// // nazghul - an old-school RPG engine // Copyright (C) 2002, 2003 Gordon McNutt // // 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; if not, write to the Free Foundation, Inc., 59 Temple Place, // Suite 330, Boston, MA 02111-1307 USA // // Gordon McNutt // gmcnutt@users.sourceforge.net // #ifndef Field_h #define Field_h #include "object.h" #include "closure.h" class FieldType:public ObjectType { public: FieldType(char *tag, char *name, struct sprite *sprite, int light, int duration, int pclass, closure_t *effect); virtual ~FieldType(); virtual bool isType(int classID); virtual int getType(); virtual int getLight(); virtual void setLight(int val); virtual void setDuration(int val); virtual int getDuration(); virtual class Object *createInstance(); bool isPermanent(); closure_t *effect; /* when stepped on */ int pclass; protected: int light; int duration; }; class Field:public Object { public: virtual class FieldType * getObjectType(); Field(); Field(class FieldType *type); Field(class FieldType *type, int duration); virtual ~ Field(); virtual int getLight(); virtual void exec(); virtual void save(struct save *save); virtual int getPclass(); protected: int duration; }; #endif