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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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descent
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powerup.h
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1998-06-08
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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/main/rcs/powerup.h $
* $Revision: 2.0 $
* $Author: john $
* $Date: 1995/02/27 11:27:35 $
*
* Powerup header file.
*
* $Log: powerup.h $
* Revision 2.0 1995/02/27 11:27:35 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.34 1995/02/06 15:52:37 mike
* add mini megawow powerup for giving reasonable weapons.
*
* Revision 1.33 1995/01/30 17:14:11 mike
* halve rate of vulcan ammo consumption.
*
* Revision 1.32 1995/01/15 20:47:56 mike
* add lighting field to powerups.
*
* Revision 1.31 1994/12/12 21:39:58 matt
* Changed vulcan ammo: 10K max, 5K w/weapon, 1250 per powerup
*
* Revision 1.30 1994/12/07 12:55:26 mike
* tweak vulcan amounts.
*
* Revision 1.29 1994/12/02 20:06:46 matt
* Made vulcan ammo print at approx 25 times actual
*
* Revision 1.28 1994/10/26 15:56:27 yuan
* Made vulcan cannon give 100 ammo if it has less than that.
*
* Revision 1.27 1994/10/15 19:07:10 mike
* Define constants for amount of vulcan ammo per powerup.
*
* Revision 1.26 1994/09/26 13:29:38 matt
* Added extra life each 100,000 points, and show icons on HUD for num lives
*
* Revision 1.25 1994/09/22 19:00:25 mike
* Kill constants ENERGY_BOOST and SHIELD_BOOST: it's now difficulty level dependent.
*
* Revision 1.24 1994/09/20 19:46:11 mike
* Fix powerup number assignments.
*
* Revision 1.23 1994/09/02 11:53:34 mike
* Add the megawow powerup. If you don't know about it, that's because it's a secret.
*
* Revision 1.22 1994/09/01 10:41:35 matt
* Sizes for powerups now specified in bitmaps.tbl; blob bitmaps now plot
* correctly if width & height of bitmap are different.
*
* Revision 1.21 1994/08/31 19:26:14 mike
* Start adding new pile of powerups.
*
* Revision 1.20 1994/08/25 17:56:08 matt
* Added quad laser powerup
*
* Revision 1.19 1994/08/18 15:11:50 mike
* missile powerups.
*
* Revision 1.18 1994/08/09 17:54:33 adam
* upped no. of powerup types
*
* Revision 1.17 1994/08/09 17:53:39 adam
* *** empty log message ***
*
* Revision 1.16 1994/07/27 19:44:16 mike
* Objects containing objects.
*
* Revision 1.15 1994/07/26 18:31:32 mike
* Move some constants here from eobject.c.
*
* Revision 1.14 1994/07/20 17:35:03 yuan
* Some minor bug fixes and new key gauges...
*
* Revision 1.13 1994/07/12 15:53:23 john
* *** empty log message ***
*
* Revision 1.12 1994/07/12 15:30:47 mike
* Prototype diminish_towards_max.
*
* Revision 1.11 1994/07/07 14:59:04 john
* Made radar powerups.
*
*
* Revision 1.10 1994/07/01 16:35:40 yuan
* Added key system
*
* Revision 1.9 1994/06/29 19:43:33 matt
* Made powerup animation not happen in render routine
*
* Revision 1.8 1994/06/21 18:54:03 matt
* Added support for powerups that don't get picked up if not needed, but this
* feature is commented out at the end of do_powerup(), since the physics gave
* me all sorts of problems, with the player getting stuck on a powerup.
*
* Revision 1.7 1994/06/08 18:16:32 john
* Bunch of new stuff that basically takes constants out of the code
* and puts them into bitmaps.tbl.
*
* Revision 1.6 1994/05/18 13:26:30 yuan
* *** empty log message ***
*
* Revision 1.5 1994/05/17 17:01:48 yuan
* Added constant for boosts.
*
* Revision 1.4 1994/04/06 14:42:50 yuan
* Adding new powerups.
