Difference for main/player.h from version 1.1 to 1.2


version 1.1 version 1.2
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  * Structure information for the player   * Structure information for the player
  *    *
  * $Log$   * $Log$
  * Revision 1.1  1999/06/14 22:12:58  donut   * Revision 1.2  2003/03/09 06:41:01  donut
  * Initial revision   * change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned
    *
    * Revision 1.1.1.1  1999/06/14 22:12:58  donut
    * Import of d1x 1.37 source.
  *   *
  * Revision 2.0  1995/02/27  11:30:25  john   * Revision 2.0  1995/02/27  11:30:25  john
  * New version 2.0, which has no anonymous unions, builds with   * New version 2.0, which has no anonymous unions, builds with
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  // Who am I data   // Who am I data
  char callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes.   char callsign[CALLSIGN_LEN+1]; // The callsign of this player, for net purposes.
  ubyte net_address[6]; // The network address of the player.   ubyte net_address[6]; // The network address of the player.
  byte connected; // Is the player connected or not?   sbyte connected; // Is the player connected or not?
  int objnum; // What object number this player is. (made an int by mk because it's very often referenced)   int objnum; // What object number this player is. (made an int by mk because it's very often referenced)
  int n_packets_got; // How many packets we got from them   int n_packets_got; // How many packets we got from them
  int n_packets_sent; // How many packets we sent to them   int n_packets_sent; // How many packets we sent to them
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  fix energy; // Amount of energy remaining.   fix energy; // Amount of energy remaining.
  fix shields; // shields remaining (protection)    fix shields; // shields remaining (protection)
  ubyte lives; // Lives remaining, 0 = game over.   ubyte lives; // Lives remaining, 0 = game over.
  byte level; // Current level player is playing. (must be signed for secret levels)   sbyte level; // Current level player is playing. (must be signed for secret levels)
  ubyte laser_level; // Current level of the laser.   ubyte laser_level; // Current level of the laser.
  byte     starting_level; // What level the player started on.   sbyte     starting_level; // What level the player started on.
  short killer_objnum; // Who killed me.... (-1 if no one)   short killer_objnum; // Who killed me.... (-1 if no one)
  ubyte primary_weapon_flags; // bit set indicates the player has this weapon.   ubyte primary_weapon_flags; // bit set indicates the player has this weapon.
  ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.   ubyte secondary_weapon_flags; // bit set indicates the player has this weapon.
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  ubyte hostages_on_board; // Number of hostages on ship.   ubyte hostages_on_board; // Number of hostages on ship.
  ubyte hostages_level; // Number of hostages on this level.   ubyte hostages_level; // Number of hostages on this level.
  fix homing_object_dist; // Distance of nearest homing object.   fix homing_object_dist; // Distance of nearest homing object.
  byte hours_level; // Hours played (since time_total can only go up to 9 hours)   sbyte hours_level; // Hours played (since time_total can only go up to 9 hours)
  byte hours_total; // Hours played (since time_total can only go up to 9 hours)   sbyte hours_total; // Hours played (since time_total can only go up to 9 hours)
 } __pack__ player;  } __pack__ player;
   
 #define N_PLAYER_GUNS 8  #define N_PLAYER_GUNS 8

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line(s) removed in v.1.1 
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 line(s) added in v.1.2