1 /* $Id: player.h,v 1.3 2003-03-01 03:56:55 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
24 #define MAX_MULTI_PLAYERS MAX_PLAYERS+3
26 // Initial player stat values
27 #define INITIAL_ENERGY i2f(100) //100% energy to start
28 #define INITIAL_SHIELDS i2f(100) //100% shields to start
30 #define MAX_ENERGY i2f(200) //go up to 200
31 #define MAX_SHIELDS i2f(200)
33 #define INITIAL_LIVES 3 //start off with 3 lives
35 // Values for special flags
36 #define PLAYER_FLAGS_INVULNERABLE 1 // Player is invincible
37 #define PLAYER_FLAGS_BLUE_KEY 2 // Player has blue key
38 #define PLAYER_FLAGS_RED_KEY 4 // Player has red key
39 #define PLAYER_FLAGS_GOLD_KEY 8 // Player has gold key
40 #define PLAYER_FLAGS_FLAG 16 // Player has his team's flag
41 #define PLAYER_FLAGS_UNUSED 32 //
42 #define PLAYER_FLAGS_MAP_ALL 64 // Player can see unvisited areas on map
43 #define PLAYER_FLAGS_AMMO_RACK 128 // Player has ammo rack
44 #define PLAYER_FLAGS_CONVERTER 256 // Player has energy->shield converter
45 #define PLAYER_FLAGS_MAP_ALL_CHEAT 512 // Player can see unvisited areas on map normally
46 #define PLAYER_FLAGS_QUAD_LASERS 1024 // Player shoots 4 at once
47 #define PLAYER_FLAGS_CLOAKED 2048 // Player is cloaked for awhile
48 #define PLAYER_FLAGS_AFTERBURNER 4096 // Player's afterburner is engaged
49 #define PLAYER_FLAGS_HEADLIGHT 8192 // Player has headlight boost
50 #define PLAYER_FLAGS_HEADLIGHT_ON 16384 // is headlight on or off?
52 #define AFTERBURNER_MAX_TIME (F1_0*5) // Max time afterburner can be on.
53 #define CALLSIGN_LEN 8 // so can use as filename (was: 12)
55 // Amount of time player is cloaked.
56 #define CLOAK_TIME_MAX (F1_0*30)
57 #define INVULNERABLE_TIME_MAX (F1_0*30)
59 #define PLAYER_STRUCT_VERSION 17 //increment this every time player struct changes
65 //When this structure changes, increment the constant SAVE_FILE_VERSION
67 typedef struct player {
69 char callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes.
70 ubyte net_address[6]; // The network address of the player.
71 byte connected; // Is the player connected or not?
72 int objnum; // What object number this player is. (made an int by mk because it's very often referenced)
73 int n_packets_got; // How many packets we got from them
74 int n_packets_sent; // How many packets we sent to them
76 // -- make sure you're 4 byte aligned now!
79 uint flags; // Powerup flags, see below...
80 fix energy; // Amount of energy remaining.
81 fix shields; // shields remaining (protection)
82 ubyte lives; // Lives remaining, 0 = game over.
83 byte level; // Current level player is playing. (must be signed for secret levels)
84 ubyte laser_level; // Current level of the laser.
85 byte starting_level; // What level the player started on.
86 short killer_objnum; // Who killed me.... (-1 if no one)
87 ushort primary_weapon_flags; // bit set indicates the player has this weapon.
88 ushort secondary_weapon_flags; // bit set indicates the player has this weapon.
89 ushort primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
90 ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
92 ushort pad; // Pad because increased weapon_flags from byte to short -YW 3/22/95
94 // -- make sure you're 4 byte aligned now
97 int last_score; // Score at beginning of current level.
98 int score; // Current score.
99 fix time_level; // Level time played
100 fix time_total; // Game time played (high word = seconds)
102 fix cloak_time; // Time cloaked
103 fix invulnerable_time; // Time invulnerable
105 short KillGoalCount; // Num of players killed this level
106 short net_killed_total; // Number of times killed total
107 short net_kills_total; // Number of net kills total
108 short num_kills_level; // Number of kills this level
109 short num_kills_total; // Number of kills total
110 short num_robots_level; // Number of initial robots this level
111 short num_robots_total; // Number of robots total
112 ushort hostages_rescued_total; // Total number of hostages rescued.
113 ushort hostages_total; // Total number of hostages.
114 ubyte hostages_on_board; // Number of hostages on ship.
115 ubyte hostages_level; // Number of hostages on this level.
116 fix homing_object_dist; // Distance of nearest homing object.
117 byte hours_level; // Hours played (since time_total can only go up to 9 hours)
118 byte hours_total; // Hours played (since time_total can only go up to 9 hours)
121 #define N_PLAYER_GUNS 8
123 typedef struct player_ship {
127 fix max_thrust,reverse_thrust,brakes; //low_thrust
130 vms_vector gun_points[N_PLAYER_GUNS];
133 extern int N_players; // Number of players ( >1 means a net game, eh?)
134 extern int Player_num; // The player number who is on the console.
136 extern player Players[MAX_PLAYERS+4]; // Misc player info
137 extern player_ship *Player_ship;
140 //version 16 structure
142 #define MAX_PRIMARY_WEAPONS16 5
143 #define MAX_SECONDARY_WEAPONS16 5
145 typedef struct player16 {
147 char callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes.
148 ubyte net_address[6]; // The network address of the player.
149 byte connected; // Is the player connected or not?
150 int objnum; // What object number this player is. (made an int by mk because it's very often referenced)
151 int n_packets_got; // How many packets we got from them
152 int n_packets_sent; // How many packets we sent to them
154 // -- make sure you're 4 byte aligned now!
157 uint flags; // Powerup flags, see below...
158 fix energy; // Amount of energy remaining.
159 fix shields; // shields remaining (protection)
160 ubyte lives; // Lives remaining, 0 = game over.
161 byte level; // Current level player is playing. (must be signed for secret levels)
162 ubyte laser_level; // Current level of the laser.
163 byte starting_level; // What level the player started on.
164 short killer_objnum; // Who killed me.... (-1 if no one)
165 ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
166 ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
167 ushort primary_ammo[MAX_PRIMARY_WEAPONS16]; // How much ammo of each type.
168 ushort secondary_ammo[MAX_SECONDARY_WEAPONS16];// How much ammo of each type.
170 // -- make sure you're 4 byte aligned now
173 int last_score; // Score at beginning of current level.
174 int score; // Current score.
175 fix time_level; // Level time played
176 fix time_total; // Game time played (high word = seconds)
178 fix cloak_time; // Time cloaked
179 fix invulnerable_time; // Time invulnerable
181 short net_killed_total; // Number of times killed total
182 short net_kills_total; // Number of net kills total
183 short num_kills_level; // Number of kills this level
184 short num_kills_total; // Number of kills total
185 short num_robots_level; // Number of initial robots this level
186 short num_robots_total; // Number of robots total
187 ushort hostages_rescued_total; // Total number of hostages rescued.
188 ushort hostages_total; // Total number of hostages.
189 ubyte hostages_on_board; // Number of hostages on ship.
190 ubyte hostages_level; // Number of hostages on this level.
191 fix homing_object_dist; // Distance of nearest homing object.
192 byte hours_level; // Hours played (since time_total can only go up to 9 hours)
193 byte hours_total; // Hours played (since time_total can only go up to 9 hours)
197 * reads a player_ship structure from a CFILE
199 void player_ship_read(player_ship *ps, CFILE *fp);