dxx-rebirth/common/main/playsave.h

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
*
* Header for playsave.c
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*
*/
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#pragma once
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#include "kconfig.h"
#include "mission.h"
#include "weapon.h"
#if defined(DXX_BUILD_DESCENT_I)
#include "pstypes.h"
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#include "player.h"
#elif defined(DXX_BUILD_DESCENT_II)
#include "escort.h"
#endif
#ifdef __cplusplus
#define N_SAVE_SLOTS 10
#define GAME_NAME_LEN 25 // +1 for terminating zero = 26
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#if defined(DXX_BUILD_DESCENT_I)
// NOTE: Obsolete structure - only kept for compability of shareware plr file
struct saved_game_sw
{
char name[GAME_NAME_LEN+1]; //extra char for terminating zero
struct player_rw sg_player;
int difficulty_level; //which level game is played at
int primary_weapon; //which weapon selected
int secondary_weapon; //which weapon selected
int cockpit_mode; //which cockpit mode selected
int window_w,window_h; //size of player's window
int next_level_num; //which level we're going to
int auto_leveling_on; //does player have autoleveling on?
} __pack__;
void plyr_save_stats();
#endif
struct hli
{
char Shortname[9];
ubyte LevelNum;
};
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#include "multi.h"
struct player_config
{
ubyte ControlType;
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array<ubyte, MAX_PRIMARY_WEAPONS + 1> PrimaryOrder;
array<ubyte, MAX_SECONDARY_WEAPONS + 1> SecondaryOrder;
array<array<ubyte, MAX_CONTROLS>, 3> KeySettings;
array<ubyte, MAX_DXX_REBIRTH_CONTROLS> KeySettingsRebirth;
int DefaultDifficulty;
int AutoLeveling;
uint16_t NHighestLevels;
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array<hli, MAX_MISSIONS> HighestLevels;
array<int, 5> KeyboardSens;
array<int, 6> JoystickSens;
array<int, 6> JoystickDead;
ubyte MouseFlightSim;
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array<int, 6> MouseSens;
int MouseFSDead;
int MouseFSIndicator;
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array<cockpit_mode_t, 2> CockpitMode; // 0 saves the "real" cockpit, 1 also saves letterbox and rear. Used to properly switch between modes and restore the real one.
#if defined(DXX_BUILD_DESCENT_II)
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array<int, 2> Cockpit3DView;
#endif
array<ntstring<MAX_MESSAGE_LEN - 1>, 4> NetworkMessageMacro;
int NetlifeKills;
int NetlifeKilled;
ubyte ReticleType;
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array<int, 4> ReticleRGBA;
int ReticleSize;
#if defined(DXX_BUILD_DESCENT_II)
int MissileViewEnabled;
int HeadlightActiveDefault;
int GuidedInBigWindow;
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ntstring<GUIDEBOT_NAME_LEN> GuidebotName, GuidebotNameReal;
#endif
int HudMode;
#if defined(DXX_BUILD_DESCENT_II)
int EscortHotKeys;
#endif
int PersistentDebris;
int PRShot;
ubyte NoRedundancy;
ubyte MultiMessages;
ubyte NoRankings;
#if defined(DXX_BUILD_DESCENT_I)
ubyte BombGauge;
#endif
ubyte AutomapFreeFlight;
ubyte NoFireAutoselect;
ubyte CycleAutoselectOnly;
int AlphaEffects;
int DynLightColor;
};
#endif
extern struct player_config PlayerCfg;
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#ifndef EZERO
#define EZERO 0
#endif
// Used to save kconfig values to disk.
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void write_player_file();
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int new_player_config();
int read_player_file();
// set a new highest level for player for this mission
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void set_highest_level(int levelnum);
// gets the player's highest level from the file for this mission
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int get_highest_level(void);
struct netgame_info;
void read_netgame_profile(struct netgame_info *ng);
void write_netgame_profile(struct netgame_info *ng);
#endif