon_num, 1); |
||
| 729 | } |
||
| 730 | } |
||
| 731 | |||
| 732 | template <typename T> |
||
| 733 | void auto_select_weapon(T t) |
||
| 734 | { |
||
| 735 | for (uint_fast32_t cur_order_slot = 0; cur_order_slot != t.max_weapons + 1; ++cur_order_slot) |
||
| 736 | { |
||
| 737 | const auto weapon_type = t.get_weapon_by_order_slot(cur_order_slot); |
||
| 738 | if (weapon_type >= t.max_weapons) |
||
| 739 | { |
||
| 740 | t.abandon_auto_select(); |
||
| 741 | return; |
||
| 742 | } |
||
| 743 | if (t.maybe_select_weapon_by_type(weapon_type)) |
||
| 744 | return; |
||
| 745 | } |
||
| 746 | } |
||
| 747 | |||
| 748 | namespace dsx { |
||
| 749 | |||
| 750 | // ---------------------------------------------------------------------------------------- |
||
| 751 | // Automatically select next best weapon if unable to fire current weapon. |
||
| 752 | // Weapon type: 0==primary, 1==secondary |
||
| 753 | void auto_select_primary_weapon(player_info &player_info) |
||
| 754 | { |
||
| 755 | if (!player_has_primary_weapon(player_info, player_info.Primary_weapon).has_all()) |
||
| 756 | auto_select_weapon(cycle_primary_state(player_info)); |
||
| 757 | } |
||
| 758 | |||
| 759 | void auto_select_secondary_weapon(player_info &player_info) |
||
| 760 | { |
||
| 761 | if (!player_has_secondary_weapon(player_info, player_info.Secondary_weapon).has_all()) |
||
| 762 | auto_select_weapon(cycle_secondary_state(player_info)); |
||
| 763 | } |
||
| 764 | |||
| 765 | void delayed_autoselect(player_info &player_info) |
||
| 766 | { |
||
| 767 | if (!Controls.state.fire_primary) |
||
| 768 | { |
||
| 769 | auto &Primary_weapon = player_info.Primary_weapon; |
||
| 770 | const auto primary_weapon = Primary_weapon.get_active(); |
||
| 771 | const auto delayed_primary = Primary_weapon.get_delayed(); |
||
| 772 | if (delayed_primary != primary_weapon) |
||
| 773 | { |
||
| 774 | if (player_has_primary_weapon(player_info, delayed_primary).has_all()) |
||
| 775 | select_primary_weapon(player_info, nullptr, delayed_primary, 1); |
||
| 776 | else |
||
| 777 | Primary_weapon.set_delayed(primary_weapon); |
||
| 778 | } |
||
| 779 | } |
||
| 780 | if (!Controls.state.fire_secondary) |
||
| 781 | { |
||
| 782 | auto &Secondary_weapon = player_info.Secondary_weapon; |
||
| 783 | const auto secondary_weapon = Secondary_weapon.get_active(); |
||
| 784 | const auto delayed_secondary = Secondary_weapon.get_delayed(); |
||
| 785 | if (delayed_secondary != secondary_weapon) |
||
| 786 | { |
||
| 787 | if (player_has_secondary_weapon(player_info, delayed_secondary).has_all()) |
||
| 788 | select_secondary_weapon(player_info, nullptr, delayed_secondary, 1); |
||
| 789 | else |
||
| 790 | Secondary_weapon.set_delayed(secondary_weapon); |
||
| 791 | } |
||
| 792 | } |
||
| 793 | } |
||
| 794 | |||
| 795 | static void maybe_autoselect_primary_weapon(player_info &player_info, int weapon_index) |
||
| 796 | { |
||
| 797 | const auto want_switch = [weapon_index, &player_info]{ |
||
| 798 | const auto cutpoint = POrderList(255); |
||
| 799 | const auto weapon_order = POrderList(weapon_index); |
||
| 800 | return weapon_order < cutpoint && weapon_order < POrderList(get_mapped_weapon_index(player_info, player_info.Primary_weapon.get_delayed())); |
||
| 801 | }; |
||
| 802 | if (Controls.state.fire_primary && PlayerCfg.NoFireAutoselect != FiringAutoselectMode::Immediate) |
||
| 803 | { |
||
| 804 | if (PlayerCfg.NoFireAutoselect == FiringAutoselectMode::Delayed) |
||
| 805 | { |
||
| 806 | if (want_switch()) |
||
| 807 | player_info.Primary_weapon.set_delayed(static_cast<primary_weapon_index_t>(weapon_index)); |
||
| 808 | } |
||
| 809 | } |
||
| 810 | else if (want_switch()) |
||
| 811 | select_primary_weapon(player_info, nullptr, weapon_index, 1); |
||
| 812 | } |
||
| 813 | |||
| 814 | // --------------------------------------------------------------------- |
||
| 815 | //called when one of these weapons is picked up |
||
| 816 | //when you pick up a secondary, you always get the weapon & ammo for it |
||
| 817 | // Returns true if powerup picked up, else returns false. |
||
| 818 | int pick_up_secondary(player_info &player_info, int weapon_index,int count) |
||
| 819 | { |
||
| 820 | int num_picked_up; |
||
| 821 | const auto max = PLAYER_MAX_AMMO(player_info.powerup_flags, Secondary_ammo_max[weapon_index]); |
||
| 822 | auto &secondary_ammo = player_info.secondary_ammo; |
||
| 823 | if (secondary_ammo[weapon_index] >= max) |
||
| 824 | { |
||
| 825 | HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %i %ss!", TXT_ALREADY_HAVE, secondary_ammo[weapon_index], SECONDARY_WEAPON_NAMES(weapon_index)); |
||
| 826 | return 0; |
||
| 827 | } |
||
| 828 | |||
| 829 | secondary_ammo[weapon_index] += count; |
||
| 830 | |||
| 831 | num_picked_up = count; |
||
| 832 | if (secondary_ammo[weapon_index] > max) |
||
| 833 | { |
||
| 834 | num_picked_up = count - (secondary_ammo[weapon_index] - max); |
||
| 835 | secondary_ammo[weapon_index] = max; |
||
| 836 | } |
||
| 837 | |||
