// // 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 cursor_h #define cursor_h #include "object.h" class Cursor:public Object { public: Cursor(); virtual ~ Cursor(); virtual void init(class ObjectType * type); virtual enum MoveResult move(int dx, int dy); virtual void relocate(struct place *newplace, int newx, int newy, bool noStep = true, struct closure *place_switch_hook = NULL); virtual void remove(); bool is_active(void); void setViewportBounded(int bounded); void setRange(int range); int getRange(); void setOrigin(int x, int y); int getOriginX(); int getOriginY(); bool inRange(int x, int y); void shadeRange(bool val); bool isRangeShaded(); protected: int range, bounded, originX, originY; bool active; bool shade; }; #endif // cursor_h