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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 |