Moved all files one dir upwards (should've done that long ago)
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project/jni/application/opentyrian/src/player.h
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129
project/jni/application/opentyrian/src/player.h
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/*
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* OpenTyrian Classic: A modern cross-platform port of Tyrian
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* Copyright (C) 2007-2009 The OpenTyrian Development Team
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef PLAYER_H
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#define PLAYER_H
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#include "config.h"
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#include "opentyr.h"
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enum
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{
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FRONT_WEAPON = 0,
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REAR_WEAPON = 1
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};
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enum
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{
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LEFT_SIDEKICK = 0,
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RIGHT_SIDEKICK = 1
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};
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typedef struct
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{
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uint ship;
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uint generator;
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uint shield;
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struct { uint id; uint power; } weapon[2];
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uint sidekick[2];
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uint special;
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// Dragonwing only:
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// repeatedly collecting the same powerup gives a series of sidekick upgrades
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uint sidekick_series;
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uint sidekick_level;
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// Single-player only
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uint super_arcade_mode; // stored as an item for compatibility :(
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}
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PlayerItems;
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typedef struct
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{
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ulong cash;
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PlayerItems items, last_items;
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bool is_dragonwing; // i.e., is player 2
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uint *lives;
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// calculatable
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uint shield_max;
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uint initial_armor;
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uint shot_hit_area_x, shot_hit_area_y;
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// state
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bool is_alive;
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uint invulnerable_ticks; // ticks until ship can be damaged
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uint exploding_ticks; // ticks until ship done exploding
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uint shield;
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uint armor;
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uint weapon_mode;
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uint superbombs;
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uint purple_balls_needed;
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int x, y;
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int old_x[20], old_y[20];
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int x_velocity, y_velocity;
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uint x_friction_ticks, y_friction_ticks; // ticks until friction is applied
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int delta_x_shot_move, delta_y_shot_move;
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int last_x_shot_move, last_y_shot_move;
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int last_x_explosion_follow, last_y_explosion_follow;
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struct
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{
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// calculatable
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int ammo_max;
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uint ammo_refill_ticks_max;
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uint style; // affects movement and size
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// state
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int x, y;
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int ammo;
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uint ammo_refill_ticks;
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bool animation_enabled;
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uint animation_frame;
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uint charge;
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uint charge_ticks;
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}
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sidekick[2];
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}
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Player;
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extern Player player[2];
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static inline bool all_players_dead( void )
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{
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return (!player[0].is_alive && (!twoPlayerMode || !player[1].is_alive));
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}
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static inline bool all_players_alive( void )
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{
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return (player[0].is_alive && (!twoPlayerMode || player[1].is_alive));
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}
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void calc_purple_balls_needed( Player * );
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bool power_up_weapon( Player *, uint port );
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void handle_got_purple_ball( Player * );
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#endif // PLAYER_H
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