/************************************************************************* "I Have No Tomatoes" Copyright (c) 2004, Mika Halttunen This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Mika Halttunen *************************************************************************/ #ifndef HELPERS_H #define HELPERS_H #include "vect.h" #include "bonus.h" #include "pathfinder.h" ////////////////////////////////////////////////// // WISP STUFF ////////////////////////////////////////////////// // Wisp texture extern GLuint wisp_tex; // Wisp class class WISP { public: VECT pos; // Position VECT target; // Target position VECT dir; // Direction vector BONUS *bonus; // Target bonus int owner; // Wisp owner (1 == p1, 2 == p2) bool alive; // Is the wisp alive? int counter; // Time counter float glow_anim; // Glow animation counter // Functions void clear(); // Clear the wisp void draw(); // Draw the wisp void move(); // Move the wisp }; void create_wisp(); void load_wisps(); void move_wisps(); void draw_wisps(); ////////////////////////////////////////////////// // POTATO MAN STUFF ////////////////////////////////////////////////// // Potato man texture extern GLuint potatoman_tex; class ENEMY; // Potato man class class POTATOMAN { public: int x, y; // Tile position int tx, ty; // Target tile position float offset; // Current offset float speed; // Moving speed int dir; // Direction int nextdir; // Next direction float anim; // Animation counter bool alive; // Is the potato man alive? bool chase; // Chasing enemies? int counter; // Time counter PATHFINDER pf; // Path finder int path_pos; // Current position along the path int raise_dir; // Are we going up or down? float raise_pos; // Raising position // Functions void clear(); // Clear the potato man void draw(); // Draw the potato man void move(); // Move the potato man void look_enemy(); // Look for enemies and chase them float get_real_x(); // Get current x with offset float get_real_y(); // Get current y with offset bool collide_with(ENEMY *e); // Does the potato man collide with the enemy void kick(ENEMY *e); // Kick the enemy }; // The helpers extern WISP wisp; extern POTATOMAN potatoman; void load_potatoman(); void move_potatomen(); void draw_potatomen(); void create_potatoman(); #endif