[56] | 1 | /* |
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| 2 | * Abuse - dark 2D side-scrolling platform game |
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| 3 | * Copyright (c) 1995 Crack dot Com |
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| 4 | * |
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| 5 | * This software was released into the Public Domain. As with most public |
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| 6 | * domain software, no warranty is made or implied by Crack dot Com or |
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| 7 | * Jonathan Clark. |
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| 8 | */ |
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[2] | 9 | |
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[56] | 10 | |
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[2] | 11 | #ifndef __LEVEL_HPP_ |
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| 12 | #define __LEVEL_HPP_ |
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| 13 | |
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| 14 | #include "specs.hpp" |
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| 15 | #include "macs.hpp" |
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| 16 | #include "objects.hpp" |
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| 17 | #include "view.hpp" |
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| 18 | #include "id.hpp" |
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| 19 | |
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| 20 | #include <stdlib.h> |
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| 21 | #define ASPECT 4 // foreground scrolls 4 times faster than background |
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| 22 | |
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| 23 | |
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| 24 | // the following defines the area of activity for objects |
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| 25 | // when they are out of this are no processing occurs on them |
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| 26 | // region is specified from upper left corner of screen |
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| 27 | #define ACTIVE_LEFT 500 |
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| 28 | #define ACTIVE_RIGHT (280+500) |
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| 29 | #define ACTIVE_TOP 200 |
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| 30 | #define ACTIVE_BOTTOM (180+200) |
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| 31 | #define fgvalue(y) ((y) & 0x3fff) |
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| 32 | #define above_tile(y) ((y) & 0x4000) |
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| 33 | #define bgvalue(y) (y) |
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| 34 | |
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| 35 | class area_controller |
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| 36 | { |
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| 37 | public : |
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[16] | 38 | int32_t x,y,w,h,active; |
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| 39 | int32_t ambient,view_xoff,view_yoff; |
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| 40 | int32_t ambient_speed, view_xoff_speed,view_yoff_speed; |
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[2] | 41 | area_controller *next; |
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[16] | 42 | area_controller(int32_t X, int32_t Y, int32_t W, int32_t H, area_controller *Next); |
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[2] | 43 | } ; |
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| 44 | |
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[16] | 45 | extern int32_t last_tile_hit_x,last_tile_hit_y; |
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[2] | 46 | extern int dev; |
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| 47 | class level // contain map info and objects |
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| 48 | { |
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[17] | 49 | uint16_t *map_fg, // just big 2d arrays |
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| 50 | *map_bg, |
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| 51 | bg_width,bg_height, |
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| 52 | fg_width,fg_height; |
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[2] | 53 | char *Name,*first_name; |
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[16] | 54 | int32_t total_objs; |
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[2] | 55 | game_object *first,*first_active,*last; |
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| 56 | |
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| 57 | game_object **attack_list; // list of characters for tick which can attack someone |
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| 58 | int attack_list_size,attack_total; |
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| 59 | void add_attacker(game_object *who); |
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| 60 | |
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| 61 | game_object **target_list; // list of characters for tick which can be attacked |
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| 62 | int target_list_size,target_total; |
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| 63 | void add_target(game_object *who); |
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| 64 | |
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| 65 | game_object **block_list; // list of characters who can block a character |
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| 66 | int block_list_size,block_total; |
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| 67 | void add_block(game_object *who); |
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| 68 | |
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| 69 | void remove_block(game_object *who); |
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| 70 | void remove_all_block(game_object *who); |
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| 71 | |
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| 72 | game_object **all_block_list; // list of characters who can block a character or can be hurt |
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| 73 | int all_block_list_size,all_block_total; |
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| 74 | void add_all_block(game_object *who); |
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[17] | 75 | uint32_t ctick; |
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[2] | 76 | |
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| 77 | public : |
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| 78 | char *original_name() { if (first_name) return first_name; else return Name; } |
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[17] | 79 | uint32_t tick_counter() { return ctick; } |
