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/*
* XEvil(TM) Copyright (C) 1994,2000 Steve Hardt and Michael Judge
* http://www.xevil.com
* satan@xevil.com
*
* 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, the file "gpl.txt"; if not, write to the Free
* Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA, or visit http://www.gnu.org.
*/
// "actual.h"
// Actual objects to be instantiated.
#ifndef ACTUAL_H
#define ACTUAL_H
#if X11
#ifndef NO_PRAGMAS
#pragma interface
#endif
#endif
// Include Files
#include "utils.h"
#include "coord.h"
#include "world.h"
#include "locator.h"
#include "physical.h"
// Class Declarations
// Dummy object, pointer to a Mover in the world, only exists so that
// movers get drawn every turn.
class PhysMover: public Physical {
// Some hacks here to act like a Physical. World::clock() gets called
// before Locator::clock(), so we must juggle which Area we return depending
// on where we are in the act()-update() phases.
public:
PhysMover(WorldP,LocatorP,MoverP);
DECLARE_LEAF_IO(PhysMover);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual const Area &get_area();
virtual const Area &get_area_next();
/* NOTE: Should only be used by the Locator. */
virtual Boolean collidable();
virtual Boolean corporeal_attack(PhysicalP killer,int damage);
virtual void heat_attack(PhysicalP,int heat,Boolean secondary);
virtual void act();
virtual void update();
virtual void draw(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum,
const Area &area);
void mover_clock();
/* NOTE: More of the hack to act like a Physical. Called when corresponding
Mover is clocked. */
/* NOTE: Should only be called by World/Mover. */
const static PhysicalContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const Area &earlier_area();
const Area &later_area();
/* Return the earlier/later of the two known Areas for the Mover. */
enum State {BeforeAct,BetweenActUpdate,AfterUpdate};
int state;
MoverId moverId;
Area areaPrev; // Only stored so can return a (const Area &) to something.
};
typedef PhysMover *PhysMoverP;
class Explosion: public Physical {
public:
Explosion(WorldP w,LocatorP l,const Pos &middle,const Id &bomber,int radius,
int damageMax);
DECLARE_LEAF_IO(Explosion);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean collidable();
virtual const Area &get_area();
virtual const Area &get_area_next();
virtual void draw(CMN_DRAWABLE buffer,Xvars &xvars,int,const Area &area);
virtual void act();
const static PhysicalContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Id bomber;
Area area;
Pos middle; // Same as in area.
int radius;
int damageMax;
};
class Fire: public Physical {
public:
Fire(WorldP w,LocatorP l,const Pos &middle,Boolean coll = True);
/* NOTE: If coll is False, the Fire will not collide with anything.
I.e. Just for decoration. */
DECLARE_LEAF_IO(Fire);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static int get_damage();
virtual const Area &get_area();
virtual const Area &get_area_next();
virtual int get_drawing_level();
virtual Boolean collidable();
virtual Boolean corporeal_attack(PhysicalP,int);
virtual void heat_attack(PhysicalP,int,Boolean);
virtual void draw(CMN_DRAWABLE buffer,Xvars &xvars,int,const Area &area);
virtual void avoid(PhysicalP other);
virtual void collide(PhysicalP other);
virtual void act();
virtual void update();
const static PhysicalContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
static void init_x(Xvars&,IXCommand command,void* arg);
private:
Boolean isCollidable;
static FireXdata xdata;
static const CMN_BITS_ID fireBits;
Area area,areaNext;
};
class FireExplosion: public Physical {
public:
FireExplosion(WorldP w,LocatorP l,const Pos &rawPos,const Id &shooter);
DECLARE_LEAF_IO(FireExplosion);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean collidable();
virtual Boolean corporeal_attack(PhysicalP,int);
virtual void heat_attack(PhysicalP,int,Boolean);
virtual const Area &get_area();
virtual const Area &get_area_next();
virtual void draw(CMN_DRAWABLE buffer,Xvars &xvars,int,const Area &area);
virtual void act();
const static PhysicalContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Timer timer;
Id shooter;
Area area;
};
// Protects from N_PROTECTION_N separate corporeal attacks.
class NProtection: public Protection {
public:
NProtection(WorldP,LocatorP,const Area &);
DECLARE_NULL_LEAF_IO(NProtection);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static ProtectionContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Boolean corporeal_protect(int);
virtual Boolean heat_protect(int heat,Boolean);
static void init_x(Xvars&,IXCommand command,void* arg);
int n; // Number of hits that it can still take.
