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#ifndef __SPRITE_OBJECTS_H
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#define __SPRITE_OBJECTS_H
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#include <tqcanvas.h>
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#include "defines.h"
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#ifdef sun
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#undef sun
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#endif
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struct AiSprite
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{
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double x,y,dx,dy;
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bool sun, border;
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};
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class SunSprite:public TQCanvasSprite
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{
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public:
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SunSprite(TQCanvasPixmapArray* seq, TQCanvas* canvas);
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virtual int rtti() const {return S_SUN;}
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};
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class PowerupSprite:public TQCanvasSprite
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{
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public:
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enum {PowerupMine=0, PowerupBullet, PowerupShield, PowerupEnergy,
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PowerupNum};
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PowerupSprite(TQCanvasPixmapArray* seq, TQCanvas* canvas, int t, double lifetime);
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virtual int rtti() const {return S_POWERUP;}
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double getLifetime() {return time;}
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void setLifetime(double t) {time=t;}
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int getType() {return type;}
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private:
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double time;
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int type;
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};
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class MobileSprite:public TQCanvasSprite
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{
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public:
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MobileSprite(TQCanvasPixmapArray* array, TQCanvas* canvas, int pn);
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virtual void forward(double mult,int frame);
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virtual void forward(double mult);
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virtual void calculateGravity(double gravity,double mult);
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int spriteFieldWidth(){return canvas()->width();}
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int spriteFieldHeight(){return canvas()->height();}
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AiSprite toAiSprite();
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bool isStopped() {return stopped;}
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void stop(bool s=true) {stopped=s;}
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int getPlayerNumber() {return playerNumber;}
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protected:
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void checkBounds();
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bool stopped;
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int playerNumber;
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};
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class ShipSprite:public MobileSprite
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{
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public:
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ShipSprite(TQCanvasPixmapArray* seq, TQCanvas* canvas, int pn);
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virtual int rtti() const {return S_SHIP;}
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int getHitPoints() {return hitpoints;}
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void setHitPoints(int hp) {hitpoints=(hp<0?0:hp);}
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double getEnergy() {return energy;}
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void setEnergy(double e) {energy=(e<0?0:e);}
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void setWins(int w) {wins=w;}
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int getWins() {return wins;}
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void setExplosion(int f) {explosion=f;}
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int getExplosion() {return explosion;}
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void setRotation(double r);
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double getRotation() {return rotation;}
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void rotateRight(double rotationEnergyNeed,double rotationSpeed);
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void rotateLeft(double rotationEnergyNeed,double rotationSpeed);
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void bullet(double reloadTime) {reloadBulletTime=reloadTime;}
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bool reloadsBullet(double t=0.0) {return reloadBulletTime>t;}
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void mine(double reloadTime) {reloadMineTime=reloadTime;}
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bool reloadsMine(double t=0.0) {return reloadMineTime>t;}
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bool explodes() {return explosion>=0;}
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void setMinePowerups(int m) {minePowerups=m;}
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int getMinePowerups() {return minePowerups;}
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void setBulletPowerups(int b) {bulletPowerups=b;}
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int getBulletPowerups() {return bulletPowerups;}
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virtual void forward(double mult);
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virtual void forward(double mult,int fr);
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virtual void calculateGravityAndEnergy(double gravity,double sunEnergy,
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double mult);
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private:
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int hitpoints, wins, explosion;
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double energy,rotation,reloadBulletTime,reloadMineTime;
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int bulletPowerups,minePowerups;
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};
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class BulletSprite:public MobileSprite
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{
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public:
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BulletSprite(TQCanvasPixmapArray* seq, TQCanvas* canvas, int pn,double lifetime);
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virtual int rtti() const {return S_BULLET;}
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virtual void forward(double mult);
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virtual void forward(double mult,int fr);
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bool timeOut() {return time<=0;}
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private:
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double time;
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};
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class MineSprite:public MobileSprite
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{
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public:
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MineSprite(TQCanvasPixmapArray* seq, TQCanvas* canvas, int pn,double atime,double f);
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virtual int rtti() const {return S_MINE;}
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bool isActive() {return active;}
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double getFuel() {return fuel;}
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void setFuel(double f) {fuel=(f<0.0?0.0:f);}
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virtual void forward(double mult);
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void explode(TQCanvasPixmapArray* s);
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bool explodes() {return expl;}
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bool over() {return (expl&&(explosiontime>(timeToGo-0.1)));}
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virtual void calculateGravity(double gravity,double mult);
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private:
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bool expl,active;
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double activateTime,fuel,timeToGo,explosiontime;
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};
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class ExplosionSprite:public TQCanvasSprite
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{
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public:
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ExplosionSprite(TQCanvasPixmapArray *seq, TQCanvas* field, MobileSprite *sp);
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virtual int rtti() const {return S_EXPLOSION;}
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bool isOver() {return over;}
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virtual void forward(double mult);
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void setSequence(TQCanvasPixmapArray *seq);
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private:
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double timeToGo,time;
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bool over;
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MobileSprite *obj;
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};
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#endif
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