[80] | 1 | /********************************************************************** <BR>
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| 2 | This file is part of Crack dot Com's free source code release of
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| 3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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| 4 | information about compiling & licensing issues visit this URL</a>
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| 5 | <PRE> If that doesn't help, contact Jonathan Clark at
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| 6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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| 7 | ***********************************************************************/
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| 8 |
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| 9 | #ifndef __PLAYER_HH
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| 10 | #define __PLAYER_HH
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| 11 |
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| 12 | #include "g1_object.hh"
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| 13 | #include "g1_limits.hh"
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| 14 | #include "player_type.hh"
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| 15 | #include "memory/array.hh"
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| 16 | #include "init/init.hh"
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| 17 | #include "lisp/li_optr.hh"
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| 18 | #include "reference.hh"
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| 19 | #include "objs/stank.hh"
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| 20 |
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| 21 | class g1_map_class;
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| 22 | class g1_map_piece_class;
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| 23 | class g1_player_piece_class;
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| 24 | struct i4_pixel_format;
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| 25 | class r1_render_api_class;
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| 26 | class g1_team_api_class;
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| 27 | class g1_team_api_definition_class;
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| 28 | class g1_border_frame_class;
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| 29 | class g1_takeover_pad_class;
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| 30 | class g1_path_object_class; // objs/path_object.hh
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| 31 |
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| 32 | class g1_player_info_class
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| 33 | {
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| 34 | public:
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| 35 | friend class g1_team_api_class;
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| 36 |
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| 37 | private:
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| 38 | g1_player_type player_num;
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| 39 | g1_team_api_class *ai;
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| 40 | g1_team_type team;
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| 41 |
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| 42 | // I want g1_player manager to call init_colors and new game on each player
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| 43 | friend class g1_player_manager_class;
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| 44 | void init_colors(w32 player_num, const i4_pixel_format *fmt);
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| 45 | void new_game(g1_player_type num);
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| 46 | void think();
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| 47 |
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| 48 | int &num_points();
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| 49 | int &num_stank_deaths();
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| 50 |
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| 51 | g1_typed_reference_class<g1_player_piece_class> commander;
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| 52 |
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| 53 | public:
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| 54 | i4_bool continue_wait;
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| 55 |
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| 56 | int &num_stank_lives();
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| 57 | li_object_pointer vars;
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| 58 |
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| 59 | float kill_ratio();
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| 60 |
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| 61 | g1_team_type get_team() const { return team; }
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| 62 |
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| 63 | li_class *get_vars() { return (li_class *)vars.get(); }
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| 64 | void set_vars(li_class *v) { vars=(li_object *)v; }
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| 65 |
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| 66 | int supertank_upgrade_level;
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| 67 | void calc_upgrade_level();
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| 68 |
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| 69 | g1_model_ref team_flag;
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| 70 | int refresh_money;
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| 71 | int &money();
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| 72 | int &income_rate();
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| 73 | float &damage_multiplier();
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| 74 |
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| 75 |
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| 76 | i4_array<w32> owned_objects;
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| 77 | void remove_object(w32 global_id);
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| 78 | void add_object(w32 global_id);
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| 79 |
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| 80 |
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| 81 | g1_player_info_class();
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| 82 |
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| 83 | g1_team_api_class *get_ai() const { return ai; }
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| 84 | void set_ai(g1_team_api_class *ai);
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| 85 |
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| 86 | g1_player_type get_player_num() const { return player_num; }
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| 87 |
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| 88 | g1_player_piece_class* get_commander() { return commander.get(); }
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| 89 |
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| 90 | void set_commander(g1_player_piece_class *who) { commander=who; }
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| 91 |
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| 92 | i4_bool load(g1_loader_class *fp);
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| 93 | void save(g1_saver_class *fp);
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| 94 |
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| 95 | w16 vehicle_pal[256];
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| 96 |
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| 97 | i4_color map_player_building;
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| 98 | i4_color map_player_color;
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| 99 | i4_color map_attacking_player_color;
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| 100 | i4_color map_select_player_color;
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| 101 |
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| 102 | // next pad and location on pad to build objects
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| 103 | int next_pad;
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| 104 | int next_location;
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| 105 |
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| 106 |
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| 107 |
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| 108 | void supertank_died(g1_object_class *killer);
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| 109 | void add_points(int points);
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| 110 |
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| 111 | void allow_building(g1_object_type type,
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| 112 | int cost,
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| 113 | int sfx_to_play_when_built,
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| 114 | i4_image_class *normal_button_image,
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| 115 | i4_image_class *active_button_image,
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| 116 | i4_image_class *pressed_button_image);
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| 117 | };
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| 118 |
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| 119 | class g1_player_manager_class : i4_init_class
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| 120 | {
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| 121 | g1_player_info_class *list[G1_MAX_PLAYERS];
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| 122 | const char *default_ai;
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| 123 | public:
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| 124 | g1_player_type local_player;
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| 125 |
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| 126 | g1_player_manager_class();
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| 127 |
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| 128 | void show_message(const i4_const_str &message, w32 color, int player_for);
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| 129 |
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| 130 | // set the name of the default computer ai
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| 131 | void set_default_ai(const char *ai);
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| 132 |
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| 133 |
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| 134 | // the player on the local machine
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| 135 | g1_player_info_class *get_local()
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| 136 | {
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| 137 | return list[local_player];
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| 138 | }
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| 139 |
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| 140 | g1_player_info_class *get(g1_player_type player)
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| 141 | {
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| 142 | if (player>=G1_MAX_PLAYERS)
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| 143 | player=g1_default_player;
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| 144 |
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| 145 | return list[player];
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| 146 | }
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| 147 |
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| 148 | void save(g1_saver_class *fp)
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| 149 | {
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| 150 | for (w32 i=0;i<G1_MAX_PLAYERS;i++)
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| 151 | list[i]->save(fp);
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| 152 | }
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| 153 |
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| 154 | i4_bool load(g1_loader_class *fp)
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| 155 | {
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| 156 | i4_bool ret=i4_T;
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| 157 | for (w32 i=0;i<G1_MAX_PLAYERS;i++)
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| 158 | ret=(i4_bool)(ret & list[i]->load(fp));
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| 159 | return ret;
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| 160 | }
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| 161 |
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| 162 | void init_colors(const i4_pixel_format *fmt, r1_render_api_class *api);
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| 163 |
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| 164 | void new_game()
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| 165 | {
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| 166 | for (w32 i=0; i<G1_MAX_PLAYERS; i++)
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| 167 | list[i]->new_game((g1_player_type)i);
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| 168 | }
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| 169 |
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| 170 | void think()
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| 171 | {
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| 172 | for (w32 i=0; i<G1_MAX_PLAYERS; i++)
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| 173 | list[i]->think();
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| 174 | }
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| 175 |
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| 176 | void recalc_from_map(g1_map_class *map);
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| 177 |
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| 178 | virtual void init();
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| 179 | virtual void uninit();
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| 180 |
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| 181 | // for unloading dll AIs
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| 182 | void unload_ai(g1_team_api_definition_class *definer);
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| 183 | };
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| 184 |
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| 185 | extern g1_player_manager_class g1_player_man;
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| 186 |
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| 187 | #endif
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| 188 |
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| 189 |
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