/*
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 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/

#ifndef _WEAPON_H
#define _WEAPON_H

#include "inferno.h"
#include "gr.h"
#include "game.h"
#include "piggy.h"

//weapon info flags
#define WIF_PLACABLE		1		//can be placed by level designer

typedef struct weapon_info {
	byte	render_type;				// How to draw 0=laser, 1=blob, 2=object
	byte	persistent;					//	0 = dies when it hits something, 1 = continues (eg, fusion cannon)
	short	model_num;					// Model num if rendertype==2.
	short	model_num_inner;			// Model num of inner part if rendertype==2.

	byte	flash_vclip;				// What vclip to use for muzzle flash
	byte	robot_hit_vclip;			// What vclip for impact with robot
	short	flash_sound;				// What sound to play when fired

	byte	wall_hit_vclip;			// What vclip for impact with wall
	byte	fire_count;					//	Number of bursts fired from EACH GUN per firing.  For weapons which fire from both sides, 3*fire_count shots will be fired.
	short	robot_hit_sound;			// What sound for impact with robot

	byte	ammo_usage;					//	How many units of ammunition it uses.
	byte	weapon_vclip;				//	Vclip to render for the weapon, itself.
	short	wall_hit_sound;			// What sound for impact with wall

	byte	destroyable;				//	If !0, this weapon can be destroyed by another weapon.
	byte	matter;						//	Flag: set if this object is matter (as opposed to energy)
	byte	bounce;						//	1==always bounces, 2=bounces twice 
	byte	homing_flag;				//	Set if this weapon can home in on a target.

	ubyte	speedvar;					//	allowed variance in speed below average, /128: 64 = 50% meaning if speed = 100, can be 50..100

	ubyte	flags;						// see values above

	byte	flash;						//	Flash effect
	byte	afterburner_size;			//	Size of blobs in F1_0/16 units, specify in bitmaps.tbl as floating point.  Player afterburner size = 2.5.

	byte	children;					//	ID of weapon to drop if this contains children.  -1 means no children.

	fix	energy_usage;				//	How much fuel is consumed to fire this weapon.
	fix	fire_wait;					//	Time until this weapon can be fired again.

	fix	multi_damage_scale;		//	Scale damage by this amount when applying to player in multiplayer.  F1_0 means no change.

	bitmap_index bitmap;				// Pointer to bitmap if rendertype==0 or 1.

	fix	blob_size;					// Size of blob if blob type
	fix	flash_size;					// How big to draw the flash
	fix	impact_size;				// How big of an impact
	fix	strength[NDL];				// How much damage it can inflict
	fix	speed[NDL];					// How fast it can move, difficulty level based.
	fix	mass;							// How much mass it has
	fix	drag;							// How much drag it has
	fix	thrust;						//	How much thrust it has
	fix	po_len_to_width_ratio;	// For polyobjects, the ratio of len/width. (10 maybe?)
	fix	light;						//	Amount of light this weapon casts.
	fix	lifetime;					//	Lifetime in seconds of this weapon.
	fix	damage_radius;				//	Radius of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
//-- unused--	fix	damage_force;				//	Force of damage caused by weapon, used for missiles (not lasers) to apply to damage to things it did not hit
// damage_force was a real mess.  Wasn't Difficulty_level based, and was being applied instead of weapon's actual strength.  Now use 2*strength instead. --MK, 01/19/95
	bitmap_index	picture;				// a picture of the weapon for the cockpit
	bitmap_index	hires_picture;		// a hires picture of the above
} weapon_info;

#define	REARM_TIME					(F1_0)

#define	WEAPON_DEFAULT_LIFETIME	(F1_0*12)	//	Lifetime of an object if a bozo forgets to define it.

#define WEAPON_TYPE_WEAK_LASER	0
#define WEAPON_TYPE_STRONG_LASER	1
#define WEAPON_TYPE_CANNON_BALL	2
#define WEAPON_TYPE_MISSILE		3

#define MAX_WEAPON_TYPES 			70

#define WEAPON_RENDER_NONE			-1
#define WEAPON_RENDER_LASER		0
#define WEAPON_RENDER_BLOB			1
#define WEAPON_RENDER_POLYMODEL	2
#define WEAPON_RENDER_VCLIP		3

#define	MAX_PRIMARY_WEAPONS		10
#define	MAX_SECONDARY_WEAPONS	10

//given a weapon index, return the flag value
#define  HAS_FLAG(index)  (1<<(index))

