whitespace
authorBradley Bell <btb@icculus.org>
Sat, 1 Mar 2003 03:56:55 +0000 (03:56 +0000)
committerBradley Bell <btb@icculus.org>
Sat, 1 Mar 2003 03:56:55 +0000 (03:56 +0000)
ChangeLog
main/player.h

index 2f85fdb..e332555 100644 (file)
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,5 +1,7 @@
 2003-02-28  Bradley Bell  <btb@icculus.org>
 
+       * main/player.h: whitespace
+
        * main/automap.c, main/cntrlcen.c, main/collide.c,
        main/gamerend.c: use Builtin_mission_num instead of 0 (if
        descent.hog is present, d1 becomes mission 0)
index 7914138..38f0032 100644 (file)
@@ -1,3 +1,4 @@
+/* $Id: player.h,v 1.3 2003-03-01 03:56:55 btb Exp $ */
 /*
 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
@@ -7,12 +8,10 @@ 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.  
+AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
 */
 
-
-
 #ifndef _PLAYER_H
 #define _PLAYER_H
 
@@ -25,169 +24,173 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
 #define MAX_MULTI_PLAYERS MAX_PLAYERS+3
 
 // Initial player stat values
-#define INITIAL_ENERGY         i2f(100)                //100% energy to start
-#define INITIAL_SHIELDS        i2f(100)                //100% shields to start
+#define INITIAL_ENERGY  i2f(100)    //100% energy to start
+#define INITIAL_SHIELDS i2f(100)    //100% shields to start
 
-#define MAX_ENERGY             i2f(200)                //go up to 200
-#define MAX_SHIELDS            i2f(200)
+#define MAX_ENERGY      i2f(200)    //go up to 200
+#define MAX_SHIELDS     i2f(200)
 
-#define INITIAL_LIVES                                  3                       //start off with 3 lives
+#define INITIAL_LIVES               3   //start off with 3 lives
 
 // Values for special flags
-#define PLAYER_FLAGS_INVULNERABLE      1                       // Player is invincible
-#define PLAYER_FLAGS_BLUE_KEY                  2                       // Player has blue key
-#define PLAYER_FLAGS_RED_KEY                   4                       // Player has red key
-#define PLAYER_FLAGS_GOLD_KEY                  8                       // Player has gold key
-#define PLAYER_FLAGS_FLAG                              16                      // Player has his team's flag
-#define PLAYER_FLAGS_UNUSED                    32                      // 
-#define PLAYER_FLAGS_MAP_ALL                   64                      // Player can see unvisited areas on map
-#define PLAYER_FLAGS_AMMO_RACK         128             // Player has ammo rack
-#define PLAYER_FLAGS_CONVERTER         256             // Player has energy->shield converter
-#define PLAYER_FLAGS_MAP_ALL_CHEAT     512             // Player can see unvisited areas on map normally
-#define PLAYER_FLAGS_QUAD_LASERS               1024            // Player shoots 4 at once
-#define PLAYER_FLAGS_CLOAKED                   2048            // Player is cloaked for awhile
-#define PLAYER_FLAGS_AFTERBURNER               4096            //      Player's afterburner is engaged
-#define PLAYER_FLAGS_HEADLIGHT         8192            // Player has headlight boost
-#define PLAYER_FLAGS_HEADLIGHT_ON      16384           // is headlight on or off?
-
-#define        AFTERBURNER_MAX_TIME                    (F1_0*5)        //      Max time afterburner can be on.
-#define CALLSIGN_LEN                                   8               //so can use as filename (was: 12)
-
-//     Amount of time player is cloaked.
-#define        CLOAK_TIME_MAX                          (F1_0*30)
-#define        INVULNERABLE_TIME_MAX   (F1_0*30)
-
-#define PLAYER_STRUCT_VERSION  17              //increment this every time player struct changes
+#define PLAYER_FLAGS_INVULNERABLE   1   // Player is invincible
+#define PLAYER_FLAGS_BLUE_KEY       2   // Player has blue key
+#define PLAYER_FLAGS_RED_KEY        4   // Player has red key
+#define PLAYER_FLAGS_GOLD_KEY       8   // Player has gold key
+#define PLAYER_FLAGS_FLAG           16  // Player has his team's flag
+#define PLAYER_FLAGS_UNUSED         32  //
+#define PLAYER_FLAGS_MAP_ALL        64  // Player can see unvisited areas on map
+#define PLAYER_FLAGS_AMMO_RACK      128 // Player has ammo rack
+#define PLAYER_FLAGS_CONVERTER      256 // Player has energy->shield converter
+#define PLAYER_FLAGS_MAP_ALL_CHEAT  512 // Player can see unvisited areas on map normally
+#define PLAYER_FLAGS_QUAD_LASERS    1024    // Player shoots 4 at once
+#define PLAYER_FLAGS_CLOAKED        2048    // Player is cloaked for awhile
+#define PLAYER_FLAGS_AFTERBURNER    4096    // Player's afterburner is engaged
+#define PLAYER_FLAGS_HEADLIGHT      8192    // Player has headlight boost
+#define PLAYER_FLAGS_HEADLIGHT_ON   16384   // is headlight on or off?
+
+#define AFTERBURNER_MAX_TIME    (F1_0*5)    // Max time afterburner can be on.
+#define CALLSIGN_LEN                8       // so can use as filename (was: 12)
+
+// Amount of time player is cloaked.
+#define CLOAK_TIME_MAX          (F1_0*30)
+#define INVULNERABLE_TIME_MAX   (F1_0*30)
+
+#define PLAYER_STRUCT_VERSION   17        //increment this every time player struct changes
 
