/*
* OpenTyrian: A modern cross-platform port of Tyrian
* Copyright (C) 2007-2009 The OpenTyrian Development Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef PLAYER_H
#define PLAYER_H
#include "config.h"
#include "opentyr.h"
enum
{
FRONT_WEAPON = 0,
REAR_WEAPON = 1
};
enum
{
LEFT_SIDEKICK = 0,
RIGHT_SIDEKICK = 1
};
typedef struct
{
uint ship;
uint generator;
uint shield;
struct { uint id; uint power; } weapon[2];
uint sidekick[2];
uint special;
// Dragonwing only:
// repeatedly collecting the same powerup gives a series of sidekick upgrades
uint sidekick_series;
uint sidekick_level;
// Single-player only
uint super_arcade_mode; // stored as an item for compatibility :(
}
PlayerItems;
typedef struct
{
ulong cash;
PlayerItems items, last_items;
bool is_dragonwing; // i.e., is player 2
uint *lives;
// calculatable
uint shield_max;
uint initial_armor;
uint shot_hit_area_x, shot_hit_area_y;
// state
bool is_alive;
uint invulnerable_ticks; // ticks until ship can be damaged
uint exploding_ticks; // ticks until ship done exploding
uint shield;
uint armor;
uint weapon_mode;
uint superbombs;
uint purple_balls_needed;
int x, y;
int old_x[20], old_y[20];
int x_velocity, y_velocity;
uint x_friction_ticks, y_friction_ticks; // ticks until friction is applied
int delta_x_shot_move, delta_y_shot_move;
int last_x_shot_move, last_y_shot_move;
int last_x_explosion_follow, last_y_explosion_follow;
struct
{
// calculatable
int ammo_max;
uint ammo_refill_ticks_max;
uint style; // affects movement and size
// state
int x, y;
int ammo;
uint ammo_refill_ticks;
bool animation_enabled;
uint animation_frame;
uint charge;
uint charge_ticks;
}
sidekick[2];
}
Player;
extern Player player[2];
static inline bool all_players_dead( void )
{
return (!player[0].is_alive && (!twoPlayerMode || !player[1].is_alive));
}
static inline bool all_players_alive( void )
{
return (player[0].is_alive && (!twoPlayerMode || player[1].is_alive));
}
void calc_purple_balls_needed( Player * );
bool power_up_weapon( Player *, uint port );
void handle_got_purple_ball( Player * );
#endif // PLAYER_H