static ProtectionXdata xdata;
};
// Protects from heat or corporeal attacks for T_PROTECTION_TIME turns.
class TProtection: public Protection {
public:
TProtection(WorldP,LocatorP,const Area &);
DECLARE_NULL_LEAF_IO(TProtection);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void act();
const static ProtectionContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Boolean corporeal_protect(int);
virtual Boolean heat_protect(int heat,Boolean);
static void init_x(Xvars&,IXCommand command,void* arg);
Timer timer;
static ProtectionXdata xdata;
};
// Protects from X_PROTECTION_HEALTH total amount of damage.
class XProtection: public Protection {
public:
XProtection(WorldP,LocatorP,const Area &);
DECLARE_NULL_LEAF_IO(XProtection);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static ProtectionContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Boolean corporeal_protect(int);
virtual Boolean heat_protect(int heat,Boolean);
static void init_x(Xvars&,IXCommand command,void* arg);
int health; // amount of damage it can still take.
static ProtectionXdata xdata;
};
class Rock: public Liftable {
public:
Rock(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Rock);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static LiftableContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static LiftableXdata xdata;
};
class Weight: public Liftable {
public:
Weight(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Weight);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static LiftableContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static LiftableXdata xdata;
};
// Modifiers for AltarOfSin
class DoubleSpeed: public Doubler {
public:
DoubleSpeed(int timed = 0);
virtual ModifierId get_modifier_id();
virtual int apply(Attribute attr,int startVal);
};
class DoubleJump: public Doubler {
public:
virtual ModifierId get_modifier_id();
virtual int apply(Attribute attr,int startVal);
};
// Should only be added on Creature's modifiers because
// of problems with transferring to a new body.
class DoubleHealth: public Doubler {
public:
virtual ModifierId get_modifier_id();
virtual int apply(Attribute attr,int startVal);
};
class AltarOfSin: public Heavy {
public:
AltarOfSin(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(AltarOfSin);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean corporeal_attack(PhysicalP,int);
virtual void heat_attack(PhysicalP,int,Boolean);
virtual void collide(PhysicalP);
virtual void update();
const static HeavyContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Boolean turnTaken; // Only do one interesting thing per turn.
static HeavyXdata xdata;
// For granting powers.
// const static HealingContext healingContext;
// const static OnFireContext onFireContext;
// const static BuiltInContext fireballsContext;
};
class Doppel: public AutoUse {
// Not a AutoUse because Seals and other funny things get doppelganged.
public:
Doppel(WorldP,LocatorP,const Pos &);
DECLARE_NULL_LEAF_IO(Doppel);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP);
/* NOTE: Only certain classes may be used as doppelgangers. If the
User is not of one of these classes, the doppelganger class will
be chosen randomly. */
static Stats &get_stats(void *) {return stats;}
const static AutoUseContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
PhysicalP create_physical(const Area &,PhysicalP original);
/* EFFECTS: Create a new Physical which is of the same class as original. */
static void init_x(Xvars&,IXCommand command,void* arg);
static AutoUseXdata xdata;
static Stats stats;
};
class Cloak: public Item {
public:
Cloak(WorldP,LocatorP,const Pos &);
DECLARE_NULL_LEAF_IO(Cloak);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP);
static Stats &get_stats(void *) {return stats;}
const static ItemContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void attack_hook(PhysicalP p);
static void init_x(Xvars&,IXCommand command,void* arg);
static ItemXdata xdata;
static Stats stats;
};
class Transmogifier: public AutoUse {
public:
Transmogifier(WorldP,LocatorP,const Pos &);
DECLARE_NULL_LEAF_IO(Transmogifier);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP);
static Stats &get_stats(void *) {return stats;}
const static AutoUseContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
PhysicalP new_physical(const Pos &middle,ClassId notThis);
/* EFFECTS: Create a new randomly chosen Physical centered at middle
for the object using the Transmogifier. Don't create a Physical of
class notThis. */
static Boolean transmogify_target_filter(const PhysicalContext *,void *);
/* EFFECTS: Filter those classes whose transmogifyTarget flag is True. */
static void init_x(Xvars&,IXCommand command,void* arg);
static AutoUseXdata xdata;
static Stats stats;
};
class MedKit: public AutoUse {
public:
MedKit(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(MedKit);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP);
static Stats &get_stats(void *) {return stats;}
const static AutoUseContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static AutoUseXdata xdata;
