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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.
*/
// game_style.h
#ifndef GAME_STYLE_H
#define GAME_STYLE_H
#if X11
#ifndef NO_PRAGMAS
#pragma interface
#endif
#endif
#include <sstream>
#include "utils.h"
#include "coord.h"
#include "world.h"
#include "locator.h"
#include "intel.h"
using namespace std;
#define SCENARIO_SEALS_TRAPDOORS 2
#define SCENARIO_BONUS_FROGS 12
#define SCENARIO_FLAG_FLAGS 15
struct IntelOptions;
class Human;
typedef Human *HumanP;
struct PhysicalContext;
class IPhysicalManager {
public:
virtual PhysicalP create_enemy(PhysicalP p,Boolean addToLocator = True) = 0;
/* EFFECTS: Create and return new enemy with intelligence. If p is non-NULL, use it
as the Physical. Else choose Physical via enemy_physical(void). */
virtual PhysicalP enemy_physical() = 0;
virtual PhysicalP enemy_physical(ClassId classId) = 0;
virtual PhysicalP enemy_physical(ClassId *classIds,int num) = 0;
/* EFFECTS: Ways of creating a Physical for an enemy:
1. Choose randomly.
2. Specify exact class.
3. Choose randomly from a set of classes.
*/
virtual ITmask intel_options_for(IntelOptions &ops,ClassId classId) = 0;
/* EFFECTS: Return appropriate IntelOptions for a specific Class. */
virtual void kill_physical(PhysicalP p) = 0;
/* EFFECTS: Remove p from the game silently. */
};
typedef IPhysicalManager *IPhysicalManagerP;
class Scenario;
typedef Scenario *ScenarioP;
class GameStyle {
public:
GameStyle();
virtual ~GameStyle();
virtual GameStyle *clone() = 0;
virtual void describe(stringstream &) = 0;
/* EFFECTS: Write a two-line description of the style to the stream. */
virtual GameStyleType get_type() = 0;
static GameStyle *by_type(GameStyleType);
/* EFFECTS: Create a new style given the type. */
static Boolean uses_enemies_num(GameStyleType);
static Boolean uses_enemies_refill(GameStyleType);
/* EFFECTS: Does the specific style use enemiesNum/enemiesRefill?
Used for enabling/disabling UI. */
/* NOTE: Sucks that this isn't extendable. */
virtual Boolean class_friends();
/* EFFECTS: Are Enemies classFriends with each other. */
/* DEFAULT: True */
virtual int human_initial_lives();
/* DEFAULT: HUMAN_LIVES */
virtual void set_human_data(HumanP,WorldP,LocatorP);
/* DEFAULT: do nothing */
virtual Pos human_initial_pos(WorldP,LocatorP,const Size &s);
/* DEFAULT: world.empty_rect(s) */
virtual Boolean can_refill_game_objects();
/* DEFAULT: True */
virtual Boolean need_difficulty(int enemiesNumNext);
/* DEFAULT: True */
virtual char *can_reset(int humansNumNext,int enemiesNumNext,
Boolean cooperative);
/* EFFECTS: Can this GameStyle be used with the given settings.
Return error message if not, must free return value.
DEFAULT: return NULL.
*/
virtual void reset(WorldP,LocatorP,const DifficultyLevel &,
int enemiesNumNext) = 0;
/* EFFECTS: Start a new game. */
virtual int new_level_check(int enemiesPlaying,WorldP,LocatorP,
int level,
Boolean &lStrChanged,stringstream &levelStr,
Timer &timer,
IPhysicalManagerP);
/* MODIFIES: lStrChanged */
/* EFFECTS: Return
-1 to continue with current level,
0 to immediately start a new level,
1 to start a new level after a few turns.
Use levelStr to set Ui::set_level() and mark lStrChanged as True.
lStrChanged will always be passed in as False. Timer is the game's Timer
for the current state. level is the current level.
DEFAULT: Return 0 if Timer has expired, else -1. */
virtual Boolean game_over_check(int humansPlaying,int enemiesPlaying);
/* DEFAULT: True if humansPlaying == 0. */
virtual Boolean advance_level();
/* EFFECTS: Should we increment the level number counter when we
start the next level. */
/* DEFAUlT: True */
virtual Boolean award_bonus();
/* EFFECTS: Should we award all humans a bonus when they beat this level.
