source: abuse/trunk/src/level.hpp @ 112

Last change on this file since 112 was 57, checked in by Sam Hocevar, 12 years ago
  • Move each header to the same directory as its corresponding source, to get a better idea of which files are likely to export symbols.
File size: 8.5 KB
Line 
1/*
2 *  Abuse - dark 2D side-scrolling platform game
3 *  Copyright (c) 1995 Crack dot Com
4 *
5 *  This software was released into the Public Domain. As with most public
6 *  domain software, no warranty is made or implied by Crack dot Com or
7 *  Jonathan Clark.
8 */
9
10
11#ifndef __LEVEL_HPP_
12#define __LEVEL_HPP_
13
14#include "specs.hpp"
15#include "macs.hpp"
16#include "objects.hpp"
17#include "view.hpp"
18#include "id.hpp"
19
20#include <stdlib.h>
21#define ASPECT 4             // foreground scrolls 4 times faster than background
22
23
24// the following defines the area of activity for objects
25// when they are out of this are no processing occurs on them
26// region is specified from upper left corner of screen
27#define ACTIVE_LEFT 500
28#define ACTIVE_RIGHT (280+500)         
29#define ACTIVE_TOP 200
30#define ACTIVE_BOTTOM (180+200)
31#define fgvalue(y) ((y) & 0x3fff)
32#define above_tile(y) ((y) & 0x4000)
33#define bgvalue(y) (y)
34
35class area_controller
36{
37  public :
38  int32_t x,y,w,h,active;
39  int32_t ambient,view_xoff,view_yoff;
40  int32_t ambient_speed, view_xoff_speed,view_yoff_speed;
41  area_controller *next;
42  area_controller(int32_t X, int32_t Y, int32_t W, int32_t H, area_controller *Next);
43} ;
44
45extern int32_t last_tile_hit_x,last_tile_hit_y;
46extern int dev;
47class level        // contain map info and objects
48{
49  uint16_t *map_fg,        // just big 2d arrays
50           *map_bg,
51           bg_width,bg_height,
52           fg_width,fg_height; 
53  char *Name,*first_name;
54  int32_t total_objs;
55  game_object *first,*first_active,*last;
56
57  game_object **attack_list;                // list of characters for tick which can attack someone
58  int attack_list_size,attack_total;
59  void add_attacker(game_object *who);
60
61  game_object **target_list;                // list of characters for tick which can be attacked
62  int target_list_size,target_total;
63  void add_target(game_object *who);
64
65  game_object **block_list;                // list of characters who can block a character
66  int block_list_size,block_total;
67  void add_block(game_object *who);
68
69  void remove_block(game_object *who);
70  void remove_all_block(game_object *who);
71
72  game_object **all_block_list;            // list of characters who can block a character or can be hurt
73  int all_block_list_size,all_block_total;
74  void add_all_block(game_object *who);
75  uint32_t ctick;
76 
77public :
78  char *original_name() { if (first_name) return first_name; else return Name; }
79  uint32_t tick_counter() { return ctick; }
80  void set_tick_counter(uint32_t x);
81  area_controller *area_list;
82 
83  void clear_active_list() { first_active=NULL; }
84  char *name() { return Name; }
85  game_object *attacker(game_object *who);
86  int is_attacker(game_object *who);
87  game_object *main_character();
88
89  game_object *first_object() { return first; }
90  game_object *first_active_object() { return first_active; }
91  uint16_t foreground_width() { return fg_width; }
92  uint16_t foreground_height() { return fg_height; }
93  uint16_t background_width() { return bg_width; }
94  uint16_t background_height() { return bg_height; }
95  int load_failed() { return map_fg==NULL; }
96  level(spec_directory *sd, bFILE *fp, char const *lev_name);
97  void load_fail();             
98  level(int width, int height, char const *name); 
99  int save(char const *filename, int save_all);  // save_all includes player and view information (1 = success)
100  void set_name(char const *name) { Name=strcpy((char *)jrealloc(Name,strlen(name)+1,"map name"),name); }
101  void set_size(int w, int h);
102  void remove_light(light_source *which);
103  void try_pushback(game_object *subject,game_object *target);
104  ~level();
105
106  int fg_raised(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height);
107                                 return (*(map_fg+x+y*fg_width))&0x4000; }
108  void fg_set_raised(int x, int y, int r) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height);
109                                            uint16_t v=(*(map_fg+x+y*fg_width))&(0xffff-0x4000);
110                                            if (r) (*(map_fg+x+y*fg_width))=v|0x4000;
111                                            else (*(map_fg+x+y*fg_width))=v;
112                                          }
113  void mark_seen(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height);
114                                          (*(map_fg+x+y*fg_width))|=0x8000; }
115  void clear_fg(int32_t x, int32_t y) { *(map_fg+x+y*fg_width)&=0x7fff; }
116
117  uint16_t *get_fgline(int y) { CHECK(y>=0 && y<fg_height); return map_fg+y*fg_width; }
