Changeset 16 for abuse/trunk/src/include/level.hpp
- Timestamp:
- Nov 10, 2005, 8:08:09 PM (17 years ago)
- File:
-
- 1 edited
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abuse/trunk/src/include/level.hpp
r2 r16 27 27 { 28 28 public : 29 longx,y,w,h,active;30 longambient,view_xoff,view_yoff;31 longambient_speed, view_xoff_speed,view_yoff_speed;29 int32_t x,y,w,h,active; 30 int32_t ambient,view_xoff,view_yoff; 31 int32_t ambient_speed, view_xoff_speed,view_yoff_speed; 32 32 area_controller *next; 33 area_controller( long X, long Y, long W, longH, area_controller *Next);33 area_controller(int32_t X, int32_t Y, int32_t W, int32_t H, area_controller *Next); 34 34 } ; 35 35 36 extern longlast_tile_hit_x,last_tile_hit_y;36 extern int32_t last_tile_hit_x,last_tile_hit_y; 37 37 extern int dev; 38 38 class level // contain map info and objects … … 43 43 fg_width,fg_height; 44 44 char *Name,*first_name; 45 longtotal_objs;45 int32_t total_objs; 46 46 game_object *first,*first_active,*last; 47 47 … … 104 104 void mark_seen(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height); 105 105 (*(map_fg+x+y*fg_width))|=0x8000; } 106 void clear_fg( long x, longy) { *(map_fg+x+y*fg_width)&=0x7fff; }106 void clear_fg(int32_t x, int32_t y) { *(map_fg+x+y*fg_width)&=0x7fff; } 107 107 108 108 unsigned short *get_fgline(int y) { CHECK(y>=0 && y<fg_height); return map_fg+y*fg_width; } … … 141 141 void unactivate_all(); 142 142 // forms all the objects in processing range into a linked list 143 int add_actives( long x1, long y1, long x2, longy2); //returns total added143 int add_actives(int32_t x1, int32_t y1, int32_t x2, int32_t y2); //returns total added 144 144 void pull_actives(game_object *o, game_object *&last_active, int &t); 145 int add_drawables( long x1, long y1, long x2, longy2); //returns total added146 147 game_object *find_object( long x, longy);148 149 game_object *damage_intersect( long x1, long y1, long &x2, long&y2, game_object *exclude);150 game_object *boundary_setback(game_object *subject, long x1, long y1, long &x2, long&y2);151 game_object *all_boundary_setback(game_object *subject, long x1, long y1, long &x2, long&y2);145 int add_drawables(int32_t x1, int32_t y1, int32_t x2, int32_t y2); //returns total added 146 147 game_object *find_object(int32_t x, int32_t y); 148 149 game_object *damage_intersect(int32_t x1, int32_t y1, int32_t &x2, int32_t &y2, game_object *exclude); 150 game_object *boundary_setback(game_object *subject, int32_t x1, int32_t y1, int32_t &x2, int32_t &y2); 151 game_object *all_boundary_setback(game_object *subject, int32_t x1, int32_t y1, int32_t &x2, int32_t &y2); 152 152 int crush(game_object *by_who, int xamount, int yamount); 153 153 int push_characters(game_object *by_who, int xamount, int yamount); // return 0 if fail on any. 154 154 int platform_push(game_object *by_who, int xamount, int yamount); 155 void foreground_intersect( long x1, long y1, long &x2, long&y2);156 void vforeground_intersect( long x1, long y1, long&y2);157 158 void hurt_radius( long x, long y,long r, longm, game_object *from, game_object *exclude,155 void foreground_intersect(int32_t x1, int32_t y1, int32_t &x2, int32_t &y2); 156 void vforeground_intersect(int32_t x1, int32_t y1, int32_t &y2); 157 158 void hurt_radius(int32_t x, int32_t y,int32_t r, int32_t m, game_object *from, game_object *exclude, 159 159 int max_push); 160 void send_signal( longsignal);160 void send_signal(int32_t signal); 161 161 void next_focus(); 162 162 void to_front(game_object *o); … … 182 182 object_node *save_list, object_node *exclude_list); 183 183 view *make_view_list(int nplayers); 184 longtotal_light_links(object_node *list);185 longtotal_object_links(object_node *save_list);186 game_object *find_object_in_area( long x, long y, long x1, longy1,187 long x2, longy2, Cell *list, game_object *exclude);188 game_object *find_object_in_angle( long x, long y, long start_angle, longend_angle,184 int32_t total_light_links(object_node *list); 185 int32_t total_object_links(object_node *save_list); 186 game_object *find_object_in_area(int32_t x, int32_t y, int32_t x1, int32_t y1, 187 int32_t x2, int32_t y2, Cell *list, game_object *exclude); 188 game_object *find_object_in_angle(int32_t x, int32_t y, int32_t start_angle, int32_t end_angle, 189 189 void *list, game_object *exclude); 190 190 object_node *make_not_list(object_node *list);
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