| 838 | if (secondary_ammo[weapon_index] == count) // only autoselect if player didn't have any |
||
| 839 | { |
||
| 840 | const auto weapon_order = SOrderList(weapon_index); |
||
| 841 | auto &Secondary_weapon = player_info.Secondary_weapon; |
||
| 842 | const auto want_switch = [weapon_order, &secondary_ammo, &Secondary_weapon]{ |
||
| 843 | return weapon_order < SOrderList(255) && ( |
||
| 844 | secondary_ammo[Secondary_weapon.get_delayed()] == 0 || |
||
| 845 | weapon_order < SOrderList(Secondary_weapon.get_delayed()) |
||
| 846 | ); |
||
| 847 | }; |
||
| 848 | if (Controls.state.fire_secondary && PlayerCfg.NoFireAutoselect != FiringAutoselectMode::Immediate) |
||
| 849 | { |
||
| 850 | if (PlayerCfg.NoFireAutoselect == FiringAutoselectMode::Delayed) |
||
| 851 | { |
||
| 852 | if (want_switch()) |
||
| 853 | Secondary_weapon.set_delayed(static_cast<secondary_weapon_index_t>(weapon_index)); |
||
| 854 | } |
||
| 855 | } |
||
| 856 | else if (want_switch()) |
||
| 857 | select_secondary_weapon(player_info, nullptr, weapon_index, 1); |
||
| 858 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 859 | //if it's a proxbomb or smart mine, |
||
| 860 | //we want to do a mini-auto-selection that applies to the drop bomb key |
||
| 861 | |||
| 862 | if (weapon_index_is_player_bomb(weapon_index) && |
||
| 863 | !weapon_index_is_player_bomb(player_info.Secondary_weapon)) |
||
| 864 | { |
||
| 865 | const auto mask = 1 << PROXIMITY_INDEX; |
||
| 866 | if (weapon_order < SOrderList((player_info.Secondary_last_was_super & mask) ? SMART_MINE_INDEX : PROXIMITY_INDEX)) |
||
| 867 | set_weapon_last_was_super(player_info.Secondary_last_was_super, mask, weapon_index == SMART_MINE_INDEX); |
||
| 868 | } |
||
| 869 | #endif |
||
| 870 | } |
||
| 871 | |||
| 872 | //note: flash for all but concussion was 7,14,21 |
||
| 873 | if (num_picked_up>1) { |
||
| 874 | PALETTE_FLASH_ADD(15,15,15); |
||
| 875 | HUD_init_message(HM_DEFAULT, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX); |
||
| 876 | } |
||
| 877 | else { |
||
| 878 | PALETTE_FLASH_ADD(10,10,10); |
||
| 879 | HUD_init_message(HM_DEFAULT, "%s!",SECONDARY_WEAPON_NAMES(weapon_index)); |
||
| 880 | } |
||
| 881 | |||
| 882 | return 1; |
||
| 883 | } |
||
| 884 | } |
||
| 885 | |||
| 886 | template <typename T> |
||
| 887 | static void ReorderWeapon() |
||
| 888 | { |
||
| 889 | std::array<newmenu_item, T::max_weapons + 1> m; |
||
| 890 | for (unsigned i = 0; i != m.size(); ++i) |
||
| 891 | { |
||
| 892 | const auto o = T::get_weapon_by_order_slot(i); |
||
| 893 | m[i].value = o; |
||
| 894 | nm_set_item_menu(m[i], T::get_weapon_name(o)); |
||
| 895 | } |
||
| 896 | newmenu_doreorder(T::reorder_title, "Shift+Up/Down arrow to move item", m.size(), m.data()); |
||
| 897 | for (unsigned i = 0; i != m.size(); ++i) |
||
| 898 | T::get_weapon_by_order_slot(i) = m[i].value; |
||
| 899 | } |
||
| 900 | |||
| 901 | void ReorderPrimary () |
||
| 902 | { |
||
| 903 | ReorderWeapon<cycle_primary_state>(); |
||
| 904 | } |
||
| 905 | |||
| 906 | void ReorderSecondary () |
||
| 907 | { |
||
| 908 | ReorderWeapon<cycle_secondary_state>(); |
||
| 909 | } |
||
| 910 | |||
| 911 | template <typename T> |
||
| 912 | static uint_fast32_t search_weapon_order_list(uint8_t goal) |
||
| 913 | { |
||
| 914 | for (uint_fast32_t i = 0; i != T::max_weapons + 1; ++i) |
||
| 915 | if (T::get_weapon_by_order_slot(i) == goal) |
||
| 916 | return i; |
||
| 917 | T::report_runtime_error(T::error_weapon_list_corrupt); |
||
| 918 | return 0; // Pierre-Marie Baty -- unreachable code to make compiler happy |
||
| 919 | } |
||
| 920 | |||
| 921 | uint_fast32_t POrderList (uint_fast32_t num) |
||
| 922 | { |
||
| 923 | return search_weapon_order_list<cycle_primary_state>(num); |
||
| 924 | } |
||
| 925 | |||
| 926 | uint_fast32_t SOrderList (uint_fast32_t num) |
||
| 927 | { |
||
| 928 | return search_weapon_order_list<cycle_secondary_state>(num); |
||
| 929 | } |
||
| 930 | |||
| 931 | namespace dsx { |
||
| 932 | //called when a primary weapon is picked up |
||
| 933 | //returns true if actually picked up |
||
| 934 | int pick_up_primary(player_info &player_info, int weapon_index) |
||
| 935 | { |
||
| 936 | ushort flag = HAS_PRIMARY_FLAG(weapon_index); |
||
| 937 | |||
| 938 | if (weapon_index != primary_weapon_index_t::LASER_INDEX && |
||
| 939 | (player_info.primary_weapon_flags & flag)) |
||
| 940 | { //already have |
||
| 941 | HUD_init_message(HM_DEFAULT|HM_REDUNDANT|HM_MAYDUPL, "%s %s!", TXT_ALREADY_HAVE_THE, PRIMARY_WEAPON_NAMES(weapon_index)); |
||
| 942 | return 0; |
||
| 943 | } |
||
| 944 | |||
| 945 | player_info.primary_weapon_flags |= flag; |
||
| 946 | |||
| 947 | maybe_autoselect_primary_weapon(player_info, weapon_index); |
||
| 948 | |||
| 949 | PALETTE_FLASH_ADD(7,14,21); |
||
| 950 | |||
| 951 | if (weapon_index != primary_weapon_index_t::LASER_INDEX) |
||
| 952 | HUD_init_message(HM_DEFAULT, "%s!",PRIMARY_WEAPON_NAMES(weapon_index)); |
||
| 953 | |||
| 954 | return 1; |
||
| 955 | } |
||
| 956 | |||
