[49] | 1 | #ifndef EXTEND_HPP_ |
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| 2 | #define EXTEND_HPP_ |
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| 3 | |
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| 4 | #define NNET_HISTSIZE 10 |
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| 5 | #define FLAG_JUST_HIT 1 |
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| 6 | #define FLAG_JUST_BLOCKED 2 |
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| 7 | #define FLOATING_FLAG 4 |
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| 8 | #define KNOWN_FLAG 8 |
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| 9 | |
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| 10 | |
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| 11 | #include "jmalloc.hpp" |
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| 12 | #include "macs.hpp" |
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| 13 | #include "morpher.hpp" |
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| 14 | #include "chars.hpp" |
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| 15 | #include "lisp.hpp" |
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| 16 | |
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| 17 | |
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| 18 | class view; |
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| 19 | class game_object; |
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| 20 | class light_source; |
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| 21 | |
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| 22 | class simple_object |
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| 23 | { |
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| 24 | public : |
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| 25 | schar Fade_dir; |
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| 26 | uchar Fade_count,Fade_max; |
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| 27 | uchar Flags,grav_on,targetable_on; |
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| 28 | long Xvel,Yvel,Xacel,Yacel; |
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| 29 | uchar Fx,Fy,Fxvel,Fyvel,Fxacel,Fyacel; |
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| 30 | uchar Aitype; |
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| 31 | ushort Aistate,Aistate_time; |
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| 32 | unsigned short Hp,Mp,Fmp; |
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| 33 | schar Frame_dir; |
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| 34 | |
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| 35 | |
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| 36 | uchar tobjs,tlights; |
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| 37 | game_object **objs,*link; |
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| 38 | light_source **lights; |
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| 39 | |
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| 40 | view *Controller; |
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| 41 | morph_char *mc; |
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| 42 | int total_vars(); |
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| 43 | char *var_name(int x); |
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| 44 | int var_type(int x); |
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| 45 | void set_var(int x, ulong v); |
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| 46 | long get_var(int x); |
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| 47 | |
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| 48 | // leave these public, so I don't have monster code changes. |
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| 49 | simple_object(); |
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| 50 | long x,y, |
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| 51 | last_x,last_y; // used for frame interpolation on fast machines |
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| 52 | schar direction,active; |
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| 53 | ushort otype; |
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| 54 | character_state state; |
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| 55 | short current_frame; |
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| 56 | |
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| 57 | int targetable() { return targetable_on; } |
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| 58 | int gravity() { return grav_on; } |
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| 59 | int floating() { return flags()&FLOATING_FLAG; } |
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| 60 | |
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| 61 | int keep_ai_info() { return 1; } |
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| 62 | uchar flags() { return Flags; } |
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| 63 | long xvel() { return Xvel; } |
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| 64 | long yvel() { return Yvel; } |
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| 65 | long xacel() { return Xacel; } |
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| 66 | long yacel() { return Yacel; } |
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| 67 | |
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| 68 | uchar fx() { return Fx; } |
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| 69 | uchar fy() { return Fy; } |
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| 70 | uchar fxvel() { return Fxvel; } |
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| 71 | uchar fyvel() { return Fyvel; } |
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| 72 | uchar fxacel() { return Fxacel; } |
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| 73 | uchar fyacel() { return Fyacel; } |
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| 74 | |
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| 75 | uchar sfx() { return Fx; } // x & y should always be positive |
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| 76 | uchar sfy() { return Fy; } |
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| 77 | uchar sfxvel() { if (Xvel>=0) return Fxvel; else return -Fxvel; } |
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| 78 | uchar sfyvel() { if (Yvel>=0) return Fyvel; else return -Fyvel; } |
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| 79 | uchar sfxacel() { if (Xacel>=0) return Fxacel; else return -Fxacel; } |
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| 80 | uchar sfyacel() { if (Yacel>=0) return Fyacel; else return -Fyacel; } |