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| 80 | void set_tick_counter(uint32_t x); |
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[2] | 81 | area_controller *area_list; |
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| 82 | |
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| 83 | void clear_active_list() { first_active=NULL; } |
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| 84 | char *name() { return Name; } |
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| 85 | game_object *attacker(game_object *who); |
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| 86 | int is_attacker(game_object *who); |
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| 87 | game_object *main_character(); |
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| 88 | |
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| 89 | game_object *first_object() { return first; } |
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| 90 | game_object *first_active_object() { return first_active; } |
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[17] | 91 | uint16_t foreground_width() { return fg_width; } |
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| 92 | uint16_t foreground_height() { return fg_height; } |
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| 93 | uint16_t background_width() { return bg_width; } |
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| 94 | uint16_t background_height() { return bg_height; } |
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[2] | 95 | int load_failed() { return map_fg==NULL; } |
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[39] | 96 | level(spec_directory *sd, bFILE *fp, char const *lev_name); |
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[2] | 97 | void load_fail(); |
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[39] | 98 | level(int width, int height, char const *name); |
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| 99 | int save(char const *filename, int save_all); // save_all includes player and view information (1 = success) |
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| 100 | void set_name(char const *name) { Name=strcpy((char *)jrealloc(Name,strlen(name)+1,"map name"),name); } |
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[2] | 101 | void set_size(int w, int h); |
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| 102 | void remove_light(light_source *which); |
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| 103 | void try_pushback(game_object *subject,game_object *target); |
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| 104 | ~level(); |
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| 105 | |
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| 106 | int fg_raised(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height); |
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| 107 | return (*(map_fg+x+y*fg_width))&0x4000; } |
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| 108 | void fg_set_raised(int x, int y, int r) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height); |
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[17] | 109 | uint16_t v=(*(map_fg+x+y*fg_width))&(0xffff-0x4000); |
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[2] | 110 | if (r) (*(map_fg+x+y*fg_width))=v|0x4000; |
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| 111 | else (*(map_fg+x+y*fg_width))=v; |
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| 112 | } |
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| 113 | void mark_seen(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height); |
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| 114 | (*(map_fg+x+y*fg_width))|=0x8000; } |
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[16] | 115 | void clear_fg(int32_t x, int32_t y) { *(map_fg+x+y*fg_width)&=0x7fff; } |
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[2] | 116 | |
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[17] | 117 | uint16_t *get_fgline(int y) { CHECK(y>=0 && y<fg_height); return map_fg+y*fg_width; } |
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| 118 | uint16_t *get_bgline(int y) { CHECK(y>=0 && y<bg_height); return map_bg+y*bg_width; } |
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| 119 | uint16_t get_fg(int x, int y) { if (x>=0 && y>=0 && x<fg_width && y<fg_height) |
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[2] | 120 | return fgvalue(*(map_fg+x+y*fg_width)); |
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| 121 | else return 0; |
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| 122 | } |
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[17] | 123 | uint16_t get_bg(int x, int y) { if (x>=0 && y>=0 && x<bg_width && y<bg_height) |
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[2] | 124 | return *(map_bg+x+y*bg_width); |
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| 125 | else return 0; |
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| 126 | } |
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[17] | 127 | void put_fg(int x, int y, uint16_t tile) { *(map_fg+x+y*fg_width)=tile; } |
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| 128 | void put_bg(int x, int y, uint16_t tile) { *(map_bg+x+y*bg_width)=tile; } |
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[2] | 129 | void draw_objects(view *v); |
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| 130 | void interpolate_draw_objects(view *v); |
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| 131 | void draw_areas(view *v); |
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| 132 | int tick(); // returns false if character is dead |
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| 133 | void check_collisions(); |
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| 134 | void wall_push(); |
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| 135 | void add_object(game_object *new_guy); |
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| 136 | void add_object_after(game_object *new_guy, game_object *who); |
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| 137 | void delete_object(game_object *who); |
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| 138 | void remove_object(game_object *who); // unlinks the object from level, but doesn't delete it |
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| 139 | void load_objects(spec_directory *sd, bFILE *fp); |
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| 140 | void load_cache_info(spec_directory *sd, bFILE *fp); |
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| 141 | void old_load_objects(spec_directory *sd, bFILE *fp); |
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| 142 | void load_options(spec_directory *sd, bFILE *fp); |
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| 143 | void write_objects(bFILE *fp, object_node *save_list); |
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| 144 | void write_options(bFILE *fp); |
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| 145 | void write_thumb_nail(bFILE *fp, image *im); |
