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

Last change on this file since 112 was 57, checked in by Sam Hocevar, 11 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: 4.1 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#ifndef _VIEW_HPP_
11#define _VIEW_HPP_
12
13#include "light.hpp"
14#include "jwindow.hpp"
15
16
17class object_node;
18class game_object;
19class area_controller;
20
21struct suggest_struct
22{
23  int32_t cx1,cy1,cx2,cy2,shift_down,shift_right,pan_x,pan_y;
24  int32_t new_weapon;
25  uint8_t send_view,send_weapon_change;
26} ;
27
28
29class view;
30
31
32class view
33{
34  uint8_t keymap[512/8];
35  char chat_buf[60];
36  public :
37  int key_down(int key) { return keymap[key/8]&(1<<(key%8)); }
38  void set_key_down(int key, int x) { if (x) keymap[key/8]|=(1<<(key%8)); else keymap[key/8]&=~(1<<(key%8)); }
39  void reset_keymap() { memset(keymap,0,sizeof(keymap)); }
40  void add_chat_key(int key);
41
42  char name[100];
43  struct suggest_struct suggest;
44  int32_t cx1,cy1,cx2,cy2,                    // view area to show
45      shift_down,shift_right;             // shift of view
46
47  int god;                                // :) if you believe in such things
48  int player_number;
49 
50  int draw_solid;                         // -1 if don't draw solid
51
52  int32_t *weapons;                          // [0..total_weapons-1]
53  int32_t *last_weapons;                     // last history of above array (for updating statbar)
54  int32_t current_weapon;
55
56
57  game_object *focus;                     // object we are focusing on (player)
58  int x_suggestion,                      // input from the player at the current time
59      y_suggestion,
60      b1_suggestion,
61      b2_suggestion,
62      b3_suggestion,
63      b4_suggestion,
64      pointer_x,
65      pointer_y,
66      freeze_time;
67
68
69  short ambient;                        // ambient lighting setting, used by draw
70  int32_t pan_x,pan_y,no_xleft,no_xright,no_ytop,no_ybottom,
71       last_x,last_y,last_last_x,last_last_y,view_percent;
72
73  int32_t last_left,last_right,last_up,last_down,   // how many frames ago were these pressed (<=0)
74       last_b1,last_b2,last_b3,last_b4,last_hp,last_ammo,last_type;
75  int32_t secrets,kills,tsecrets,tkills;
76
77  view(game_object *Focus, view *Next, int number);
78  void draw_character_damage();           // draws the characters 'status' on the viewer
79
80  int32_t x_center();                        // center of attention
81  int32_t y_center();
82  int32_t xoff();                            // top left and right corner of the screen
83  int32_t interpolated_xoff();
84  int32_t yoff();
85  int32_t interpolated_yoff();
86  int drawable();                        // network viewables are not drawable
87  int local_player();                    //  just in case I ever need non-viewable local players.
88
89  view *next;                             // next viewable player (singly linked list) 
90  void get_input();
91  int process_input(char cmd, uint8_t *&pk);
92
93  void add_ammo   (int weapon_type, int total);
94  int has_weapon  (int weapon_type) { return god || (weapons[weapon_type]!=-1); }
95  void give_weapon(int weapontype);
96  int weapon_total(int weapon_type);
97
98  void note_upkey();
99  void note_downkey();
100  int handle_event(event &ev);
101  void update_scroll();
102  void draw_hp();
103  void draw_ammo();
104  void draw_logo();
105  void resize_view(int32_t Cx1, int32_t Cy1, int32_t Cx2, int32_t Cy2);
106  void set_input(int cx, int cy, int b1, int b2, int b3, int b4, int px, int py);
107  int view_changed() { return suggest.send_view; }
108  int weapon_changed() { return suggest.send_weapon_change; }
109
110  void next_weapon();
111  void last_weapon();
112
113  void reset_player();
114  int receive_failed() { return focus==NULL; }
115  int32_t get_view_var_value(int num);
116  int32_t set_view_var_value(int num, int32_t x);
117  void configure_for_area(area_controller *a);
118  ~view();
119} ;
120
121extern view *player_list;
122void set_local_players(int total);
123int total_local_players();
124void recalc_local_view_space();
125
126void process_packet_commands(uint8_t *pk, int size);
127
128object_node *make_player_onodes(int player_num=-1);
129int total_view_vars();
130char const *get_view_var_name(int num);
131ushort make_sync();
132
133#endif
134
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