1 | /* |
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2 | * Abuse - dark 2D side-scrolling platform game |
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3 | * Copyright (c) 1995 Crack dot Com |
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4 | * Copyright (c) 2005-2013 Sam Hocevar <sam@hocevar.net> |
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5 | * |
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6 | * This software was released into the Public Domain. As with most public |
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7 | * domain software, no warranty is made or implied by Crack dot Com, by |
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8 | * Jonathan Clark, or by Sam Hocevar. |
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9 | */ |
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10 | |
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11 | #if HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include "common.h" |
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16 | |
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17 | #include "lisp/lisp.h" |
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18 | |
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19 | #include "extend.h" |
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20 | #include "view.h" |
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21 | #include "objects.h" |
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22 | |
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23 | /* |
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24 | |
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25 | |
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26 | |
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27 | Simple object (power ups, non-moving objects) |
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28 | int32_t x,y; |
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29 | int8_t direction; |
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30 | uint16_t otype,state |
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31 | uint16_t current_frame; |
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32 | extension * |
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33 | |
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34 | |
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35 | Moving object (simple lisp controlled characters) |
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36 | uint8_t flags; |
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37 | int32_t xvel,yvel,xacel,yacel; |
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38 | uint8_t fx,fy,fxvel,fyvel,fxacel,fyacel,aitype; |
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39 | uint16_t aistate,aistate_time; |
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40 | uint16_t hp,mp, |
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41 | extension * |
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42 | |
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43 | |
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44 | Complex objects (can controll lights, other characters, and have a neural net ai) |
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45 | uint8_t tobjs,tlights; |
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46 | object_list * |
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47 | light_list * |
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48 | nnet_info * |
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49 | int8_t fade_dir, frame_dir; |
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50 | uint8_t fade_count,fade_max; |
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51 | morph_char *morph_status; |
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52 | |
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53 | |
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54 | */ |
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55 | |
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56 | void SimpleObject::add_light(LightSource *ls) |
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57 | { |
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58 | if (!ls) return ; |
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59 | ls->known=1; |
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60 | for (int i=0; i<tlights; i++) if (lights[i]==ls) return; |
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61 | tlights++; |
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62 | lights=(LightSource **)realloc(lights,sizeof(LightSource *)*tlights); |
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63 | lights[tlights-1]=ls; |
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64 | } |
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65 | |
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66 | void SimpleObject::add_object(GameObject *o) |
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67 | { |
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68 | if (!o) return ; |
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69 | for (int i=0; i<tobjs; i++) if (objs[i]==o) return; |
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70 | o->set_flags(o->flags()|KNOWN_FLAG); |
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71 | if(_team != -1) |
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72 | o->set_team(_team); |
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73 | if(_tint != -1) |
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74 | o->set_tint(_tint); |
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75 | tobjs++; |
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76 | objs=(GameObject **)realloc(objs,sizeof(GameObject *)*tobjs); |
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77 | objs[tobjs-1]=o; |
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78 | } |
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79 | |
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80 | |
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81 | void SimpleObject::remove_light(LightSource *ls) |
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82 | { |
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83 | for (int i=0; i<tlights; i++) |
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84 | { |
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85 | if (lights[i]==ls) |
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86 | { |
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87 | tlights--; |
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88 | for (int j=i; j<tlights; j++) // don't even think about it :) |
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89 | lights[j]=lights[j+1]; |
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90 | lights=(LightSource **)realloc(lights,sizeof(LightSource *)*tlights); |
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91 | return ; |
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92 | } |
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93 | } |
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94 | } |
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95 | |
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96 | void SimpleObject::remove_object(GameObject *o) |
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97 | { |
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98 | for (int i=0; i<tobjs; i++) |
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99 | { |
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100 | if (objs[i]==o) |
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101 | { |
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102 | tobjs--; |
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103 | for (int j=i; j<tobjs; j++) // don't even think about it :) |
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104 | objs[j]=objs[j+1]; |
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105 | objs=(GameObject **)realloc(objs,sizeof(GameObject *)*tobjs); |
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106 | return ; |
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107 | } |
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108 | } |
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109 | } |
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110 | |
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111 | |
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112 | SimpleObject::SimpleObject() |
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113 | : m_pos(0), |
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114 | m_last_pos(0), |
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115 | m_vel(0), |
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116 | m_accel(0), |
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117 | m_controller(nullptr) |
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118 | { |
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119 | direction=1; |
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120 | otype=0; |
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121 | state=stopped; |
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122 | current_frame=0; |
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123 | |
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124 | Fade_dir=0; |
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125 | Fade_count=0; |
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126 | Fade_max=16; |
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127 | |
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128 | |
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129 | tobjs=tlights=0; |
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130 | objs=NULL; |
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131 | lights=NULL; |
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132 | Frame_dir=1; |
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133 | mc=NULL; |
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134 | |
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135 | Flags=0; |
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136 | Fx=Fy=Fxvel=Fyvel=Fxacel=Fyacel=Aitype=0; |
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137 | Aistate=Aistate_time=0; |
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138 | Hp=Mp=Fmp=0; |
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139 | _tint = -1; |
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140 | _team = -1; |
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141 | grav_on=1; |
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142 | targetable_on=1; |
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143 | } |
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144 | |
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145 | |
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146 | |
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147 | void SimpleObject::set_morph_status(morph_char *Mc) |
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148 | { |
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149 | mc=Mc; |
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150 | } |
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151 | |
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152 | void SimpleObject::clean_up() |
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153 | { |
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154 | if (tlights) free(lights); |
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155 | if (tobjs) free(objs); |
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156 | if (m_controller) |
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157 | m_controller->m_focus = nullptr; |
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158 | } |
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159 | |
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160 | |
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161 | SimpleObject g_default_simple; |
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162 | |
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163 | |
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