118  uint16_t *get_bgline(int y) { CHECK(y>=0 && y<bg_height); return map_bg+y*bg_width; }
119  uint16_t get_fg(int x, int y) { if (x>=0 && y>=0 && x<fg_width && y<fg_height)
120                                          return fgvalue(*(map_fg+x+y*fg_width));
121                                        else return 0;
122                                      }
123  uint16_t get_bg(int x, int y) { if (x>=0 && y>=0 && x<bg_width && y<bg_height)
124                                          return *(map_bg+x+y*bg_width);
125                                         else return 0;
126                                        }
127  void put_fg(int x, int y, uint16_t tile) { *(map_fg+x+y*fg_width)=tile; }   
128  void put_bg(int x, int y, uint16_t tile) { *(map_bg+x+y*bg_width)=tile; }
129  void draw_objects(view *v);
130  void interpolate_draw_objects(view *v);
131  void draw_areas(view *v);
132  int tick();                                // returns false if character is dead
133  void check_collisions();
134  void wall_push();
135  void add_object(game_object *new_guy);
136  void add_object_after(game_object *new_guy, game_object *who);
137  void delete_object(game_object *who);
138  void remove_object(game_object *who);      // unlinks the object from level, but doesn't delete it
139  void load_objects(spec_directory *sd, bFILE *fp);
140  void load_cache_info(spec_directory *sd, bFILE *fp);
141  void old_load_objects(spec_directory *sd, bFILE *fp);
142  void load_options(spec_directory *sd, bFILE *fp);
143  void write_objects(bFILE *fp, object_node *save_list);
144  void write_options(bFILE *fp);
145  void write_thumb_nail(bFILE *fp, image *im);
146  void write_cache_prof_info();
147  void restart();
148
149
150  void unactivate_all();
151  // forms all the objects in processing range into a linked list
152  int add_actives(int32_t x1, int32_t y1, int32_t x2, int32_t y2);  //returns total added
153  void pull_actives(game_object *o, game_object *&last_active, int &t);
154  int add_drawables(int32_t x1, int32_t y1, int32_t x2, int32_t y2);  //returns total added
155
156  game_object *find_object(int32_t x, int32_t y);
157
158  game_object *damage_intersect(int32_t x1, int32_t y1, int32_t &x2, int32_t &y2, game_object *exclude);
159  game_object *boundary_setback(game_object *subject, int32_t x1, int32_t y1, int32_t &x2, int32_t &y2);
160  game_object *all_boundary_setback(game_object *subject, int32_t x1, int32_t y1, int32_t &x2, int32_t &y2);
161  int crush(game_object *by_who, int xamount, int yamount);
162  int push_characters(game_object *by_who, int xamount, int yamount);  // return 0 if fail on any.
163  int platform_push(game_object *by_who, int xamount, int yamount);
164  void foreground_intersect(int32_t x1, int32_t y1, int32_t &x2, int32_t &y2);
165  void vforeground_intersect(int32_t x1, int32_t y1, int32_t &y2);
166
167  void hurt_radius(int32_t x, int32_t y,int32_t r, int32_t m, game_object *from, game_object *exclude,
168                   int max_push);
169  void send_signal(int32_t signal);
170  void next_focus();
171  void to_front(game_object *o);
172  void to_back(game_object *o);
173  game_object *find_closest(int x, int y, int type, game_object *who);
174  game_object *find_xclosest(int x, int y, int type, game_object *who);
175  game_object *find_xrange(int x, int y, int type, int xd);
176  game_object *find_self(game_object *me);
177
178
179  void write_links(bFILE *fp, object_node *save_list, object_node *exclude_list);
180  void load_links(bFILE *fp, spec_directory *sd, object_node *save_list, object_node *exclude_list);
181
182
183  game_object *find_type(int type, int skip);
184  void insert_players();   // inserts the players into the level
185
186
187  game_object *get_random_start(int min_player_dist, view *exclude);
188//  game_object *find_enemy(game_object *exclude1, game_object *exclude2);
189
190  bFILE *create_dir(char *filename, int save_all,
191                    object_node *save_list, object_node *exclude_list);
192  view *make_view_list(int nplayers);
193  int32_t total_light_links(object_node *list);
194  int32_t total_object_links(object_node *save_list);
195  game_object *find_object_in_area(int32_t x, int32_t y, int32_t x1, int32_t y1,
196                                   int32_t x2, int32_t y2, Cell *list, game_object *exclude);
197  game_object *find_object_in_angle(int32_t x, int32_t y, int32_t start_angle, int32_t end_angle,
198                                    void *list, game_object *exclude);
199  object_node *make_not_list(object_node *list);
200  int load_player_info(bFILE *fp, spec_directory *sd, object_node *save_list);
201  void write_player_info(bFILE *fp, object_node *save_list);
202  void write_object_info(char *filename);
203  void level_loaded_notify();
204} ;
205
206extern level *current_level;
207void pull_actives(game_object *o, game_object *&last_active, int &t);
208
209
210
211#endif
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