source: abuse/tags/pd/abuse/inc/view.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: 3.7 KB
Line 
1#ifndef _VIEW_HPP_
2#define _VIEW_HPP_
3
4#include "light.hpp"
5#include "jwindow.hpp"
6
7
8class object_node;
9class game_object;
10class area_controller;
11
12struct suggest_struct
13{
14  long cx1,cy1,cx2,cy2,shift_down,shift_right,pan_x,pan_y;
15  long new_weapon;
16  uchar send_view,send_weapon_change;
17} ;
18
19
20class view;
21
22
23class view
24{
25  uchar keymap[512/8];
26  char chat_buf[60];
27  public :
28  int key_down(int key) { return keymap[key/8]&(1<<(key%8)); }
29  void set_key_down(int key, int x) { if (x) keymap[key/8]|=(1<<(key%8)); else keymap[key/8]&=~(1<<(key%8)); }
30  void reset_keymap() { memset(keymap,0,sizeof(keymap)); }
31  void add_chat_key(int key);
32
33  char name[100];
34  struct suggest_struct suggest;
35  long cx1,cy1,cx2,cy2,                    // view area to show
36      shift_down,shift_right;             // shift of view
37
38  int god;                                // :) if you believe in such things
39  int player_number;
40 
41  int draw_solid;                         // -1 if don't draw solid
42
43  long *weapons;                          // [0..total_weapons-1]
44  long *last_weapons;                     // last history of above array (for updating statbar)
45  long current_weapon;
46
47
48  game_object *focus;                     // object we are focusing on (player)
49  int x_suggestion,                      // input from the player at the current time
50      y_suggestion,
51      b1_suggestion,
52      b2_suggestion,
53      b3_suggestion,
54      b4_suggestion,
55      pointer_x,
56      pointer_y,
57      freeze_time;
58
59
60  short ambient;                        // ambient lighting setting, used by draw
61  long pan_x,pan_y,no_xleft,no_xright,no_ytop,no_ybottom,
62       last_x,last_y,last_last_x,last_last_y,view_percent;
63
64  long last_left,last_right,last_up,last_down,   // how many frames ago were these pressed (<=0)
65       last_b1,last_b2,last_b3,last_b4,last_hp,last_ammo,last_type;
66  long secrets,kills,tsecrets,tkills;
67
68  view(game_object *Focus, view *Next, int number);
69  void draw_character_damage();           // draws the characters 'status' on the viewer
70
71  long x_center();                        // center of attention
72  long y_center();
73  long xoff();                            // top left and right corner of the screen
74  long interpolated_xoff();
75  long yoff();
76  long interpolated_yoff();
77  int drawable();                        // network viewables are not drawable
78  int local_player();                    //  just in case I ever need non-viewable local players.
79
80  view *next;                             // next viewable player (singly linked list) 
81  void get_input();
82  int process_input(char cmd, uchar *&pk);
83
84  void add_ammo   (int weapon_type, int total);
85  int has_weapon  (int weapon_type) { return god || (weapons[weapon_type]!=-1); }
86  void give_weapon(int weapontype);
87  int weapon_total(int weapon_type);
88
89  void note_upkey();
90  void note_downkey();
91  int handle_event(event &ev);
92  void update_scroll();
93  void draw_hp();
94  void draw_ammo();
95  void draw_logo();
96  void resize_view(long Cx1, long Cy1, long Cx2, long Cy2);
97  void set_input(int cx, int cy, int b1, int b2, int b3, int b4, int px, int py);
98  int view_changed() { return suggest.send_view; }
99  int weapon_changed() { return suggest.send_weapon_change; }
100
101  void next_weapon();
102  void last_weapon();
103
104  void reset_player();
105  int receive_failed() { return focus==NULL; }
106  long get_view_var_value(int num);
107  long set_view_var_value(int num, long x);
108  void configure_for_area(area_controller *a);
109  ~view();
110} ;
111
112extern view *player_list;
113void set_local_players(int total);
114int total_local_players();
115void recalc_local_view_space();
116
117void process_packet_commands(uchar *pk, int size);
118
119object_node *make_player_onodes(int player_num=-1);
120int total_view_vars();
121char *get_view_var_name(int num);
122ushort make_sync();
123
124#endif
125
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