| 957 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 958 | void check_to_use_primary_super_laser(player_info &player_info) |
||
| 959 | { |
||
| 960 | if (!(player_info.primary_weapon_flags & HAS_SUPER_LASER_FLAG)) |
||
| 961 | { |
||
| 962 | const auto weapon_index = primary_weapon_index_t::SUPER_LASER_INDEX; |
||
| 963 | const auto pwi = POrderList(weapon_index); |
||
| 964 | if (pwi < POrderList(255) && |
||
| 965 | pwi < POrderList(player_info.Primary_weapon)) |
||
| 966 | { |
||
| 967 | select_primary_weapon(player_info, nullptr, primary_weapon_index_t::LASER_INDEX, 1); |
||
| 968 | } |
||
| 969 | } |
||
| 970 | PALETTE_FLASH_ADD(7,14,21); |
||
| 971 | } |
||
| 972 | #endif |
||
| 973 | |||
| 974 | static void maybe_autoselect_vulcan_weapon(player_info &player_info) |
||
| 975 | { |
||
| 976 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 977 | const auto weapon_flag_mask = HAS_VULCAN_FLAG; |
||
| 978 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 979 | const auto weapon_flag_mask = HAS_VULCAN_FLAG | HAS_GAUSS_FLAG; |
||
| 980 | #endif |
||
| 981 | const auto primary_weapon_flags = player_info.primary_weapon_flags; |
||
| 982 | if (!(primary_weapon_flags & weapon_flag_mask)) |
||
| 983 | return; |
||
| 984 | const auto cutpoint = POrderList(255); |
||
| 985 | auto weapon_index = primary_weapon_index_t::VULCAN_INDEX; |
||
| 986 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 987 | const auto weapon_order_vulcan = POrderList(primary_weapon_index_t::VULCAN_INDEX); |
||
| 988 | const auto better = weapon_order_vulcan; |
||
| 989 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 990 | /* If a weapon is missing, pretend its auto-select priority is equal |
||
| 991 | * to cutpoint. Priority at or worse than cutpoint is never |
||
| 992 | * auto-selected. |
||
| 993 | */ |
||
| 994 | const auto weapon_order_vulcan = (primary_weapon_flags & HAS_VULCAN_FLAG) |
||
| 995 | ? POrderList(primary_weapon_index_t::VULCAN_INDEX) |
||
| 996 | : cutpoint; |
||
| 997 | const auto weapon_order_gauss = (primary_weapon_flags & HAS_GAUSS_FLAG) |
||
| 998 | ? POrderList(primary_weapon_index_t::GAUSS_INDEX) |
||
| 999 | : cutpoint; |
||
| 1000 | /* Set better to whichever vulcan-based weapon is higher priority. |
||
| 1001 | * The chosen weapon might still be worse than cutpoint. |
||
| 1002 | */ |
||
| 1003 | const auto better = (weapon_order_vulcan < weapon_order_gauss) |
||
| 1004 | ? weapon_order_vulcan |
||
| 1005 | : (weapon_index = primary_weapon_index_t::GAUSS_INDEX, weapon_order_gauss); |
||
| 1006 | #endif |
||
| 1007 | if (better >= cutpoint) |
||
| 1008 | /* Preferred weapon is not auto-selectable */ |
||
| 1009 | return; |
||
| 1010 | if (better >= POrderList(get_mapped_weapon_index(player_info, player_info.Primary_weapon))) |
||
| 1011 | /* Preferred weapon is not as desirable as the current weapon */ |
||
| 1012 | return; |
||
| 1013 | maybe_autoselect_primary_weapon(player_info, weapon_index); |
||
| 1014 | } |
||
| 1015 | |||
| 1016 | //called when ammo (for the vulcan cannon) is picked up |
||
| 1017 | // Returns the amount picked up |
||
| 1018 | int pick_up_vulcan_ammo(player_info &player_info, uint_fast32_t ammo_count, const bool change_weapon) |
||
| 1019 | { |
||
| 1020 | const auto max = PLAYER_MAX_AMMO(player_info.powerup_flags, VULCAN_AMMO_MAX); |
||
| 1021 | auto &plr_vulcan_ammo = player_info.vulcan_ammo; |
||
| 1022 | const auto old_ammo = plr_vulcan_ammo; |
||
| 1023 | if (old_ammo >= max) |
||
| 1024 | return 0; |
||
| 1025 | |||
| 1026 | plr_vulcan_ammo += ammo_count; |
||
| 1027 | |||
| 1028 | if (plr_vulcan_ammo > max) { |
||
| 1029 | ammo_count += (max - plr_vulcan_ammo); |
||
| 1030 | plr_vulcan_ammo = max; |
||
| 1031 | } |
||
| 1032 | if (change_weapon && |
||
| 1033 | !old_ammo) |
||
| 1034 | maybe_autoselect_vulcan_weapon(player_info); |
||
| 1035 | return ammo_count; //return amount used |
||
| 1036 | } |
||
| 1037 | |||
| 1038 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1039 | // Homing weapons cheat |
||
| 1040 | |||
| 1041 | void weapons_homing_all() |
||
| 1042 | { |
||
| 1043 | auto &Objects = LevelUniqueObjectState.Objects; |
||
| 1044 | auto &vmobjptr = Objects.vmptr; |
||
| 1045 | range_for(auto &&objp, vmobjptr) |
||
| 1046 | if (objp->type == OBJ_WEAPON) |
||
| 1047 | objp->ctype.laser_info.track_goal = object_none; |
||
| 1048 | range_for (auto &w, Weapon_info) |
||
| 1049 | w.homing_flag |= 2; |
||
| 1050 | } |
||
| 1051 | |||
| 1052 | void weapons_homing_all_reset() |
||
| 1053 | { |
||
| 1054 | range_for (auto &w, Weapon_info) |
||
| 1055 | w.homing_flag &= ~2; |
||
| 1056 | } |
||
| 1057 | |||
| 1058 | #define SMEGA_SHAKE_TIME (F1_0*2) |
||
| 1059 | |||
| 1060 | // Call this to initialize for a new level. |
||
| 1061 | // Sets all super mega missile detonation times to 0 which means there aren't any. |
||
| 1062 | void init_smega_detonates() |
||
| 1063 | { |
||
| 1064 | LevelUniqueSeismicState.Earthshaker_detonate_times = {}; |
||
| 1065 | } |
||
| 1066 | |||
| 1067 | constexpr std::integral_constant<int, SOUND_SEISMIC_DISTURBANCE_START> Seismic_sound{}; |