 //defines for teams
-#define TEAM_BLUE              0
-#define TEAM_RED               1
+#define TEAM_BLUE   0
+#define TEAM_RED    1
 
 //When this structure changes, increment the constant SAVE_FILE_VERSION
 //in playsave.c
 typedef struct player {
        // Who am I data
-       char            callsign[CALLSIGN_LEN+1];       // The callsign of this player, for net purposes.
-       ubyte           net_address[6];                         // The network address of the player.
-       byte            connected;                                              //      Is the player connected or not?
-       int             objnum;                                                 // What object number this player is. (made an int by mk because it's very often referenced)
-       int             n_packets_got;                                  // How many packets we got from them
-       int             n_packets_sent;                         // How many packets we sent to them
+       char    callsign[CALLSIGN_LEN+1];   // The callsign of this player, for net purposes.
+       ubyte   net_address[6];         // The network address of the player.
+       byte    connected;              // Is the player connected or not?
+       int     objnum;                 // What object number this player is. (made an int by mk because it's very often referenced)
+       int     n_packets_got;          // How many packets we got from them
+       int     n_packets_sent;         // How many packets we sent to them
 
-       //      -- make sure you're 4 byte aligned now!
+       //  -- make sure you're 4 byte aligned now!
 
        // Game data
-       uint            flags;                                                  // Powerup flags, see below...
-       fix             energy;                                                 // Amount of energy remaining.
-       fix             shields;                                                        // shields remaining (protection) 
-       ubyte           lives;                                                  // Lives remaining, 0 = game over.
-       byte            level;                                                  // Current level player is playing. (must be signed for secret levels)
-       ubyte           laser_level;                                    //      Current level of the laser.
-       byte     starting_level;                                // What level the player started on.
-       short           killer_objnum;                                  // Who killed me.... (-1 if no one)
-       ushort  primary_weapon_flags;                                   //      bit set indicates the player has this weapon.
-       ushort  secondary_weapon_flags;                                 //      bit set indicates the player has this weapon.
-       ushort  primary_ammo[MAX_PRIMARY_WEAPONS];      // How much ammo of each type.
-       ushort  secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
-
-       ushort  pad; // Pad because increased weapon_flags from byte to short -YW 3/22/95
-
-       //      -- make sure you're 4 byte aligned now
+       uint    flags;                  // Powerup flags, see below...
+       fix     energy;                 // Amount of energy remaining.
+       fix     shields;                // shields remaining (protection)
+       ubyte   lives;                  // Lives remaining, 0 = game over.
+       byte    level;                  // Current level player is playing. (must be signed for secret levels)
+       ubyte   laser_level;            // Current level of the laser.
+       byte    starting_level;         // What level the player started on.
+       short   killer_objnum;          // Who killed me.... (-1 if no one)
+       ushort  primary_weapon_flags;   // bit set indicates the player has this weapon.
+       ushort  secondary_weapon_flags; // bit set indicates the player has this weapon.
+       ushort  primary_ammo[MAX_PRIMARY_WEAPONS];  // How much ammo of each type.
+       ushort  secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type.
+
+       ushort  pad; // Pad because increased weapon_flags from byte to short -YW 3/22/95
+
+       //  -- make sure you're 4 byte aligned now
 
