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ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/player.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:44:04 $ * * Structure information for the player * * $Log: player.h,v $ * Revision 1.1.1.1 2006/03/17 19:44:04 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:58 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:30:25 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.41 1994/12/20 17:56:43 yuan * Multiplayer object capability. * * Revision 1.40 1994/12/02 15:04:42 matt * Fixed bogus weapon constants and arrays * * Revision 1.39 1994/11/25 22:47:08 matt * Made saved game descriptions longer * * Revision 1.38 1994/11/21 17:29:38 matt * Cleaned up sequencing & game saving for secret levels * * Revision 1.37 1994/11/17 12:57:13 rob * Changed net_kills_level to net_killed_total. * * Revision 1.36 1994/11/14 17:20:33 rob * Bumped player file version. * * Revision 1.35 1994/11/04 19:55:06 rob * Changed a previously unused pad character to represent whether or not * the player is connected to a net game (used to be objnum=-1 but we * want to keep the objnum info in case of re-joins) * * Revision 1.34 1994/10/22 14:13:54 mike * Add homing_object_dist field to player struct. * * Revision 1.33 1994/10/22 00:08:45 matt * Fixed up problems with bonus & game sequencing * Player doesn't get credit for hostages unless he gets them out alive * * Revision 1.32 1994/10/21 20:43:03 mike * Add hostages_on_board to player struct. * * Revision 1.31 1994/10/19 20:00:00 john * Added bonus points at the end of level based on skill level. * * Revision 1.30 1994/10/19 15:14:24 john * Took % hits out of player structure, made %kills work properly. * * Revision 1.29 1994/10/19 12:12:27 john * Added hour variable. * * Revision 1.28 1994/10/17 17:24:48 john * Added starting_level to player struct. * * Revision 1.27 1994/10/13 15:42:02 mike * Remove afterburner. * * Revision 1.26 1994/10/10 17:00:23 mike * Lower number of players from 10 to 8. * * Revision 1.25 1994/10/09 14:53:26 matt * Made player cockpit state & window size save/restore with saved games & automap * * Revision 1.24 1994/10/08 20:24:10 matt * Added difficulty level to player structure for game load/save * * Revision 1.23 1994/10/05 17:39:53 rob * Changed killer_objnum to a short (was char) * * Revision 1.22 1994/10/03 22:59:07 matt * Limit callsign to 8 chars long, so we can use it as filename * * Revision 1.21 1994/09/23 10:14:30 mike * Rename PLAYER_FLAGS_INVINCIBLE to PLAYER_FLAGS_INVULNERABLE. * Add INVULNERABLE_TIME_MAX = 30 seconds. * * Revision 1.20 1994/09/21 20:44:22 matt * Player explosion fireball now specified in bitmaps.tbl * * Revision 1.19 1994/09/21 12:27:37 mike * Move CLOAK_TIME_MAX here from game.c * * Revision 1.18 1994/09/16 13:10:16 mike * Add afterburner and cloak stuff. * * Revision 1.17 1994/09/11 20:30:26 matt * Cleaned up thrust vars, changing a few names * * Revision 1.16 1994/09/09 14:22:45 matt * Added extra gun for player * * Revision 1.15 1994/09/07 13:30:11 john * Added code to tell how many packets were lost. * * Revision 1.14 1994/09/02 11:56:33 mike * Alignment on the player struct. * * Revision 1.13 1994/08/25 18:12:05 matt * Made player's weapons and flares fire from the positions on the 3d model. * Also added support for quad lasers. * * Revision 1.12 1994/08/22 15:49:40 mike * change spelling on num_missles -> num_missiles. * * Revision 1.11 1994/08/18 10:47:32 john * Cleaned up game sequencing and player death stuff * in preparation for making the player explode into * pieces when dead. * * Revision 1.10 1994/08/17 16:50:05 john * Added damaging fireballs, missiles. * * Revision 1.9 1994/08/15 00:24:10 john * First version of netgame with players killing * each other. still buggy... * * Revision 1.8 1994/08/12 22:41:26 john * Took away Player_stats; add Players array. * * Revision 1.7 1994/08/09 17:53:25 adam * *** empty log message *** * * Revision 1.6 1994/07/13 00:15:05 matt * Moved all (or nearly all) of the values that affect player movement to * bitmaps.tbl * * Revision 1.5 1994/07/08 21:44:17 matt * Made laser powerups saturate correctly * * Revision 1.4 1994/07/07 14:59:02 john * Made radar powerups. * * * Revision 1.3 1994/07/02 13:49:39 matt * Cleaned up includes * * Revision 1.2 1994/07/02 13:10:03 matt * Moved player stats struct from gameseq.h to player.h * * Revision 1.1 1994/07/02 11:00:43 matt * Initial