*
* Revision 1.3 1994/04/01 14:36:59 yuan
* John's head is an extra life...
*
* Revision 1.2 1994/04/01 11:15:22 yuan
* Added multiple bitmap functionality to all objects...
* (hostages, powerups, lasers, etc.)
* Hostages and powerups are implemented in the object system,
* just need to finish function call to "affect" player.
*
* Revision 1.1 1994/03/31 17:01:43 yuan
* Initial revision
*
*
*/
#ifndef _POWERUP_H
#define _POWERUP_H
#include "vclip.h"
#define POW_EXTRA_LIFE 0
#define POW_ENERGY 1
#define POW_SHIELD_BOOST 2
#define POW_LASER 3
#define POW_KEY_BLUE 4
#define POW_KEY_RED 5
#define POW_KEY_GOLD 6
#define POW_RADAR_ROBOTS 7
#define POW_RADAR_POWERUPS 8
#define POW_FULL_MAP 9
#define POW_MISSILE_1 10
#define POW_MISSILE_4 11
#define POW_QUAD_FIRE 12
//--#define POW_VULCAN_WEAPON 13
//--#define POW_SPREADFIRE_WEAPON 14
//--#define POW_PLASMA_WEAPON 15
//--#define POW_FUSION_WEAPON 16
//--#define POW_PROXIMITY_WEAPON 17
//--#define POW_SMARTBOMB_WEAPON 18
//--#define POW_MEGA_WEAPON 19
//--#define POW_VULCAN_AMMO 20
//--#define POW_HOMING_AMMO_1 21
//--#define POW_HOMING_AMMO_4 22
//--#define POW_CLOAK 23
//--#define POW_TURBO 24
//--#define POW_INVULNERABILITY 25
//--#define POW_HEADLIGHT 26
//--#define POW_MEGAWOW 27
#define POW_VULCAN_WEAPON 13
#define POW_SPREADFIRE_WEAPON 14
#define POW_PLASMA_WEAPON 15
#define POW_FUSION_WEAPON 16
#define POW_PROXIMITY_WEAPON 17
#define POW_SMARTBOMB_WEAPON 20 //18
#define POW_MEGA_WEAPON 21 //19
#define POW_VULCAN_AMMO 22 //20
#define POW_HOMING_AMMO_1 18 //21
#define POW_HOMING_AMMO_4 19 //22
#define POW_CLOAK 23
#define POW_TURBO 24
#define POW_INVULNERABILITY 25
#define POW_HEADLIGHT 26
#define POW_MEGAWOW 27
#define VULCAN_AMMO_MAX (392*2)
#define VULCAN_WEAPON_AMMO_AMOUNT 196
#define VULCAN_AMMO_AMOUNT (49*2)
// What I picked up What it said I picked up
// ---------------- ------------------------
// vulcan ammo 4 homing missiles
// mega missile 1 homing missile
// smart missile vulcan ammo
// 4 homing missiles mega missile
// 1 homing missile smart missile
//
// The rest were correct. I can help you with this whenever you're free.
#define MAX_POWERUP_TYPES 29
#define POWERUP_NAME_LENGTH 16 // Length of a robot or powerup name.
extern char Powerup_names[MAX_POWERUP_TYPES][POWERUP_NAME_LENGTH];
typedef struct powerup_type_info {
int vclip_num;
int hit_sound;
fix size; //3d size of longest dimension
fix light; // amount of light cast by this powerup, set in bitmaps.tbl
} powerup_type_info;
extern int N_powerup_types;
extern powerup_type_info Powerup_info[MAX_POWERUP_TYPES];
void draw_powerup(object *obj);
//returns true if powerup consumed
int do_powerup(object *obj);
//process (animate) a powerup for one frame
void do_powerup_frame(object *obj);
// Diminish shields and energy towards max in case they exceeded it.
extern void diminish_towards_max(void);
extern void do_megawow_powerup(int quantity);
extern powerup_basic(int redadd, int greenadd, int blueadd, int score, char *format, ...);
#endif