static Stats stats;
};
class Crack: public Modifier {
public:
Crack();
virtual ModifierId get_modifier_id();
virtual int apply(Attribute attr,int startVal);
};
class CrackPipe: public Drugs {
public:
CrackPipe(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(CrackPipe);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static DrugsContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
virtual ModifierP create_modifier();
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static DrugsXdata xdata;
static Stats stats;
};
class CaffineM: public Modifier {
public:
CaffineM();
virtual ModifierId get_modifier_id();
virtual int apply(Attribute attr,int startVal);
};
class Caffine: public Drugs {
public:
Caffine(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Caffine);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static DrugsContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
virtual ModifierP create_modifier();
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static DrugsXdata xdata;
static Stats stats;
};
class PCPM: public Modifier {
public:
PCPM();
virtual ModifierId get_modifier_id();
virtual int apply(Attribute attr,int startVal);
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
void preDie(PhysicalP p);
/* EFFECTS: Whack off half of p's health. */
};
class PCP: public Drugs {
public:
PCP(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(PCP);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static DrugsContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
virtual ModifierP create_modifier();
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static DrugsXdata xdata;
static Stats stats;
};
class NShield: public Shield {
public:
NShield(WorldP,LocatorP,const Pos &);
DECLARE_NULL_LEAF_IO(NShield);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP);
static Stats &get_stats(void *) {return stats;}
const static ShieldContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual ProtectionP create_protection(const Area &);
static void init_x(Xvars&,IXCommand command,void* arg);
static ShieldXdata xdata;
static Stats stats;
};
class TShield: public Shield {
public:
TShield(WorldP,LocatorP,const Pos &);
DECLARE_NULL_LEAF_IO(TShield);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP);
static Stats &get_stats(void *) {return stats;}
const static ShieldContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual ProtectionP create_protection(const Area &);
static void init_x(Xvars&,IXCommand command,void* arg);
static ShieldXdata xdata;
static Stats stats;
};
class Bomb: public Animated {
public:
Bomb(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Bomb);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void use(PhysicalP p);
/* NOTE: p can be NULL. */
virtual void act();
virtual Boolean is_bomb();
virtual void set_quiet_death();
virtual void die();
/* EFFECTS: Create an explosion. */
static Stats &get_stats(void *) {return stats;}
const static AnimatedContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static AnimatedXdata xdata;
Timer timer;
Boolean active;
Id bomber; // Only valid if active.
Frame frame;
Boolean defused;
static Stats stats;
};
class Shell: public Shot {
public:
Shell(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
Dir dir);
DECLARE_NULL_LEAF_IO(Shell);
static Size get_size(); // doubles as get_size_max().
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
static Stats stats;
};
class SwapShell: public Shot {
public:
SwapShell(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
const Id& swapper,Dir dir);
/* NOTE: shooter is the person who fired it. swapper is the swapper the
shell came from. */
DECLARE_NULL_LEAF_IO(SwapShell);
static Size get_size(); // Doubles as get_size_max().
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void collide(PhysicalP);
/* NOTE: Does not call up the tree. */
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
Id swapper;
static Stats stats;
};
class Lance: public Shot {
public:
Lance(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
Dir dir);
static Size get_size(Dir);
DECLARE_NULL_LEAF_IO(Lance);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Dir compute_weapon_dir(ITcommand);
/* EFFECTS: Weapons firing a Lance shoot diagonal shots different than
most weapons. */
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
static Stats stats;
};
class Laser: public Shot {
public:
Laser(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
Dir dir);
static Size get_size(Dir);
DECLARE_NULL_LEAF_IO(Laser);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Dir compute_weapon_dir(ITcommand);
/* EFFECTS: Weapons firing a Laser shoot diagonal shots different than
most weapons. */
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
static Stats stats;
};
class FrogShell: public Shot {
public:
FrogShell(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
const Id &frogGun,Dir dir);
DECLARE_NULL_LEAF_IO(FrogShell);
static Size get_size(); // Doubles as get_size_max().