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| 146 | void write_cache_prof_info(); |
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| 147 | void restart(); |
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| 148 | |
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| 149 | |
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| 150 | void unactivate_all(); |
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| 151 | // forms all the objects in processing range into a linked list |
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[16] | 152 | int add_actives(int32_t x1, int32_t y1, int32_t x2, int32_t y2); //returns total added |
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[2] | 153 | void pull_actives(game_object *o, game_object *&last_active, int &t); |
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[16] | 154 | int add_drawables(int32_t x1, int32_t y1, int32_t x2, int32_t y2); //returns total added |
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[2] | 155 | |
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[16] | 156 | game_object *find_object(int32_t x, int32_t y); |
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[2] | 157 | |
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[16] | 158 | game_object *damage_intersect(int32_t x1, int32_t y1, int32_t &x2, int32_t &y2, game_object *exclude); |
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| 159 | game_object *boundary_setback(game_object *subject, int32_t x1, int32_t y1, int32_t &x2, int32_t &y2); |
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| 160 | game_object *all_boundary_setback(game_object *subject, int32_t x1, int32_t y1, int32_t &x2, int32_t &y2); |
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[2] | 161 | int crush(game_object *by_who, int xamount, int yamount); |
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| 162 | int push_characters(game_object *by_who, int xamount, int yamount); // return 0 if fail on any. |
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| 163 | int platform_push(game_object *by_who, int xamount, int yamount); |
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[16] | 164 | void foreground_intersect(int32_t x1, int32_t y1, int32_t &x2, int32_t &y2); |
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| 165 | void vforeground_intersect(int32_t x1, int32_t y1, int32_t &y2); |
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[2] | 166 | |
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[16] | 167 | void hurt_radius(int32_t x, int32_t y,int32_t r, int32_t m, game_object *from, game_object *exclude, |
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[2] | 168 | int max_push); |
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[16] | 169 | void send_signal(int32_t signal); |
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[2] | 170 | void next_focus(); |
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| 171 | void to_front(game_object *o); |
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| 172 | void to_back(game_object *o); |
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| 173 | game_object *find_closest(int x, int y, int type, game_object *who); |
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| 174 | game_object *find_xclosest(int x, int y, int type, game_object *who); |
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| 175 | game_object *find_xrange(int x, int y, int type, int xd); |
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| 176 | game_object *find_self(game_object *me); |
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| 177 | |
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| 178 | |
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| 179 | void write_links(bFILE *fp, object_node *save_list, object_node *exclude_list); |
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| 180 | void load_links(bFILE *fp, spec_directory *sd, object_node *save_list, object_node *exclude_list); |
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| 181 | |
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| 182 | |
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| 183 | game_object *find_type(int type, int skip); |
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| 184 | void insert_players(); // inserts the players into the level |
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| 185 | |
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| 186 | |
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| 187 | game_object *get_random_start(int min_player_dist, view *exclude); |
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| 188 | // game_object *find_enemy(game_object *exclude1, game_object *exclude2); |
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| 189 | |
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| 190 | bFILE *create_dir(char *filename, int save_all, |
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| 191 | object_node *save_list, object_node *exclude_list); |
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| 192 | view *make_view_list(int nplayers); |
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[16] | 193 | int32_t total_light_links(object_node *list); |
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| 194 | int32_t total_object_links(object_node *save_list); |
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| 195 | game_object *find_object_in_area(int32_t x, int32_t y, int32_t x1, int32_t y1, |
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| 196 | int32_t x2, int32_t y2, Cell *list, game_object *exclude); |
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| 197 | game_object *find_object_in_angle(int32_t x, int32_t y, int32_t start_angle, int32_t end_angle, |
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[2] | 198 | void *list, game_object *exclude); |
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| 199 | object_node *make_not_list(object_node *list); |
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| 200 | int load_player_info(bFILE *fp, spec_directory *sd, object_node *save_list); |
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| 201 | void write_player_info(bFILE *fp, object_node *save_list); |
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| 202 | void write_object_info(char *filename); |
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| 203 | void level_loaded_notify(); |
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| 204 | } ; |
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| 205 | |
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| 206 | extern level *current_level; |
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| 207 | void pull_actives(game_object *o, game_object *&last_active, int &t); |
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| 208 | |
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| 209 | |
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| 210 | |
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| 211 | #endif |
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