source: abuse/tags/pd/abuse/inc/chars.hpp @ 49

Last change on this file since 49 was 49, checked in by Sam Hocevar, 11 years ago
  • Imported original public domain release, for future reference.
File size: 4.1 KB
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1#ifndef __CHARACTERZ_HPP_
2#define __CHARACTERZ_HPP_
3
4
5#include "seq.hpp"
6#include "sound.hpp"
7#include "ability.hpp"
8#include "event.hpp"
9#include "macs.hpp"
10#include <stdarg.h>
11#include <time.h>
12
13
14enum character_state {dead, 
15                      dieing,
16                      stopped,               
17                      start_run_jump,run_jump, run_jump_fall, end_run_jump,
18                      flinch_up,flinch_down,
19                      morph_pose,
20                      running
21                    } ;
22
23
24
25#define MAX_STATE (running+1)
26extern char *state_names[];
27
28class named_field
29{
30  public :
31  char *real_name;
32  char *descript_name;
33  named_field(char *real, char *fake)
34  { real_name=strcpy((char *)jmalloc(strlen(real)+1,"var_name"),real);
35    descript_name=strcpy((char *)jmalloc(strlen(fake)+1,"var_name"),fake);
36  }
37  ~named_field() { jfree(real_name); jfree(descript_name); }
38} ;
39
40
41
42// all cflags default is 0
43#define TOTAL_CFLAGS 11
44enum { CFLAG_HURT_ALL,            // if object hurts all characters, not just player
45       CFLAG_IS_WEAPON,           // if object is a collectable weapon (should have a logo)
46       CFLAG_STOPPABLE,           // if object can be stopped by any other object
47       CFLAG_CAN_BLOCK,           // if object can block other object
48       CFLAG_HURTABLE,
49       CFLAG_PUSHABLE,            // can push other pushable characters
50       CFLAG_UNLISTABLE,          // if object should appear in object list during edit mode
51       CFLAG_ADD_FRONT,
52       CFLAG_CACHED_IN,
53       CFLAG_NEED_CACHE_IN,
54       CFLAG_UNACTIVE_SHIELD      // if object is not active (i.e. link 0 aistate==0)
55                                  // then objects will not draw a damage when hitting it
56     };
57extern char *cflag_names[TOTAL_CFLAGS];
58
59// all object functions default to NULL
60#define TOTAL_OFUNS 11
61enum { OFUN_AI,                   // objects ai function called by the mover, should call (tick)
62       OFUN_MOVER,                // objects move function, gets x y and but
63       OFUN_DRAW,
64       OFUN_MAP_DRAW,
65       OFUN_DAMAGE,               // called when the object receives damage
66       OFUN_NEXT_STATE,           // called at the end of an object sequence
67       OFUN_USER_FUN,             // can by called (user_fun x y z)
68       OFUN_CONSTRUCTOR,          // called when object is created, dev & play modes
69       OFUN_RELOAD,               // called when the object is loaded from disk (not save games)
70       OFUN_GET_CACHE_LIST,       // called on level load, should return list (a . b) a is character id, and b is other ids
71       OFUN_CHANGE_TYPE
72     } ;
73extern char *ofun_names[TOTAL_OFUNS];
74
75
76class character_type
77{
78public :
79  ushort ts,tiv,tv; // total states, total index vars, total local vars
80  sequence **seq;   // [0..ts-1]
81  void **seq_syms;  // symbol describing what this state is [0..ts-1]
82
83  void **vars;  // symbol describing variable names    [0..tiv-1]
84  short *var_index; // index into local var                [0..tiv-1]
85
86  void add_var(void *symbol, void *name);
87  int add_state(void *symbol);              // returns index into seq to use
88  int abil[TOTAL_ABILITIES];
89  void *fun_table[TOTAL_OFUNS];             // pointers to lisp function for this object
90  int logo,morph_mask,morph_power;
91  long rangex,rangey,draw_rangex,draw_rangey;             // range off screen before character is skipped
92
93  ushort cflags;
94  void *get_fun(int name) { return fun_table[name]; }
95  int get_cflag(int name) { return cflags&(1<<name); }
96  void set_cflag(int name, int x) { if (x) cflags|=(1<<name);  else cflags&=~(1<<name); }
97  int total_fields;                         // used by game editor to replace field names 
98  named_field **fields;
99  character_type(void *args, void *name);   // lisp object describes object
100
101  sequence *get_sequence(character_state s);
102  void add_sequence(character_state which, sequence *new_seq);
103  int has_sequence(character_state s) { return s<ts && (seq[s]!=NULL); }
104  int cache_in();    // returns false if out of cache memory
105  void check_sizes();
106  long isa_var_name(char *name);
107
108  ~character_type();
109} ;
110
111extern character_type **figures;
112int flinch_state(character_state state);
113
114void *def_char(void *args);
115
116extern int total_weapons;
117extern int *weapon_types;    // maps 0..total_weapons into 'real' weapon type
118
119#endif
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