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void collide(PhysicalP);
/* NOTE: Does not call up the tree. */
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static MorphedContext morphedContext;
/* NOTE: public so AltarOfSin can get to it. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
Id frogGun;
static Stats stats;
};
class Fireball: public Shot {
public:
Fireball(WorldP w,LocatorP l,const Pos &pos,const Id &shooter,
Dir dir,int heat = -1,int time = -1,Boolean hurtOnFire = False);
/* NOTE: Will use heat and time instead of FIREBALL_HEAT and FIREBALL_TIME
if they are specified. If hurtOnFire is True, these fireballs will
do physical damage to Creatures with the OnFire ability. */
DECLARE_NULL_LEAF_IO(Fireball);
static Size get_size(); // Doubles as get_size_max().
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void collide(PhysicalP other);
virtual void act();
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
Timer timer;
int heat;
Boolean hurtOnFire;
};
// Only seeks after creatures.
class Missile: public Shot {
public:
Missile(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
Dir dir);
static Size get_size(Dir);
DECLARE_NULL_LEAF_IO(Missile);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void act();
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Boolean hasTarget;
Id targetId;
Timer timer;
Timer rotate;
Id shooterId;
static ShotXdata xdata;
static Stats stats;
};
class Star: public Shot {
public:
Star(WorldP w,LocatorP l,const Pos &pos,
const Id &shooter,
Dir dir);
DECLARE_NULL_LEAF_IO(Star);
static Size get_size(); // Doubles as get_size_max.
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static ShotContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static ShotXdata xdata;
static Stats stats;
};
class Blood: public Droplet {
public:
DECLARE_NULL_LEAF_IO(Blood);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static DropletContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
static PhysicalP create_and_add_if(WorldP,LocatorP,const Pos &,const Vel &);
/* EFFECTS: Create a new blood droplet and add to Locator if possible.
Only allow DROPLET_MAX droplets at once. Return new object or NULL.*/
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Blood(WorldP,LocatorP,const Pos &,const Vel &);
/* NOTE: Use create_if(). */
static DropletXdata xdata;
};
class GreenBlood: public Droplet {
public:
DECLARE_NULL_LEAF_IO(GreenBlood);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static PhysicalP create_and_add_if(WorldP,LocatorP,const Pos &,const Vel &);
/* EFFECTS: Create a new blood droplet and add to Locator if possible.
Only allow DROPLET_MAX droplets at once. Return new object or NULL.*/
const static DropletContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
GreenBlood(WorldP,LocatorP,const Pos &,const Vel &);
/* NOTE: Use create_if(). */
static DropletXdata xdata;
};
class OilDroplet: public Droplet {
public:
DECLARE_NULL_LEAF_IO(OilDroplet);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static PhysicalP create_and_add_if(WorldP,LocatorP,const Pos &,const Vel &);
/* EFFECTS: Create a new oil droplet and add to Locator if possible.
Only allow DROPLET_MAX droplets at once. Return new object or NULL.*/
const static DropletContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
OilDroplet(WorldP,LocatorP,const Pos &,const Vel &);
/* NOTE: Use create_if(). */
static DropletXdata xdata;
};
#if 0
class Spark: public Droplet {
public:
DECLARE_NULL_LEAF_IO(Spark);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static PhysicalP create_and_add_if(WorldP,LocatorP,const Pos &,const Vel &);
/* EFFECTS: Create a new Spark object and add to Locator if possible.
Only allow DROPLET_MAX droplets at once. Return new object or NULL.*/
const static DropletContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
enum {SPARK = CO_R,
SPARK_PLUG = CO_DN_R_R,
GEAR = CO_DN_R,
SPRING = CO_DN_DN_R};
// The different types of sparks will be stored in different pure directions.
Spark(WorldP,LocatorP,const Pos &,const Vel &,Dir dir);
/* NOTE: Use create_if(). */
static DropletXdata xdata;
};
#endif
class Trapdoor: public Moving {
public:
enum {SEALS_MAX = 15}; // for one trapdoor. Used to be 20
Trapdoor(WorldP w,LocatorP l,const Pos &pos,const Id &homeId);
DECLARE_NULL_LEAF_IO(Trapdoor);
static Size get_size(); // Doubles as get_size_max().
