264 lines
7.7 KiB
C++
264 lines
7.7 KiB
C++
/*
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Copyright (C) 2003 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Starfighter.h"
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object weapon[MAX_WEAPONS];
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void setWeaponShapes()
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{
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for (int i = 0 ; i < MAX_WEAPONS ; i++)
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{
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weapon[i].image[0] = shape[weapon[i].imageIndex[0]];
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weapon[i].image[1] = shape[weapon[i].imageIndex[1]];
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}
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}
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#if USEPACK
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static void loadWeapons()
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{
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int dataLocation = locateDataInPak("data/weapons.dat", 1);
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int id, ammo, damage, reload, speed, image1, image2, flags;
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FILE *fp;
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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for (int i = 0 ; i < MAX_WEAPONS ; i++)
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{
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fscanf(fp, "%d", &id);
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fscanf(fp, "%d", &ammo);
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fscanf(fp, "%d", &damage);
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fscanf(fp, "%d", &reload);
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fscanf(fp, "%d", &speed);
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fscanf(fp, "%d", &image1);
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fscanf(fp, "%d", &image2);
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fscanf(fp, "%d", &flags);
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weapon[i].id = id;
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weapon[i].ammo[0] = ammo;
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weapon[i].damage = damage;
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weapon[i].reload[0] = reload;
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weapon[i].speed = speed;
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weapon[i].imageIndex[0] = image1;
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weapon[i].imageIndex[1] = image2;
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weapon[i].flags = flags;
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}
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fclose(fp);
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}
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void initWeapons() {loadWeapons();}
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#else
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static void saveWeapons()
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{
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FILE *fp;
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fp = fopen("data/weapons.dat", "wb");
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if (fp == NULL)
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{
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printf("Unable to write Weapon Data File\n");
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exit(1);
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}
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for (int i = 0 ; i < MAX_WEAPONS ; i++)
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{
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fprintf(fp, "%d ", weapon[i].id);
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fprintf(fp, "%d ", weapon[i].ammo[0]);
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fprintf(fp, "%d ", weapon[i].damage);
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fprintf(fp, "%d ", weapon[i].reload[0]);
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fprintf(fp, "%d ", weapon[i].speed);
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fprintf(fp, "%d ", weapon[i].imageIndex[0]);
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fprintf(fp, "%d ", weapon[i].imageIndex[1]);
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fprintf(fp, "%d\n", weapon[i].flags);
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}
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// Put an extra line for the PAK file "just in case"
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fprintf(fp, "\n");
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fclose(fp);
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}
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/*
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A list of predefined weaponary. Will most probably
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be placed into a data file in the final build.
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*/
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void initWeapons()
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{
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// Player's weapon (this NEVER allocated to anything else)
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weapon[W_PLAYER_WEAPON].id = WT_PLASMA;
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weapon[W_PLAYER_WEAPON].ammo[0] = 1;
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weapon[W_PLAYER_WEAPON].damage = 1;
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weapon[W_PLAYER_WEAPON].reload[0] = 15;
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weapon[W_PLAYER_WEAPON].speed = 10;
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weapon[W_PLAYER_WEAPON].imageIndex[0] = 0;
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weapon[W_PLAYER_WEAPON].imageIndex[1] = 0;
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weapon[W_PLAYER_WEAPON].flags = WF_STRAIGHT;
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// Nor is this one!
