114 lines
4.3 KiB
C
114 lines
4.3 KiB
C
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#pragma once
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#include <physfs.h>
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#include "fwdobject.h"
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#define MAX_PLAYERS 8u
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#define MAX_MULTI_PLAYERS MAX_PLAYERS+3
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#define MULTI_PNUM_UNDEF 0xcc
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// Initial player stat values
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#define INITIAL_ENERGY i2f(100) // 100% energy to start
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#define INITIAL_SHIELDS i2f(100) // 100% shields to start
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#define MAX_ENERGY i2f(200) // go up to 200
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#define MAX_SHIELDS i2f(200)
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#define INITIAL_LIVES 3 // start off with 3 lives
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// Values for special flags
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#define PLAYER_FLAGS_INVULNERABLE 1 // Player is invincible
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#define PLAYER_FLAGS_BLUE_KEY 2 // Player has blue key
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#define PLAYER_FLAGS_RED_KEY 4 // Player has red key
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#define PLAYER_FLAGS_GOLD_KEY 8 // Player has gold key
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#define PLAYER_FLAGS_MAP_ALL 64 // Player can see unvisited areas on map
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#define PLAYER_FLAGS_QUAD_LASERS 1024 // Player shoots 4 at once
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#define PLAYER_FLAGS_CLOAKED 2048 // Player is cloaked for awhile
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#if defined(DXX_BUILD_DESCENT_II)
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#define PLAYER_FLAGS_FLAG 16 // Player has his team's flag
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#define PLAYER_FLAGS_AMMO_RACK 128 // Player has ammo rack
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#define PLAYER_FLAGS_CONVERTER 256 // Player has energy->shield converter
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#define PLAYER_MAX_AMMO(PLR,BASE) ((PLR.flags & PLAYER_FLAGS_AMMO_RACK) ? BASE * 2 : BASE)
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#define PLAYER_FLAGS_AFTERBURNER 4096 // Player's afterburner is engaged
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#define PLAYER_FLAGS_HEADLIGHT 8192 // Player has headlight boost
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#define PLAYER_FLAGS_HEADLIGHT_ON 16384 // is headlight on or off?
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#define AFTERBURNER_MAX_TIME (F1_0*5) // Max time afterburner can be on.
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#endif
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#define CALLSIGN_LEN 8 // so can use as filename (was: 12)
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// Amount of time player is cloaked.
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#define CLOAK_TIME_MAX (F1_0*30)
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#define INVULNERABLE_TIME_MAX (F1_0*30)
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#if defined(DXX_BUILD_DESCENT_I)
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#define PLAYER_STRUCT_VERSION 16 //increment this every time player struct changes
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#define PLAYER_MAX_AMMO(PLR,BASE) (static_cast<void>(PLR), BASE)
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#elif defined(DXX_BUILD_DESCENT_II)
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#define PLAYER_STRUCT_VERSION 17 // increment this every time player struct changes
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// defines for teams
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#define TEAM_BLUE 0
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#define TEAM_RED 1
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#endif
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#ifdef __cplusplus
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#include "dxxsconf.h"
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#include "compiler-array.h"
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struct callsign_t;
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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struct player;
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struct player_rw;
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#endif
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#define N_PLAYER_GUNS 8
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#define N_PLAYER_SHIP_TEXTURES 32
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struct player_ship;
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typedef unsigned playernum_t;
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typedef array<playernum_t, MAX_PLAYERS> playernum_array_t;
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extern unsigned N_players; // Number of players ( >1 means a net game, eh?)
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extern playernum_t Player_num; // The player number who is on the console.
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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#if defined(DXX_BUILD_DESCENT_I)
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#define DXX_PLAYER_HEADER_ADD_EXTRA_PLAYERS 0
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#elif defined(DXX_BUILD_DESCENT_II)
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#define DXX_PLAYER_HEADER_ADD_EXTRA_PLAYERS 4
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#endif
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extern array<player, MAX_PLAYERS + DXX_PLAYER_HEADER_ADD_EXTRA_PLAYERS> Players; // Misc player info
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void player_rw_swap(player_rw *p, int swap);
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#endif
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extern array<object *, MAX_PLAYERS> Guided_missile;
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extern array<object_signature_t, MAX_PLAYERS> Guided_missile_sig;
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/*
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* reads a player_ship structure from a PHYSFS_file
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*/
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void player_ship_read(player_ship *ps, PHYSFS_File *fp);
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#endif
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