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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