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level.hpp
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C/C++ Source or Header
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1996-02-03
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9KB
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220 lines
#ifndef __LEVEL_HPP_
#define __LEVEL_HPP_
#include "specs.hpp"
#include "macs.hpp"
#include "objects.hpp"
#include "view.hpp"
#include "id.hpp"
#include <stdlib.h>
#define ASPECT 4 // foreground scrolls 4 times faster than background
// the following defines the area of activity for objects
// when they are out of this are no processing occurs on them
// region is specified from upper left corner of screen
#define ACTIVE_LEFT 500
#define ACTIVE_RIGHT (280+500)
#define ACTIVE_TOP 200
#define ACTIVE_BOTTOM (180+200)
#define fgvalue(y) ((y) & 0x3fff)
#define above_tile(y) ((y) & 0x4000)
#define bgvalue(y) (y)
class area_controller
{
public :
long x,y,w,h,active;
long ambient,view_xoff,view_yoff;
long ambient_speed, view_xoff_speed,view_yoff_speed;
area_controller *next;
area_controller(long X, long Y, long W, long H, area_controller *Next);
} ;
extern long last_tile_hit_x,last_tile_hit_y;
extern int dev;
class level // contain map info and objects
{
unsigned short *map_fg, // just big 2d arrays
*map_bg,
bg_width,bg_height,
fg_width,fg_height;
char *Name,*first_name;
long total_objs;
game_object *first,*first_active,*last;
game_object **attack_list; // list of characters for tick which can attack someone
int attack_list_size,attack_total;
void add_attacker(game_object *who);
game_object **target_list; // list of characters for tick which can be attacked
int target_list_size,target_total;
void add_target(game_object *who);
game_object **block_list; // list of characters who can block a character
int block_list_size,block_total;
void add_block(game_object *who);
void remove_block(game_object *who);
void remove_all_block(game_object *who);
game_object **all_block_list; // list of characters who can block a character or can be hurt
int all_block_list_size,all_block_total;
void add_all_block(game_object *who);
ulong ctick;
public :
char *original_name() { if (first_name) return first_name; else return Name; }
ulong tick_counter() { return ctick; }
void set_tick_counter(ulong x);
area_controller *area_list;
void clear_active_list() { first_active=NULL; }
char *name() { return Name; }
game_object *attacker(game_object *who);
int is_attacker(game_object *who);
game_object *main_character();
game_object *first_object() { return first; }
game_object *first_active_object() { return first_active; }
unsigned short foreground_width() { return fg_width; }
unsigned short foreground_height() { return fg_height; }
unsigned short background_width() { return bg_width; }
unsigned short background_height() { return bg_height; }
int load_failed() { return map_fg==NULL; }
level(spec_directory *sd, bFILE *fp, char *lev_name);
void load_fail();
level(int width, int height, char *name);
int save(char *filename, int save_all); // save_all includes player and view information (1 = success)
void set_name(char *name) { Name=strcpy((char *)jrealloc(Name,strlen(name)+1,"map name"),name); }
void set_size(int w, int h);
void remove_light(light_source *which);
void try_pushback(game_object *subject,game_object *target);
~level();
int fg_raised(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height);
return (*(map_fg+x+y*fg_width))&0x4000; }
void fg_set_raised(int x, int y, int r) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height);
ushort v=(*(map_fg+x+y*fg_width))&(0xffff-0x4000);
if (r) (*(map_fg+x+y*fg_width))=v|0x4000;
else (*(map_fg+x+y*fg_width))=v;
}
void mark_seen(int x, int y) { CHECK(x>=0 && y>=0 && x<fg_width && y<fg_height);
(*(map_fg+x+y*fg_width))|=0x8000; }
void clear_fg(long x, long y) { *(map_fg+x+y*fg_width)&=0x7fff; }
unsigned short *get_fgline(int y) { CHECK(y>=0 && y<fg_height); return map_fg+y*fg_width; }
