1 | #ifndef _OBJECTS_HPP_ |
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2 | #define _OBJECTS_HPP_ |
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3 | #include "input.hpp" |
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4 | #include "chars.hpp" |
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5 | #include "sound.hpp" |
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6 | #include "morpher.hpp" |
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7 | #include "loader2.hpp" |
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8 | #include "view.hpp" |
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9 | #include "extend.hpp" |
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10 | |
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11 | class view; |
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12 | |
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13 | extern char **object_names; |
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14 | extern int total_objects; |
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15 | |
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16 | #define NOT_BLOCKED 0 |
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17 | #define BLOCKED_LEFT 1 |
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18 | #define BLOCKED_RIGHT 2 |
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19 | #define BLOCKED_UP 4 |
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20 | #define BLOCKED_DOWN 8 |
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21 | |
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22 | |
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23 | |
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24 | #define FIRST_ATTACK atk_fast |
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25 | #define LAST_ATTACK attack_special |
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26 | |
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27 | |
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28 | |
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29 | |
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30 | #define RC_C 0 |
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31 | #define RC_S 1 |
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32 | #define RC_L 2 |
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33 | |
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34 | |
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35 | |
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36 | |
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37 | |
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38 | #define TOTAL_OBJECT_VARS 28 |
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39 | struct obj_desc { char *name; int type; } ; |
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40 | extern obj_desc object_descriptions[TOTAL_OBJECT_VARS]; |
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41 | int RC_type_size(int type); |
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42 | //void init_object_offsets(); |
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43 | |
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44 | |
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45 | class game_object : public simple_object |
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46 | { |
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47 | sequence *current_sequence() { return figures[otype]->get_sequence(state); } |
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48 | public : |
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49 | game_object *next,*next_active; |
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50 | long *lvars; |
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51 | |
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52 | int size(); |
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53 | int decide(); // returns 0 if you want to be deleted |
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54 | int type() { return otype; } |
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55 | ifield *make_fields(int ystart, ifield *Next) { return NULL ; } |
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56 | void gather_input(input_manager *inm) { ; } |
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57 | int hurt_all() { return figures[otype]->get_cflag(CFLAG_HURT_ALL); } |
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58 | int stoppable() { return figures[otype]->get_cflag(CFLAG_STOPPABLE); } |
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59 | int can_block() { return figures[otype]->get_cflag(CFLAG_CAN_BLOCK); } |
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60 | |
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61 | int hurtable() { return figures[otype]->get_cflag(CFLAG_HURTABLE); } |
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62 | int pushable() { return figures[otype]->get_cflag(CFLAG_PUSHABLE); } |
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63 | |
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64 | void draw(); |
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65 | void map_draw(); |
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66 | void draw_trans(int count, int max); |
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67 | void draw_tint(int tint_id); |
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68 | void draw_double_tint(int tint_id1, int tint_id2); |
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69 | void draw_predator(); |
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70 | |
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71 | |
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72 | void drawer(); |
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73 | void draw_above(view *v); |
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74 | void do_damage(int amount, game_object *from, long hitx, long hity, long push_xvel, long push_yvel); |
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75 | void damage_fun(int amount, game_object *from, long hitx, long hity, long push_xvel, long push_yvel); |
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76 | |
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77 | |
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78 | void note_attack(game_object *whom); |
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79 | void recieve_signal(long singal) { ; } |
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80 | int push_range(); |
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81 | int can_hurt(game_object *who); // collision checking will ask first to see if you |
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82 | // can hurt this person before calculating weither you actually do |
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83 | |
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84 | void load(int type, bFILE *fp, unsigned char *state_remap); |
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85 | int tick(); // should be called from decide, does the physics on the people, returns blocked status |
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86 | void *float_tick(); // returns T or blocked structure = |
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87 | // (block_flags 'tile tilex tiley) |
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88 | // (block_flags 'object obj) |
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89 | |
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90 | void next_sequence(); |
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91 | |
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92 | int facing_attacker(int attackerx); |
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93 | void set_state(character_state s, int frame_direction=1); |
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94 | int has_sequence(character_state s) { return figures[otype]->has_sequence(s); } |
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95 | |
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96 | game_object *try_move(long x, long y, long &xv, long &yv, int checks); // 1=down,2=up,3=both |
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97 | game_object *bmove(int &whit, game_object *exclude); // ballestic move, return hit object, |
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98 | // or NULL (whit is 1 if hit wall) |
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99 | trans_image *picture() { return current_sequence()->get_frame(current_frame,direction); } |
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100 | |
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101 | int next_picture(); |
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102 | long x_center(); |
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103 | long height(); |
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104 | |
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105 | void stop_acel() { set_xacel(0); set_yacel(0); set_fxacel(0); set_fyacel(0); } |
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106 | void stop_vel() { set_xvel(0); set_yvel(0); set_fxvel(0); set_fyvel(0); } |
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107 | void stop_x() { set_xvel(0); set_fxvel(0); set_xacel(0); set_fxacel(0); } |
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108 | void stop() |
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109 | { set_xvel(0); set_yvel(0); set_fxvel(0); set_fyvel(0); |
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110 | set_xacel(0); set_yacel(0); set_fxacel(0); set_fyacel(0); |
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111 | } |
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112 | |
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113 | int move(int cx, int cy, int button); // return blocked status |
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114 | int mover(int cx, int cy, int button); |
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115 | figure *current_figure() { return current_sequence()->get_figure(current_frame); } |
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116 | int total_frames() { return current_sequence()->length(); } |
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117 | void picture_space(long &x1, long &y1,long &x2, long &y2); |
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118 | int tx(int x) { if (direction>0) return x-x_center(); else return x_center()-x; } |
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119 | int ty(int y) { return y-picture()->height()+1; } |
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120 | void defaults(); |
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121 | game_object(int Type, int load=0); |
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122 | int is_playable() { return hurtable(); } |
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123 | void add_power(int amount); |
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124 | void add_hp(int amount); |
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125 | int can_morph_into(int type); |
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126 | void morph_into(int type, void (*stat_fun)(int), int anneal, int frames); |
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127 | void do_flinch(game_object *from); |
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128 | void set_aimemory(game_object *p) { add_object(p); p->set_flags(p->flags()|KNOWN_FLAG); } |
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129 | int alive() { if (state==dead || hp()<=0) return 0; else return 1; } |
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130 | void frame_advance(); |
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131 | object_node *make_not_list(object_node *first); |
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132 | int reduced_state(); |
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133 | void reload_notify(); |
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134 | |
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135 | void change_type(int new_type); |
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136 | int set_var_by_name(char *name, long value); |
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137 | long get_var_by_name(char *name, int &error); |
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138 | game_object *copy(); |
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139 | void change_aitype(int new_type); |
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140 | ~game_object(); |
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141 | } ; |
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142 | |
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143 | class object_node // used to create various list of objects |
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144 | { |
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145 | public : |
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146 | game_object *me; |
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147 | object_node *next; |
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148 | object_node(game_object *Me, object_node *Next) { me=Me; next=Next; } |
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149 | } ; |
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150 | |
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151 | extern game_object *current_object; |
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152 | extern view *current_view; |
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153 | game_object *create(int type, long x, long y, int skip_constructor=0, int aitype=0); |
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154 | int base_size(); |
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155 | |
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156 | void delete_object_list(object_node *first); |
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157 | int object_to_number_in_list(game_object *who, object_node *list); |
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158 | game_object *number_to_object_in_list(long x, object_node *list); |
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159 | |
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160 | |
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161 | #endif |
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162 | |
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163 | |
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164 | |
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165 | |
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