[2] | 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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[17] | 25 | int8_t Fade_dir; |
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| 26 | uint8_t Fade_count,Fade_max; |
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| 27 | uint8_t Flags,grav_on,targetable_on; |
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[16] | 28 | int32_t Xvel,Yvel,Xacel,Yacel; |
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[17] | 29 | uint8_t Fx,Fy,Fxvel,Fyvel,Fxacel,Fyacel; |
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| 30 | uint8_t Aitype; |
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| 31 | uint16_t Aistate,Aistate_time; |
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| 32 | uint16_t Hp,Mp,Fmp; |
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| 33 | int8_t Frame_dir; |
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[2] | 34 | |
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| 35 | |
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[17] | 36 | uint8_t tobjs,tlights; |
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[2] | 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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[16] | 45 | void set_var(int x, uint32_t v); |
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| 46 | int32_t get_var(int x); |
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[2] | 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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[16] | 50 | int32_t x,y, |
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[2] | 51 | last_x,last_y; // used for frame interpolation on fast machines |
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[17] | 52 | int8_t direction,active; |
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| 53 | uint16_t otype; |
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[2] | 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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[17] | 62 | uint8_t flags() { return Flags; } |
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[16] | 63 | int32_t xvel() { return Xvel; } |
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| 64 | int32_t yvel() { return Yvel; } |
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| 65 | int32_t xacel() { return Xacel; } |
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| 66 | int32_t yacel() { return Yacel; } |
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[2] | 67 | |
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[17] | 68 | uint8_t fx() { return Fx; } |
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| 69 | uint8_t fy() { return Fy; } |
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| 70 | uint8_t fxvel() { return Fxvel; } |
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| 71 | uint8_t fyvel() { return Fyvel; } |
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| 72 | uint8_t fxacel() { return Fxacel; } |
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| 73 | uint8_t fyacel() { return Fyacel; } |
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[2] | 74 | |
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[17] | 75 | uint8_t sfx() { return Fx; } // x & y should always be positive |
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| 76 | uint8_t sfy() { return Fy; } |
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| 77 | uint8_t sfxvel() { if (Xvel>=0) return Fxvel; else return -Fxvel; } |
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| 78 | uint8_t sfyvel() { if (Yvel>=0) return Fyvel; else return -Fyvel; } |
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| 79 | uint8_t sfxacel() { if (Xacel>=0) return Fxacel; else return -Fxacel; } |
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| 80 | uint8_t sfyacel() { if (Yacel>=0) return Fyacel; else return -Fyacel; } |
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[2] | 81 | |
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[17] | 82 | uint8_t aitype() { return Aitype; } |
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| 83 | uint16_t aistate() { return Aistate; } |
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| 84 | uint16_t aistate_time() { return Aistate_time; } |
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| 85 | uint16_t hp() { return Hp; } |
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| 86 | uint16_t mp() { return Mp; } |
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| 87 | uint16_t fmp() { return Fmp; } |
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| 88 | int8_t fade_dir() { return Fade_dir; } |
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| 89 | int8_t frame_dir() { return Frame_dir; } |
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| 90 | uint8_t fade_count() { return Fade_count; } |
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| 91 | uint8_t fade_max() { return Fade_max; } |
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| 92 | uint8_t total_objects() { return tobjs; } |
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| 93 | uint8_t total_lights() { return tlights; } |
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[2] | 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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[17] | 102 | void set_targetable(uint8_t x) { targetable_on=x; } |
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| 103 | void set_flags(uint8_t f) { Flags=f; } |
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[16] | 104 | void set_xvel(int32_t xv) { Xvel=xv; } |
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| 105 | void set_yvel(int32_t yv) { Yvel=yv; } |
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| 106 | void set_xacel(int32_t xa) { Xacel=xa; } |
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| 107 | void set_yacel(int32_t ya) { Yacel=ya; } |
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[17] | 108 | void set_fx(uint8_t x) { Fx=x; } |
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| 109 | void set_fy(uint8_t y) { Fy=y; } |
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| 110 | void set_fxvel(uint8_t xv) { Fxvel=abs(xv); } |
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| 111 | void set_fyvel(uint8_t yv) { Fyvel=abs(yv); } |
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| 112 | void set_fxacel(uint8_t xa) { Fxacel=abs(xa); } |
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| 113 | void set_fyacel(uint8_t ya) { Fyacel=abs(ya); } |
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| 114 | void set_aitype(uint8_t t) { Aitype=t; } |
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| 115 | void set_aistate(uint16_t s) { Aistate=s; } |
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| 116 | void set_aistate_time(uint16_t t) { Aistate_time=t; } |
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| 117 | void set_hp(uint16_t h) { Hp=h; } |
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| 118 | void set_mp(uint16_t m) { Mp=m; } |
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| 119 | void set_fmp(uint16_t m) { Fmp=m; } |
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[2] | 120 | |
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| 121 | |
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| 122 | |
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[17] | 123 | void set_fade_count(uint8_t f) { Fade_count=f; } |
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| 124 | void set_fade_max(uint8_t m) { Fade_max=m; } |
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| 125 | void set_fade_dir(int8_t d) { Fade_dir=d; } |
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[2] | 126 | |
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[17] | 127 | void set_frame_dir(int8_t d) { Frame_dir=d; } |
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[2] | 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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| 154 | |
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| 155 | |
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| 156 | |
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| 157 | |
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