||
| 1068 | |||
| 1069 | static void start_seismic_sound() |
||
| 1070 | { |
||
| 1071 | if (LevelUniqueSeismicState.Next_seismic_sound_time) |
||
| 1072 | return; |
||
| 1073 | LevelUniqueSeismicState.Next_seismic_sound_time = GameTime64 + d_rand()/2; |
||
| 1074 | digi_play_sample_looping(Seismic_sound, F1_0, -1, -1); |
||
| 1075 | } |
||
| 1076 | |||
| 1077 | static void apply_seismic_effect(const int entry_fc) |
||
| 1078 | { |
||
| 1079 | const auto fc = std::min(std::max(entry_fc, 16), 1); |
||
| 1080 | LevelUniqueSeismicState.Seismic_tremor_volume += fc; |
||
| 1081 | |||
| 1082 | if (!d_tick_step) |
||
| 1083 | return; |
||
| 1084 | const auto get_base_disturbance = [fc]() { |
||
| 1085 | return fixmul(d_rand() - 16384, 3 * F1_0 / 16 + (F1_0 * (16 - fc)) / 32); |
||
| 1086 | }; |
||
| 1087 | const fix disturb_x = get_base_disturbance(); |
||
| 1088 | const fix disturb_z = get_base_disturbance(); |
||
| 1089 | |||
| 1090 | { |
||
| 1091 | auto &rotvel = ConsoleObject->mtype.phys_info.rotvel; |
||
| 1092 | rotvel.x += disturb_x; |
||
| 1093 | rotvel.z += disturb_z; |
||
| 1094 | } |
||
| 1095 | |||
| 1096 | // Shake the buddy! |
||
| 1097 | auto &BuddyState = LevelUniqueObjectState.BuddyState; |
||
| 1098 | const auto Buddy_objnum = BuddyState.Buddy_objnum; |
||
| 1099 | if (Buddy_objnum != object_none) { |
||
| 1100 | auto &objp = *LevelUniqueObjectState.Objects.vmptr(Buddy_objnum); |
||
| 1101 | auto &rotvel = objp.mtype.phys_info.rotvel; |
||
| 1102 | rotvel.x += disturb_x * 4; |
||
| 1103 | rotvel.z += disturb_z * 4; |
||
| 1104 | } |
||
| 1105 | // Shake a guided missile! |
||
| 1106 | LevelUniqueSeismicState.Seismic_tremor_magnitude += disturb_x; |
||
| 1107 | } |
||
| 1108 | |||
| 1109 | // If a smega missile been detonated, rock the mine! |
||
| 1110 | // This should be called every frame. |
||
| 1111 | // Maybe this should affect all robots, being called when they get their physics done. |
||
| 1112 | void rock_the_mine_frame(void) |
||
| 1113 | { |
||
| 1114 | range_for (auto &i, LevelUniqueSeismicState.Earthshaker_detonate_times) |
||
| 1115 | { |
||
| 1116 | if (i != 0) { |
||
| 1117 | fix delta_time = GameTime64 - i; |
||
| 1118 | start_seismic_sound(); |
||
| 1119 | if (delta_time < SMEGA_SHAKE_TIME) { |
||
| 1120 | |||
| 1121 | // Control center destroyed, rock the player's ship. |
||
| 1122 | // -- fc = abs(delta_time - SMEGA_SHAKE_TIME/2); |
||
| 1123 | // Changed 10/23/95 to make decreasing for super mega missile. |
||
| 1124 | const int fc = (SMEGA_SHAKE_TIME - delta_time) / 2; |
||
| 1125 | apply_seismic_effect(fc / (SMEGA_SHAKE_TIME / 32)); |
||
| 1126 | } else |
||
| 1127 | i = 0; |
||
| 1128 | } |
||
| 1129 | } |
||
| 1130 | |||
| 1131 | // Hook in the rumble sound effect here. |
||
| 1132 | } |
||
| 1133 | |||
| 1134 | void init_seismic_disturbances() |
||
| 1135 | { |
||
| 1136 | LevelUniqueSeismicState.Seismic_disturbance_end_time = 0; |
||
| 1137 | } |
||
| 1138 | |||
| 1139 | // Return true if time to start a seismic disturbance. |
||
| 1140 | static bool seismic_disturbance_active() |
||
| 1141 | { |
||
| 1142 | const auto level_shake_duration = LevelSharedSeismicState.Level_shake_duration; |
||
| 1143 | if (level_shake_duration < 1) |
||
| 1144 | return false; |
||
| 1145 | |||
| 1146 | if (LevelUniqueSeismicState.Seismic_disturbance_end_time && LevelUniqueSeismicState.Seismic_disturbance_end_time < GameTime64) |
||
| 1147 | return true; |
||
| 1148 | |||
| 1149 | bool rval; |
||
| 1150 | rval = (2 * fixmul(d_rand(), LevelSharedSeismicState.Level_shake_frequency)) < FrameTime; |
||
| 1151 | |||
| 1152 | if (rval) { |
||
| 1153 | LevelUniqueSeismicState.Seismic_disturbance_end_time = GameTime64 + level_shake_duration; |
||
| 1154 | start_seismic_sound(); |
||
| 1155 | if (Game_mode & GM_MULTI) |
||
| 1156 | multi_send_seismic(level_shake_duration); |
||
| 1157 | } |
||
| 1158 | return rval; |
||
| 1159 | } |
||
| 1160 | |||
| 1161 | static void seismic_disturbance_frame(void) |
||
| 1162 | { |
||
| 1163 | if (LevelSharedSeismicState.Level_shake_frequency) { |
||
| 1164 | if (seismic_disturbance_active()) { |
||
| 1165 | fix delta_time = static_cast<fix>(GameTime64 - LevelUniqueSeismicState.Seismic_disturbance_end_time); |
||
| 1166 | const int fc = abs(delta_time - LevelSharedSeismicState.Level_shake_duration / 2); |
||
| 1167 | apply_seismic_effect(fc / (F1_0 / 16)); |
||
| 1168 | } |
||
| 1169 | } |
||
| 1170 | } |
||
| 1171 | |||
| 1172 | |||
| 1173 | // Call this when a smega detonates to start the process of rocking the mine. |
||
| 1174 | void smega_rock_stuff(void) |
||
| 1175 | { |
||
| 1176 | auto least = &LevelUniqueSeismicState.Earthshaker_detonate_times[0]; |
||
| 1177 | range_for (auto &i, LevelUniqueSeismicState.Earthshaker_detonate_times) |
||
| 1178 | { |
||
| 1179 | if (i + SMEGA_SHAKE_TIME < GameTime64) |
||
| 1180 | i = 0; |
||
| 1181 | if (*least > i) |
||
| 1182 | least = &i; |
||
| 1183 | } |
||
| 1184 | *least = GameTime64; |
||
| 1185 | } |
||
| 1186 | |||
| 1187 | static int Super_mines_yes = 1; |
