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