A bonus
will never be awarded if advance_level() returns False. */
/* DEFAULT: False */
virtual void new_level(int level,WorldP,LocatorP,
const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum) = 0;
/* MODIFIES: level */
/* EFFECTS: Start a new level. Use levelStr levelTitleStr to
set the messages for the user. dontAdvance is the result passed out of
new_level_check(). Must call world.reset() and clean out any
Physicals hanging
around from last level. For the very first level, level will be -1
at the start
of this call. So, the first level played will be level 0. */
virtual void new_level_set_timer(Timer &timer);
/* MODIFIES: timer */
/* EFFECTS: After getBearings time, set a timer for the level if desired. */
/* DEFAULT: timer.set(LEVEL_TIME) */
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,
IPhysicalManagerP) = 0;
/* EFFECTS: Refill enemies in the Game. enemiesRefill is the preference
setting. */
virtual void filter_weapons_and_other_items(LocatorP,int &weaponsNum,
const PhysicalContext *
weapons[A_CLASSES_NUM],
int &oItemsNum,
const PhysicalContext *
oItems[A_CLASSES_NUM]);
/* REQUIRES: weapons[] and oItems[] both have space for A_CLASSES_NUM
elements. */
/* EFFECTS: The complete set of possible weapons and other items is
passed in.
Change the lists to determine which weapons/items are acceptable
candidates
for the level. */
/* MODIFIES: weaponsNum,weapons,oItemsNum,oItems */
/* DEFAULT: Do nothing. */
virtual unsigned int get_soundtrack();
/* DEFAULT: IDW_SOUNDTRACK */
virtual SoundName get_midisoundtrack();
/* DEFAULT: SOUND_RANDOM */
#ifndef PROTECTED_IS_PUBLIC
protected:
#endif
virtual void clean_physicals(Boolean doMinimum,WorldP,LocatorP,
IPhysicalManagerP);
/* EFFECTS: Deal with existing Physicals in the locator, possibly
killing them or
moving them to stay inside the world. doMinimum=True means try
to leave everything alone,
just relocate players if necessary. doMimimum=False means kill
everything except human
players, relocate humans if necessary. */
private:
enum {KILL_OFF,RELOCATE,LEAVE_ALONE};
int partition(PhysicalP p,Boolean doMinimum,WorldP,LocatorP);
/* EFFECTS: Return KILL_OFF, RELOCATE, or LEAVE_ALONE to determine
what should happen to the Physical during clean_physicals().
Does not deal with followers. */
void get_followers_recursive(PtrList& leaveAlone,PhysicalP p);
/* MODIFIES: leaveAlone */
/* EFFECTS: Append to leaveAlone all followers of p and of p's
followers. (Does not append p itself.) */
};
typedef GameStyle *GameStyleP;
// Levels, except put in a scenario every few levels.
class Normal : public GameStyle {
public:
Normal();
~Normal();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual int human_initial_lives();
virtual void set_human_data(HumanP,WorldP,LocatorP);
virtual Pos human_initial_pos(WorldP,LocatorP,const Size &s);
virtual Boolean can_refill_game_objects();
virtual char *can_reset(int humansNumNext,int enemiesNumNext,
Boolean cooperative);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &,
int enemiesNumNext);
virtual int new_level_check(int enemiesPlaying,WorldP,LocatorP,
int level,Boolean &lStrChanged,
stringstream &levelStr,Timer &timer,
IPhysicalManagerP);
virtual Boolean advance_level();
virtual Boolean award_bonus();
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum);
virtual void new_level_set_timer(Timer &timer);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
virtual unsigned int get_soundtrack();
virtual SoundName get_midisoundtrack();
private:
GameStyleP get_delegate() {if (playScenarios) return scenarios; else return levels;}
Boolean playScenarios;
GameStyleP levels;
GameStyleP scenarios;
};
class Levels : public GameStyle {
public:
Levels();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual char *can_reset(int humansNumNext,int enemiesNumNext,Boolean cooperative);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &,int enemiesNumNext);
virtual int new_level_check(int enemiesPlaying,WorldP,LocatorP,
int level,Boolean &lStrChanged,stringstream &levelStr,Timer &timer,
IPhysicalManagerP);
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum);
virtual void new_level_set_timer(Timer &timer);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
virtual unsigned int get_soundtrack();
private:
int enemiesNum; // Incremented each level.
