File: monsters.h

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/*
 *	monsters.h - Monsters.
 *
 *  Copyright (C) 2000-2001  The Exult Team
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

#ifndef INCL_MONSTERS
#define INCL_MONSTERS	1

#include "actors.h"

/*
 *	Monsters get their own class because they have a bigger footprint
 *	than humans.
 */
class Monster_actor : public Npc_actor
	{
	static Monster_actor *in_world;	// All monsters in the world.
					// Links for 'in_world' list.
	Monster_actor *next_monster, *prev_monster;
	Animator *animator;		// For wounded men.
	void link_in();			// Add to in_world list.
	void link_out();		// Remove from list.
public:
	Monster_actor(const std::string &nm, int shapenum, int num = -1, 
							int uc = -1);
	virtual ~Monster_actor();
					// Create an instance.
	static Monster_actor *create(int shnum);
	static Monster_actor *create(int shnum, Tile_coord pos,
		int sched = -1, int align = (int) Actor::neutral, 
				bool tempoary = true, bool equipment = true);
					// Methods to retrieve them all:
	static Monster_actor *get_first_in_world()
		{ return in_world; }
	Monster_actor *get_next_in_world()
		{ return next_monster; }
	static void delete_all();	// Delete all monsters.
	static void give_up()		// For file errors only!
		{ in_world = 0; }
	virtual int move_aside(Actor* for_actor, int dir)
		{ return 0; }		// Monsters don't move aside.
					// Render.
	virtual void paint();
					// Step onto an (adjacent) tile.
	virtual int step(Tile_coord t, int frame);
					// Remove/delete this object.
	virtual void remove_this(int nodel = 0);
					// Move to new abs. location.
	virtual void move(int newtx, int newty, int newlift);
					// Add an object.
	virtual bool add(Game_object *obj, bool dont_check = false,
							bool combine = false);
	virtual int get_armor_points();	// Get total armor value.
					// Get total weapon value.
	virtual Weapon_info *get_weapon(int& points, int& shape);
	virtual int is_monster()
		{ return 1; }
	virtual void die(Actor *attacker);		// We're dead.
	void write(DataSource* nfile);// Write out (to 'monsnpc.dat').
	};

#endif