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean collidable();
virtual int get_drawing_level();
/* NOTE: Trapdoor drawn behind everything else. */
void append_seals_out(int &num,IntelId *lem);
/* MODIFIES: num, lem */
/* EFFECTS: Set lem to be an array of all the IntelIds of the seals that
have been generated by this trapdoor, i.e are "out". */
virtual void act();
const static MovingContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Timer timer;
IntelId seals[SEALS_MAX];
int sealsNum;
Id homeId; // Generated seals will seek this Home.
static MovingXdata xdata;
};
typedef Trapdoor *TrapdoorP;
class Home: public Moving {
public:
Home(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Home);
static Size get_size(); // Doubles as get_size_max().
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean collidable();
virtual int get_drawing_level();
/* NOTE: Home drawn behind everything else. */
int get_seals_safe() {return sealsSafe;}
virtual void act();
const static MovingContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
int sealsSafe;
static MovingXdata xdata;
};
typedef Home *HomeP;
class Grenade: public Falling {
public:
Grenade(WorldP w,LocatorP l,const Pos &pos,const Id &sh,
Dir dir,Speed speed);
Grenade(WorldP,LocatorP,const Pos &,const Id &,const Vel &);
DECLARE_NULL_LEAF_IO(Grenade);
static Size get_size(Dir dir);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void set_quiet_death();
virtual void act();
virtual void die();
static Stats &get_stats(void *) {return stats;}
const static FallingContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Timer timer;
Id shooter;
Boolean defused;
static FallingXdata xdata;
static Stats stats;
};
// Code copied from Grenade, should have common parent.
class Napalm: public Falling {
public:
Napalm(WorldP,LocatorP,const Pos &,const Id &,const Vel &);
DECLARE_NULL_LEAF_IO(Napalm);
static Size get_size(Dir dir);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void set_quiet_death();
virtual void heat_attack(PhysicalP,int,Boolean);
/* NOTE: Don't want NapalmGrenades to set each other off. */
virtual void act();
virtual void die();
static Stats &get_stats(void *) {return stats;}
const static FallingContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Timer timer;
Id shooter;
Boolean defused;
static FallingXdata xdata;
static Stats stats;
};
class Egg: public Falling {
public:
Egg(WorldP w,LocatorP l,const Pos &pos,
const IntelOptions &ops,ITmask opMask);
DECLARE_LEAF_IO(Egg);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual void act();
const static FallingContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
Boolean open;
// The intel options for the new Hugger. Should be the same as for an
// Alien.
IntelOptions intelOptions;
ITmask intelOpMask;
static FallingXdata xdata;
};
// NOTE: Called Xit instead of Exit to avoid naming conflicts with the C
// function exit().
class Xit: public Touchable {
public:
Xit(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Xit);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static TouchableContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static TouchableXdata xdata;
};
class Flag: public Touchable {
public:
Flag(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Flag);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static TouchableContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static TouchableXdata xdata;
};
class Chainsaw: public Cutter {
public:
Chainsaw(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Chainsaw);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static CutterContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CutterXdata xdata;
};
class Pistol: public Gun {
public:
Pistol(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Pistol);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
// Machine Gun.
class MGun: public Gun {
public:
MGun(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(MGun);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class Lancer: public Gun {
public:
Lancer(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Lancer);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual Dir compute_weapon_dir(ITcommand);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class AutoLancer: public Gun {
public:
AutoLancer(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(AutoLancer);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual Dir compute_weapon_dir(ITcommand);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class FThrower: public Gun {
public:
FThrower(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(FThrower);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
virtual void fire(const Id &,ITcommand);
virtual void act();
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
virtual Size get_shot_size(Dir);
Timer stopFiring;
Id killerId; // Valid iff isFiring.
ITcommand fireCommand; // Valid iff isFiring.