||
| 1188 | |||
| 1189 | static bool immediate_detonate_smart_mine(const vcobjptridx_t smart_mine, const vcobjptridx_t target) |
||
| 1190 | { |
||
| 1191 | if (smart_mine->segnum == target->segnum) |
||
| 1192 | return true; |
||
| 1193 | // Object which is close enough to detonate smart mine is not in same segment as smart mine. |
||
| 1194 | // Need to do a more expensive check to make sure there isn't an obstruction. |
||
| 1195 | if (likely((d_tick_count ^ (static_cast<vcobjptridx_t::integral_type>(smart_mine) + static_cast<vcobjptridx_t::integral_type>(target))) % 4)) |
||
| 1196 | // Maybe next frame |
||
| 1197 | return false; |
||
| 1198 | fvi_query fq{}; |
||
| 1199 | fvi_info hit_data; |
||
| 1200 | fq.startseg = smart_mine->segnum; |
||
| 1201 | fq.p0 = &smart_mine->pos; |
||
| 1202 | fq.p1 = &target->pos; |
||
| 1203 | fq.thisobjnum = smart_mine; |
||
| 1204 | auto fate = find_vector_intersection(fq, hit_data); |
||
| 1205 | return fate != HIT_WALL; |
||
| 1206 | } |
||
| 1207 | |||
| 1208 | // Call this once/frame to process all super mines in the level. |
||
| 1209 | void process_super_mines_frame(void) |
||
| 1210 | { |
||
| 1211 | auto &Objects = LevelUniqueObjectState.Objects; |
||
| 1212 | auto &vmobjptridx = Objects.vmptridx; |
||
| 1213 | int start, add; |
||
| 1214 | |||
| 1215 | // If we don't know of there being any super mines in the level, just |
||
| 1216 | // check every 8th object each frame. |
||
| 1217 | if (Super_mines_yes == 0) { |
||
| 1218 | start = d_tick_count & 7; |
||
| 1219 | add = 8; |
||
| 1220 | } else { |
||
| 1221 | start = 0; |
||
| 1222 | add = 1; |
||
| 1223 | } |
||
| 1224 | |||
| 1225 | Super_mines_yes = 0; |
||
| 1226 | |||
| 1227 | for (objnum_t i=start; i<=Highest_object_index; i+=add) { |
||
| 1228 | const auto io = vmobjptridx(i); |
||
| 1229 | if (likely(io->type != OBJ_WEAPON || get_weapon_id(io) != weapon_id_type::SUPERPROX_ID)) |
||
| 1230 | continue; |
||
| 1231 | Super_mines_yes = 1; |
||
| 1232 | if (unlikely(io->lifeleft + F1_0*2 >= Weapon_info[weapon_id_type::SUPERPROX_ID].lifetime)) |
||
| 1233 | continue; |
||
| 1234 | const auto parent_num = io->ctype.laser_info.parent_num; |
||
| 1235 | const auto &bombpos = io->pos; |
||
| 1236 | range_for (const auto &&jo, vmobjptridx) |
||
| 1237 | { |
||
| 1238 | if (unlikely(jo == parent_num)) |
||
| 1239 | continue; |
||
| 1240 | if (jo->type != OBJ_PLAYER && jo->type != OBJ_ROBOT) |
||
| 1241 | continue; |
||
| 1242 | const auto dist_squared = vm_vec_dist2(bombpos, jo->pos); |
||
| 1243 | const vm_distance distance_threshold{F1_0 * 20}; |
||
| 1244 | const auto distance_threshold_squared = distance_threshold * distance_threshold; |
||
| 1245 | if (likely(distance_threshold_squared < dist_squared)) |
||
| 1246 | /* Cheap check, some false negatives */ |
||
| 1247 | continue; |
||
| 1248 | const fix64 j_size = jo->size; |
||
| 1249 | const fix64 j_size_squared = j_size * j_size; |
||
| 1250 | if (dist_squared - j_size_squared >= distance_threshold_squared) |
||
| 1251 | /* Accurate check */ |
||
| 1252 | continue; |
||
| 1253 | if (immediate_detonate_smart_mine(io, jo)) |
||
| 1254 | io->lifeleft = 1; |
||
| 1255 | } |
||
| 1256 | } |
||
| 1257 | } |
||
| 1258 | #endif |
||
| 1259 | |||
| 1260 | #define SPIT_SPEED 20 |
||
| 1261 | |||
| 1262 | //this function is for when the player intentionally drops a powerup |
||
| 1263 | //this function is based on drop_powerup() |
||
| 1264 | imobjptridx_t spit_powerup(const d_vclip_array &Vclip, const object_base &spitter, const unsigned id, const unsigned seed) |
||
| 1265 | { |
||
| 1266 | d_srand(seed); |
||
| 1267 | |||
| 1268 | auto new_velocity = vm_vec_scale_add(spitter.mtype.phys_info.velocity, spitter.orient.fvec, i2f(SPIT_SPEED)); |
||
| 1269 | |||
| 1270 | new_velocity.x += (d_rand() - 16384) * SPIT_SPEED * 2; |
||
| 1271 | new_velocity.y += (d_rand() - 16384) * SPIT_SPEED * 2; |
||
| 1272 | new_velocity.z += (d_rand() - 16384) * SPIT_SPEED * 2; |
||
| 1273 | |||
| 1274 | // Give keys zero velocity so they can be tracked better in multi |
||
| 1275 | |||
| 1276 | if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD)) |
||
| 1277 | vm_vec_zero(new_velocity); |
||
| 1278 | |||
| 1279 | //there's a piece of code which lets the player pick up a powerup if |
||
| 1280 | //the distance between him and the powerup is less than 2 time their |
||
| 1281 | //combined radii. So we need to create powerups pretty far out from |
||
| 1282 | //the player. |
||
| 1283 | |||
| 1284 | const auto new_pos = vm_vec_scale_add(spitter.pos, spitter.orient.fvec, spitter.size); |
||
| 1285 | |||
| 1286 | if (Game_mode & GM_MULTI) |
||
| 1287 | { |
||
| 1288 | if (Net_create_loc >= MAX_NET_CREATE_OBJECTS) |
||
| 1289 | { |
||
| 1290 | return object_none; |
||
| 1291 | } |
||
| 1292 | } |
||
| 1293 | |||
| 1294 | const auto &&obj = obj_create(OBJ_POWERUP, id, vmsegptridx(spitter.segnum), new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP); |
||
| 1295 | |||
| 1296 | if (obj == object_none) |
||
