/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
If that doesn't help, contact Jonathan Clark at golgotha_source@usa.net (Subject should have "GOLG" in it) ***********************************************************************/ #ifndef __PLAYER_HH #define __PLAYER_HH #include "g1_object.hh" #include "g1_limits.hh" #include "player_type.hh" #include "memory/array.hh" #include "init/init.hh" #include "lisp/li_optr.hh" #include "reference.hh" #include "objs/stank.hh" class g1_map_class; class g1_map_piece_class; class g1_player_piece_class; struct i4_pixel_format; class r1_render_api_class; class g1_team_api_class; class g1_team_api_definition_class; class g1_border_frame_class; class g1_takeover_pad_class; class g1_path_object_class; // objs/path_object.hh class g1_player_info_class { public: friend class g1_team_api_class; private: g1_player_type player_num; g1_team_api_class *ai; g1_team_type team; // I want g1_player manager to call init_colors and new game on each player friend class g1_player_manager_class; void init_colors(w32 player_num, const i4_pixel_format *fmt); void new_game(g1_player_type num); void think(); int &num_points(); int &num_stank_deaths(); g1_typed_reference_classcommander; public: i4_bool continue_wait; int &num_stank_lives(); li_object_pointer vars; float kill_ratio(); g1_team_type get_team() const { return team; } li_class *get_vars() { return (li_class *)vars.get(); } void set_vars(li_class *v) { vars=(li_object *)v; } int supertank_upgrade_level; void calc_upgrade_level(); g1_model_ref team_flag; int refresh_money; int &money(); int &income_rate(); float &damage_multiplier(); i4_array owned_objects; void remove_object(w32 global_id); void add_object(w32 global_id); g1_player_info_class(); g1_team_api_class *get_ai() const { return ai; } void set_ai(g1_team_api_class *ai); g1_player_type get_player_num() const { return player_num; } g1_player_piece_class* get_commander() { return commander.get(); } void set_commander(g1_player_piece_class *who) { commander=who; } i4_bool load(g1_loader_class *fp); void save(g1_saver_class *fp); w16 vehicle_pal[256]; i4_color map_player_building; i4_color map_player_color; i4_color map_attacking_player_color; i4_color map_select_player_color; // next pad and location on pad to build objects int next_pad; int next_location; void supertank_died(g1_object_class *killer); void add_points(int points); void allow_building(g1_object_type type, int cost, int sfx_to_play_when_built, i4_image_class *normal_button_image, i4_image_class *active_button_image, i4_image_class *pressed_button_image); }; class g1_player_manager_class : i4_init_class { g1_player_info_class *list[G1_MAX_PLAYERS]; const char *default_ai; public: g1_player_type local_player; g1_player_manager_class(); void show_message(const i4_const_str &message, w32 color, int player_for); // set the name of the default computer ai void set_default_ai(const char *ai); // the player on the local machine g1_player_info_class *get_local() { return list[local_player]; } g1_player_info_class *get(g1_player_type player) { if (player>=G1_MAX_PLAYERS) player=g1_default_player; return list[player]; } void save(g1_saver_class *fp) { for (w32 i=0;i save(fp); } i4_bool load(g1_loader_class *fp) { i4_bool ret=i4_T; for (w32 i=0;i load(fp)); return ret; } void init_colors(const i4_pixel_format *fmt, r1_render_api_class *api); void new_game() { for (w32 i=0; i new_game((g1_player_type)i); } void think() { for (w32 i=0; i think(); } void recalc_from_map(g1_map_class *map); virtual void init(); virtual void uninit(); // for unloading dll AIs void unload_ai(g1_team_api_definition_class *definer); }; extern g1_player_manager_class g1_player_man; #endif