Boolean isFiring;
static GunXdata xdata;
};
class Launcher: public Gun {
public:
Launcher(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Launcher);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class Grenades: public Gun {
public:
Grenades(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Grenades);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class Napalms: public Gun {
public:
Napalms(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Napalms);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class Stars: public Gun {
public:
Stars(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Stars);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static GunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
virtual void fire(const Id &id,ITcommand command);
static void init_x(Xvars&,IXCommand command,void* arg);
static GunXdata xdata;
};
class Swapper: public SingleGun {
public:
Swapper(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(Swapper);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static SingleGunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static SingleGunXdata xdata;
};
class FrogGun: public SingleGun {
public:
FrogGun(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(FrogGun);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static SingleGunContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
virtual Size get_shot_size(Dir);
virtual PhysicalP create_shot(PhysicalP,WorldP,LocatorP,const Pos &,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static SingleGunXdata xdata;
};
class DogWhistle: public Whistle {
public:
DogWhistle(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(DogWhistle);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static WhistleContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
virtual PetP create_pet(IntelP master,Boolean alternatePet,int n);
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static WhistleXdata xdata;
};
class DemonSummoner: public Whistle {
public:
DemonSummoner(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_LEAF_IO(DemonSummoner);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static WhistleContext context;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
virtual PetP create_pet(IntelP master,Boolean alternatePet,int);
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static WhistleXdata xdata;
};
class Enforcer: public Creature {
// public Grounded, public Suicide, public Prickly
public:
Enforcer(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Enforcer);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const static GroundedContext groundedContext;
const static SuicideContext suicideContext;
const static PricklyContext pricklyContext;
static CreatureXdata creatureXdata;
static GroundedXdata groundedXdata;
static SuicideXdata suicideXdata;
static PricklyXdata pricklyXdata;
static Stats stats;
};
class Frog: public Creature {
// public Hopping, public Suicide, (public Morphed)
public:
Frog(WorldP w,LocatorP l,const Pos &pos);
/* NOTE: Now caller must add the Morphed Ability, if desired. */
DECLARE_NULL_CREATURE_IO(Frog);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static HoppingContext hoppingContext;
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const static SuicideContext suicideContext;
static CreatureXdata creatureXdata;
static HoppingXdata hoppingXdata;
static SuicideXdata suicideXdata;
static Stats stats;
};
class Hero: public Creature {
// public Walking, public Fighter, public User, public Healing
public:
Hero(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Hero);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
static FighterXdata fighterXdata;
const static FighterContext fighterContext;
/* NOTE: Similar hack so that Fighter::lookup_context() can get these. */
const static HealingContext healingContext;
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static WalkingXdata walkingXdata;
static UserXdata userXdata;
static HealingXdata healingXdata;
static LifterXdata lifterXdata;
const static WalkingContext walkingContext;
const static UserContext userContext;
const static LifterContext lifterContext;
static Stats stats;
};
class Ninja: public Creature {
// public Sticky, public Fighter, public User
public:
Ninja(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Ninja);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
static FighterXdata fighterXdata;
const static FighterContext fighterContext;
/* NOTE: Similar hack so that Fighter::lookup_context() can get these. */
// Used by AltarOfSin
const static StickyContext stickyContext;
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static StickyXdata stickyXdata;
static UserXdata userXdata;
const static UserContext userContext;
static Stats stats;
};
class Alien: public Creature {
// public Sticky, public Prickly
public:
Alien(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Alien);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const static StickyContext stickyContext;
const static PricklyContext pricklyContext;
const static HealingContext healingContext;
static CreatureXdata creatureXdata;
static StickyXdata stickyXdata;
static PricklyXdata pricklyXdata;
static HealingXdata healingXdata;
static Stats stats;
};
class RedHugger: public Creature {
// public Sticky, public Hugger
public:
RedHugger(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(RedHugger);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const static StickyContext stickyContext;
const static HuggerContext huggerContext;
static CreatureXdata creatureXdata;
static StickyXdata stickyXdata;
static HuggerXdata huggerXdata;
};
class GreenHugger: public Creature {
// public Sticky, public Hugger
public:
GreenHugger(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(GreenHugger);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const static StickyContext stickyContext;
const static HuggerContext huggerContext;
static CreatureXdata creatureXdata;
static StickyXdata stickyXdata;