| 1297 | { |
||
| 1298 | Int3(); |
||
| 1299 | return object_none; |
||
| 1300 | } |
||
| 1301 | obj->mtype.phys_info.velocity = new_velocity; |
||
| 1302 | obj->mtype.phys_info.drag = 512; //1024; |
||
| 1303 | obj->mtype.phys_info.mass = F1_0; |
||
| 1304 | |||
| 1305 | obj->mtype.phys_info.flags = PF_BOUNCE; |
||
| 1306 | |||
| 1307 | obj->rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(obj)].vclip_num; |
||
| 1308 | obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time; |
||
| 1309 | obj->rtype.vclip_info.framenum = 0; |
||
| 1310 | |||
| 1311 | if (&spitter == ConsoleObject) |
||
| 1312 | obj->ctype.powerup_info.flags |= PF_SPAT_BY_PLAYER; |
||
| 1313 | |||
| 1314 | switch (get_powerup_id(obj)) { |
||
| 1315 | case POW_MISSILE_1: |
||
| 1316 | case POW_MISSILE_4: |
||
| 1317 | case POW_SHIELD_BOOST: |
||
| 1318 | case POW_ENERGY: |
||
| 1319 | obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds) |
||
| 1320 | if (Game_mode & GM_MULTI) |
||
| 1321 | obj->lifeleft /= 2; |
||
| 1322 | break; |
||
| 1323 | default: |
||
| 1324 | //if (Game_mode & GM_MULTI) |
||
| 1325 | // obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds) |
||
| 1326 | break; |
||
| 1327 | } |
||
| 1328 | return obj; |
||
| 1329 | } |
||
| 1330 | |||
| 1331 | void DropCurrentWeapon (player_info &player_info) |
||
| 1332 | { |
||
| 1333 | auto &Objects = LevelUniqueObjectState.Objects; |
||
| 1334 | auto &vmobjptr = Objects.vmptr; |
||
| 1335 | if (LevelUniqueObjectState.num_objects >= Objects.size()) |
||
| 1336 | return; |
||
| 1337 | |||
| 1338 | powerup_type_t drop_type; |
||
| 1339 | const auto &Primary_weapon = player_info.Primary_weapon; |
||
| 1340 | const auto GrantedItems = (Game_mode & GM_MULTI) ? Netgame.SpawnGrantedItems : 0; |
||
| 1341 | auto weapon_name = PRIMARY_WEAPON_NAMES(Primary_weapon); |
||
| 1342 | if (Primary_weapon == primary_weapon_index_t::LASER_INDEX) |
||
| 1343 | { |
||
| 1344 | if ((player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS) && !GrantedItems.has_quad_laser()) |
||
| 1345 | { |
||
| 1346 | /* Sorry, no message. Need to fall through in case player |
||
| 1347 | * wanted to drop a laser powerup. |
||
| 1348 | */ |
||
| 1349 | drop_type = POW_QUAD_FIRE; |
||
| 1350 | weapon_name = TXT_QUAD_LASERS; |
||
| 1351 | } |
||
| 1352 | else if (player_info.laser_level == LASER_LEVEL_1) |
||
| 1353 | { |
||
| 1354 | HUD_init_message_literal(HM_DEFAULT, "You cannot drop your base weapon!"); |
||
| 1355 | return; |
||
| 1356 | } |
||
| 1357 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1358 | else if (player_info.laser_level > MAX_LASER_LEVEL) |
||
| 1359 | { |
||
| 1360 | /* Disallow dropping any super lasers until someone requests |
||
| 1361 | * it. |
||
| 1362 | */ |
||
| 1363 | HUD_init_message_literal(HM_DEFAULT, "You cannot drop super lasers!"); |
||
| 1364 | return; |
||
| 1365 | } |
||
| 1366 | #endif |
||
| 1367 | else if (player_info.laser_level <= map_granted_flags_to_laser_level(GrantedItems)) |
||
| 1368 | { |
||
| 1369 | HUD_init_message_literal(HM_DEFAULT, "You cannot drop granted lasers!"); |
||
| 1370 | return; |
||
| 1371 | } |
||
| 1372 | else |
||
| 1373 | drop_type = POW_LASER; |
||
| 1374 | } |
||
| 1375 | else |
||
| 1376 | { |
||
| 1377 | if (HAS_PRIMARY_FLAG(Primary_weapon) & map_granted_flags_to_primary_weapon_flags(GrantedItems)) |
||
| 1378 | { |
||
| 1379 | HUD_init_message(HM_DEFAULT, "You cannot drop granted %s!", weapon_name); |
||
| 1380 | return; |
||
| 1381 | } |
||
| 1382 | drop_type = Primary_weapon_to_powerup[Primary_weapon]; |
||
| 1383 | } |
||
| 1384 | |||
| 1385 | const auto seed = d_rand(); |
||
| 1386 | const auto objnum = spit_powerup(Vclip, vmobjptr(ConsoleObject), drop_type, seed); |
||
| 1387 | if (objnum == object_none) |
||
| 1388 | { |
||
| 1389 | HUD_init_message(HM_DEFAULT, "Failed to drop %s!", weapon_name); |
||
| 1390 | return; |
||
| 1391 | } |
||
| 1392 | |||
| 1393 | HUD_init_message(HM_DEFAULT, "%s dropped!", weapon_name); |
||
| 1394 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1395 | digi_play_sample (SOUND_DROP_WEAPON,F1_0); |
||
| 1396 | #endif |
||
| 1397 | |||
| 1398 | if (weapon_index_uses_vulcan_ammo(Primary_weapon)) { |
||
| 1399 | |||
| 1400 | //if it's one of these, drop some ammo with the weapon |
||
| 1401 | auto &plr_vulcan_ammo = player_info.vulcan_ammo; |
||
| 1402 | auto ammo = plr_vulcan_ammo; |
||
| 1403 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1404 | const auto HAS_VULCAN_AND_GAUSS_FLAGS = HAS_VULCAN_FLAG | HAS_GAUSS_FLAG; |
||
| 1405 | if ((player_info.primary_weapon_flags & HAS_VULCAN_AND_GAUSS_FLAGS) == HAS_VULCAN_AND_GAUSS_FLAGS) |
||
| 1406 | ammo /= 2; //if both vulcan & gauss, drop half |
||
| 1407 | #endif |
||
| 1408 | |||
| 1409 | plr_vulcan_ammo -= ammo; |
||
| 1410 | |||
| 1411 | objnum->ctype.powerup_info.count = ammo; |
||
| 1412 | } |
||
| 1413 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1414 | if (Primary_weapon == primary_weapon_index_t::OMEGA_INDEX) { |
||
| 1415 | |||
| 1416 | //dropped weapon has current energy |