};
class KillKillKill : public GameStyle {
public:
KillKillKill();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual Boolean class_friends();
virtual Boolean need_difficulty(int enemiesNumNext);
virtual char *can_reset(int humansNumNext,int enemiesNumNext,Boolean cooperative);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &dLevel,int );
virtual Boolean game_over_check(int humansPlaying,int enemiesPlaying);
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
virtual SoundName get_midisoundtrack();
private:
Boolean justReset; // After reset(), before new_level().
int enemiesNum; // Stays constant.
};
class Duel : public GameStyle {
public:
Duel();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual Boolean need_difficulty(int enemiesNumNext);
virtual char *can_reset(int humansNumNext,int enemiesNumNext,Boolean cooperative);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &dLevel,int );
virtual Boolean game_over_check(int humansPlaying,int enemiesPlaying);
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
private:
Boolean justReset; // After reset(), before new_level().
int enemiesNum; // Stays constant.
};
class ExtendedDuel : public GameStyle {
public:
ExtendedDuel();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual int human_initial_lives();
virtual Boolean need_difficulty(int enemiesNumNext);
virtual char *can_reset(int humansNumNext,int enemiesNumNext,Boolean cooperative);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &dLevel,int );
virtual Boolean game_over_check(int humansPlaying,int enemiesPlaying);
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
private:
Boolean justReset; // After reset(), before new_level().
int enemiesNum; // Stays constant.
};
class Training : public GameStyle {
public:
Training();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual Boolean need_difficulty(int enemiesNumNext);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &dLevel,int);
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP,int humansNum);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
};
class Scenarios : public GameStyle {
public:
Scenarios();
virtual ~Scenarios();
virtual GameStyleP clone();
virtual void describe(stringstream &);
virtual GameStyleType get_type();
virtual Boolean class_friends();
virtual int human_initial_lives();
virtual void set_human_data(HumanP,WorldP,LocatorP);
virtual Pos human_initial_pos(WorldP,LocatorP,const Size &s);
virtual Boolean can_refill_game_objects();
virtual char *can_reset(int humansNumNext,int enemiesNumNext,Boolean cooperative);
virtual void reset(WorldP,LocatorP,const DifficultyLevel &,int enemiesNumNext);
virtual int new_level_check(int enemiesPlaying,WorldP,LocatorP,
int level,Boolean &lStrChanged,stringstream &levelStr,Timer &timer,
IPhysicalManagerP);
virtual Boolean advance_level();
virtual Boolean award_bonus();
virtual void new_level(int level,WorldP,LocatorP,const DifficultyLevel &dLevel,
stringstream &levelStr,stringstream &levelTitleStr,
IPhysicalManagerP manager,int humansNum);
virtual void new_level_set_timer(Timer &timer);
virtual void refill_enemies(Boolean enemiesRefill,WorldP,LocatorP,IPhysicalManagerP);
static void set_override(char *val);
/* EFFECTS: If set, always choose the given scenario.
Don't ever delete the passed in value, not copied. */
virtual void filter_weapons_and_other_items(LocatorP,int &weaponsNum,
const PhysicalContext *weapons[],
int &oItemsNum,
const PhysicalContext *oItems[]);
virtual unsigned int get_soundtrack();
virtual SoundName get_midisoundtrack();
static Boolean dog_team(LocatorP,PhysicalP p1,PhysicalP p2);
/* EFFECTS: Team composed of all enemy dogs. */
/* NOTE: Left public so that Game can reuse this team definition.
Not the best place to put it, but slightly better than just making a
global function. */
private:
void choose_scenario();
/* EFFECTS: Delete old scenario and create a new one. Works even if
scenario is NULL. */
ScenarioP scenario;
static char *override;
};
#endif
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