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- #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
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