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