- Added simpletypes.h header to hold the enums and typedefs related to the main class headers
- Made boom drawing take from the new boom gworld rather than from the field gworld - Added enum for monster abilities (will be used for both of a monster's abilities, but isn't used yet) - Added supporting member functions for the new abilities (not used yet): get ability name and has ability - Added SDF pointer storage to the party structure together with supporting member functions (not used yet) - Deleted the "reserved" fields res1, res2, res3 in the monster struct git-svn-id: http://openexile.googlecode.com/svn/trunk@87 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -14,97 +14,6 @@
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namespace legacy { struct terrain_type_type; };
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/* Terrains Specials Properties : scenario.ter_types[i].special */ //complete
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typedef unsigned short ter_num_t;
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enum eTerSpec {
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// TER_SPEC_NONE = 0,
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// TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
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// TER_SPEC_DOES_FIRE_DAMAGE = 2,
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// TER_SPEC_DOES_COLD_DAMAGE = 3,
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// TER_SPEC_DOES_MAGIC_DAMAGE = 4,
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// TER_SPEC_POISON_LAND = 5,
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// TER_SPEC_DISEASED_LAND = 6,
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// TER_SPEC_CRUMBLING_TERRAIN = 7,
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// TER_SPEC_LOCKABLE_TERRAIN = 8,
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// TER_SPEC_UNLOCKABLE_TERRAIN = 9,
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// TER_SPEC_UNLOCKABLE_BASHABLE = 10,
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// TER_SPEC_IS_A_SIGN = 11,
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// TER_SPEC_CALL_LOCAL_SPECIAL = 12,
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// TER_SPEC_CALL_SCENARIO_SPECIAL = 13,
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// TER_SPEC_IS_A_CONTAINER = 14,
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// TER_SPEC_WATERFALL = 15,
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// TER_SPEC_CONVEYOR_NORTH = 16,
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// TER_SPEC_CONVEYOR_EAST = 17,
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// TER_SPEC_CONVEYOR_SOUTH = 18,
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// TER_SPEC_CONVEYOR_WEST = 19,
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// TER_SPEC_BLOCKED_TO_MONSTERS = 20,
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// TER_SPEC_TOWN_ENTRANCE = 21,
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// TER_SPEC_CHANGE_WHEN_USED = 22,
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// TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
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TER_SPEC_NONE = 0,
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TER_SPEC_CHANGE_WHEN_STEP_ON = 1,
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TER_SPEC_DAMAGING = 2,
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TER_SPEC_BRIDGE = 3, // new
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TER_SPEC_BED = 4, // new
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TER_SPEC_DANGEROUS = 5,
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TER_SPEC_UNUSED1 = 6,
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TER_SPEC_CRUMBLING = 7,
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TER_SPEC_LOCKABLE = 8,
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TER_SPEC_UNLOCKABLE = 9,
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TER_SPEC_UNUSED2 = 10,
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TER_SPEC_IS_A_SIGN = 11,
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TER_SPEC_CALL_SPECIAL = 12,
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TER_SPEC_UNUSED3 = 13,
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TER_SPEC_IS_A_CONTAINER = 14,
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TER_SPEC_WATERFALL = 15,
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TER_SPEC_CONVEYOR = 16,
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TER_SPEC_UNUSED4 = 17,
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TER_SPEC_UNUSED5 = 18,
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TER_SPEC_UNUSED6 = 19,
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TER_SPEC_BLOCKED_TO_MONSTERS = 20,
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TER_SPEC_TOWN_ENTRANCE = 21,
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TER_SPEC_CHANGE_WHEN_USED = 22,
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TER_SPEC_CALL_SPECIAL_WHEN_USED = 23,
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// 1. Change when step on (What to change to, number of sound, Unused)
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// 2. Damaging terrain; can't rest here (Amount of damage done, multiplier, damage type)
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// 3. Reserved
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// 4. Reserved
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// 5. Dangerous land; can't rest here; percentage chance may be 0 (Strength, Percentage chance, status type)
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// 6. Reserved
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// 7. Crumbling terrain (Terrain to change to, strength?, destroyed by what - quickfire, shatter/move mountains, or both)
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// 8. Lockable terrain (Terrain to change to when locked, Unused, Unused)
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// 9. Unlockable terrain (Terrain to change to when locked, Difficulty, can be bashed)
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// 10. Reserved
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// 11. Sign (Unused, Unused, Unused)
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// 12. Call special (Special to call, local or scenario?, Unused)
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// 13. Reserved
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// 14. Container (Unused, Unused, Unused)
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// 15. Waterfall (Direction, Unused, Unused)
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// 16. Conveyor Belt (Direction, Unused, Unused)
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// 17. Reserved
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// 18. Reserved
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// 19. Reserved
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// 20. Blocked to Monsters (Unused, Unused, Unused)
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// 21. Town entrance (Terrain type if hidden, Unused, Unused)
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// 22. Change when Used (Terrain to change to when used, Number of sound, Unused)
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// 23. Call special when used (Special to call, local or scenario?, Unused)
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// 24. Bridge - if the party boats over it, they get the option to land. (Unused, Unused, Unused)
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};
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enum eTrimType {
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TRIM_NONE = 0,
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TRIM_WALL = 1, // not a trim, but trims will conform to it as if it's the same ground type (eg stone wall)
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TRIM_S, TRIM_SE, TRIM_E, TRIM_NE, TRIM_N, TRIM_NW, TRIM_W, TRIM_SW,
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TRIM_NE_INNER, TRIM_SE_INNER, TRIM_SW_INNER, TRIM_NW_INNER,
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TRIM_FRILLS = 14, // like on lava and underground water; no trim_ter required
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TRIM_ROAD = 15, // the game will treat it like a road space and draw roads; no trim_ter required
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TRIM_WALKWAY = 16, // the game will draw walkway corners; trim_ter is base terrain to draw on
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TRIM_WATERFALL = 17, // special case for waterfalls
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TRIM_CITY = 18, // the game will join roads up to this space but not draw roads on the space
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};
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// Depending on the special ability, the flags may need to be treated as either signed or unsigned
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union ter_flag_t {signed short s; unsigned short u;};
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