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| Rev | Author | Line No. | Line |
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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 | /* |
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| 21 | * |
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| 22 | * Structure information for the player |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #pragma once |
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| 27 | |||
| 28 | #include "fwd-player.h" |
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| 29 | |||
| 30 | #include <physfs.h> |
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| 31 | #include "vecmat.h" |
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| 32 | #include "weapon.h" |
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| 33 | |||
| 34 | #ifdef __cplusplus |
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| 35 | #include <algorithm> |
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| 36 | #include "pack.h" |
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| 37 | #include "dxxsconf.h" |
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| 38 | #include "objnum.h" |
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| 39 | #include "player-callsign.h" |
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| 40 | |||
| 41 | #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) |
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| 42 | #include "fwd-segment.h" |
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| 43 | #include "player-flags.h" |
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| 44 | #include "valptridx.h" |
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| 45 | #include <array> |
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| 46 | |||
| 47 | namespace dcx { |
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| 48 | |||
| 49 | struct d_player_unique_endlevel_state |
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| 50 | { |
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| 51 | segnum_t transition_segnum; |
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| 52 | segnum_t exit_segnum; |
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| 53 | }; |
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| 54 | |||
| 55 | extern d_player_unique_endlevel_state PlayerUniqueEndlevelState; |
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| 56 | |||
| 57 | // When this structure changes, increment the constant |
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| 58 | // SAVE_FILE_VERSION in playsave.c |
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| 59 | struct player : public prohibit_void_ptr<player> |
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| 60 | { |
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| 61 | // Who am I data |
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| 62 | callsign_t callsign; // The callsign of this player, for net purposes. |
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| 63 | sbyte connected; // Is the player connected or not? |
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| 64 | objnum_t objnum; // What object number this player is. (made an int by mk because it's very often referenced) |
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| 65 | |||
| 66 | // -- make sure you're 4 byte aligned now! |
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| 67 | |||
| 68 | // Game data |
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| 69 | uint16_t lives; // Lives remaining, 0 = game over. |
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| 70 | sbyte level; // Current level player is playing. (must be signed for secret levels) |
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| 71 | sbyte starting_level; // What level the player started on. |
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| 72 | |||
| 73 | // Statistics... |
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| 74 | fix time_level; // Level time played |
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| 75 | fix time_total; // Game time played (high word = seconds) |
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| 76 | |||
| 77 | |||
| 78 | short num_kills_level; // Number of kills this level |
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| 79 | short num_kills_total; // Number of kills total |
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| 80 | sbyte hours_level; // Hours played (since time_total can only go up to 9 hours) |
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| 81 | sbyte hours_total; // Hours played (since time_total can only go up to 9 hours) |
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| 82 | }; |
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| 83 | |||
| 84 | DXX_VALPTRIDX_DEFINE_SUBTYPE_TYPEDEFS(player, player); |
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| 85 | DXX_VALPTRIDX_DEFINE_GLOBAL_FACTORIES(player, player, Players); |
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| 86 | } |
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| 87 | |||
| 88 | namespace dsx { |
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| 89 | |||
| 90 | // Same as above but structure how Savegames expect |
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| 91 | struct player_rw |
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| 92 | { |
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| 93 | // Who am I data |
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| 94 | callsign_t callsign; // The callsign of this player, for net purposes. |
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| 95 | ubyte net_address[6]; // The network address of the player. |
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| 96 | sbyte connected; // Is the player connected or not? |
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| 97 | int objnum; // What object number this player is. (made an int by mk because it's very often referenced) |
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| 98 | int n_packets_got; // How many packets we got from them |
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| 99 | int n_packets_sent; // How many packets we sent to them |
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| 100 | |||
| 101 | // -- make sure you're 4 byte aligned now! |
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| 102 | |||
| 103 | // Game data |
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| 104 | uint flags; // Powerup flags, see below... |
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| 105 | fix energy; // Amount of energy remaining. |
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| 106 | fix shields; // shields remaining (protection) |
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| 107 | ubyte lives; // Lives remaining, 0 = game over. |
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| 108 | sbyte level; // Current level player is playing. (must be signed for secret levels) |
