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1 /* $Id: player.h,v 1.5 2004-08-28 23:17:45 schaffner Exp $ */
2 /*
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.
13 */
14
15 /*
16  *
17  * Structure information for the player
18  *
19  */
20
21 #ifndef _PLAYER_H
22 #define _PLAYER_H
23
24 #include "inferno.h"
25 #include "fix.h"
26 #include "vecmat.h"
27 #include "weapon.h"
28
29 #define MAX_PLAYERS 8
30 #define MAX_MULTI_PLAYERS MAX_PLAYERS+3
31
32 // Initial player stat values
33 #define INITIAL_ENERGY  i2f(100)    // 100% energy to start
34 #define INITIAL_SHIELDS i2f(100)    // 100% shields to start
35
36 #define MAX_ENERGY      i2f(200)    // go up to 200
37 #define MAX_SHIELDS     i2f(200)
38
39 #define INITIAL_LIVES               3   // start off with 3 lives
40
41 // Values for special flags
42 #define PLAYER_FLAGS_INVULNERABLE   1       // Player is invincible
43 #define PLAYER_FLAGS_BLUE_KEY       2       // Player has blue key
44 #define PLAYER_FLAGS_RED_KEY        4       // Player has red key
45 #define PLAYER_FLAGS_GOLD_KEY       8       // Player has gold key
46 #define PLAYER_FLAGS_FLAG           16      // Player has his team's flag
47 #define PLAYER_FLAGS_UNUSED         32      //
48 #define PLAYER_FLAGS_MAP_ALL        64      // Player can see unvisited areas on map
49 #define PLAYER_FLAGS_AMMO_RACK      128     // Player has ammo rack
50 #define PLAYER_FLAGS_CONVERTER      256     // Player has energy->shield converter
51 #define PLAYER_FLAGS_MAP_ALL_CHEAT  512     // Player can see unvisited areas on map normally
52 #define PLAYER_FLAGS_QUAD_LASERS    1024    // Player shoots 4 at once
53 #define PLAYER_FLAGS_CLOAKED        2048    // Player is cloaked for awhile
54 #define PLAYER_FLAGS_AFTERBURNER    4096    // Player's afterburner is engaged
55 #define PLAYER_FLAGS_HEADLIGHT      8192    // Player has headlight boost
56 #define PLAYER_FLAGS_HEADLIGHT_ON   16384   // is headlight on or off?
57
58 #define AFTERBURNER_MAX_TIME    (F1_0*5)    // Max time afterburner can be on.
59 #define CALLSIGN_LEN                8       // so can use as filename (was: 12)
60
61 // Amount of time player is cloaked.
62 #define CLOAK_TIME_MAX          (F1_0*30)
63 #define INVULNERABLE_TIME_MAX   (F1_0*30)
64
65 #define PLAYER_STRUCT_VERSION   17  // increment this every time player struct changes
66
67 // defines for teams
68 #define TEAM_BLUE   0
69 #define TEAM_RED    1
70
71 // When this structure changes, increment the constant
72 // SAVE_FILE_VERSION in playsave.c
73 typedef struct player {
74         // Who am I data
75         char    callsign[CALLSIGN_LEN+1];   // The callsign of this player, for net purposes.
76         ubyte   net_address[6];         // The network address of the player.
77         sbyte   connected;              // Is the player connected or not?
78         int     objnum;                 // What object number this player is. (made an int by mk because it's very often referenced)
79         int     n_packets_got;          // How many packets we got from them
80         int     n_packets_sent;         // How many packets we sent to them
81
82         //  -- make sure you're 4 byte aligned now!
83
84         // Game data
85         uint    flags;                  // Powerup flags, see below...
86         fix     energy;                 // Amount of energy remaining.
87         fix     shields;                // shields remaining (protection)
88         ubyte   lives;                  // Lives remaining, 0 = game over.
89         sbyte   level;                  // Current level player is playing. (must be signed for secret levels)
90         ubyte   laser_level;            // Current level of the laser.
91         sbyte   starting_level;         // What level the player started on.
92         short   killer_objnum;          // Who killed me.... (-1 if no one)
93         ushort  primary_weapon_flags;   // bit set indicates the player has this weapon.
94         ushort  secondary_weapon_flags; // bit set indicates the player has this weapon.
95         ushort  primary_ammo[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
96         ushort  secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
97
98         ushort  pad; // Pad because increased weapon_flags from byte to short -YW 3/22/95
99
100         //  -- make sure you're 4 byte aligned now
101
102         // Statistics...
103         int     last_score;             // Score at beginning of current level.
104         int     score;                  // Current score.