        // Statistics...
-       int             last_score;                                     // Score at beginning of current level.
-       int             score;                                                  // Current score.
-       fix             time_level;                                             // Level time played
-       fix             time_total;                                             // Game time played (high word = seconds)
-
-       fix             cloak_time;                                             // Time cloaked
-       fix             invulnerable_time;                      // Time invulnerable
-
-       short           KillGoalCount;                                  // Num of players killed this level
-       short           net_killed_total;                               // Number of times killed total
-       short           net_kills_total;                                // Number of net kills total
-       short           num_kills_level;                                // Number of kills this level
-       short           num_kills_total;                                // Number of kills total
-       short           num_robots_level;                       // Number of initial robots this level
-       short           num_robots_total;                       // Number of robots total
-       ushort  hostages_rescued_total;         // Total number of hostages rescued.
-       ushort  hostages_total;                         // Total number of hostages.
-       ubyte           hostages_on_board;                      //      Number of hostages on ship.
-       ubyte           hostages_level;                         // Number of hostages on this level.
-       fix             homing_object_dist;                     //      Distance of nearest homing object.
-       byte            hours_level;                                    // Hours played (since time_total can only go up to 9 hours)
-       byte            hours_total;                                    // Hours played (since time_total can only go up to 9 hours)
-} __pack__ player;                                                     
+       int     last_score;             // Score at beginning of current level.
+       int     score;                  // Current score.
+       fix     time_level;             // Level time played
+       fix     time_total;             // Game time played (high word = seconds)
+
+       fix     cloak_time;             // Time cloaked
+       fix     invulnerable_time;      // Time invulnerable
+
+       short   KillGoalCount;          // Num of players killed this level
+       short   net_killed_total;       // Number of times killed total
+       short   net_kills_total;        // Number of net kills total
+       short   num_kills_level;        // Number of kills this level
+       short   num_kills_total;        // Number of kills total
+       short   num_robots_level;       // Number of initial robots this level
+       short   num_robots_total;       // Number of robots total
+       ushort  hostages_rescued_total; // Total number of hostages rescued.
+       ushort  hostages_total;         // Total number of hostages.
+       ubyte   hostages_on_board;      // Number of hostages on ship.
+       ubyte   hostages_level;         // Number of hostages on this level.
+       fix     homing_object_dist;     // Distance of nearest homing object.
+       byte    hours_level;            // Hours played (since time_total can only go up to 9 hours)
+       byte    hours_total;            // Hours played (since time_total can only go up to 9 hours)
+} __pack__ player;
 
 #define N_PLAYER_GUNS 8
 
 typedef struct player_ship {
-       int             model_num;
-       int             expl_vclip_num;
-       fix             mass,drag;
-       fix             max_thrust,reverse_thrust,brakes;               //low_thrust
-       fix             wiggle;
-       fix             max_rotthrust;
+       int         model_num;
+       int     expl_vclip_num;
+       fix     mass,drag;
+       fix     max_thrust,reverse_thrust,brakes;       //low_thrust
+       fix     wiggle;
+       fix     max_rotthrust;
        vms_vector gun_points[N_PLAYER_GUNS];
 } player_ship;
 
-extern int N_players;                                                          // Number of players ( >1 means a net game, eh?)
-extern int Player_num;                                                         // The player number who is on the console.
+extern int N_players;   // Number of players ( >1 means a net game, eh?)
+extern int Player_num;  // The player number who is on the console.
 
-extern player Players[MAX_PLAYERS+4];                             // Misc player info
+extern player Players[MAX_PLAYERS+4];   // Misc player info
 extern player_ship *Player_ship;
 
 
 //version 16 structure
+
+#define MAX_PRIMARY_WEAPONS16   5
+#define MAX_SECONDARY_WEAPONS16 5
+
 typedef struct player16 {
        // Who am I data
-       char            callsign[8+1];  // The callsign of this player, for net purposes.
-       ubyte           net_address[6];                         // The network address of the player.
-       byte            connected;                                              //      Is the player connected or not?
-       int             objnum;                                                 // What object number this player is. (made an int by mk because it's very often referenced)
-       int             n_packets_got;                                  // How many packets we got from them
-       int             n_packets_sent;                         // How many packets we sent to them
+       char    callsign[CALLSIGN_LEN+1];   // The callsign of this player, for net purposes.
+       ubyte   net_address[6];         // The network address of the player.
+       byte    connected;              // Is the player connected or not?
+       int     objnum;                 // What object number this player is. (made an int by mk because it's very often referenced)
+       int     n_packets_got;          // How many packets we got from them
+       int     n_packets_sent;         // How many packets we sent to them
 
-       //      -- make sure you're 4 byte aligned now!
+       //  -- make sure you're 4 byte aligned now!
 