//	Weapon flags, if player->weapon_flags & WEAPON_FLAG is set, then the player has this weapon
#define	HAS_LASER_FLAG				HAS_FLAG(LASER_INDEX)
#define	HAS_VULCAN_FLAG			HAS_FLAG(VULCAN_INDEX)
#define	HAS_SPREADFIRE_FLAG		HAS_FLAG(SPREADFIRE_INDEX)
#define	HAS_PLASMA_FLAG			HAS_FLAG(PLASMA_INDEX)
#define	HAS_FUSION_FLAG			HAS_FLAG(FUSION_INDEX)

#define	HAS_CONCUSSION_FLAG		HAS_FLAG(CONCUSSION_INDEX)
#define	HAS_HOMING_FLAG			HAS_FLAG(HOMING_INDEX)
#define	HAS_PROXIMITY_FLAG		HAS_FLAG(PROXIMITY_INDEX)
#define	HAS_SMART_FLAG				HAS_FLAG(SMART_INDEX)
#define	HAS_MEGA_FLAG				HAS_FLAG(MEGA_INDEX)

#define	CLASS_PRIMARY				0
#define	CLASS_SECONDARY			1

#define	LASER_INDEX					0
#define	VULCAN_INDEX				1
#define	SPREADFIRE_INDEX			2
#define	PLASMA_INDEX				3
#define	FUSION_INDEX				4
#define	SUPER_LASER_INDEX			5
#define	GAUSS_INDEX					6
#define	HELIX_INDEX					7
#define	PHOENIX_INDEX				8
#define	OMEGA_INDEX					9

#define	CONCUSSION_INDEX			0
#define	HOMING_INDEX				1
#define	PROXIMITY_INDEX			2
#define	SMART_INDEX					3
#define	MEGA_INDEX					4
#define	SMISSILE1_INDEX			5
#define	GUIDED_INDEX				6
#define	SMART_MINE_INDEX			7
#define	SMISSILE4_INDEX			8
#define	SMISSILE5_INDEX			9

#define	SUPER_WEAPON				5

#define	VULCAN_AMMO_SCALE		0xcc163	//(0x198300/2)		//multiply ammo by this before displaying

#define	NUM_SMART_CHILDREN	6		//	Number of smart children created by default.

extern weapon_info Weapon_info[];
extern int N_weapon_types;
extern void do_weapon_select(int weapon_num, int secondary_flag);
extern void show_weapon_status(void);

extern byte	Primary_weapon, Secondary_weapon;

extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];

//for each Secondary weapon, which gun it fires out of
extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];

//for each primary weapon, what kind of powerup gives weapon
extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];

//for each Secondary weapon, what kind of powerup gives weapon
extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];

//flags whether the last time we use this weapon, it was the 'super' version
extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];

extern void auto_select_weapon(int weapon_type);		//parm is primary or secondary
extern select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);

extern char	*Primary_weapon_names_short[];
extern char	*Secondary_weapon_names_short[];
extern char	*Primary_weapon_names[];
extern char	*Secondary_weapon_names[];
extern int	Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern ubyte	Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
extern byte	Weapon_is_energy[MAX_WEAPON_TYPES];

#define	HAS_WEAPON_FLAG	1
#define	HAS_ENERGY_FLAG	2
#define	HAS_AMMO_FLAG		4
#define  HAS_ALL (HAS_WEAPON_FLAG|HAS_ENERGY_FLAG|HAS_AMMO_FLAG)

//	------------------------------------------------------------------------------------
//	Return:
// Bits set:
//		HAS_WEAPON_FLAG
//		HAS_ENERGY_FLAG
//		HAS_AMMO_FLAG	
//		HAS_SUPER_FLAG
extern int player_has_weapon(int weapon_num, int secondary_flag);

//called when one of these weapons is picked up
//when you pick up a secondary, you always get the weapon & ammo for it
pick_up_secondary(int weapon_index,int count);

//called when a primary weapon is picked up
//returns true if actually picked up
int pick_up_primary(int weapon_index);

//called when ammo (for the vulcan cannon) is picked up
pick_up_ammo(int class_flag,int weapon_index,int ammo_count);

extern int attempt_to_steal_item(object *objp, int player_num);

//this function is for when the player intentionally drops a powerup
extern int spit_powerup(object *spitter, int id, int seed);

#define	SMEGA_ID	40

extern void rock_the_mine_frame(void);
extern void smega_rock_stuff(void);
extern void init_smega_detonates(void);
extern void tactile_set_button_jolt (void);

#endif
