/************************************************************************* "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 _SPECIAL_POWER #define _SPECIAL_POWER #include "enemy.h" // Red special powers #define RED_POWER_TRAP 0 #define RED_POWER_WILDFIRE 1 #define RED_POWER_NAPALM 2 // Green special powers #define GREEN_POWER_WISP 3 #define GREEN_POWER_POTATOMAN 4 #define GREEN_POWER_FLOWERPOWER 5 // Blue special powers #define BLUE_POWER_TELEPORT 6 #define BLUE_POWER_TURN 7 #define BLUE_POWER_LIGHTNING 8 // The height of the teleport power #define TELEPORT_POWER_HEIGHT 15.0f // Special power in progress? (zero == not using, 1 == p1 using, 2 == p2) extern int using_special_power; // Which special power extern int which_special_power; // Special power timer extern int special_power_count; // Does the special power pause the game? extern bool special_power_pause; void invoke_special_power(int who, int what); void update_special_power(); void draw_special_power(); // A base class from which the special powers are derived class SPECIAL_POWER { public: virtual void init() = 0; // Initialize the special power virtual void draw() = 0; // Draw the special power virtual void update() = 0; // Update the special power }; // Trap power class SP_TRAP : public SPECIAL_POWER { public: virtual void init(); virtual void draw(); virtual void update(); }; extern SP_TRAP sp_trap; // Wildfire power class SP_WILDFIRE : public SPECIAL_POWER { public: ENEMY *burning[ENEMY_AMOUNT]; // Pointers to the burning enemies int burn_count[ENEMY_AMOUNT]; // Burning counters for the burning enemies virtual void init(); virtual void draw(); virtual void update(); }; extern SP_WILDFIRE sp_wildfire; // Napalm power class SP_NAPALM : public SPECIAL_POWER { public: int cur_x, cur_y; // Current X and Y of the explosions int explo_delay; // Delay between explosions int oldx[2], oldy[2]; // Old player positions before the jump virtual void init(); virtual void draw(); virtual void update(); }; extern SP_NAPALM sp_napalm; // Wisp power class SP_WISP : public SPECIAL_POWER { public: virtual void init(); virtual void draw(); virtual void update(); }; extern SP_WISP sp_wisp; // Potato man power class SP_POTATOMAN : public SPECIAL_POWER { public: virtual void init(); virtual void draw(); virtual void update(); }; extern SP_POTATOMAN sp_potatoman; // Flower power class SP_FLOWERPOWER : public SPECIAL_POWER { public: virtual void init(); virtual void draw(); virtual void update(); }; extern SP_FLOWERPOWER sp_flowerpower; // Teleport power class SP_TELEPORT : public SPECIAL_POWER { public: int who; // Who is teleporting? int teleport_dir; // Teleport direction float teleport_pos; // Position in the teleport "beam" (between 0 and 1) int tx, ty; // Target position virtual void init(); virtual void draw(); virtual void update(); }; extern SP_TELEPORT sp_teleport; // Turn power class SP_TURN : public SPECIAL_POWER { public: virtual void init(); virtual void draw(); virtual void update(); }; extern SP_TURN sp_turn; // Lightning power class SP_LIGHTNING : public SPECIAL_POWER { public: ENEMY *targets[ENEMY_AMOUNT]; // Target pointers float noise[ENEMY_AMOUNT]; // Noise levels for the lightnings int num_targets; // Number of targets virtual void init(); virtual void draw(); virtual void update(); }; extern SP_LIGHTNING sp_lightning; #endif