unsigned short *get_bgline(int y) { CHECK(y>=0 && y<bg_height); return map_bg+y*bg_width; }
unsigned short get_fg(int x, int y) { if (x>=0 && y>=0 && x<fg_width && y<fg_height)
return fgvalue(*(map_fg+x+y*fg_width));
else return 0;
}
unsigned short get_bg(int x, int y) { if (x>=0 && y>=0 && x<bg_width && y<bg_height)
return *(map_bg+x+y*bg_width);
else return 0;
}
void put_fg(int x, int y, unsigned short tile) { *(map_fg+x+y*fg_width)=tile; }
void put_bg(int x, int y, unsigned short tile) { *(map_bg+x+y*bg_width)=tile; }
void draw_objects(view *v);
void interpolate_draw_objects(view *v);
void draw_areas(view *v);
int tick(); // returns false if character is dead
void check_collisions();
void wall_push();
void add_object(game_object *new_guy);
void add_object_after(game_object *new_guy, game_object *who);
void delete_object(game_object *who);
void remove_object(game_object *who); // unlinks the object from level, but doesn't delete it
void load_objects(spec_directory *sd, bFILE *fp);
void load_cache_info(spec_directory *sd, bFILE *fp);
void old_load_objects(spec_directory *sd, bFILE *fp);
void load_options(spec_directory *sd, bFILE *fp);
void write_objects(bFILE *fp, object_node *save_list);
void write_options(bFILE *fp);
void write_thumb_nail(bFILE *fp, image *im);
void write_cache_prof_info();
void restart();
void unactivate_all();
// forms all the objects in processing range into a linked list
int add_actives(long x1, long y1, long x2, long y2); //returns total added
void pull_actives(game_object *o, game_object *&last_active, int &t);
int add_drawables(long x1, long y1, long x2, long y2); //returns total added
game_object *find_object(long x, long y);
game_object *damage_intersect(long x1, long y1, long &x2, long &y2, game_object *exclude);
game_object *boundary_setback(game_object *subject, long x1, long y1, long &x2, long &y2);
game_object *all_boundary_setback(game_object *subject, long x1, long y1, long &x2, long &y2);
int crush(game_object *by_who, int xamount, int yamount);
int push_characters(game_object *by_who, int xamount, int yamount); // return 0 if fail on any.
int platform_push(game_object *by_who, int xamount, int yamount);
void foreground_intersect(long x1, long y1, long &x2, long &y2);
void vforeground_intersect(long x1, long y1, long &y2);
void hurt_radius(long x, long y,long r, long m, game_object *from, game_object *exclude,
int max_push);
void send_signal(long signal);
void next_focus();
void to_front(game_object *o);
void to_back(game_object *o);
game_object *find_closest(int x, int y, int type, game_object *who);
game_object *find_xclosest(int x, int y, int type, game_object *who);
game_object *find_xrange(int x, int y, int type, int xd);
game_object *find_self(game_object *me);
void write_links(bFILE *fp, object_node *save_list, object_node *exclude_list);
void load_links(bFILE *fp, spec_directory *sd, object_node *save_list, object_node *exclude_list);
game_object *find_type(int type, int skip);
void insert_players(); // inserts the players into the level
game_object *get_random_start(int min_player_dist, view *exclude);
// game_object *find_enemy(game_object *exclude1, game_object *exclude2);
bFILE *create_dir(char *filename, int save_all,
object_node *save_list, object_node *exclude_list);
view *make_view_list(int nplayers);
long total_light_links(object_node *list);
long total_object_links(object_node *save_list);
game_object *find_object_in_area(long x, long y, long x1, long y1,
long x2, long y2, Cell *list, game_object *exclude);
game_object *find_object_in_angle(long x, long y, long start_angle, long end_angle,
void *list, game_object *exclude);
object_node *make_not_list(object_node *list);
int load_player_info(bFILE *fp, spec_directory *sd, object_node *save_list);
void write_player_info(bFILE *fp, object_node *save_list);
void write_object_info(char *filename);
void level_loaded_notify();
} ;
extern level *current_level;
void pull_actives(game_object *o, game_object *&last_active, int &t);
#endif