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| 109 | ubyte laser_level; // Current level of the laser. |
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| 110 | sbyte starting_level; // What level the player started on. |
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| 111 | short killer_objnum; // Who killed me.... (-1 if no one) |
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| 112 | #if defined(DXX_BUILD_DESCENT_I) |
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| 113 | ubyte primary_weapon_flags; // bit set indicates the player has this weapon. |
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| 114 | ubyte secondary_weapon_flags; // bit set indicates the player has this weapon. |
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| 115 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 116 | ushort primary_weapon_flags; // bit set indicates the player has this weapon. |
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| 117 | ushort secondary_weapon_flags; // bit set indicates the player has this weapon. |
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| 118 | #endif |
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| 119 | union { |
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| 120 | std::array<uint16_t, MAX_PRIMARY_WEAPONS> obsolete_primary_ammo; |
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| 121 | struct { |
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| 122 | uint16_t laser_ammo; |
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| 123 | uint16_t vulcan_ammo; |
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| 124 | }; |
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| 125 | }; |
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| 126 | ushort secondary_ammo[MAX_SECONDARY_WEAPONS]; // How much ammo of each type. |
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| 127 | |||
| 128 | #if defined(DXX_BUILD_DESCENT_II) |
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| 129 | ushort pad; // Pad because increased weapon_flags from byte to short -YW 3/22/95 |
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| 130 | #endif |
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| 131 | // -- make sure you're 4 byte aligned now |
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| 132 | |||
| 133 | // Statistics... |
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| 134 | int last_score; // Score at beginning of current level. |
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| 135 | int score; // Current score. |
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| 136 | fix time_level; // Level time played |
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| 137 | fix time_total; // Game time played (high word = seconds) |
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| 138 | |||
| 139 | fix cloak_time; // Time cloaked |
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| 140 | fix invulnerable_time; // Time invulnerable |
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| 141 | |||
| 142 | #if defined(DXX_BUILD_DESCENT_II) |
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| 143 | short KillGoalCount; // Num of players killed this level |
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| 144 | #endif |
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| 145 | short net_killed_total; // Number of times killed total |
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| 146 | short net_kills_total; // Number of net kills total |
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| 147 | short num_kills_level; // Number of kills this level |
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| 148 | short num_kills_total; // Number of kills total |
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| 149 | short num_robots_level; // Number of initial robots this level |
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| 150 | short num_robots_total; // Number of robots total |
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| 151 | ushort hostages_rescued_total; // Total number of hostages rescued. |
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| 152 | ushort hostages_total; // Total number of hostages. |
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| 153 | ubyte hostages_on_board; // Number of hostages on ship. |
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| 154 | ubyte hostages_level; // Number of hostages on this level. |
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| 155 | fix homing_object_dist; // Distance of nearest homing object. |
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| 156 | sbyte hours_level; // Hours played (since time_total can only go up to 9 hours) |
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| 157 | sbyte hours_total; // Hours played (since time_total can only go up to 9 hours) |
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| 158 | } __pack__; |
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| 159 | #if defined(DXX_BUILD_DESCENT_I) |
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| 160 | static_assert(sizeof(player_rw) == 116, "wrong size player_rw"); |
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| 161 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 162 | static_assert(sizeof(player_rw) == 142, "wrong size player_rw"); |
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| 163 | #endif |
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| 164 | |||
| 165 | } |
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| 166 | |||
| 167 | #define get_local_player() (*vmplayerptr(Player_num)) |
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| 168 | #define get_local_plrobj() (*vmobjptr(get_local_player().objnum)) |
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| 169 | |||
| 170 | namespace dcx { |
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| 171 | |||
| 172 | struct player_ship |
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| 173 | { |
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| 174 | int model_num; |
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| 175 | int expl_vclip_num; |
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| 176 | fix mass,drag; |
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| 177 | fix max_thrust,reverse_thrust,brakes; //low_thrust |
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| 178 | fix wiggle; |
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| 179 | fix max_rotthrust; |
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| 180 | std::array<vms_vector, N_PLAYER_GUNS> gun_points; |
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| 181 | }; |
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| 182 | |||
| 183 | } |
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| 184 | |||
| 185 | #endif |
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| 186 | |||
| 187 | #endif |