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1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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3 | * described in COPYING.txt. |
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4 | * Portions of this file are copyright Parallax Software and licensed |
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5 | * according to the Parallax license below. |
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6 | * See COPYING.txt for license details. |
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7 | |||
8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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18 | */ |
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19 | |||
20 | #pragma once |
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21 | |||
22 | #include <physfs.h> |
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23 | #include "fwd-object.h" |
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24 | |||
25 | #define MAX_MULTI_PLAYERS MAX_PLAYERS+3 |
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26 | #define MULTI_PNUM_UNDEF 0xcc |
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27 | |||
28 | // Initial player stat values |
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29 | #define INITIAL_ENERGY i2f(100) // 100% energy to start |
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30 | #define INITIAL_SHIELDS i2f(100) // 100% shields to start |
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31 | |||
32 | #define MAX_ENERGY i2f(200) // go up to 200 |
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33 | #define MAX_SHIELDS i2f(200) |
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34 | |||
35 | #define INITIAL_LIVES 3 // start off with 3 lives |
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36 | |||
37 | // Values for special flags |
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38 | #if defined(DXX_BUILD_DESCENT_II) |
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39 | #define PLAYER_MAX_AMMO(powerup_flags,BASE) ((powerup_flags & PLAYER_FLAGS_AMMO_RACK) ? BASE * 2 : BASE) |
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40 | |||
41 | #define AFTERBURNER_MAX_TIME (F1_0*5) // Max time afterburner can be on. |
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42 | #endif |
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43 | #define CALLSIGN_LEN 8 // so can use as filename (was: 12) |
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44 | |||
45 | // Amount of time player is cloaked. |
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46 | #define CLOAK_TIME_MAX (F1_0*30) |
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47 | #define INVULNERABLE_TIME_MAX (F1_0*30) |
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48 | |||
49 | #if defined(DXX_BUILD_DESCENT_I) |
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50 | #define PLAYER_STRUCT_VERSION 16 //increment this every time player struct changes |
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51 | #define PLAYER_MAX_AMMO(powerup_flags,BASE) (static_cast<void>(powerup_flags), BASE) |
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52 | #elif defined(DXX_BUILD_DESCENT_II) |
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53 | #define PLAYER_STRUCT_VERSION 17 // increment this every time player struct changes |
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54 | |||
55 | // defines for teams |
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56 | #define TEAM_BLUE 0 |
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57 | #define TEAM_RED 1 |
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58 | #endif |
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59 | |||
60 | #ifdef __cplusplus |
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61 | #include "dxxsconf.h" |
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62 | #include "dsx-ns.h" |
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63 | #include <array> |
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64 | struct callsign_t; |
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65 | |||
66 | #define N_PLAYER_GUNS 8 |
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67 | #define N_PLAYER_SHIP_TEXTURES 32 |
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68 | |||
69 | namespace dcx { |
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70 | struct player_ship; |
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71 | |||
72 | struct player; |
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73 | using playernum_t = uint32_t; |
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74 | constexpr unsigned MAX_PLAYERS = 8; |
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75 | using playernum_array_t = std::array<playernum_t, MAX_PLAYERS>; |
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76 | |||
77 | extern unsigned N_players; // Number of players ( >1 means a net game, eh?) |
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78 | extern playernum_t Player_num; // The player number who is on the console. |
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79 | } |
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80 | |||
81 | #ifdef dsx |
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82 | DXX_VALPTRIDX_DECLARE_SUBTYPE(dcx::, player, playernum_t, MAX_PLAYERS); |
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83 | namespace dsx { |
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84 | struct player_rw; |
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85 | struct player_info; |
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86 | void player_rw_swap(player_rw *p, int swap); |
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87 | int allowed_to_fire_flare(player_info &); |
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88 | int allowed_to_fire_missile(const player_info &); |
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89 | #if defined(DXX_BUILD_DESCENT_II) |
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90 | fix get_omega_energy_consumption(fix delta_charge); |
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91 | void omega_charge_frame(player_info &); |
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92 | #endif |
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93 | } |
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94 | #endif |
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95 | |||
96 | /* |
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97 | * reads a player_ship structure from a PHYSFS_File |
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98 | */ |
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99 | void player_ship_read(player_ship *ps, PHYSFS_File *fp); |
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100 | |||
101 | #endif |