starfighter/code/weapons.cpp

264 lines
7.7 KiB
C++

/*
Copyright (C) 2003 Parallel Realities
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#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]];
}
}
#if USEPACK
static void loadWeapons()
{
int dataLocation = locateDataInPak("data/weapons.dat", 1);
int id, ammo, damage, reload, speed, image1, image2, flags;
FILE *fp;
fp = fopen(PACKLOCATION, "rb");
fseek(fp, dataLocation, SEEK_SET);
for (int i = 0 ; i < MAX_WEAPONS ; i++)
{
fscanf(fp, "%d", &id);
fscanf(fp, "%d", &ammo);
fscanf(fp, "%d", &damage);
fscanf(fp, "%d", &reload);
fscanf(fp, "%d", &speed);
fscanf(fp, "%d", &image1);
fscanf(fp, "%d", &image2);
fscanf(fp, "%d", &flags);
weapon[i].id = id;
weapon[i].ammo[0] = ammo;
weapon[i].damage = damage;
weapon[i].reload[0] = reload;
weapon[i].speed = speed;
weapon[i].imageIndex[0] = image1;
weapon[i].imageIndex[1] = image2;
weapon[i].flags = flags;
}
fclose(fp);
}
void initWeapons() {loadWeapons();}
#else
static void saveWeapons()
{
FILE *fp;
fp = fopen("data/weapons.dat", "wb");
if (fp == NULL)
{
printf("Unable to write Weapon Data File\n");
exit(1);
}
for (int i = 0 ; i < MAX_WEAPONS ; i++)
{
fprintf(fp, "%d ", weapon[i].id);
fprintf(fp, "%d ", weapon[i].ammo[0]);
fprintf(fp, "%d ", weapon[i].damage);
fprintf(fp, "%d ", weapon[i].reload[0]);
fprintf(fp, "%d ", weapon[i].speed);
fprintf(fp, "%d ", weapon[i].imageIndex[0]);
fprintf(fp, "%d ", weapon[i].imageIndex[1]);
fprintf(fp, "%d\n", weapon[i].flags);
}
// Put an extra line for the PAK file "just in case"
fprintf(fp, "\n");
fclose(fp);
}
/*
A list of predefined weaponary. Will most probably
be placed into a data file in the final build.
*/
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 = WF_STRAIGHT;
// Nor is this one!
weapon[W_PLAYER_WEAPON2] = weapon[W_PLAYER_WEAPON];
// 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 = WF_STRAIGHT;
// 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 = WF_STRAIGHT;
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 = 3;
weapon[W_MICRO_ROCKETS].reload[0] = 30;
weapon[W_MICRO_ROCKETS].speed = 15;
weapon[W_MICRO_ROCKETS].flags = WF_STRAIGHT + 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 = WF_STRAIGHT;
// 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 = WF_STRAIGHT;
// 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 = WF_STRAIGHT;
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_STRAIGHT + 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_STRAIGHT + WF_HOMING;
weapon[W_MICRO_HOMING_MISSILES].imageIndex[0] = 4;
weapon[W_MICRO_HOMING_MISSILES].imageIndex[1] = 4;
// Aimed plasma bolt (2x damage)
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_STRAIGHT + 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 = 1;
weapon[W_SPREADSHOT].reload[0] = 10;
weapon[W_SPREADSHOT].speed = 10;
weapon[W_SPREADSHOT].flags = WF_THIN_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_STRAIGHT + 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_STRAIGHT + WF_AIMED + WF_TIMEDEXPLOSION;
weapon[W_DIRSHOCKMISSILE].imageIndex[0] = 4;
weapon[W_DIRSHOCKMISSILE].imageIndex[1] = 4;
saveWeapons();
}
#endif