        // Game data
-       uint            flags;                                                  // Powerup flags, see below...
-       fix             energy;                                                 // Amount of energy remaining.
-       fix             shields;                                                        // shields remaining (protection) 
-       ubyte           lives;                                                  // Lives remaining, 0 = game over.
-       byte            level;                                                  // Current level player is playing. (must be signed for secret levels)
-       ubyte           laser_level;                                    //      Current level of the laser.
-       byte     starting_level;                                // What level the player started on.
-       short           killer_objnum;                                  // Who killed me.... (-1 if no one)
-       ubyte           primary_weapon_flags;                                   //      bit set indicates the player has this weapon.
-       ubyte           secondary_weapon_flags;                                 //      bit set indicates the player has this weapon.
-       ushort  primary_ammo[5];                                // How much ammo of each type.
-       ushort  secondary_ammo[5];                      // How much ammo of each type.
-
-       //      -- make sure you're 4 byte aligned now
+       uint    flags;                  // Powerup flags, see below...
+       fix     energy;                 // Amount of energy remaining.
+       fix     shields;                // shields remaining (protection)
+       ubyte   lives;                  // Lives remaining, 0 = game over.
+       byte    level;                  // Current level player is playing. (must be signed for secret levels)
+       ubyte   laser_level;            // Current level of the laser.
+       byte    starting_level;         // What level the player started on.
+       short   killer_objnum;          // Who killed me.... (-1 if no one)
+       ubyte   primary_weapon_flags;   // bit set indicates the player has this weapon.
+       ubyte   secondary_weapon_flags; // bit set indicates the player has this weapon.
+       ushort  primary_ammo[MAX_PRIMARY_WEAPONS16];    // How much ammo of each type.
+       ushort  secondary_ammo[MAX_SECONDARY_WEAPONS16];// How much ammo of each type.
+
+       //  -- make sure you're 4 byte aligned now
 
        // Statistics...
-       int             last_score;                                     // Score at beginning of current level.
-       int             score;                                                  // Current score.
-       fix             time_level;                                             // Level time played
-       fix             time_total;                                             // Game time played (high word = seconds)
-
-       fix             cloak_time;                                             // Time cloaked
-       fix             invulnerable_time;                      // Time invulnerable
-
-       short           net_killed_total;                               // Number of times killed total
-       short           net_kills_total;                                // Number of net kills total
-       short           num_kills_level;                                // Number of kills this level
-       short           num_kills_total;                                // Number of kills total
-       short           num_robots_level;                       // Number of initial robots this level
-       short           num_robots_total;                       // Number of robots total
-       ushort  hostages_rescued_total;         // Total number of hostages rescued.
-       ushort  hostages_total;                         // Total number of hostages.
-       ubyte           hostages_on_board;                      //      Number of hostages on ship.
-       ubyte           hostages_level;                         // Number of hostages on this level.
-       fix             homing_object_dist;                     //      Distance of nearest homing object.
-       byte            hours_level;                                    // Hours played (since time_total can only go up to 9 hours)
-       byte            hours_total;                                    // Hours played (since time_total can only go up to 9 hours)
+       int     last_score;             // Score at beginning of current level.
+       int     score;                  // Current score.
+       fix     time_level;             // Level time played
+       fix     time_total;             // Game time played (high word = seconds)
+
+       fix     cloak_time;             // Time cloaked
+       fix     invulnerable_time;      // Time invulnerable
+
+       short   net_killed_total;       // Number of times killed total
+       short   net_kills_total;        // Number of net kills total
+       short   num_kills_level;        // Number of kills this level
+       short   num_kills_total;        // Number of kills total
+       short   num_robots_level;       // Number of initial robots this level
+       short   num_robots_total;       // Number of robots total
+       ushort  hostages_rescued_total; // Total number of hostages rescued.
+       ushort  hostages_total;         // Total number of hostages.
+       ubyte   hostages_on_board;      // Number of hostages on ship.
+       ubyte   hostages_level;         // Number of hostages on this level.
+       fix     homing_object_dist;     // Distance of nearest homing object.
+       byte    hours_level;            // Hours played (since time_total can only go up to 9 hours)
+       byte    hours_total;            // Hours played (since time_total can only go up to 9 hours)
 } __pack__ player16;
 
 /*