||
| 1417 | |||
| 1418 | objnum->ctype.powerup_info.count = player_info.Omega_charge; |
||
| 1419 | } |
||
| 1420 | #endif |
||
| 1421 | |||
| 1422 | if (Game_mode & GM_MULTI) |
||
| 1423 | multi_send_drop_weapon(objnum,seed); |
||
| 1424 | |||
| 1425 | if (Primary_weapon == primary_weapon_index_t::LASER_INDEX) |
||
| 1426 | { |
||
| 1427 | if (drop_type == POW_QUAD_FIRE) |
||
| 1428 | player_info.powerup_flags &= ~PLAYER_FLAGS_QUAD_LASERS; |
||
| 1429 | else |
||
| 1430 | -- player_info.laser_level; |
||
| 1431 | } |
||
| 1432 | else |
||
| 1433 | player_info.primary_weapon_flags &= ~HAS_PRIMARY_FLAG(Primary_weapon); |
||
| 1434 | auto_select_primary_weapon(player_info); |
||
| 1435 | } |
||
| 1436 | |||
| 1437 | void DropSecondaryWeapon (player_info &player_info) |
||
| 1438 | { |
||
| 1439 | auto &Objects = LevelUniqueObjectState.Objects; |
||
| 1440 | auto &vmobjptr = Objects.vmptr; |
||
| 1441 | int seed; |
||
| 1442 | ushort sub_ammo=0; |
||
| 1443 | |||
| 1444 | if (LevelUniqueObjectState.num_objects >= Objects.size()) |
||
| 1445 | return; |
||
| 1446 | |||
| 1447 | auto &Secondary_weapon = player_info.Secondary_weapon; |
||
| 1448 | auto &secondary_ammo = player_info.secondary_ammo[Secondary_weapon]; |
||
| 1449 | if (secondary_ammo == 0) |
||
| 1450 | { |
||
| 1451 | HUD_init_message_literal(HM_DEFAULT, "No secondary weapon to drop!"); |
||
| 1452 | return; |
||
| 1453 | } |
||
| 1454 | |||
| 1455 | auto weapon_drop_id = Secondary_weapon_to_powerup[Secondary_weapon]; |
||
| 1456 | |||
| 1457 | // see if we drop single or 4-pack |
||
| 1458 | switch (weapon_drop_id) |
||
| 1459 | { |
||
| 1460 | case POW_MISSILE_1: |
||
| 1461 | case POW_HOMING_AMMO_1: |
||
| 1462 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1463 | case POW_SMISSILE1_1: |
||
| 1464 | case POW_GUIDED_MISSILE_1: |
||
| 1465 | case POW_MERCURY_MISSILE_1: |
||
| 1466 | #endif |
||
| 1467 | if (secondary_ammo % 4) |
||
| 1468 | { |
||
| 1469 | sub_ammo = 1; |
||
| 1470 | } |
||
| 1471 | else |
||
| 1472 | { |
||
| 1473 | sub_ammo = 4; |
||
| 1474 | //4-pack always is next index |
||
| 1475 | weapon_drop_id = static_cast<powerup_type_t>(1 + static_cast<uint_fast32_t>(weapon_drop_id)); |
||
| 1476 | } |
||
| 1477 | break; |
||
| 1478 | case POW_PROXIMITY_WEAPON: |
||
| 1479 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1480 | case POW_SMART_MINE: |
||
| 1481 | #endif |
||
| 1482 | if (secondary_ammo < 4) |
||
| 1483 | { |
||
| 1484 | HUD_init_message_literal(HM_DEFAULT, "You need at least 4 to drop!"); |
||
| 1485 | return; |
||
| 1486 | } |
||
| 1487 | else |
||
| 1488 | { |
||
| 1489 | sub_ammo = 4; |
||
| 1490 | } |
||
| 1491 | break; |
||
| 1492 | case POW_SMARTBOMB_WEAPON: |
||
| 1493 | case POW_MEGA_WEAPON: |
||
| 1494 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1495 | case POW_EARTHSHAKER_MISSILE: |
||
| 1496 | #endif |
||
| 1497 | sub_ammo = 1; |
||
| 1498 | break; |
||
| 1499 | case POW_EXTRA_LIFE: |
||
| 1500 | case POW_ENERGY: |
||
| 1501 | case POW_SHIELD_BOOST: |
||
| 1502 | case POW_LASER: |
||
| 1503 | case POW_KEY_BLUE: |
||
| 1504 | case POW_KEY_RED: |
||
| 1505 | case POW_KEY_GOLD: |
||
| 1506 | case POW_MISSILE_4: |
||
| 1507 | case POW_QUAD_FIRE: |
||
| 1508 | case POW_VULCAN_WEAPON: |
||
| 1509 | case POW_SPREADFIRE_WEAPON: |
||
| 1510 | case POW_PLASMA_WEAPON: |
||
| 1511 | case POW_FUSION_WEAPON: |
||
| 1512 | case POW_HOMING_AMMO_4: |
||
| 1513 | case POW_VULCAN_AMMO: |
||
| 1514 | case POW_CLOAK: |
||
| 1515 | case POW_TURBO: |
||
| 1516 | case POW_INVULNERABILITY: |
||
| 1517 | case POW_MEGAWOW: |
||
| 1518 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1519 | case POW_GAUSS_WEAPON: |
||
| 1520 | case POW_HELIX_WEAPON: |
||
| 1521 | case POW_PHOENIX_WEAPON: |
||
| 1522 | case POW_OMEGA_WEAPON: |
||
| 1523 | case POW_SUPER_LASER: |
||
| 1524 | case POW_FULL_MAP: |
||
| 1525 | case POW_CONVERTER: |
||
| 1526 | case POW_AMMO_RACK: |
||
| 1527 | case POW_AFTERBURNER: |
||
| 1528 | case POW_HEADLIGHT: |
||
| 1529 | case POW_SMISSILE1_4: |
||
| 1530 | case POW_GUIDED_MISSILE_4: |
||
| 1531 | case POW_MERCURY_MISSILE_4: |
||
| 1532 | case POW_FLAG_BLUE: |
||
| 1533 | case POW_FLAG_RED: |
||
| 1534 | case POW_HOARD_ORB: |
||
| 1535 | #endif |
||
| 1536 | break; |
||
| 1537 | } |
||
| 1538 | |||
| 1539 | HUD_init_message(HM_DEFAULT, "%s dropped!",SECONDARY_WEAPON_NAMES(Secondary_weapon)); |
||
| 1540 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1541 | digi_play_sample (SOUND_DROP_WEAPON,F1_0); |
||
| 1542 | #endif |
||
| 1543 | |||
| 1544 | seed = d_rand(); |
||
| 1545 | |||
| 1546 | auto objnum = spit_powerup(Vclip, vmobjptr(ConsoleObject), weapon_drop_id, seed); |
||
| 1547 | |||
| 1548 | if (objnum == object_none) |
||
| 1549 | return; |
||
| 1550 | |||
| 1551 | if (Game_mode & GM_MULTI) |
||
| 1552 | multi_send_drop_weapon(objnum,seed); |
||
| 1553 | |||
| 1554 | secondary_ammo -= sub_ammo; |
||
| 1555 | |||
| 1556 | if (secondary_ammo == 0) |
||
| 1557 | { |
||
| 1558 | auto_select_secondary_weapon(player_info); |