static HuggerXdata huggerXdata;
};
class ChopperBoy: public Creature {
// public Flying, public User, public Lifter
public:
ChopperBoy(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(ChopperBoy);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static FlyingContext flyingContext;
// Used by AltarOfSin
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static FlyingXdata flyingXdata;
static UserXdata userXdata;
static LifterXdata lifterXdata;
const static UserContext userContext;
const static LifterContext lifterContext;
static Stats stats;
};
class Seal: public Creature {
//, public Grounded, public Suicide, public AnimTime
public:
Seal(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Seal);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static AnimTimeContext animTimeContext;
private:
static void init_x(Xvars&,IXCommand command,void* arg);
const static GroundedContext groundedContext;
const static SuicideContext suicideContext;
static CreatureXdata creatureXdata;
static GroundedXdata groundedXdata;
static SuicideXdata suicideXdata;
static AnimTimeXdata animTimeXdata;
static Stats stats;
};
class FireDemon: public Creature {
//, public Flying, public BuiltIn, public OnFire, public SwapProtect
public:
FireDemon(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(FireDemon);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static BuiltInContext builtInContext;
const static OnFireContext onFireContext;
static Size get_shot_size(Dir);
static PhysicalP create_shot(WorldP,LocatorP,const Pos &,const Id &shooter,Dir dir);
/* NOTE: For BuiltIn. */
/* NOTE: Public so that AltarOfSin can use them. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static FlyingXdata flyingXdata;
static BuiltInXdata builtInXdata;
static OnFireXdata onFireXdata;
static SwapProtectXdata swapProtectXdata;
const static FlyingContext flyingContext;
const static SwapProtectContext swapProtectContext;
};
class Dragon: public Creature {
//, public Flying, public BuiltIn, public OnFire, public Segmented
public:
enum {SEGMENTS_NUM = 15};
Dragon(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Dragon);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static BuiltInContext builtInContext;
const static OnFireContext onFireContext;
private:
static Size get_shot_size(Dir);
static PhysicalP create_shot(WorldP,LocatorP,const Pos &,const Id &shooter,Dir dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static FlyingXdata flyingXdata;
static BuiltInXdata builtInXdata;
static OnFireXdata onFireXdata;
static SegmentedXdata segmentedXdata;
const static FlyingContext flyingContext;
const static SegmentedContext segmentedContext;
};
class Walker: public Creature {
//, public Walking, public User, public BuiltIn, public AnimTime
public:
Walker(WorldP,LocatorP,const Pos &);
DECLARE_NULL_CREATURE_IO(Walker);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static CreatureContext creatureContext;
const static AnimTimeContext animTimeContext;
// Also used by AltarOfSin
const static BuiltInContext builtInContext;
private:
static PhysicalP create_shot(WorldP,LocatorP,const Pos &,const Id &shooter,Dir);
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static WalkingXdata walkingXdata;
static BuiltInXdata builtInXdata;
static UserXdata userXdata;
static AnimTimeXdata animTimeXdata;
const static WalkingContext walkingContext;
const static UserContext userContext;
static Stats stats;
};
// Also see "Mutt".
class Dog: public Creature {
// public Walking, public Fighter, public Carrier
public:
Dog(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Dog);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean draw_outline(ColorNum &);
/* NOTE: Special hack for X. */
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
static FighterXdata fighterXdata;
const static FighterContext fighterContext;
/* NOTE: Similar hack so that Fighter::lookup_context() can get these. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static WalkingXdata walkingXdata;
static CarrierXdata carrierXdata;
const static WalkingContext walkingContext;
const static CarrierContext carrierContext;
static Stats stats;
};
// Just like dog except a little slower and a little tougher.
// Sure would be nice to have less code duplication between Dog and Mutt.
class Mutt: public Creature {
// public Walking, public Fighter, public Carrier
public:
Mutt(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Mutt);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
virtual Boolean draw_outline(ColorNum &);
/* NOTE: Special hack for X. */
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
static FighterXdata fighterXdata;
const static FighterContext fighterContext;
/* NOTE: Similar hack so that Fighter::lookup_context() can get these. */
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static WalkingXdata walkingXdata;
static CarrierXdata carrierXdata;
const static WalkingContext walkingContext;
const static CarrierContext carrierContext;
static Stats stats;
};
class Yeti: public Creature {
// Walking, Prickly
public:
Yeti(WorldP w,LocatorP l,const Pos &pos);
DECLARE_NULL_CREATURE_IO(Yeti);
static Size get_size_max();
static PhysicalP create(void *,WorldP,LocatorP,const Pos &);
static Stats &get_stats(void *) {return stats;}
const static CreatureContext creatureContext;
/* NOTE: Making this public is a bit of a hack. Locator::register_contexts()
needs to get to it and I don't want to have to make a separate accessor
function for every class. */
const static AnimTimeContext animTimeContext;
private:
static void init_x(Xvars&,IXCommand command,void* arg);
static CreatureXdata creatureXdata;
static WalkingXdata walkingXdata;
static PricklyXdata pricklyXdata;
static AnimTimeXdata animTimeXdata;
static SensitiveXdata sensitiveXdata;
const static WalkingContext walkingContext;
const static PricklyContext pricklyContext;
const static SensitiveContext sensitiveContext;
static Stats stats;
};
#endif
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