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weapon[W_PLAYER_WEAPON2] = weapon[W_PLAYER_WEAPON];
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// Single Shot
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weapon[W_SINGLE_SHOT].id = WT_PLASMA;
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weapon[W_SINGLE_SHOT].ammo[0] = 1;
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weapon[W_SINGLE_SHOT].damage = 1;
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weapon[W_SINGLE_SHOT].reload[0] = 15;
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weapon[W_SINGLE_SHOT].speed = 10;
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weapon[W_SINGLE_SHOT].imageIndex[0] = 0;
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weapon[W_SINGLE_SHOT].imageIndex[1] = 1;
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weapon[W_SINGLE_SHOT].flags = WF_STRAIGHT;
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// Double Shot
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weapon[W_DOUBLE_SHOT] = weapon[W_SINGLE_SHOT];
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weapon[W_DOUBLE_SHOT].ammo[0] = 2;
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// Triple Shot
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weapon[W_TRIPLE_SHOT] = weapon[W_SINGLE_SHOT];
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weapon[W_TRIPLE_SHOT].ammo[0] = 3;
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// Rockets
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weapon[W_ROCKETS].id = WT_ROCKET;
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weapon[W_ROCKETS].ammo[0] = 1;
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weapon[W_ROCKETS].damage = 15;
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weapon[W_ROCKETS].reload[0] = 45;
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weapon[W_ROCKETS].speed = 20;
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weapon[W_ROCKETS].flags = WF_STRAIGHT;
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weapon[W_ROCKETS].imageIndex[0] = 2;
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weapon[W_ROCKETS].imageIndex[1] = 3;
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// Double Rockets (uses ROCKETS as base)
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weapon[W_DOUBLE_ROCKETS] = weapon[W_ROCKETS];
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weapon[W_DOUBLE_ROCKETS].ammo[0] = 2;
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weapon[W_DOUBLE_ROCKETS].reload[0] = 80;
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// Micro Rockets
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weapon[W_MICRO_ROCKETS].id = WT_ROCKET;
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weapon[W_MICRO_ROCKETS].ammo[0] = 5;
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weapon[W_MICRO_ROCKETS].damage = 3;
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weapon[W_MICRO_ROCKETS].reload[0] = 30;
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weapon[W_MICRO_ROCKETS].speed = 15;
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weapon[W_MICRO_ROCKETS].flags = WF_STRAIGHT + WF_VARIABLE_SPEED;
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weapon[W_MICRO_ROCKETS].imageIndex[0] = 2;
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weapon[W_MICRO_ROCKETS].imageIndex[1] = 3;
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// Energy Ray
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weapon[W_ENERGYRAY].id = WT_ENERGYRAY;
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weapon[W_ENERGYRAY].ammo[0] = 255;
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weapon[W_ENERGYRAY].damage = 1;
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weapon[W_ENERGYRAY].reload[0] = 25; // reload for energy ray is never used
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weapon[W_ENERGYRAY].speed = 15;
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weapon[W_ENERGYRAY].flags = WF_STRAIGHT;
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// Laser
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weapon[W_LASER].id = WT_LASER;
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weapon[W_LASER].ammo[0] = 1;
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weapon[W_LASER].damage = 3;
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weapon[W_LASER].reload[0] = 1;
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weapon[W_LASER].speed = 10;
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weapon[W_LASER].imageIndex[0] = 1;
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weapon[W_LASER].imageIndex[1] = 1;
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weapon[W_LASER].flags = WF_STRAIGHT;
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// Beam up weapon
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weapon[W_CHARGER].id = WT_CHARGER;
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weapon[W_CHARGER].ammo[0] = 1;
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weapon[W_CHARGER].damage = 1;
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weapon[W_CHARGER].reload[0] = 0;
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weapon[W_CHARGER].speed = 12;
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weapon[W_CHARGER].flags = WF_STRAIGHT;
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weapon[W_CHARGER].imageIndex[0] = 33;
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weapon[W_CHARGER].imageIndex[1] = 34;
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// Homing missile
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weapon[W_HOMING_MISSILE].id = WT_ROCKET;