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| 81 | |
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| 82 | uchar aitype() { return Aitype; } |
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| 83 | ushort aistate() { return Aistate; } |
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| 84 | ushort aistate_time() { return Aistate_time; } |
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| 85 | ushort hp() { return Hp; } |
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| 86 | ushort mp() { return Mp; } |
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| 87 | ushort fmp() { return Fmp; } |
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| 88 | schar fade_dir() { return Fade_dir; } |
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| 89 | schar frame_dir() { return Frame_dir; } |
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| 90 | uchar fade_count() { return Fade_count; } |
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| 91 | uchar fade_max() { return Fade_max; } |
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| 92 | uchar total_objects() { return tobjs; } |
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| 93 | uchar total_lights() { return tlights; } |
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| 94 | |
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| 95 | morph_char *morph_status() { return mc; } |
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| 96 | light_source *get_light(int x) |
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| 97 | { if (x>=tlights) { lbreak("bad x for light\n"); exit(0); } return lights[x]; } |
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| 98 | game_object *get_object(int x) |
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| 99 | { if (x>=tobjs) { lbreak("bad x for object\n"); exit(0); } return objs[x]; } |
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| 100 | view *controller() { return Controller; } |
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| 101 | |
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| 102 | void set_targetable(uchar x) { targetable_on=x; } |
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| 103 | void set_flags(uchar f) { Flags=f; } |
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| 104 | void set_xvel(long xv) { Xvel=xv; } |
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| 105 | void set_yvel(long yv) { Yvel=yv; } |
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| 106 | void set_xacel(long xa) { Xacel=xa; } |
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| 107 | void set_yacel(long ya) { Yacel=ya; } |
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| 108 | void set_fx(uchar x) { Fx=x; } |
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| 109 | void set_fy(uchar y) { Fy=y; } |
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| 110 | void set_fxvel(uchar xv) { Fxvel=abs(xv); } |
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| 111 | void set_fyvel(uchar yv) { Fyvel=abs(yv); } |
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| 112 | void set_fxacel(uchar xa) { Fxacel=abs(xa); } |
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| 113 | void set_fyacel(uchar ya) { Fyacel=abs(ya); } |
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| 114 | void set_aitype(uchar t) { Aitype=t; } |
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| 115 | void set_aistate(ushort s) { Aistate=s; } |
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| 116 | void set_aistate_time(ushort t) { Aistate_time=t; } |
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| 117 | void set_hp(ushort h) { Hp=h; } |
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| 118 | void set_mp(ushort m) { Mp=m; } |
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| 119 | void set_fmp(ushort m) { Fmp=m; } |
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| 120 | |
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| 121 | |
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| 122 | |
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| 123 | void set_fade_count(uchar f) { Fade_count=f; } |
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| 124 | void set_fade_max(uchar m) { Fade_max=m; } |
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| 125 | void set_fade_dir(schar d) { Fade_dir=d; } |
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| 126 | |
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| 127 | void set_frame_dir(schar d) { Frame_dir=d; } |
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| 128 | void add_light(light_source *ls); |
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| 129 | void add_object(game_object *o); |
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| 130 | |
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| 131 | void remove_object(game_object *o); |
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| 132 | void remove_light(light_source *ls); |
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| 133 | void set_morph_status(morph_char *mc); |
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| 134 | void set_controller(view *v) { Controller=v; } |
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| 135 | |
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| 136 | void set_gravity(int x) { grav_on=x; } |
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| 137 | void set_floating(int x) |
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| 138 | { if (x) |
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| 139 | set_flags(flags()|FLOATING_FLAG); |
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| 140 | else |
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| 141 | set_flags(flags()&(0xff-FLOATING_FLAG)); |
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| 142 | } |
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| 143 | |
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| 144 | void clean_up(); |
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| 145 | } ; |
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| 146 | |
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| 147 | |
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| 148 | extern simple_object default_simple; |
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| 149 | |
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| 150 | #endif |
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| 151 | |
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| 152 | |
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| 153 | |
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| 157 | |
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