/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2013 Guus Sliepen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "Starfighter.h" object weapon[MAX_WEAPONS]; void setWeaponShapes() { for (int i = 0 ; i < MAX_WEAPONS ; i++) { weapon[i].image[0] = shape[weapon[i].imageIndex[0]]; weapon[i].image[1] = shape[weapon[i].imageIndex[1]]; } } /* A list of predefined weaponary. */ void initWeapons() { // Player's weapon (this NEVER allocated to anything else) weapon[W_PLAYER_WEAPON].id = WT_PLASMA; weapon[W_PLAYER_WEAPON].ammo[0] = 1; weapon[W_PLAYER_WEAPON].damage = 1; weapon[W_PLAYER_WEAPON].reload[0] = 15; weapon[W_PLAYER_WEAPON].speed = 10; weapon[W_PLAYER_WEAPON].imageIndex[0] = 0; weapon[W_PLAYER_WEAPON].imageIndex[1] = 0; weapon[W_PLAYER_WEAPON].flags = 0; // Single Shot weapon[W_SINGLE_SHOT].id = WT_PLASMA; weapon[W_SINGLE_SHOT].ammo[0] = 1; weapon[W_SINGLE_SHOT].damage = 1; weapon[W_SINGLE_SHOT].reload[0] = 15; weapon[W_SINGLE_SHOT].speed = 10; weapon[W_SINGLE_SHOT].imageIndex[0] = 0; weapon[W_SINGLE_SHOT].imageIndex[1] = 1; weapon[W_SINGLE_SHOT].flags = 0; // Double Shot weapon[W_DOUBLE_SHOT] = weapon[W_SINGLE_SHOT]; weapon[W_DOUBLE_SHOT].ammo[0] = 2; // Triple Shot weapon[W_TRIPLE_SHOT] = weapon[W_SINGLE_SHOT]; weapon[W_TRIPLE_SHOT].ammo[0] = 3; // Rockets weapon[W_ROCKETS].id = WT_ROCKET; weapon[W_ROCKETS].ammo[0] = 1; weapon[W_ROCKETS].damage = 15; weapon[W_ROCKETS].reload[0] = 45; weapon[W_ROCKETS].speed = 20; weapon[W_ROCKETS].flags = 0; weapon[W_ROCKETS].imageIndex[0] = 2; weapon[W_ROCKETS].imageIndex[1] = 3; // Double Rockets (uses ROCKETS as base) weapon[W_DOUBLE_ROCKETS] = weapon[W_ROCKETS]; weapon[W_DOUBLE_ROCKETS].ammo[0] = 2; weapon[W_DOUBLE_ROCKETS].reload[0] = 80; // Micro Rockets weapon[W_MICRO_ROCKETS].id = WT_ROCKET; weapon[W_MICRO_ROCKETS].ammo[0] = 5; weapon[W_MICRO_ROCKETS].damage = 6; weapon[W_MICRO_ROCKETS].reload[0] = 30; weapon[W_MICRO_ROCKETS].speed = 15; weapon[W_MICRO_ROCKETS].flags = WF_VARIABLE_SPEED; weapon[W_MICRO_ROCKETS].imageIndex[0] = 2; weapon[W_MICRO_ROCKETS].imageIndex[1] = 3; // Energy Ray weapon[W_ENERGYRAY].id = WT_ENERGYRAY; weapon[W_ENERGYRAY].ammo[0] = 255; weapon[W_ENERGYRAY].damage = 1; weapon[W_ENERGYRAY].reload[0] = 25; // reload for energy ray is never used weapon[W_ENERGYRAY].speed = 15; weapon[W_ENERGYRAY].flags = 0; // Laser weapon[W_LASER].id = WT_LASER; weapon[W_LASER].ammo[0] = 1; weapon[W_LASER].damage = 3; weapon[W_LASER].reload[0] = 1; weapon[W_LASER].speed = 10; weapon[W_LASER].imageIndex[0] = 1; weapon[W_LASER].imageIndex[1] = 1; weapon[W_LASER].flags = 0; // Beam up weapon weapon[W_CHARGER].id = WT_CHARGER; weapon[W_CHARGER].ammo[0] = 