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 | 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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28 | int32_t Xvel,Yvel,Xacel,Yacel; |
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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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34 | |
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35 | |
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36 | uint8_t 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 const *var_name(int x); |
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44 | int var_type(int x); |
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45 | void set_var(int x, uint32_t v); |
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46 | int32_t 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 | int32_t x,y, |
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51 | last_x,last_y; // used for frame interpolation on fast machines |
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52 | int8_t direction,active; |
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53 | uint16_t 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 | uint8_t flags() { return Flags; } |
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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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67 | |
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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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74 | |
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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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81 | |
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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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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(uint8_t x) { targetable_on=x; } |
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103 | void set_flags(uint8_t f) { Flags=f; } |
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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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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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120 | |
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121 | |
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122 | |
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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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126 | |
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127 | void set_frame_dir(int8_t 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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154 | |
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157 | |
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