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AbuseSrc
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macabuse
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inc
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objects.hpp
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C/C++ Source or Header
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1997-05-20
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6KB
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166 lines
#ifndef _OBJECTS_HPP_
#define _OBJECTS_HPP_
#include "input.hpp"
#include "chars.hpp"
#include "sound.hpp"
#include "morpher.hpp"
#include "loader2.hpp"
#include "view.hpp"
#include "extend.hpp"
class view;
extern char **object_names;
extern int total_objects;
#define NOT_BLOCKED 0
#define BLOCKED_LEFT 1
#define BLOCKED_RIGHT 2
#define BLOCKED_UP 4
#define BLOCKED_DOWN 8
#define FIRST_ATTACK atk_fast
#define LAST_ATTACK attack_special
#define RC_C 0
#define RC_S 1
#define RC_L 2
#define TOTAL_OBJECT_VARS 28
struct obj_desc { char *name; int type; } ;
extern obj_desc object_descriptions[TOTAL_OBJECT_VARS];
int RC_type_size(int type);
//void init_object_offsets();
class game_object : public simple_object
{
sequence *current_sequence() { return figures[otype]->get_sequence(state); }
public :
game_object *next,*next_active;
long *lvars;
int size();
int decide(); // returns 0 if you want to be deleted
int type() { return otype; }
ifield *make_fields(int ystart, ifield *Next) { return NULL ; }
void gather_input(input_manager *inm) { ; }
int hurt_all() { return figures[otype]->get_cflag(CFLAG_HURT_ALL); }
int stoppable() { return figures[otype]->get_cflag(CFLAG_STOPPABLE); }
int can_block() { return figures[otype]->get_cflag(CFLAG_CAN_BLOCK); }
int hurtable() { return figures[otype]->get_cflag(CFLAG_HURTABLE); }
int pushable() { return figures[otype]->get_cflag(CFLAG_PUSHABLE); }
void draw();
void map_draw();
void draw_trans(int count, int max);
void draw_tint(int tint_id);
void draw_double_tint(int tint_id1, int tint_id2);
void draw_predator();
void drawer();
void draw_above(view *v);
void do_damage(int amount, game_object *from, long hitx, long hity, long push_xvel, long push_yvel);
void damage_fun(int amount, game_object *from, long hitx, long hity, long push_xvel, long push_yvel);
void note_attack(game_object *whom);
void recieve_signal(long singal) { ; }
int push_range();
int can_hurt(game_object *who); // collision checking will ask first to see if you
// can hurt this person before calculating weither you actually do
void load(int type, bFILE *fp, unsigned char *state_remap);
int tick(); // should be called from decide, does the physics on the people, returns blocked status
void *float_tick(); // returns T or blocked structure =
// (block_flags 'tile tilex tiley)
// (block_flags 'object obj)
void next_sequence();
int facing_attacker(int attackerx);
void set_state(character_state s, int frame_direction=1);
int has_sequence(character_state s) { return figures[otype]->has_sequence(s); }
game_object *try_move(long x, long y, long &xv, long &yv, int checks); // 1=down,2=up,3=both
game_object *bmove(int &whit, game_object *exclude); // ballestic move, return hit object,
// or NULL (whit is 1 if hit wall)
trans_image *picture() { return current_sequence()->get_frame(current_frame,direction); }
int next_picture();
long x_center();
long height();
void stop_acel() { set_xacel(0); set_yacel(0); set_fxacel(0); set_fyacel(0); }
void stop_vel() { set_xvel(0); set_yvel(0); set_fxvel(0); set_fyvel(0); }
void stop_x() { set_xvel(0); set_fxvel(0); set_xacel(0); set_fxacel(0); }
void stop()
{ set_xvel(0); set_yvel(0); set_fxvel(0); set_fyvel(0);
set_xacel(0); set_yacel(0); set_fxacel(0); set_fyacel(0);
}
int move(int cx, int cy, int button); // return blocked status
int mover(int cx, int cy, int button);
figure *current_figure() { return current_sequence()->get_figure(current_frame); }
int total_frames() { return current_sequence()->length(); }
void picture_space(long &x1, long &y1,long &x2, long &y2);
int tx(int x) { if (direction>0) return x-x_center(); else return x_center()-x; }
int ty(int y) { return y-picture()->height()+1; }
void defaults();
game_object(int Type, int load=0);
int is_playable() { return hurtable(); }
void add_power(int amount);
void add_hp(int amount);
int can_morph_into(int type);
void morph_into(int type, void (*stat_fun)(int), int anneal, int frames);
void do_flinch(game_object *from);
void set_aimemory(game_object *p) { add_object(p); p->set_flags(p->flags()|KNOWN_FLAG); }
int alive() { if (state==dead || hp()<=0) return 0; else return 1; }
void frame_advance();
object_node *make_not_list(object_node *first);
int reduced_state();
void reload_notify();
void change_type(int new_type);
int set_var_by_name(char *name, long value);
long get_var_by_name(char *name, int &error);
game_object *copy();
void change_aitype(int new_type);
~game_object();
} ;
class object_node // used to create various list of objects
{
public :
game_object *me;
object_node *next;
object_node(game_object *Me, object_node *Next) { me=Me; next=Next; }
} ;
extern game_object *current_object;
extern view *current_view;
game_object *create(int type, long x, long y, int skip_constructor=0, int aitype=0);
int base_size();
void delete_object_list(object_node *first);
int object_to_number_in_list(game_object *who, object_node *list);
game_object *number_to_object_in_list(long x, object_node *list);
#endif