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weapon[W_HOMING_MISSILE].ammo[0] = 1;
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weapon[W_HOMING_MISSILE].damage = 15;
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weapon[W_HOMING_MISSILE].reload[0] = 35;
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weapon[W_HOMING_MISSILE].speed = 10;
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weapon[W_HOMING_MISSILE].flags = WF_STRAIGHT + WF_HOMING;
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weapon[W_HOMING_MISSILE].imageIndex[0] = 4;
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weapon[W_HOMING_MISSILE].imageIndex[1] = 4;
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// Double homing missile
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weapon[W_DOUBLE_HOMING_MISSILES] = weapon[W_HOMING_MISSILE];
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weapon[W_DOUBLE_HOMING_MISSILES].ammo[0] = 2;
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weapon[W_DOUBLE_HOMING_MISSILES].reload[0] = 65;
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weapon[W_DOUBLE_HOMING_MISSILES].imageIndex[0] = 4;
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weapon[W_DOUBLE_HOMING_MISSILES].imageIndex[1] = 4;
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// Micro homing missiles
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weapon[W_MICRO_HOMING_MISSILES].id = WT_ROCKET;
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weapon[W_MICRO_HOMING_MISSILES].ammo[0] = 5;
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weapon[W_MICRO_HOMING_MISSILES].damage = 12;
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weapon[W_MICRO_HOMING_MISSILES].reload[0] = 65;
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weapon[W_MICRO_HOMING_MISSILES].speed = 3;
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weapon[W_MICRO_HOMING_MISSILES].flags = WF_STRAIGHT + WF_HOMING;
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weapon[W_MICRO_HOMING_MISSILES].imageIndex[0] = 4;
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weapon[W_MICRO_HOMING_MISSILES].imageIndex[1] = 4;
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// Aimed plasma bolt (2x damage)
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weapon[W_AIMED_SHOT].id = WT_DIRECTIONAL;
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weapon[W_AIMED_SHOT].ammo[0] = 1;
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weapon[W_AIMED_SHOT].damage = 2;
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weapon[W_AIMED_SHOT].reload[0] = 15;
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weapon[W_AIMED_SHOT].speed = 0;
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weapon[W_AIMED_SHOT].flags = WF_STRAIGHT + WF_AIMED;
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weapon[W_AIMED_SHOT].imageIndex[0] = 33;
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weapon[W_AIMED_SHOT].imageIndex[1] = 34;
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// 3 way spread weapon
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weapon[W_SPREADSHOT].id = WT_SPREAD;
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weapon[W_SPREADSHOT].ammo[0] = 3;
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weapon[W_SPREADSHOT].damage = 1;
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weapon[W_SPREADSHOT].reload[0] = 10;
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weapon[W_SPREADSHOT].speed = 10;
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weapon[W_SPREADSHOT].flags = WF_THIN_SPREAD;
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weapon[W_SPREADSHOT].imageIndex[0] = 0;
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weapon[W_SPREADSHOT].imageIndex[1] = 1;
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// Sid's ion cannon like weapon
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weapon[W_IONCANNON].id = WT_PLASMA;
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weapon[W_IONCANNON].ammo[0] = 1;
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weapon[W_IONCANNON].damage = 1;
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weapon[W_IONCANNON].reload[0] = 2;
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weapon[W_IONCANNON].speed = 10;
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weapon[W_IONCANNON].flags = WF_STRAIGHT + WF_DISABLE + WF_AIMED;
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weapon[W_IONCANNON].imageIndex[0] = 35;
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weapon[W_IONCANNON].imageIndex[1] = 35;
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// Directional Shock Missile - Used by Kline in final battle
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weapon[W_DIRSHOCKMISSILE].id = WT_ROCKET;
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weapon[W_DIRSHOCKMISSILE].ammo[0] = 5;
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weapon[W_DIRSHOCKMISSILE].damage = 20;
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weapon[W_DIRSHOCKMISSILE].reload[0] = 60;
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weapon[W_DIRSHOCKMISSILE].speed = 0;
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weapon[W_DIRSHOCKMISSILE].flags = WF_STRAIGHT + WF_AIMED + WF_TIMEDEXPLOSION;
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weapon[W_DIRSHOCKMISSILE].imageIndex[0] = 4;
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weapon[W_DIRSHOCKMISSILE].imageIndex[1] = 4;
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saveWeapons();
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}
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#endif
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