||
| 1559 | } |
||
| 1560 | } |
||
| 1561 | |||
| 1562 | #if defined(DXX_BUILD_DESCENT_II) |
||
| 1563 | // --------------------------------------------------------------------------------------- |
||
| 1564 | // Do seismic disturbance stuff including the looping sounds with changing volume. |
||
| 1565 | void do_seismic_stuff(void) |
||
| 1566 | { |
||
| 1567 | const auto stv_save = std::exchange(LevelUniqueSeismicState.Seismic_tremor_volume, 0); |
||
| 1568 | LevelUniqueSeismicState.Seismic_tremor_magnitude = 0; |
||
| 1569 | |||
| 1570 | rock_the_mine_frame(); |
||
| 1571 | seismic_disturbance_frame(); |
||
| 1572 | |||
| 1573 | if (stv_save != 0) { |
||
| 1574 | const auto Seismic_tremor_volume = LevelUniqueSeismicState.Seismic_tremor_volume; |
||
| 1575 | if (Seismic_tremor_volume == 0) |
||
| 1576 | { |
||
| 1577 | digi_stop_looping_sound(); |
||
| 1578 | LevelUniqueSeismicState.Next_seismic_sound_time = 0; |
||
| 1579 | } |
||
| 1580 | else if (GameTime64 > LevelUniqueSeismicState.Next_seismic_sound_time) |
||
| 1581 | { |
||
| 1582 | int volume; |
||
| 1583 | |||
| 1584 | volume = Seismic_tremor_volume * 2048; |
||
| 1585 | if (volume > F1_0) |
||
| 1586 | volume = F1_0; |
||
| 1587 | digi_change_looping_volume(volume); |
||
| 1588 | LevelUniqueSeismicState.Next_seismic_sound_time = GameTime64 + d_rand()/4 + 8192; |
||
| 1589 | } |
||
| 1590 | } |
||
| 1591 | |||
| 1592 | } |
||
| 1593 | #endif |
||
| 1594 | |||
| 1595 | } |
||
| 1596 | |||
| 1597 | DEFINE_BITMAP_SERIAL_UDT(); |
||
| 1598 | |||
| 1599 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 1600 | DEFINE_SERIAL_UDT_TO_MESSAGE(weapon_info, w, (w.render_type, w.model_num, w.model_num_inner, w.persistent, w.flash_vclip, w.flash_sound, w.robot_hit_vclip, w.robot_hit_sound, w.wall_hit_vclip, w.wall_hit_sound, w.fire_count, w.ammo_usage, w.weapon_vclip, w.destroyable, w.matter, w.bounce, w.homing_flag, w.dum1, w.dum2, w.dum3, w.energy_usage, w.fire_wait, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture)); |
||
| 1601 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 1602 | namespace { |
||
| 1603 | struct v2_weapon_info : weapon_info {}; |
||
| 1604 | } |
||
| 1605 | |||
| 1606 | template <typename Accessor> |
||
| 1607 | void postprocess_udt(Accessor &, v2_weapon_info &w) |
||
| 1608 | { |
||
| 1609 | w.children = weapon_id_type::unspecified; |
||
| 1610 | w.multi_damage_scale = F1_0; |
||
| 1611 | w.hires_picture = w.picture; |
||
| 1612 | } |
||
| 1613 | |||
| 1614 | DEFINE_SERIAL_UDT_TO_MESSAGE(v2_weapon_info, w, (w.render_type, w.persistent, w.model_num, w.model_num_inner, w.flash_vclip, w.robot_hit_vclip, w.flash_sound, w.wall_hit_vclip, w.fire_count, w.robot_hit_sound, w.ammo_usage, w.weapon_vclip, w.wall_hit_sound, w.destroyable, w.matter, w.bounce, w.homing_flag, w.speedvar, w.flags, w.flash, w.afterburner_size, w.energy_usage, w.fire_wait, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture)); |
||
| 1615 | DEFINE_SERIAL_UDT_TO_MESSAGE(weapon_info, w, (w.render_type, w.persistent, w.model_num, w.model_num_inner, w.flash_vclip, w.robot_hit_vclip, w.flash_sound, w.wall_hit_vclip, w.fire_count, w.robot_hit_sound, w.ammo_usage, w.weapon_vclip, w.wall_hit_sound, w.destroyable, w.matter, w.bounce, w.homing_flag, w.speedvar, w.flags, w.flash, w.afterburner_size, w.children, w.energy_usage, w.fire_wait, w.multi_damage_scale, w.bitmap, w.blob_size, w.flash_size, w.impact_size, w.strength, w.speed, w.mass, w.drag, w.thrust, w.po_len_to_width_ratio, w.light, w.lifetime, w.damage_radius, w.picture, w.hires_picture)); |
||
| 1616 | #endif |
||
| 1617 | |||
| 1618 | #if 0 |
||
| 1619 | void weapon_info_write(PHYSFS_File *fp, const weapon_info &w) |
||
| 1620 | { |
||
| 1621 | PHYSFSX_serialize_write(fp, w); |
||
| 1622 | } |
||
| 1623 | #endif |
||
| 1624 | |||
| 1625 | /* |
||
| 1626 | * reads n weapon_info structs from a PHYSFS_File |
||
| 1627 | */ |
||
| 1628 | namespace dsx { |
||
| 1629 | void weapon_info_read_n(weapon_info_array &wi, std::size_t count, PHYSFS_File *fp, int file_version, std::size_t offset) |
||
| 1630 | { |
||
| 1631 | auto r = partial_range(wi, offset, count); |
||
| 1632 | #if defined(DXX_BUILD_DESCENT_I) |
||
| 1633 | (void)file_version; |
||
| 1634 | #elif defined(DXX_BUILD_DESCENT_II) |
||
| 1635 | if (file_version < 3) |
||
| 1636 | { |
||
| 1637 | range_for (auto &w, r) |
||
| 1638 | PHYSFSX_serialize_read(fp, static_cast<v2_weapon_info &>(w)); |
||
| 1639 | /* Set the type of children correctly when using old |
||
| 1640 | * datafiles. In earlier descent versions this was simply |
||
| 1641 | * hard-coded in create_smart_children(). |
||
| 1642 | */ |
||
| 1643 | wi[weapon_id_type::SMART_ID].children = weapon_id_type::PLAYER_SMART_HOMING_ID; |
||
| 1644 | wi[weapon_id_type::SUPERPROX_ID].children = weapon_id_type::SMART_MINE_HOMING_ID; |
||
| 1645 | return; |
||
| 1646 | } |
||
| 1647 | #endif |
||
| 1648 | range_for (auto &w, r) |
||
| 1649 | { |
||
| 1650 | PHYSFSX_serialize_read(fp, w); |
||
| 1651 | } |
||
| 1652 | } |
||
| 1653 | } |