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