revision * * */ #ifndef _PLAYER_H #define _PLAYER_H #include "inferno.h" #include "fix.h" #include "vecmat.h" #include "weapon.h" #define MAX_PLAYERS 8 #define MAX_MULTI_PLAYERS MAX_PLAYERS+3 // Initial player stat values #define MAX_ENERGY i2f(100) //100% energy to start #define MAX_SHIELDS i2f(100) //100% shields to start #define INITIAL_LIVES 3 //start off with 3 lives // Values for special flags #define PLAYER_FLAGS_INVULNERABLE 1 // Player is invincible #define PLAYER_FLAGS_BLUE_KEY 2 // Player has blue key #define PLAYER_FLAGS_RED_KEY 4 // Player has red key #define PLAYER_FLAGS_GOLD_KEY 8 // Player has gold key #define PLAYER_FLAGS_IMMATERIAL 16 // Player is immaterial #define PLAYER_FLAGS_MAP_ENEMIES 32 // Player can see enemies on map #define PLAYER_FLAGS_MAP_ALL 64 // Player can see unvisited areas on map #define PLAYER_FLAGS_RADAR_ENEMIES 128 // Player can see enemies on radar #define PLAYER_FLAGS_RADAR_POWERUPS 256 // Player can see powerups #define PLAYER_FLAGS_MAP_ALL_CHEAT 512 // Player can see unvisited areas on map normally #define PLAYER_FLAGS_QUAD_LASERS 1024 // Player shoots 4 at once #define PLAYER_FLAGS_CLOAKED 2048 // Player is cloaked for awhile #define PLAYER_FLAGS_AFTERBURNER 4096 // Player's afterburner is engaged #define AFTERBURNER_MAX_TIME (F1_0*5) // Max time afterburner can be on. #define CALLSIGN_LEN 8 //so can use as filename (was: 12) // Amount of time player is cloaked. #define CLOAK_TIME_MAX (F1_0*30) #define INVULNERABLE_TIME_MAX (F1_0*30) #define PLAYER_STRUCT_VERSION 16 //increment this every time player struct changes //When this structure changes, increment the constant SAVE_FILE_VERSION //in playsave.c typedef struct player { // Who am I data char callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes. ubyte net_address[6]; // The network address of the player. byte connected; // Is the player connected or not? int objnum; // What object number this player is. (made an int by mk because it's very often referenced) int n_packets_got; // How many packets we got from them int n_packets_sent; // How many packets we sent to them // -- make sure you're 4 byte aligned now! // Game data uint flags; // Powerup flags, see below... fix energy; // Amount of energy remaining. fix shields; // shields remaining (protection) ubyte lives; // Lives remaining, 0 = game over. byte level; // Current level player is playing. (must be signed for secret levels) ubyte laser_level; // Current level of the laser. byte starting_level; // What level the player started on. short killer_objnum; // Who killed me.... (-1 if no one) ubyte primary_weapon_flags; // bit set indicates the player has this weapon. ubyte secondary_weapon_flags; // bit set indicates the player has this weapon. ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type. ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type. // -- make sure you're 4 byte aligned now // Statistics... int last_score; // Score at beginning of current level. int score; // Current score. fix time_level; // Level time played fix time_total; // Game time played (high word = seconds) fix cloak_time; // Time cloaked fix invulnerable_time; // Time invulnerable short net_killed_total; // Number of times killed total short net_kills_total; // Number of net kills total short num_kills_level; // Number of kills this level short num_kills_total; // Number of kills total short num_robots_level; // Number of initial robots this level short num_robots_total; // Number of robots total ushort hostages_rescued_total; // Total number of hostages rescued. ushort hostages_total; // Total number of hostages. ubyte hostages_on_board; // Number of hostages on ship. ubyte hostages_level; // Number of hostages on this level. fix homing_object_dist; // Distance of nearest homing object. byte hours_level; // Hours played (since time_total can only go up to 9 hours) byte hours_total; // Hours played (since time_total can only go up to 9 hours) } __pack__ player; #define N_PLAYER_GUNS 8 typedef struct player_ship { int model_num; int expl_vclip_num; fix mass,drag; fix max_thrust,reverse_thrust,brakes; //low_thrust fix wiggle; fix max_rotthrust; vms_vector gun_points[N_PLAYER_GUNS]; } __pack__ player_ship; extern int N_players; // Number of players ( >1 means a net game, eh?) extern int Player_num; // The player number who is on the console. extern player Players[MAX_PLAYERS]; // Misc player info extern player_ship *Player_ship; #endif