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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) |
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384 | { |
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385 | throw std::runtime_error(p); |
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386 | } |
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387 | |||
388 | template <typename T> |
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389 | void CycleWeapon(T t, const uint_fast32_t effective_weapon) |
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390 | { |
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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) |
||
405 | { |
||
406 | cur_order_slot = 0; // loop over or ... |
||
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) |
||
422 | { |
||
423 | CycleWeapon(cycle_primary_state(player_info), get_mapped_weapon_index(player_info, player_info.Primary_weapon)); |
||
424 | } |
||
425 | |||
426 | void CycleSecondary(player_info &player_info) |
||
427 | { |
||
428 | CycleWeapon(cycle_secondary_state(player_info), player_info.Secondary_weapon); |
||
429 | } |
||
430 | |||
431 | #if defined(DXX_BUILD_DESCENT_II) |
||
432 | static inline void set_weapon_last_was_super(uint8_t &last, const uint8_t mask, const bool is_super) |
||
433 | { |
||
434 | if (is_super) |
||
435 | last |= mask; |
||
436 | else |
||
437 | last &= ~mask; |
||
438 | } |
||
439 | |||
440 | static inline void set_weapon_last_was_super(uint8_t &last, const uint_fast32_t weapon_num) |
||
441 | { |
||
442 | const bool is_super = weapon_num >= SUPER_WEAPON; |
||
443 | set_weapon_last_was_super(last, 1 << (is_super ? weapon_num - SUPER_WEAPON : weapon_num), is_super); |
||
444 | } |
||
445 | #endif |
||
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 | } |