105         fix     time_level;             // Level time played
106         fix     time_total;             // Game time played (high word = seconds)
107
108         fix     cloak_time;             // Time cloaked
109         fix     invulnerable_time;      // Time invulnerable
110
111         short   KillGoalCount;          // Num of players killed this level
112         short   net_killed_total;       // Number of times killed total
113         short   net_kills_total;        // Number of net kills total
114         short   num_kills_level;        // Number of kills this level
115         short   num_kills_total;        // Number of kills total
116         short   num_robots_level;       // Number of initial robots this level
117         short   num_robots_total;       // Number of robots total
118         ushort  hostages_rescued_total; // Total number of hostages rescued.
119         ushort  hostages_total;         // Total number of hostages.
120         ubyte   hostages_on_board;      // Number of hostages on ship.
121         ubyte   hostages_level;         // Number of hostages on this level.
122         fix     homing_object_dist;     // Distance of nearest homing object.
123         sbyte   hours_level;            // Hours played (since time_total can only go up to 9 hours)
124         sbyte   hours_total;            // Hours played (since time_total can only go up to 9 hours)
125 } __pack__ player;
126
127 #define N_PLAYER_GUNS 8
128
129 typedef struct player_ship {
130         int     model_num;
131         int     expl_vclip_num;
132         fix     mass,drag;
133         fix     max_thrust,reverse_thrust,brakes;       //low_thrust
134         fix     wiggle;
135         fix     max_rotthrust;
136         vms_vector gun_points[N_PLAYER_GUNS];
137 } player_ship;
138
139 extern int N_players;   // Number of players ( >1 means a net game, eh?)
140 extern int Player_num;  // The player number who is on the console.
141
142 extern player Players[MAX_PLAYERS+4];   // Misc player info
143 extern player_ship *Player_ship;
144
145
146 //version 16 structure
147
148 #define MAX_PRIMARY_WEAPONS16   5
149 #define MAX_SECONDARY_WEAPONS16 5
150
151 typedef struct player16 {
152         // Who am I data
153         char    callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes.
154         ubyte   net_address[6];         // The network address of the player.
155         sbyte   connected;              // Is the player connected or not?
156         int     objnum;                 // What object number this player is. (made an int by mk because it's very often referenced)
157         int     n_packets_got;          // How many packets we got from them
158         int     n_packets_sent;         // How many packets we sent to them
159
160         //  -- make sure you're 4 byte aligned now!
161
162         // Game data
163         uint    flags;                  // Powerup flags, see below...
164         fix     energy;                 // Amount of energy remaining.
165         fix     shields;                // shields remaining (protection)
166         ubyte   lives;                  // Lives remaining, 0 = game over.
167         sbyte   level;                  // Current level player is playing. (must be signed for secret levels)
168         ubyte   laser_level;            // Current level of the laser.
169         sbyte   starting_level;         // What level the player started on.
170         short   killer_objnum;          // Who killed me.... (-1 if no one)
171         ubyte   primary_weapon_flags;   // bit set indicates the player has this weapon.
172         ubyte   secondary_weapon_flags; // bit set indicates the player has this weapon.
173         ushort  primary_ammo[MAX_PRIMARY_WEAPONS16];    // How much ammo of each type.
174         ushort  secondary_ammo[MAX_SECONDARY_WEAPONS16];// How much ammo of each type.
175
176         //  -- make sure you're 4 byte aligned now
177
178         // Statistics...
179         int     last_score;             // Score at beginning of current level.
180         int     score;                  // Current score.
181         fix     time_level;             // Level time played
182         fix     time_total;             // Game time played (high word = seconds)
183
184         fix     cloak_time;             // Time cloaked
185         fix     invulnerable_time;      // Time invulnerable
186
187         short   net_killed_total;       // Number of times killed total
188         short   net_kills_total;        // Number of net kills total
189         short   num_kills_level;        // Number of kills this level
190         short   num_kills_total;        // Number of kills total
191         short   num_robots_level;       // Number of initial robots this level
192         short   num_robots_total;       // Number of robots total
193         ushort  hostages_rescued_total; // Total number of hostages rescued.
194         ushort  hostages_total;         // Total number of hostages.
195         ubyte   hostages_on_board;      // Number of hostages on ship.
196         ubyte   hostages_level;         // Number of hostages on this level.
197         fix     homing_object_dist;     // Distance of nearest homing object.
198         sbyte   hours_level;            // Hours played (since time_total can only go up to 9 hours)
199         sbyte   hours_total;            // Hours played (since time_total can only go up to 9 hours)
200 } __pack__ player16;
201
202 /*
203  * reads a player_ship structure from a CFILE
204  */
205 void player_ship_read(player_ship *ps, CFILE *fp);
206
207 #endif