1; weapon[W_CHARGER].damage = 1; weapon[W_CHARGER].reload[0] = 0; weapon[W_CHARGER].speed = 12; weapon[W_CHARGER].flags = 0; weapon[W_CHARGER].imageIndex[0] = 33; weapon[W_CHARGER].imageIndex[1] = 34; // Homing missile weapon[W_HOMING_MISSILE].id = WT_ROCKET; weapon[W_HOMING_MISSILE].ammo[0] = 1; weapon[W_HOMING_MISSILE].damage = 15; weapon[W_HOMING_MISSILE].reload[0] = 35; weapon[W_HOMING_MISSILE].speed = 10; weapon[W_HOMING_MISSILE].flags = WF_HOMING; weapon[W_HOMING_MISSILE].imageIndex[0] = 4; weapon[W_HOMING_MISSILE].imageIndex[1] = 4; // Double homing missile weapon[W_DOUBLE_HOMING_MISSILES] = weapon[W_HOMING_MISSILE]; weapon[W_DOUBLE_HOMING_MISSILES].ammo[0] = 2; weapon[W_DOUBLE_HOMING_MISSILES].reload[0] = 65; weapon[W_DOUBLE_HOMING_MISSILES].imageIndex[0] = 4; weapon[W_DOUBLE_HOMING_MISSILES].imageIndex[1] = 4; // Micro homing missiles weapon[W_MICRO_HOMING_MISSILES].id = WT_ROCKET; weapon[W_MICRO_HOMING_MISSILES].ammo[0] = 5; weapon[W_MICRO_HOMING_MISSILES].damage = 12; weapon[W_MICRO_HOMING_MISSILES].reload[0] = 65; weapon[W_MICRO_HOMING_MISSILES].speed = 3; weapon[W_MICRO_HOMING_MISSILES].flags = WF_HOMING; weapon[W_MICRO_HOMING_MISSILES].imageIndex[0] = 4; weapon[W_MICRO_HOMING_MISSILES].imageIndex[1] = 4; // Aimed plasma bolt weapon[W_AIMED_SHOT].id = WT_DIRECTIONAL; weapon[W_AIMED_SHOT].ammo[0] = 1; weapon[W_AIMED_SHOT].damage = 2; weapon[W_AIMED_SHOT].reload[0] = 15; weapon[W_AIMED_SHOT].speed = 0; weapon[W_AIMED_SHOT].flags = WF_AIMED; weapon[W_AIMED_SHOT].imageIndex[0] = 33; weapon[W_AIMED_SHOT].imageIndex[1] = 34; // 3 way spread weapon weapon[W_SPREADSHOT].id = WT_SPREAD; weapon[W_SPREADSHOT].ammo[0] = 3; weapon[W_SPREADSHOT].damage = 2; weapon[W_SPREADSHOT].reload[0] = 10; weapon[W_SPREADSHOT].speed = 10; weapon[W_SPREADSHOT].flags = WF_SPREAD; weapon[W_SPREADSHOT].imageIndex[0] = 0; weapon[W_SPREADSHOT].imageIndex[1] = 1; // Sid's ion cannon like weapon weapon[W_IONCANNON].id = WT_PLASMA; weapon[W_IONCANNON].ammo[0] = 1; weapon[W_IONCANNON].damage = 1; weapon[W_IONCANNON].reload[0] = 2; weapon[W_IONCANNON].speed = 10; weapon[W_IONCANNON].flags = WF_DISABLE | WF_AIMED; weapon[W_IONCANNON].imageIndex[0] = 35; weapon[W_IONCANNON].imageIndex[1] = 35; // Directional Shock Missile - Used by Kline in final battle weapon[W_DIRSHOCKMISSILE].id = WT_ROCKET; weapon[W_DIRSHOCKMISSILE].ammo[0] = 5; weapon[W_DIRSHOCKMISSILE].damage = 20; weapon[W_DIRSHOCKMISSILE].reload[0] = 60; weapon[W_DIRSHOCKMISSILE].speed = 0; weapon[W_DIRSHOCKMISSILE].flags = WF_AIMED | WF_TIMEDEXPLOSION; weapon[W_DIRSHOCKMISSILE].imageIndex[0] = 4; weapon[W_DIRSHOCKMISSILE].imageIndex[1] = 4; }