source: abuse/tags/pd/abuse/inc/objects.hpp @ 161

Last change on this file since 161 was 49, checked in by Sam Hocevar, 15 years ago
  • Imported original public domain release, for future reference.
File size: 5.2 KB
Line 
1#ifndef _OBJECTS_HPP_
2#define _OBJECTS_HPP_
3#include "input.hpp"
4#include "chars.hpp"
5#include "sound.hpp"
6#include "morpher.hpp"
7#include "loader2.hpp"
8#include "view.hpp"
9#include "extend.hpp"
10
11class view;
12
13extern char **object_names;
14extern int total_objects;
15
16#define NOT_BLOCKED 0
17#define BLOCKED_LEFT 1
18#define BLOCKED_RIGHT 2
19#define BLOCKED_UP 4
20#define BLOCKED_DOWN 8
21
22
23
24#define FIRST_ATTACK atk_fast
25#define LAST_ATTACK attack_special
26
27
28
29
30#define RC_C 0
31#define RC_S 1
32#define RC_L 2
33
34
35
36
37
38#define TOTAL_OBJECT_VARS 28
39struct obj_desc { char *name; int type; } ;
40extern obj_desc object_descriptions[TOTAL_OBJECT_VARS];
41int RC_type_size(int type);
42//void init_object_offsets();
43
44
45class game_object : public simple_object
46
47  sequence *current_sequence() { return figures[otype]->get_sequence(state); }
48public :
49  game_object *next,*next_active;
50  long *lvars;
51
52  int size();
53  int decide();        // returns 0 if you want to be deleted
54  int type() { return otype; }
55  ifield *make_fields(int ystart, ifield *Next) { return NULL ; }
56  void gather_input(input_manager *inm) { ; }
57  int hurt_all() { return figures[otype]->get_cflag(CFLAG_HURT_ALL); }
58  int stoppable() { return figures[otype]->get_cflag(CFLAG_STOPPABLE); }
59  int can_block() { return figures[otype]->get_cflag(CFLAG_CAN_BLOCK); }
60
61  int hurtable() { return figures[otype]->get_cflag(CFLAG_HURTABLE); }
62  int pushable() { return figures[otype]->get_cflag(CFLAG_PUSHABLE); }
63
64  void draw();
65  void map_draw();
66  void draw_trans(int count, int max);
67  void draw_tint(int tint_id);
68  void draw_double_tint(int tint_id1, int tint_id2);
69  void draw_predator();
70 
71
72  void drawer();
73  void draw_above(view *v);
74  void do_damage(int amount, game_object *from, long hitx, long hity, long push_xvel, long push_yvel);
75  void damage_fun(int amount, game_object *from, long hitx, long hity, long push_xvel, long push_yvel);
76
77
78  void note_attack(game_object *whom);
79  void recieve_signal(long singal) { ; }
80  int push_range();
81  int can_hurt(game_object *who);     // collision checking will ask first to see if you
82                              // can hurt this person before calculating weither you actually do
83
84  void load(int type, bFILE *fp, unsigned char *state_remap);
85  int tick();  // should be called from decide, does the physics on the people, returns blocked status
86  void *float_tick();  // returns T or blocked structure =
87                       // (block_flags 'tile tilex tiley)
88                       // (block_flags 'object obj)
89
90  void next_sequence();
91
92  int facing_attacker(int attackerx);
93  void set_state(character_state s, int frame_direction=1);
94  int has_sequence(character_state s) { return figures[otype]->has_sequence(s); }
95
96  game_object *try_move(long x, long y, long &xv, long &yv, int checks);  // 1=down,2=up,3=both
97  game_object *bmove(int &whit, game_object *exclude);  // ballestic move, return hit object,
98                                                        // or NULL (whit is 1 if hit wall)
99  trans_image *picture() { return current_sequence()->get_frame(current_frame,direction); }
100                                                                                                   
101  int next_picture();
102  long x_center(); 
103  long height();
104
105  void stop_acel() { set_xacel(0);  set_yacel(0); set_fxacel(0); set_fyacel(0); }
106  void stop_vel() {  set_xvel(0);   set_yvel(0); set_fxvel(0);  set_fyvel(0); }
107  void stop_x() {  set_xvel(0);  set_fxvel(0); set_xacel(0); set_fxacel(0); }
108  void stop()
109  { set_xvel(0);   set_yvel(0); set_fxvel(0);  set_fyvel(0);
110    set_xacel(0);  set_yacel(0); set_fxacel(0); set_fyacel(0);
111  }
112
113  int move(int cx, int cy, int button);  // return blocked status
114  int mover(int cx, int cy, int button);
115  figure *current_figure() { return current_sequence()->get_figure(current_frame); }
116  int total_frames() { return current_sequence()->length(); }
117  void picture_space(long &x1, long &y1,long &x2, long &y2);
118  int tx(int x) { if (direction>0) return x-x_center(); else return x_center()-x; }
119  int ty(int y) { return y-picture()->height()+1; }
120  void defaults();
121  game_object(int Type, int load=0);
122  int is_playable() { return hurtable(); }
123  void add_power(int amount);
124  void add_hp(int amount);
125  int can_morph_into(int type); 
126  void morph_into(int type, void (*stat_fun)(int), int anneal, int frames);
127  void do_flinch(game_object *from);
128  void set_aimemory(game_object *p) { add_object(p); p->set_flags(p->flags()|KNOWN_FLAG); }
129  int alive() { if (state==dead || hp()<=0) return 0; else return 1; }
130  void frame_advance();
131  object_node *make_not_list(object_node *first);
132  int reduced_state();
133  void reload_notify();
134
135  void change_type(int new_type);
136  int set_var_by_name(char *name, long value);
137  long get_var_by_name(char *name, int &error);
138  game_object *copy();
139  void change_aitype(int new_type);
140  ~game_object();
141} ;
142
143class object_node  // used to create various list of objects
144{
145  public :
146  game_object *me;
147  object_node *next;
148  object_node(game_object *Me, object_node *Next) { me=Me; next=Next; }
149} ;
150
151extern game_object *current_object;
152extern view *current_view;
153game_object *create(int type, long x, long y, int skip_constructor=0, int aitype=0);
154int base_size();
155
156void delete_object_list(object_node *first);
157int          object_to_number_in_list(game_object *who, object_node *list);
158game_object *number_to_object_in_list(long x, object_node *list);
159
160
161#endif
162
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165
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