#include "game.hpp" #include "control.hpp" #include "specs.hpp" #include "loader.hpp" #include "hpoint.hpp" #include "ability.hpp" #define FADING_FRAMES 20 #define FADING_MAX 30 sequence *morph_table[MORPH_TABLE_WIDTH*MORPH_TABLE_WIDTH]; void controlled_character::note_hp_change(int new_hp, game_object *who) { if (cur_char==who) the_game->set_hit_points(hp); } void controlled_character::change_character(int char_type) { /* switch (char_type) { case CHAR_HUMAN : my_figure=human_figure; curbreak; case CHAR_IGUANA : my_figure=iguana_figure; break; default : CONDITION(0,"change_character, bad character type\n"); } cur_char=char_type; set_state(stopped); the_game->change_logos(abilities,cur_char);*/ } controlled_character::controlled_character(game_object *who) { cur_char=who; abilities=0; morphing_to=-1; } int controlled_character::decide() { int button,c_x,c_y; the_game->get_movement(button,c_x,c_y); cur_char->move(c_x,c_y,button); return 1; }