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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- 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.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/player.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:30:25 $
- *
- * Structure information for the player
- *
- * $Log: player.h $
- * Revision 2.0 1995/02/27 11:30:25 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.41 1994/12/20 17:56:43 yuan
- * Multiplayer object capability.
- *
- * Revision 1.40 1994/12/02 15:04:42 matt
- * Fixed bogus weapon constants and arrays
- *
- * Revision 1.39 1994/11/25 22:47:08 matt
- * Made saved game descriptions longer
- *
- * Revision 1.38 1994/11/21 17:29:38 matt
- * Cleaned up sequencing & game saving for secret levels
- *
- * Revision 1.37 1994/11/17 12:57:13 rob
- * Changed net_kills_level to net_killed_total.
- *
- * Revision 1.36 1994/11/14 17:20:33 rob
- * Bumped player file version.
- *
- * Revision 1.35 1994/11/04 19:55:06 rob
- * Changed a previously unused pad character to represent whether or not
- * the player is connected to a net game (used to be objnum=-1 but we
- * want to keep the objnum info in case of re-joins)
- *
- * Revision 1.34 1994/10/22 14:13:54 mike
- * Add homing_object_dist field to player struct.
- *
- * Revision 1.33 1994/10/22 00:08:45 matt
- * Fixed up problems with bonus & game sequencing
- * Player doesn't get credit for hostages unless he gets them out alive
- *
- * Revision 1.32 1994/10/21 20:43:03 mike
- * Add hostages_on_board to player struct.
- *
- * Revision 1.31 1994/10/19 20:00:00 john
- * Added bonus points at the end of level based on skill level.
- *
- * Revision 1.30 1994/10/19 15:14:24 john
- * Took % hits out of player structure, made %kills work properly.
- *
- * Revision 1.29 1994/10/19 12:12:27 john
- * Added hour variable.
- *
- * Revision 1.28 1994/10/17 17:24:48 john
- * Added starting_level to player struct.
- *
- * Revision 1.27 1994/10/13 15:42:02 mike
- * Remove afterburner.
- *
- * Revision 1.26 1994/10/10 17:00:23 mike
- * Lower number of players from 10 to 8.
- *
- * Revision 1.25 1994/10/09 14:53:26 matt
- * Made player cockpit state & window size save/restore with saved games & automap
- *
- * Revision 1.24 1994/10/08 20:24:10 matt
- * Added difficulty level to player structure for game load/save
- *
- * Revision 1.23 1994/10/05 17:39:53 rob
- * Changed killer_objnum to a short (was char)
- *
- * Revision 1.22 1994/10/03 22:59:07 matt
- * Limit callsign to 8 chars long, so we can use it as filename
- *
- * Revision 1.21 1994/09/23 10:14:30 mike
- * Rename PLAYER_FLAGS_INVINCIBLE to PLAYER_FLAGS_INVULNERABLE.
- * Add INVULNERABLE_TIME_MAX = 30 seconds.
- *
- * Revision 1.20 1994/09/21 20:44:22 matt
- * Player explosion fireball now specified in bitmaps.tbl
- *
- * Revision 1.19 1994/09/21 12:27:37 mike
- * Move CLOAK_TIME_MAX here from game.c
- *
- * Revision 1.18 1994/09/16 13:10:16 mike
- * Add afterburner and cloak stuff.
- *
- * Revision 1.17 1994/09/11 20:30:26 matt
- * Cleaned up thrust vars, changing a few names
- *
- * Revision 1.16 1994/09/09 14:22:45 matt
- * Added extra gun for player
- *
- * Revision 1.15 1994/09/07 13:30:11 john
- * Added code to tell how many packets were lost.
- *
- * Revision 1.14 1994/09/02 11:56:33 mike
- * Alignment on the player struct.
- *
- * Revision 1.13 1994/08/25 18:12:05 matt
- * Made player's weapons and flares fire from the positions on the 3d model.
- * Also added support for quad lasers.
- *
- * Revision 1.12 1994/08/22 15:49:40 mike
- * change spelling on num_missles -> num_missiles.
- *
- * Revision 1.11 1994/08/18 10:47:32 john
- * Cleaned up game sequencing and player death stuff
- * in preparation for making the player explode into
- * pieces when dead.
- *
- * Revision 1.10 1994/08/17 16:50:05 john
- * Added damaging fireballs, missiles.
- *
- * Revision 1.9 1994/08/15 00:24:10 john
- * First version of netgame with players killing
- * each other. still buggy...
- *
- * Revision 1.8 1994/08/12 22:41:26 john
- * Took away Player_stats; add Players array.
- *
- * Revision 1.7 1994/08/09 17:53:25 adam
- * *** empty log message ***
- *
- * Revision 1.6 1994/07/13 00:15:05 matt
- * Moved all (or nearly all) of the values that affect player movement to
- * bitmaps.tbl
- *
- * Revision 1.5 1994/07/08 21:44:17 matt
- * Made laser powerups saturate correctly
- *
- * Revision 1.4 1994/07/07 14:59:02 john
- * Made radar powerups.
- *
- *
- * Revision 1.3 1994/07/02 13:49:39 matt
- * Cleaned up includes
- *
- * Revision 1.2 1994/07/02 13:10:03 matt
- * Moved player stats struct from gameseq.h to player.h
- *
- * Revision 1.1 1994/07/02 11:00:43 matt
- * Initial revision
- *
- *
- */
- #ifndef _PLAYER_H
- #define _PLAYER_H
- #include "inferno.h"
- #include "fix.h"
- #include "vecmat.h"
- #include "weapon.h"
- #define MAX_PLAYERS 8
- #define MAX_MULTI_PLAYERS MAX_PLAYERS+3
- // Initial player stat values
- #define MAX_ENERGY i2f(100) //100% energy to start
- #define MAX_SHIELDS i2f(100) //100% shields to start
- #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_IMMATERIAL 16 // Player is immaterial
- #define PLAYER_FLAGS_MAP_ENEMIES 32 // Player can see enemies on map
- #define PLAYER_FLAGS_MAP_ALL 64 // Player can see unvisited areas on map
- #define PLAYER_FLAGS_RADAR_ENEMIES 128 // Player can see enemies on radar
- #define PLAYER_FLAGS_RADAR_POWERUPS 256 // Player can see powerups
- #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 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 16 //increment this every time player struct changes
- //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
- // -- 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[MAX_PRIMARY_WEAPONS]; // How much ammo of each type.
- ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // 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)
- } 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;
- 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 player Players[MAX_PLAYERS]; // Misc player info
- extern player_ship *Player_ship;
- #endif
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