dxx-rebirth/common/main/playsave.h

145 lines
3.9 KiB
C

/*
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.
*/
/*
*
* Header for playsave.c
*
*/
#ifndef _PLAYSAVE_H
#define _PLAYSAVE_H
#include "kconfig.h"
#include "mission.h"
#include "weapon.h"
#if defined(DXX_BUILD_DESCENT_I)
#include "pstypes.h"
#include "player.h"
#elif defined(DXX_BUILD_DESCENT_II)
#include "escort.h"
#endif
#define N_SAVE_SLOTS 10
#define GAME_NAME_LEN 25 // +1 for terminating zero = 26
#if defined(DXX_BUILD_DESCENT_I)
// NOTE: Obsolete structure - only kept for compability of shareware plr file
typedef 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__ saved_game_sw;
void plyr_read_stats();
void plyr_save_stats();
#endif
typedef struct hli {
char Shortname[9];
ubyte LevelNum;
} hli;
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#include "multi.h"
typedef struct player_config
{
ubyte ControlType;
ubyte PrimaryOrder[MAX_PRIMARY_WEAPONS+1];
ubyte SecondaryOrder[MAX_SECONDARY_WEAPONS+1];
ubyte KeySettings[3][MAX_CONTROLS];
#if defined(DXX_BUILD_DESCENT_I)
ubyte KeySettingsD1X[MAX_D1X_CONTROLS];
#elif defined(DXX_BUILD_DESCENT_II)
ubyte KeySettingsD2X[MAX_D2X_CONTROLS];
#endif
int DefaultDifficulty;
int AutoLeveling;
short NHighestLevels;
hli HighestLevels[MAX_MISSIONS];
int KeyboardSens[5];
int JoystickSens[6];
int JoystickDead[6];
ubyte MouseFlightSim;
int MouseSens[6];
int MouseFSDead;
int MouseFSIndicator;
int CockpitMode[2]; // 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)
int Cockpit3DView[2];
#endif
char NetworkMessageMacro[4][MAX_MESSAGE_LEN];
int NetlifeKills;
int NetlifeKilled;
ubyte ReticleType;
int ReticleRGBA[4];
int ReticleSize;
#if defined(DXX_BUILD_DESCENT_II)
int MissileViewEnabled;
int HeadlightActiveDefault;
int GuidedInBigWindow;
char GuidebotName[GUIDEBOT_NAME_LEN+1];
char GuidebotNameReal[GUIDEBOT_NAME_LEN+1];
#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;
} __pack__ player_config;
#endif
extern struct player_config PlayerCfg;
#ifndef EZERO
#define EZERO 0
#endif
// Used to save kconfig values to disk.
int write_player_file();
int new_player_config();
int read_player_file();
// set a new highest level for player for this mission
void set_highest_level(int levelnum);
// gets the player's highest level from the file for this mission
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 /* _PLAYSAVE_H */