1 /*
2 * OpenTyrian: A modern cross-platform port of Tyrian
3 * Copyright (C) 2007-2009 The OpenTyrian Development Team
4 *
5 * This program is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU General Public License
7 * as published by the Free Software Foundation; either version 2
8 * of the License, or (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
14 *
15 * You should have received a copy of the GNU General Public License
16 * along with this program; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 */
19 #ifndef PLAYER_H
20 #define PLAYER_H
21
22 #include "config.h"
23 #include "opentyr.h"
24
25 enum
26 {
27 FRONT_WEAPON = 0,
28 REAR_WEAPON = 1
29 };
30
31 enum
32 {
33 LEFT_SIDEKICK = 0,
34 RIGHT_SIDEKICK = 1
35 };
36
37 typedef struct
38 {
39 uint ship;
40 uint generator;
41 uint shield;
42 struct { uint id; uint power; } weapon[2];
43 uint sidekick[2];
44 uint special;
45
46 // Dragonwing only:
47 // repeatedly collecting the same powerup gives a series of sidekick upgrades
48 uint sidekick_series;
49 uint sidekick_level;
50
51 // Single-player only
52 uint super_arcade_mode; // stored as an item for compatibility :(
53 }
54 PlayerItems;
55
56 typedef struct
57 {
58 ulong cash;
59
60 PlayerItems items, last_items;
61
62 bool is_dragonwing; // i.e., is player 2
63 uint *lives;
64
65 // calculatable
66 uint shield_max;
67 uint initial_armor;
68 uint shot_hit_area_x, shot_hit_area_y;
69
70 // state
71 bool is_alive;
72 uint invulnerable_ticks; // ticks until ship can be damaged
73 uint exploding_ticks; // ticks until ship done exploding
74 uint shield;
75 uint armor;
76 uint weapon_mode;
77 uint superbombs;
78 uint purple_balls_needed;
79
80 int x, y;
81 int old_x[20], old_y[20];
82
83 int x_velocity, y_velocity;
84 uint x_friction_ticks, y_friction_ticks; // ticks until friction is applied
85
86 int delta_x_shot_move, delta_y_shot_move;
87
88 int last_x_shot_move, last_y_shot_move;
89 int last_x_explosion_follow, last_y_explosion_follow;
90
91 struct
92 {
93 // calculatable
94 int ammo_max;
95 uint ammo_refill_ticks_max;
96 uint style; // affects movement and size
97
98 // state
99 int x, y;
100 int ammo;
101 uint ammo_refill_ticks;
102
103 bool animation_enabled;
104 uint animation_frame;
105
106 uint charge;
107 uint charge_ticks;
108 }
109 sidekick[2];
110 }
111 Player;
112
113 extern Player player[2];
114
all_players_dead(void)115 static inline bool all_players_dead( void )
116 {
117 return (!player[0].is_alive && (!twoPlayerMode || !player[1].is_alive));
118 }
119
all_players_alive(void)120 static inline bool all_players_alive( void )
121 {
122 return (player[0].is_alive && (!twoPlayerMode || player[1].is_alive));
123 }
124
125 void calc_purple_balls_needed( Player * );
126 bool power_up_weapon( Player *, uint port );
127 void handle_got_purple_ball( Player * );
128
129 #endif // PLAYER_H
130